Confounding Betrayal
Level 8
Complex Haunt
Stealth +21 (expert)
Disable DC 28 Deception (expert) twice to confound the haunt with your own deceptions, or DC 28 Occultism (trained) twice to create a ward against the haunt’s mental influence
Unmask [Reaction] (illusion, occult)
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.
Level 8 · Complexity Complex
Stealth +21 (expert)
Disable
- Deception DC 28 (expert) — twice to confound the haunt with your own deceptions
- Occultism DC 28 (trained) — twice to create a ward against the haunt’s mental influence
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. The haunt then rolls initiative.
Reset The haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter