![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
TBA |
![Discounter](http://cdn.paizo.com/image/avatar/32_discounter_col_final.jpg)
How would Aura of courage work in the manor? Would you just give everyone within ten feet of the palidin the Bonus to fear affects against the haunts? It says in the AP that all haunts are fear affects. Or only saves that are are specifically saves vrs. fear? Thanks for the help.
I checked this out as there was a high probability that there would be a Paladin in my group, in the end there wasn't.
However, I took it that as all the haunts are fear effects, the paladin would be immune, and anyone haunted in 10 feet of him would get the +4 bonus to their saves. This would be on all of them.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
joecoolives |
![Goblin](http://cdn.paizo.com/image/avatar/Snig.jpg)
joecoolives wrote:How would Aura of courage work in the manor? Would you just give everyone within ten feet of the palidin the Bonus to fear affects against the haunts? It says in the AP that all haunts are fear affects. Or only saves that are are specifically saves vrs. fear? Thanks for the help.I checked this out as there was a high probability that there would be a Paladin in my group, in the end there wasn't.
However, I took it that as all the haunts are fear effects, the paladin would be immune, and anyone haunted in 10 feet of him would get the +4 bonus to their saves. This would be on all of them.
Well darn it, that takes half the fun out of it.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
joecoolives |
![Goblin](http://cdn.paizo.com/image/avatar/Snig.jpg)
Our Gm said they were mind affecting effects, which a paladin shouldn't have immunity to in that section.
That is what I wanted to do because I don't want it to be so easy on them. I want it to be a challenge. So I might be ignoring that aspect. Also there are 6 players, so I could let it ride. I want the saves to be a challenge but not to be too easy.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
TBA |
![Discounter](http://cdn.paizo.com/image/avatar/32_discounter_col_final.jpg)
The book says mind affecting fear effects, so as written the Paladin would be immune, and yeah, I agree it'd take the fun out of it somewhat.
I was pleased when my group didn't have a paladin, so I didn't have to worry about it.
Anyhow, the Paladin would still see his/her haunts start, just not be affected by them. Could still be a good roleplay oppotunity?
Still, you can play it how you like :)
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
![]() |
![James Jacobs](http://cdn.paizo.com/image/avatar/private/JamesJacobs.jpg)
All haunts are fear effects, so a paladin WOULD grant the aura of courage effects to all his friends in range, giving them a bonus to the rolls. And the paladin himself would be immune to the haunts' direct effects (but not indirect, as in the case of a haunt whose effects summon a monster or start a persistent fire... I don't believe there are any haunts of that type in Foxglove Manor though).
Part of being a paladin is being immune to fear. And if you don't give a paladin a chance to actually USE that power (such as by never using fear effects, or by changing haunts so they're not fear effects) that's kinda cheesy, I think. It'd be like sending the group into a dungeon where spells don't work, or on an adventure where no one can make attacks. That's obviously an overreaction, but the point is: Let the PCs use their toys.
If you want the effects of the haunt to still play out, so that a paladin PC can experience the story-building elements of the haunts so they can be simply creeped out by them and can learn something about the site's history, haunts still manifest and the paladin still sees what they do. He just is immune to their effects.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Sir_Wulf RPG Superstar 2008 Top 16 |
![Shield Guardian](http://cdn.paizo.com/image/avatar/5.-The-Halberdiers.jpg)
All haunts are fear effects, so a paladin WOULD grant the aura of courage effects to all his friends in range, giving them a bonus to the rolls.
While that ruling has been clearly expressed before, why should all haunts be automatically lumped together as fear effects? Moods and images invoked by haunts involve a dozen different emotions: If a haunt's actual effect has nothing to do with fear or terror, I'd rather not give blanket immunity to the effect.
Part of being a paladin is being immune to fear. And if you don't give a paladin a chance to actually USE that power (such as by never using fear effects, or by changing haunts so they're not fear effects) that's kinda cheesy, I think.
I agree that Paladins should be allowed to benefit from their immunities. If something invokes terror, despair, or discouragement, the paladin's power should come to the fore.
Many of the haunts in Skinsaw and Spires clearly included fear effects, so my players' paladins were impervious to them.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
![]() |
![James Jacobs](http://cdn.paizo.com/image/avatar/private/JamesJacobs.jpg)
While that ruling has been clearly expressed before, why should all haunts be automatically lumped together as fear effects? Moods and images invoked by haunts involve a dozen different emotions: If a haunt's actual effect has nothing to do with fear or terror, I'd rather not give blanket immunity to the effect.
Because that's how they were designed. That's part of what makes a haunt a haunt, and not a hazard or a trap. Haunts are scary!
Many of the haunts in Skinsaw and Spires clearly included fear effects, so my players' paladins were impervious to them.
And that's fine. That's the game working as intended. Just as in "Burnt Offerings," I included an area that a druid could walk all over (the Thistletop maze), the inclusion of haunts was, at least on one level, included to give paladins something to be proud of being able to handle.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
TBA |
![Discounter](http://cdn.paizo.com/image/avatar/32_discounter_col_final.jpg)
Just as in "Burnt Offerings," I included an area that a druid could walk all over (the Thistletop maze)
I was about to mention this myself, the druid in my group loved that bit, cos it allowed him to shine. So, the haunts in the manor allow the paladin to shine, they all get their opportunity to lead the way.
I pictured it along the lines of 'Keep close lads and we just might get through this' :)
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
joecoolives |
![Goblin](http://cdn.paizo.com/image/avatar/Snig.jpg)
Sir_Wulf wrote:While that ruling has been clearly expressed before, why should all haunts be automatically lumped together as fear effects? Moods and images invoked by haunts involve a dozen different emotions: If a haunt's actual effect has nothing to do with fear or terror, I'd rather not give blanket immunity to the effect.Because that's how they were designed. That's part of what makes a haunt a haunt, and not a hazard or a trap. Haunts are scary!
Sir_Wulf wrote:Many of the haunts in Skinsaw and Spires clearly included fear effects, so my players' paladins were impervious to them.And that's fine. That's the game working as intended. Just as in "Burnt Offerings," I included an area that a druid could walk all over (the Thistletop maze), the inclusion of haunts was, at least on one level, included to give paladins something to be proud of being able to handle.
I wish I had been able to read this part befor I ran it on Sunday. I now see the importance of letting the Palidin shine, But I think it went extreamly well the way I played it, though. The Palidin was immune to all universal haunts, and was the one to activate them. I had also given the Burning haunt to him so he was able to exspirience the Manticore. They made it all the way through the second level with hardly a scratch as it was. But they did have the visions and the only haunt they didn't trigger was the insane haunt in the office. Made virtualy every save as it was. The female cleric did try to off herself but the Palidin grappled her and pinned her easily. The druid did fall victim to the festering haunt and tried to claw of his face, but he healed himself and restored himself. But we did have a good time. They stood and watched the fighter dance because it looked like he was doing Ok, 5 rounds later after failed saves he wasn't so fine. He wouldn't have danced for 1 round with the paladins bonus vrs. fear. The rogue nearly strangled himself in the library being alone and sneaky, but he made the important save, lucky. Everyone else was on the second floor.