Pendulum Pit

Level 20Hazard (Complex)
HazardMediumLegacy
AC 10
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +36
Disable DC 48 arcana (legendary), DC 44 thievery (master), or Dispel Magic (9th rank; counteract DC 44) on a platform to deactivate its pendulum blade; once all five platforms have been deactivated, the trap is disabled and the room rotates back into position along the exits. DC 48 thievery (legendary) from any blocked exit to activate the rotating mechanism and rotate the room back into position before the trap has been disabled.
Recall Knowledge arcana DC 40

Attacks

Melee Pendulum Blade +38/+33/+28(fatal d12, force, magical)
Damage: 4d10+22 force
Effect: pendulum shove

Abilities

Locking Room

Trigger A creature disturbs any of the platforms, or anything falls into the pit --- Effect The room rotates 45 degrees, closing off the room by shifting its exits to face bare walls. A pendulum of force swings across the platform with the armor on it, knocking the armor into the pit and making a pendulum blade Strike against a creature on that platform (if any). The trap then rolls for initiative.

Pendulum Shove

A creature hit by a pendulum blade must succeed at a DC 44 reflex save or be moved 5 feet along the line of the pendulum's swing. This is forced movement.

Description

Several swinging pendulums of force cleave through the room across the platforms, knocking people into the pit.