
Sorin Szekely |

I'm actually ok any way you want to rule it.
Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.
hp: This lists the haunt's effective hit points for the purposes of resolving positive energy damage. A haunt's hit points are equal to twice its CR, except in the case of a persistent haunt, in which case its hit points are equal to its CR × 4.5 (round fractions down).
Energy Body does positive energy damage which is also required to harm haunts. Undead are specifically called out in the Energy Body description and not haunts, but the APG came out before GMG so it wouldn't have been expected to call them out one way or the other. However, you do either need to have the undead strike you (which a haunt generally does not do) or grapple or attack the undead creature (which is probably also not typical behavior with respect to a haunt). You can heal a living creature by passing through its space, but you cannot do the same with undead.
So, I'd say we're clearly in GM determination land.

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Hmmm... I see why you want a ruling.
OK. If you are able to make physical contact with a haunt whilst in this form, you may damage it as described. You will have to figure out how to bring such a situation about, given the elusive nature of yer average haunt!

Deevor |

as far as I know only the pipes and positive energy will have an effect on the haunt. so unless you can do either you can enter and will help spread the damage from the haunt, hopefully. If someone falls with the pipes, I guess picking the pipes up and continuing is the best option available. People who can cure, use the pipes last.

Sorin Szekely |

I definitely don't need to know the actual DC and I'm not trying to overly meta game this. If you think I'm out of bounds, let me know. RAW on knotted rope without a wall is DC 5. It's perfectly reasonable to add a modifier due to either the darkness or the floor or the overall stress.
However, I think Sorin would be able to judge its not a normal climb. He shouldn't know the exact DC, but he should know its tougher than normal. So, I think its reasonable for him to balk since anything tougher than a normal climb makes it extremely hazardous for him.

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It is intended to be difficult!
The problem is there's an overhang, and that of none-too-sound wood. Without rope, that is listed in the AP as DC 30 to negotiate, then a couple more DC 10 checks to scramble down to the ground. If you set up a knotted rope it is an awkward but doable climb, hence a DC 10 rather than the DC 5 you'd expect for knotted rope.
It can be difficult to get over how hard something is without resorting to the shorthand of 'Make a DC X check' - which does rather take away from the alternate reality of you lot scrambling round a ruined, haunted gaol! Sorin, after his scare, deciding that enough is enough and asking to be lowered sounds perfectly reasonable.

Sorin Szekely |

The difficulty actual has Sorin's player wondering if clearing the stairs may ultimately be a good idea. This will be a very difficult exit if we are forced to flee. But, I think I'm going to wait to suggest that in game until we go through our first ingress and egress of this area. Hopefully we survive this first one.

Tre'duinne Braeguldae |

Apologies for being away for a while, had an operation and took a week or so off the boards as part of the recovery period. Really helped get a bit more relaxed and ready to start again.
At a CrispyCon Chew June 7-9th, so nothing from me then either.
Will update to 3rd tomorrow....