Hazards

Pathfinder Core Rulebook (Second Edition), page 522

The traps, environmental hazards and haunts of the Core Rulebook. How hazards work (detecting, triggering and disabling them) is in Hazards.

NameLevelComplexityStealth
Armageddon Orb23SimpleDC 10 or detect magic
Banshee’s Symphony18Complex+30 (legendary)
Bloodthirsty Urge10SimpleDC 31 (trained)
Bottomless Pit9SimpleDC 30 (or 0 if the trapdoor is disabled or broken) or detect magic
Darkside Mirror14Complex+24 (master) to notice it isn’t a regular mirror
Drowning Pit3Complex+10 (trained); DC 22 (expert) to notice the water spouts once the pit opens
Electric Latch Rune3SimpleDC 20 (trained)
Fireball Rune5SimpleDC 24 (expert)
Frozen Moment17SimpleDC 40 (master)
Hallucination Powder Trap6SimpleDC 24 (expert)
Hammer of Forbiddance11SimpleDC 30 (expert)
Hidden Pit0SimpleDC 18 (or 0 if the trapdoor is disabled or broken)
Lava Flume Tube10Complex+19 (trained)
Pharaoh’s Ward7SimpleDC 25 (expert)
Planar Rift13SimpleDC 35 (trained)
Poisoned Dart Gallery8Complex+16 (expert) or DC 31 (master) to notice the control panel
Poisoned Lock1SimpleDC 17 (trained)
Polymorph Trap12SimpleDC 34 (trained)
Quicksand3Complex+12 (trained) (or –10 and no minimum proficiency if the surface is disturbed)
Scythe Blades4SimpleDC 23 (trained)
Second Chance21SimpleDC 44 (legendary)
Slamming Door1SimpleDC 17 (trained)
Spear Launcher2SimpleDC 20 (trained)
Spinning Blade Pillar4Complex+11 (trained) or DC 26 (expert) to notice the control panel
Summoning Rune1Complex+7 (trained)
Telekinetic Swarm Trap12Complex+24 (expert)
Vorpal Executioner19SimpleDC 43 (expert)
Wheel of Misery6Complex+16 (expert) to detect the magical sensor; noticing the wheel has a DC of 0
Yellow Mold8SimpleDC 28 (trained)