Overloading Arch (3-4)
COMPLEX HAZARD 5 -10
The Eternity Arch sparks with electricity, releasing bolts of lightning at each of the four largest time rifts.
DC 23 Thievery (trained) or DC 21 Arcana (trained), DC 21 Nature (trained), DC 21 Occultism (trained), or DC 21 Religion (trained) to seal each of the four time rifts, DC 23 Crafting (trained) to divert the lightning to another source, or Dispel Magic (2nd rank; counteract DC 20) to counteract each time rift. Each attempt requires 2 actions. Skill checks to disable a time rift must attempted from adjacent to the rift.
Shock
A creature approaches within 10 feet of one of the time rifts
The triggering creature takes 1d8 electricity damage (DC 22 basic Reflex save). The overloading arch rolls initiative.
(4 actions) The trap loses 1 action each turn for each disabled time rift. On each of the trap's actions, the Eternity Arch releases a bolt of lightning that activates that rift, dealing 2d8 electricity damage to all creatures in a 10-foot emanation around the time rift (DC 22 basic Reflex save). It can release a bolt at each active time rift no more than once each turn.
Pathfinder Society Special #3-99: Fate in the FutureOGL