Planar Rift
HAZARD 13 +25 (trained)
A rift attempts to draw creatures into another plane (the GM chooses the specific plane).
DC 33 Thievery (master) to assemble a rift seal using objects strongly grounded to your plane, or Dispel Magic (7th rank; counteract DC 31) to counteract the rift
AC 10
Into the Great Beyond (occult, teleportation)
A creature moves within 10 feet of the rift.
The triggering creature and all creatures within 30 feet of the rift are drawn into another plane. Each creature can attempt a DC 33 Reflex save to avoid this fate.
Pathfinder GM CoreORC