entries
Sorted A-Z
Hazards

Locking Door

Level -1

commonHaunt

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.

Pathfinder Second Edition material on Narrative Nexus is used under the ORC License or the Open Game License v1.0a, with each entry's notice naming the license that applies. Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.

License terms