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From Pathfinder #221: Into the Apocalypse Archive, which isn't enabled.

Cataclysmic Planar Rift

COMPLEX HAZARD 18
Stealth +0
Description

This apocalypse represents the effects of numerous planar rifts forming and exploding in a region, with the risk of the planar fabric being compromised enough to tear a city-sized (if not larger) hole in reality. These rifts are likely to eject inhabitants of the other plane into the Universe, as well as serve as gateways for furious defenders to pour through to punish anyone they think might be responsible for the problem. Any additional encounters that result from these incursions should award XP as normal for encounters of their difficulty. While the rifts are likely to all lead to the same plane, particularly far-reaching disruptions might create gateways to multiple planes at once, with each rift spewing forth its own defenders. These groups would each have their own aims and agendas, clashing, collaborating, or causing chaos wherever they go.

Anticipate DC 40 Lore (expert) for the plane's Lore skill to notice pinpoint incursions from the other plane or DC 45 Arcana (master), DC 45 Nature (master), DC 45 Occultism (master), or DC 45 Religion (master) to detect subtle instabilities in the fabric of the Universe

Prepare DC 42 Lore (expert) with the plane's Lore skill, DC 45 Arcana (master), DC 45 Nature (master), DC 45 Occultism (master), DC 45 Religion (master) or DC 48 Performance (legendary) to perform a planar stabilization rite to minimize the damage



Routine

(1+ hours, DC 18 flat check) Rifts detonate with raw planar essence. As the hazard progresses, the ruptures grow more frequent until they merge together into a gaping portal (this final stage might be prevented with good fortune or successful efforts to Prepare). Ruptures occur once per 10 minutes for the first hour and once per minute for the second hour. The frequency with which each unprepared creature in the area is hit by a rupture depends upon their proximity to the hazard's epicenter. If the hazard proceeds into a third hour, all creatures and objects in the area take the hazard's damage one final time before being swallowed up by the burgeoning portal and deposited on the other plane.

The planar explosions deal 2d12+18 damage, with a DC 42 basic saving throw, and inflict a condition on a failed saving throw. The damage type, saving throw type, condition, and condition duration depend upon the exploding plane, as detailed in the table below.

d20PlaneDamage and SaveCondition
1AbaddonFortitude vs. poison damagefrightened 2 (1 hour, The condition's value can't be reduced by the typical means for 1 hour)
2Astral or Ethereal PlaneEach time a new rift appears, roll again on this table, using the listed effects.Each time a new rift appears, roll again on this table, using the listed effects.
3AxisFortitude vs. force damageclumsy 2 (1 hour)
4BoneyardWill vs. spirit damagedrained 2 (1 hour)
5Creation's ForgeWill vs. vitality damagedazzled (1 hour)
6ElysiumFortitude vs. sonic damagedeafened (24 hours)
7First WorldWill vs. mental damageconfused (1 minute)
8HeavenReflex vs. fire damagefascinated by the rift (10 minutes)
9HellReflex vs. fire damagedoomed 1 (1 hour)
10Maelstromvaries 2varies 2
11NirvanaFortitude vs. bludgeoning damagestupefied 2 (1 hour)
12The NetherworldFortitude vs. cold damageblinded (10 minutes)
13Outer RiftsReflex vs. acid damagesickened 1 (1 hour) 1
14Plane of AirReflex vs. electricity damagestunned 1 (1 minute)
15Plane of EarthFortitude vs. bludgeoning damagefatigued
16Plane of FireReflex vs. fire damage2d6 persistent fire damage
17Plane of MetalReflex vs. slashing damage2d6 persistent bleed damage
18Plane of WaterReflex vs. bludgeoning damageoff-guard (10 minutes)
19Plane of WoodReflex vs. piercing damage–15-foot circumstance penalty to Speeds (10 minutes)
20The VoidWill vs. void damageenfeebled 2 (1 hour)
Pathfinder #221: Into the Apocalypse ArchiveORC