Electric Fence
Level 3
Stealth 10 (trained) Disable DC 17 Crafting (trained) to ground a 10-foot portion of the fence, or DC 18 Thievery (trained) to cut power to the fence AC 16, Fort +12, Ref +6 Hardness 10 HP 40 (BT 20) Immunities critical hits, object immunities, precision damage Shock Free Action Trigger A creature touches the fence directly or with a tool; --- Routine (1 action) The trap electrocutes each creature touching the fence directly or with a tool, dealing 1d10 electricity damage (DC 23 basic Fortitude save).
Complex Hazard · Level 3
AC 16 · Fort +12 · Ref +6 · Hardness 10 · HP 40 (BT 20)
The trap deals 1d10 electricity damage to the triggering creature. The trap rolls initiative if it hasn't already.
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