Strong Fire Sentry
COMPLEX HAZARD 3 +10 (trained) or DC 18 Perception check to notice the control panel
A 5-foot burst pillar of magical fire travels along a track throughout the room. The pillar emits bright light out to 20 feet.
DC 23 Arcana (trained) or DC 23 Thievery (trained) once on the control panel deactivates the whole trap, or DC 20 Thievery (trained) twice on the track prevents the pillar from moving. Each check requires two actions.
AC 19; Fort +10, Ref +12
Hardness 10, HP 44 (BT 22); Immunities critical hits, precision
Flaming Circuit (arcane, fire)
Skyreach's defenses are active, and a creature who is not carrying a Wayfinder enters the room.
A pillar of magical fire surges forth. The hazard rolls initiative.
Speed 30 feet
(2 actions) The pillar Strides, following the track in the room. If the trap's track is broken, the pillar can still Stride, but its Speed is only 15 feet. The pillar cannot move at all if the track is destroyed. When the pillar moves, it deals 1d10+6 fire damage to any creatures whose space it moves through.
The trap deactivates once it no longer detects the presence of creatures in the room.
Pathfinder Society Scenario #3-06: Struck by ShadowsOGL