Strong Electric Latch Rune
HAZARD 5 +13 (trained)
An invisible rune imprinted on a door latch releases a powerful electric discharge.
DC 23 Thievery (expert) to scratch out the rune without allowing electricity to flow, or Dispel Magic (3rd rank; counteract DC 21) to counteract the rune
AC 10
Electrocution (arcane, electricity)
A creature grasps the door latch directly or with a tool.
The trap deals 3d12+8 electricity damage to the triggering creature (DC 25 basic Reflex save).
Pathfinder Society Scenario #3-06: Struck by ShadowsOGL