| Dosgamer |
Immune to channel energy or immune to positive energy? Making it immune to positive energy without making it susceptible to some other type of damage is tantamount to making it invulnerable. Since positive energy is the common way to subdue them, I would say making them immune to it is a +2 CR bump but that isn't RAW it's just a suggestion. And I wouldn't make it immune to positive energy without making it susceptible to some other damage.
| Realmwalker |
Immune to channel energy or immune to positive energy? Making it immune to positive energy without making it susceptible to some other type of damage is tantamount to making it invulnerable. Since positive energy is the common way to subdue them, I would say making them immune to it is a +2 CR bump but that isn't RAW it's just a suggestion. And I wouldn't make it immune to positive energy without making it susceptible to some other damage.
If the ones I make even do damage then normal damage will work on them. What I have in mind is researching them and figuring out how to get rid of them, was going to be the main way to get rid of them. These Haunts are more going to be like Temporal Rifts than Undead based Hauntings. Hence the immunity Positive/Negative energy. Things like Knowledge (history) or Knowledge (local) being the two main research skills used in researching these.
| Dosgamer |
Lots of haunts don't do damage at all. They mimic spell effects (fear, feeblemind, curse, symbol of pain, etc.) and can be quite debilitating. I would suggest if you are going to seriously alter the mechanics then just make them some type of plot device and less of a mechanical encounter.
I would also suggest incorporating foreknowledge of the haunts into your game with buried clues on how to appease them (perhaps buried amidst a bunch of red herrings). That way your players can solve the riddles of the haunts without falling back on having to make knowledge skill rolls to bypass the encounter. Just a suggestion, of course. Good luck!
| Ravingdork |
From what I heard, some of the things you had to do to stop the Harrowstone haunts forever (rather than just neutralizing them) would be entire adventures in themselves! And that's for EACH of the prisoners held therein!
Sorry, but I'd like to focus on the main adventure not lollygag with exceptionally difficult, long, and tedious semi-related side quests.
| Realmwalker |
I like problem solving and doing things in game that are not always dedicated to combat. I feel a good puzzle or mystery can often add flavor to a game instead of just letting it delve into I kill the Monster then take all his stuff...how much further to the next level?
Not that I don't mind a good fight, My players do have skills and I like providing an opportunity for my players to use them.
| Realmwalker |
Lots of haunts don't do damage at all. They mimic spell effects (fear, feeblemind, curse, symbol of pain, etc.) and can be quite debilitating. I would suggest if you are going to seriously alter the mechanics then just make them some type of plot device and less of a mechanical encounter.
I would also suggest incorporating foreknowledge of the haunts into your game with buried clues on how to appease them (perhaps buried amidst a bunch of red herrings). That way your players can solve the riddles of the haunts without falling back on having to make knowledge skill rolls to bypass the encounter. Just a suggestion, of course. Good luck!
That was exactly my intent, they would witness an event or hear of it then research a way to end the manifestation. It adds a way to use haunts that may not be based of ghosts or undead. Set it up so that the PCs have to use their skills a little more than just active a use of channel energy per day.