Mechanical Pit - Floor Trap

Mechanical Pit - Floor Trap
Trap [Rank 3]
Description: Two spring loaded panels in the floor will give way under significant weight.
Detect
Awareness DC: 25
Spot DC: 20
Detecting the Trap: There seems to be some inconsistent seams on the floor.
Investigate DC: 15
Investigating the Area: The area of floor feels springy, as if it might give way under pressure.
Disarm
Disarm DC: 10
Disarming the Trap: The area can be stepped over or jumped over depending on the size. Alternatively a board can be placed over the area so that the area will not be depressed.
Failure: Failing the Disarm DC by 6 or more triggers the trap. Otherwise, nothing happens.
Trigger
Triggering the Trap: If more than 25 lbs is placed upon the panels, the floor collapses. All creatures within the area fall and the floor panels spring shut.
Effect: The floor gives away, causing all creatures the stepped into the area to fall. All creatures suffer Falling Damage based on the depth of the pit (1d10+5 Bludgeoning damage per 10 ft) and must make a Resilience [DC 15] check or suffer an Injury. The walls of the pit are relatively smooth, and attempting to climb the wall requires a Climb check [DC 20]. Opening the floor panels from within the pit is difficult, and usually requires a tool to pry them open (GM Discretion).
Variations: If the pit has spikes at the bottom, the damage type changes to Piercing damage. Additionally, the spikes maybe coated with any Poison of choice.