{ "breadcrumbs_spa": [], "category": "hazard", "complexity": "Complex", "disable": "DC 48 Thievery (legendary) to remove each keystone or DC 48 Occultism (legendary) to manipulate the magic to isolate each keystone", "exclude_from_search": false, "hazard_type": "Trap", "id": "hazard-322", "level": 20, "markdown": "[Keystone Repulsion](/Hazards.aspx?ID=322)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 52\n\n**Complexity** Complex\r\n\r\n\r\n\r\nFour magic keystones repel creatures when one is damaged or tampered with.\r\n\r\n---\r\n\r\n**Stealth**\r\n+51 (legendary)\r\n\r\n**Disable**\r\nDC 48 [Thievery](/Skills.aspx?ID=17) (legendary) to remove each keystone or DC 48 [Occultism](/Skills.aspx?ID=11) (legendary) to manipulate the magic to isolate each keystone\n\n\n\n\r\n\r\n**Repel** ([force](/Traits.aspx?ID=75), [occult](/Traits.aspx?ID=120)) **Trigger** A creature damages or tampers with a keystone; **Effect** The triggering creature is moved back 10 feet by a wave of force. A successful DC 42 Fortitude save reduces the distance moved to 5 feet. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(4 actions) The trap loses 1 action each turn for each removed or isolated keystone. Each keystone spends 1 action to release a wave of force, dealing 4d10+22 force damage in a 15-foot cone (DC 42 [basic](/Rules.aspx?ID=329) Reflex save) and [pushing](/Rules.aspx?ID=451) each creature back 5 feet. On a failed save, the distance a creature is pushed increases to 10 feet.", "name": "Keystone Repulsion", "rarity": "common", "release_date": "2022-12-14", "resistance": {}, "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 52\r\n\r\n\r\n---\r\n\r\n\r\nFour magic keystones repel creatures when one is damaged or tampered with.\r\n", "source": [ "Pathfinder #186: Ghost King's Rage" ], "source_raw": [ "Pathfinder #186: Ghost King's Rage pg. 52" ], "source_category": "Adventure Paths", "source_group": "Blood Lords", "source_markdown": "[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 52", "speed": {}, "stealth": "+51 (legendary)", "summary": "Four magic keystones repel creatures when one is damaged or tampered with.", "summary_markdown": "Four magic keystones repel creatures when one is damaged or tampered with.", "text": " Keystone Repulsion Source Pathfinder #186: Ghost King's Rage pg. 52 Complexity Complex Four magic keystones repel creatures when one is damaged or tampered with. --- Stealth +51 (legendary) Disable DC 48 Thievery (legendary) to remove each keystone or DC 48 Occultism (legendary) to manipulate the magic to isolate each keystone Repel Reaction (force, occult) Trigger A creature damages or tampers with a keystone; Effect The triggering creature is moved back 10 feet by a wave of force. A successful DC 42 Fortitude save reduces the distance moved to 5 feet. The trap then rolls initiative. --- Routine (4 actions) The trap loses 1 action each turn for each removed or isolated keystone. Each keystone spends 1 action to release a wave of force, dealing 4d10+22 force damage in a 15-foot cone (DC 42 basic Reflex save) and pushing each creature back 5 feet. On a failed save, the distance a creature is pushed increases to 10 feet.", "trait": [ "Complex", "Magical", "Trap" ], "trait_markdown": "[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)", "trait_raw": [ "Complex", "Magical", "Trap" ], "type": "Hazard", "url": "/Hazards.aspx?ID=322", "weakness": {} }