| GRU |
I'm GM'ing my players through Misgivings (they went down through the well and Killed the Skinsaw Man and are working their way up from the basement).
the setting isn't much fun without Haunts, and here's the problem...
the party's Cleric (Cleric of Desna lvl. 5) casts Protection from Evil, and seems as if this more or less neutralizes the haunts.
my question is: how to deal with this? I feel that if the spell works that way, then so be it - players have a right to shine and I've said from the beginng that we're playing RAW.
I may not have understood how Protection From Evil workd vs. Haunts?
thanks for your time,
GRU
bigkilla
|
I don't see how Protection from Evil effects haunts. Am I missing a ruling somewhere?
My problem with the haunts is that they were keyed to specific people, and my group was acting really weird in the mansion with most people never even entering rooms so It was hard to set them off when the appropriate player was not in the room, they missed about 75% of the haunts do to that fact.
I also do not really like the haunt mechanic where they go off on a initiative of 10 in a surprise round so I just had them go off when the appropriate person entered the room or did the appropriate action to set it off.
EDIT. I guess that it would help for some of the haunts that actually cause the haunt to control the PC via suggestion or what not but that is less then half of them. And unless they have a pro evil want or something 5 min a level per person will die out really fast unless they are searching maybe one room a night.
| Midnight_Angel |
Hmm... Haunts are Mind-affecting Fear effects. I don't see Protection from Evil helping much against those (no summoned critters, no enchantment-type spell).
Of course, if the source of these haunts is evil, the +2 resistance bonus is in order. For the one being who is actually protected by the casting of that spell.
Actually, Remove Fear would be a better defense against these haunts. As would being a Paladin.
| GRU |
I don't see how Protection from Evil effects haunts. Am I missing a ruling somewhere?
My problem with the haunts is that they were keyed to specific people, and my group was acting really weird in the mansion with most people never even entering rooms so It was hard to set them off when the appropriate player was not in the room, they missed about 75% of the haunts do to that fact.
I also do not really like the haunt mechanic where they go off on a initiative of 10 in a surprise round so I just had them go off when the appropriate person entered the room or did the appropriate action to set it off.
EDIT. I guess that it would help for some of the haunts that actually cause the haunt to control the PC via suggestion or what not but that is less then half of them. And unless they have a pro evil want or something 5 min a level per person will die out really fast unless they are searching maybe one room a night.
hi Bigkilla,
here's a wall of text...from the d20pfsrd:
"....Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion..."
the - "While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. " - was the one that sort of blew the Haunts out of the water.
I may have gotten this all wrong - (I hope so!
GRU
also the protection is being cast as a Circle of protection
bigkilla
|
bigkilla wrote:I don't see how Protection from Evil effects haunts. Am I missing a ruling somewhere?
My problem with the haunts is that they were keyed to specific people, and my group was acting really weird in the mansion with most people never even entering rooms so It was hard to set them off when the appropriate player was not in the room, they missed about 75% of the haunts do to that fact.
I also do not really like the haunt mechanic where they go off on a initiative of 10 in a surprise round so I just had them go off when the appropriate person entered the room or did the appropriate action to set it off.
EDIT. I guess that it would help for some of the haunts that actually cause the haunt to control the PC via suggestion or what not but that is less then half of them. And unless they have a pro evil want or something 5 min a level per person will die out really fast unless they are searching maybe one room a night.
hi Bigkilla,
here's a wall of text...
from the d20pfsrd:"....Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion..."
the - "While under the effects of this spell, the target is immune to any new attempts to possess...
Yeah, I saw that. Like I said it will help with a few of the haunts but not all of them as not all of the haunts "possess or exercise mental control over the creature" although some of them do. And the duration of the spell makes casting it while exploring the house very prohibitive as it might last 2 rooms at most if they are doing any kind of searching.
| Midnight_Angel |
While I'm not exactly Bigkilla...
the - "While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. " - was the one that sort of blew the Haunts out of the water.
Well, unless the specific haunts duplicate posessions or mental control effects (i.e. are akin to Charm or Compulsion spells), I see no immunity.
After all, a Fear effect is neither a possession nor a mental control...
Circle of Protection? Are you referring to a Magic Circle against Evil? Now, while this persists for a longer time and covers pretty much the whole group, 50 minutes aren't exactly a very long time, and the cleric is out of one of his (problably three) Level 3 slots...
| GRU |
While I'm not exactly Bigkilla...
Circle of Protection? Are you referring to a Magic Circle against Evil? Now, while this persists for a longet tiem and covers pretty much teh whole group, 50 minutes aren't exactly a very long time, and the cleric is out of one of his (problably three) Level 3 slots...
You're right - it's Magic Circle Against Evil.
GRU
| GRU |
GRU wrote:...bigkilla wrote:I don't see how Protection from Evil effects haunts. Am I missing a ruling somewhere?
My problem with the haunts is that they were keyed to specific people, and my group was acting really weird in the mansion with most people never even entering rooms so It was hard to set them off when the appropriate player was not in the room, they missed about 75% of the haunts do to that fact.
I also do not really like the haunt mechanic where they go off on a initiative of 10 in a surprise round so I just had them go off when the appropriate person entered the room or did the appropriate action to set it off.
EDIT. I guess that it would help for some of the haunts that actually cause the haunt to control the PC via suggestion or what not but that is less then half of them. And unless they have a pro evil want or something 5 min a level per person will die out really fast unless they are searching maybe one room a night.
hi Bigkilla,
here's a wall of text...
from the d20pfsrd:"....Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion..."
the - "While under the effects of this spell, the target is immune to any new
how long does it take to search a room? I've been sloppy with time keeping I know, but I can't find out where that rule is... when you say "two rooms", is that something that's acording to RAW? (I'm not disagreeing - it sounds pretty reasonable)
GRU
bigkilla
|
how long does it take to search a room? I've been sloppy with time keeping I know, but I can't find out where that rule is... when you say "two rooms", is that something that's acording to RAW? (I'm not disagreeing - it sounds pretty reasonable)GRU
Well I do not believe there is a RAW answer because it would be highly subjective on how long a specific room would take to search. If they just walk in a look around really quick without actually moving or sifting through stuff sure a round would or should work fine, but they would miss any of the stuff hidden behind shelves or in desk drawers and the like.If they are doing a full search I.E. moving books, checking papers looking through desks and drawers it could take minutes to hours depending on the room, it would be up to the GM to determine but a 5 min spell would wear off fast if they are doing any real searching, even a circle with 50 min duration is going to go pretty quick.