Rules for creating haunts and hazards


Product Discussion


I've just about read the GMG from cover to cover and I think it is awesome. However, I was hoping for some structured rules for creating hazards and haunts. I see that LPJ Design has a pdf with additional haunts, but I'd like to see a table akin to Table 13-3/13-4 in the Core Rules. I need a way to determine CR, effects, etc.

Any suggestions?


DustinGebhardt wrote:

I've just about read the GMG from cover to cover and I think it is awesome. However, I was hoping for some structured rules for creating hazards and haunts. I see that LPJ Design has a pdf with additional haunts, but I'd like to see a table akin to Table 13-3/13-4 in the Core Rules. I need a way to determine CR, effects, etc.

Any suggestions?

Best comparison I've seen is to CR up a haunt based on the spell it most closely resembles, upping it a bit if it affects everyone vs. single target spell. Haunts have some advantages (Perception doesn't always work to find them, can't be "disabled"), but also some disadvantages (Paladins are immune, vulnerable to channeling). That makes them come out about even.

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