| Caelinae |
I wasn't sure if I should put this question here or in the adventure path section but decided as it was a question of applying the new rules to an old module it should go here. ;o)
I am running the RoTRL AP and will soon be starting the skinsaw murders. We are also playtesting the alpha rules for pathfinder rpg.
Anyone have any suggestions on how to run the mechanics of the haunts since Turn checks aren't in this edition of the rules?
| Vigil RPG Superstar 2011 Top 16 |
Give the haunt a will save. Seriously. Turning does more than damage. The undead get a save to reduce the damage by half and avoid fleeing. So, if the haunt fails the save, it goes dormant for 24 hours. Each haunt has effective hit dice, and no wisdom score (no bonus or penalty). Undead get a good will save (1/2 HD +2). It should be pretty easy to calculate the bonus on the fly, roll, and see if the turning attempt aborted the haunt.