Hallucination Powder Trap
Hallucination Powder Trap 6
Mechanical Trap
Complexity: Simple
Stealth: DC 24 (expert)
Description: A tube of hallucinogenic powder armed with a miniature explosive is connected to a doorknob or similar latch.
Disable: Thievery DC 26 (expert) to the hammer that strikes the percussion cap
AC: 24
Fort: 0
Ref: 0
Hardness: 0
Hp: 1.0
Immunities: critical hits, object immunities, precision damage
Powder Burst (mental, poison) Trigger: The latch is opened or the tube is broken Effect: The tube explodes, spraying hallucinogenic powder in a 30-foot cone. Any creature in the cone must succeed at a DC 24 Will save or be confused for 1 round and take a –2 status penalty to Perception checks and saves against mental effects for 1d4 hours. On a critical failure, the penalty is instead –4.
Source: Core Rulebook pg. 524 2.0