Locking Door
Level -1
Stealth DC 18 to notice the door sway slightly, even though there's no breeze
Disable DC 14 Athletics to push back against the door, DC 14 Crafting to wedge the door open, or DC 20 Thievery (trained) to jam the lock or open the lock afterward
Shut In [Reaction]
Level -1 · Complexity Simple
Stealth DC 18 — notice the door sway slightly, even though there's no breeze
Disable
- Athletics DC 14 — to push back against the door
- Crafting DC 14 — to wedge the door open
- Thievery DC 20 (trained) — to jam the lock or open the lock afterward
Trigger A creature ends their move after passing through the doorway
Effect With an ethereal gust shimmering in the air, the door creaks as it swings shut and locks. The haunted door pushes anyone in its space into an adjacent space in the connecting chamber. A creature that would be pushed and succeeds at a DC 16 Reflex save selects which side of the door they end up on.