{ "breadcrumbs_spa": [], "category": "hazard", "complexity": "Complex", "disable": "Three DC 48 Thievery (legendary) or DC 48 Occultism (master) checks to mend the time rift.", "exclude_from_search": false, "hazard_type": "Trap", "id": "hazard-320", "level": 20, "markdown": "[Time Rift](/Hazards.aspx?ID=320)\r\n\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. 47\n\n**Complexity** Complex\r\n\r\n\r\n\r\nA time rift focused on the sundial causes time to pass erratically for all creatures in the area.\r\n\r\n---\r\n\r\n**Stealth**\r\n+42 (master)\r\n\r\n**Disable**\r\nThree DC 48 [Thievery](/Skills.aspx?ID=17) (legendary) or DC 48 [Occultism](/Skills.aspx?ID=11) (master) checks to mend the time rift.\n\n\n\n\r\n\r\n**Pause** ([incapacitation](/Traits.aspx?ID=93)) **Trigger** A creature enters the area; **Effect** The triggering creature becomes temporarily unmoored from time, becoming [stunned 3](/Conditions.aspx?ID=36). If the creature succeeds at a DC 47 Will save, they reduce this to stunned 1. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) On its initiative, the time rift alters each creature's timeline. Each creature in the area rolls a 1d4 to randomly determine the effect on them.
  1. The creature becomes [slowed 1](/Conditions.aspx?ID=35) for 1 round.
  2. The creature is unaffected.
  3. The creature is affected erratically by time; they're concealed for 1 round.
  4. The creature becomes [quickened 1](/Conditions.aspx?ID=32) for 1 round
.", "name": "Time Rift", "rarity": "rare", "release_date": "2022-12-14", "resistance": {}, "search_markdown": "\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. 47\r\n\r\n\r\n---\r\n\r\n\r\nA time rift focused on the sundial causes time to pass erratically for all creatures in the area.\r\n", "source": [ "Pathfinder #186: Ghost King's Rage" ], "source_raw": [ "Pathfinder #186: Ghost King's Rage pg. 47" ], "source_category": "Adventure Paths", "source_group": "Blood Lords", "source_markdown": "[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 47", "speed": {}, "spoilers": "Blood Lords", "stealth": "+42 (master)", "summary": "A time rift focused on the sundial causes time to pass erratically for all creatures in the area.", "summary_markdown": "A time rift focused on the sundial causes time to pass erratically for all creatures in the area.", "text": " Time Rift Source Pathfinder #186: Ghost King's Rage pg. 47 Complexity Complex A time rift focused on the sundial causes time to pass erratically for all creatures in the area. --- Stealth +42 (master) Disable Three DC 48 Thievery (legendary) or DC 48 Occultism (master) checks to mend the time rift. Pause Reaction (incapacitation) Trigger A creature enters the area; Effect The triggering creature becomes temporarily unmoored from time, becoming stunned 3. If the creature succeeds at a DC 47 Will save, they reduce this to stunned 1. The trap then rolls initiative. --- Routine (1 action) On its initiative, the time rift alters each creature's timeline. Each creature in the area rolls a 1d4 to randomly determine the effect on them. The creature becomes slowed 1 for 1 round. The creature is unaffected. The creature is affected erratically by time; they're concealed for 1 round. The creature becomes quickened 1 for 1 round .", "trait": [ "Complex", "Magical", "Rare", "Trap" ], "trait_markdown": "[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)", "trait_raw": [ "Complex", "Magical", "Rare", "Trap" ], "type": "Hazard", "url": "/Hazards.aspx?ID=320", "weakness": {} }