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Archives of Nethys
Hazards Index
Confounding Betrayal
Hazard 8
Complex
Haunt
Source
Gamemastery Guide pg. 80
Complexity
Complex
Stealth
+21 (expert)
Description
Allies appear to shed their disguises and reveal themselves to be malevolent monsters.
Disable
DC 28
Deception
(expert) twice to confound the haunt with your own deceptions, or
Occultism
(trained) twice to create a ward against the haunt’s mental influence
Unmask
(
illusion
,
occult
)
Trigger
Two or more creatures enter the haunt’s area;
Effect
Each creature sees the forms of nearby creatures shift and change, appearing to transform into fiendish or aberrant beings with a thirst for blood. Each creature in the area must attempt a DC 30 Will save.
Critical Success
The creature sees through the illusions entirely and is temporarily immune to the haunt’s routine for 1 minute.
Success
The creature is unaffected by the strange images.
Failure
The creature believes the illusions to be true; if they become
confused
by the haunt’s routine, they can’t attempt flat checks to end the confused condition when they take damage.
Critical Failure
As failure, but the creature is left with a lingering suspicion of others and can’t benefit from
Aid
reactions for 24 hours.
Routine
(1 action;
illusion
,
incapacitation
,
occult
) The haunt continues to confound victims’ senses and inspire them to commit violence against each other. Each creature in the haunt’s area must attempt a DC 26 Will save.
Critical Success
The creature is unaffected and temporarily immune for 1 minute.
Success
The creature is unaffected.
Failure
The creature is confused for 1 round.
Critical Failure
The creature is confused for 1 minute.
Reset
The haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter.