
DM Corvus |
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First: All credit due to the folks who worked so hard on the Mistfinder conversion. I have taken bits and pieces and added them to my own conversion. I am only using the name above to hopefully attract the attention and feedback level that original thread received.
Second: The rest is either adapted from Sword & Sorcery's Ravenloft or the original 2nd edition boxes sets, or some monstrous combination of both.
I'll start with what I think makes up the core of the Ravenloft experience: The Fear, Horror and Madness checks. First, Fear.
Please note the language is not well-developed in many areas. There is some copy/pasting, which will be rectified before further posting.
Fear, Horror and Madness checks
Saving throw
Fear, Horror, and Madness saves are considered Will saves in all respects. Anything that modifies a Will save likewise modifies Fear, Horror, and Madness saves; anything that modifies
Saves vs. Fear Effects modifies Fear saves.Luck effects and resistance effects(such as those generated by a luckstone or a cloak of resistance) do not affect Fear, Horror, and Madness saves; they are outside the purview of luck and are not "active" effects that would be resisted. Divine effects do aid Fear, Horror, and Madness saves, however.
If a character succeeds at the Will save, then there is no effect, and she is immune to that specific source of fear, horror, or madness for 24 hours.
The effects of failures depend on how badly the check failed.
Failure Margin Effect
1-5 points Minor
6-10 points Moderate
11-15 points Major
16+ points Major, plus additional effect (see below for specifics).Recovery Checks
A character who fails a Horror or Madness save needs to make recovery checks to shake off its effects. Recovery checks are actually just Horror or Madness saves, usually with the same
modifiers and DC. However, succeeding at a recovery check removes a Horror effect or lessens
the severity of a Madness effect; failing a recovery check does not cause additional ill effects. Characters may take 10 on recovery checks.Fear
A character should make a Fear save when facing overwhelming odds and/or immediate, dire
physical danger. Fear saves can also be used to test the morale of the heroes' foes. Common fear triggers include the following:• The group is badly outnumbered or outclassed by opponents (CR is 4+ higher than the average party level).
• The most powerful character in the group or half of the group's members are killed/unconscious.
• An enemy/creature is immune to the group's attacks.
• An enemy/creature is at least two size categories larger than the biggest member of the group.
• An enemy/creature has the Frightful Presence special attack.
• The character is helpless and threatened by immediate death.If a character doesn't know they are in dire peril, then she has no reason to make a Fear save. Likewise, if a player thinks their hero is doomed, a Fear save may be warranted. Illusions can often trigger these "false" saves.
Fear Save DC:
For monsters / Menacing creatures, DC is equal to 10 + ½ monster’s Hit Dice + the creature’s Charisma modifier. Frightening Presence adds a +2 to the DC.
When multiple monsters trigger the effect, use the strongest monster’s DC.
Traps and the like start at 10 and add the CR value.
If the character or ally has a weapon / ability / spell that he/she knows is useful against the creature, they gain a +4 on their fear save.
If the character or ally has a weapon / ability / spell that he/she believes is useful against the threat, they gain a +2 on their save.
Defeating a creature gives a +1 to subsequent fear checks against similar types. Being defeated in the past confers a -1 check against further monsters of the same type.Failure Results:
Minor Effect: Shaken as per the PRD.
Moderate Effect: Frightened as per the PRD
Major effect: Panicked as per the PRDIf a character fails a fear save by 16+, they are immediately panicked and must pass a Horror Save, at the same DC -5
Recovering from FearFear effects last for 5d6 rounds. Spells that remove fear effects cancel the status on the target.

DM Corvus |

Moving right along to the Horror rules. I'm curious about the potential loopholes in my language. I'd like to be as hack-proof as possible.
all help and input is appreciated! If this moves further enough along obviously I'd like to put it all together in a snazzy PDF for everyone to use.
Horror
Horror checks are typically prompted by situations rather than by creatures. The effects of Horror checks generally contain mainly RP elements, rather than rules-based, in-game effects.
Examples:DC Scene
5 Signs of violence (a drying pool of blood, a splintered door, etc.).
8 A decaying body.
10 A scene of pain or suffering (a beggar ravaged by disease; a doctor sewing wounds shut).
12 A freshly slain corpse
15 A scene of terrible agony (torture, involuntary transformation)
20 A scene of evil, cruelty and madness
25 Malign Paradigm ShiftMalign Paradigm Shifts
This is a situation in which a character discovers that an important element of their surroundings is not only wrong, but it has been all along.
Horror check DC
DC’s are subject to modification, both higher and lower, depending on the circumstances of the scene, at the whims of the DM. Some examples of modifiers follow:
Forewarning gives a +2 bonus to the check.
Past overcoming of the event gives a +1.
Past failure of a horror check within 24 hours gives a -2.
Past failure beyond 24 hours gives a -1Failure Results
Minor Effect 1-5 pts
1d4 Effect
1 Aversion
2 Fearstruck
3 Frozen
4 Nausea
Moderate effect 6-10 pts
1d4 Effect
1 Nightmares
2 Obsession
3 Rage
4 Revulsion
Major effect: 11-15 pts
1d4 Effect
1 Fascination
2 Haunted
3 Mental Shock
4 System ShockIf a character fails a Horror check by 16+ points, they suffer a major horror effect, chosen randomly, and must make an immediate Madness check at the same DC -5
Minor Horror Effect Descriptions:
Aversion: The character is Frightened as per the PRD for 5d6 rounds. Additionally, for as long as the character suffers from this Horror effect he is automatically Shaken, as per the PRD, whenever he comes within 50 feet of the location where he failed this Horror save or any identical places.
Fearstruck: The character is Panicked, as per the PRD. This Fear effect lasts 5d6 rounds, but the character suffers no further effects. For as long as the character suffers from this horror effect, they are automatically Frightened whenever they experience a situation similar to the one that caused the intitial check
Frozen: The character is momentarily overwhelmed by the scene before him and can take no action for three rounds. He is considered flat-footed for the duration.
Nausea: The sight causes the character to become physically ill. He suffers an effective decrease of 1d4+l points of Constitution. For an equal number of rounds, they are affected by the Nauseated condition as per the PRD
Moderate Horror Effect Descriptions:Nightmares: The character is Shaken, as per the PRD. This Fear effect lasts 5d6 rounds. Additionally, the next time the character tries to go to sleep, the horrific events of this scene will play themselves out again in their mind, causing the character to wake up screaming after 5d6 minutes. The nightmares return every time sleep is attempted
For as long as this Horror effect lasts, the character cannot regain arcane spells, and each full day without rest incurs a cumulative -1 morale penalty to all attack rolls, saves, and skill checks, to a -4 maximum penalty. Without sleep, HP are not regained. Sleep spells grant dreamless rest, and spells and HP are regained normally. Elves and other creatures that do not sleep re-roll and pick another effect.Obsession: The character is unable to shake this horrific memory. They continually replay the events in their mind. They may mumble about them under their breath or try to bring all conversations back to the source of the failed Horror checl
The obsessed mind becomes clouded, and the character seldom sleeps. With each day of restless obsession, they suffer a cumulative -1 morale penalty to Initiative and Perception
checks, to a maximum penalty of -4.
The character ignores their health while obsessed. They cannot regain hit points through natural healing, and each full week without rest also inflicts 1 point of effective Constitution decrease. Once the character recovers from Obsession, lost Constitution points return at a rate of 1 point per day.Rage: The character's mind is overwhelmed by a primitive, mindless fury directed toward the source of horror. They immediately drop everything they are holding that is not a weapon, and rush forward to attack the object or source of the Horror check in melee. This blind fury acts as a barbarian's Rage ability, with the following exceptions:
The character is not in control of their actions.
They cannot retreat from battle and will not stop attacking the subject even if it is destroyed.
They must move toward the subject using the most direct route, even if this means passing through threatened areas.
If anyone or anything, including allies, attempts to block their path, the character must attack them.The rage lasts a number of rounds equal to 3 + the character's (heightened) Constitution modifier. When the rage ends, the character regains control of their actions, but they are Fatigued as per the PRD, for twice the number of rounds spent Raging.
Revulsion: Works as Aversion: character is Panicked as per the PRD For 5d6 rounds. The character is Shaken as per the PRD if exposed to anything that evokes the memory of the scene that caused the initial horror check.
Major Horror Effects
Fascination: The character develops a morbid fascination with the scene. This obsession becomes so overpowering that it warps the character's personality. In the fascinated
character's mind, the source of the horror effect becomes more and more powerful. The fascinated character may eventually believe that the source is omnipotent; and may even grow to revere it.The character suffers a cumulative drain of 1 point each from their Wisdom and Charisma score each week. If either score drops below 3, the character becomes a Lost One. Once the character recovers from Fascination, lost Wisdom and Charisma points return at a rate a of 1 point each per dayHaunted: Witnessing the horrific scene shatters the character's ability to see any good in the world. They suffer the Obsession effect, along with 1d6+l points of Charisma damage. Once the character recovers from the Haunted effect, lost Constitution and Charisma points return at the rate of 1 each per day.
Mental Shock: The character's mind simply shuts down, as they are unable to comprehend what they are witnessing. While suffering from mental shock, the character can take no actions and is considered flat-footed. They will walk if dragged, but cannot run. Mental shock lasts three rounds. At the end of that duration, the character must make another Horror check at the same DC to escape the effects. If the check fails, the effects persist, another check can be made every three rounds until the character passes. If the horrific scene is no longer present, the character gains a cumulative +1 morale bonus to each check until they pass.
System Shock: The shock proves to be too much for the character’s heart; they must make an immediate fortitude save (same DC as the horror check) or suffer 3d6 points of temporary Constitution damage.
Characters are only affected by a single Horror effect at a time. If a subsequent failed Horror check indicates a result of equal or lesser severity, use another outburst of the existing effect. If a failed Horror check indicates a greater result, the character suffers the new effects instead.
The durations of Horror effects are restarted each time the character fails a horror check.
Recovering from Horror Effects:
Minor horror effects last one week.
Moderate horror effects last two weeks
Major horror effects last thirty days.At the end of the effect period, the character can make a recovery check. This DC is the same as the original check, but with a -2 to the DC. If the character succeeds, the effect is removed. If they fail, they suffer from the effects for another period equal to the original. The check can be retried with a further -2 to the DC after the second period ends. This continues until the character passes. The -2 DC modifier is cumulative with each failed attempt.

DM Corvus |

Lastly, for now, Madness. then we'll be moving on to the Dark Powers check and rewards and curses.
Madness checks are made when:
The character makes mental contact (using spells, special abilities, and so on) with any Darklord, aberration, elemental, ooze, outsider, plant, or insane mind (any creature suffering from a Madness effect). Druids and clerics with the Plant domain are exempt from making Madness saves when contacting plants.
The character is the victim of "Gaslighting," a purposeful attempt by another party to drive them insane.
The character suffers a total catastrophe. This can include witnessing the brutal destruction of the rest of the party, leaving the character to face the threat alone; a paladin being stripped of their powers; suffering an involuntary alignment change; or being subjected to a horrific physical transformation.
Mental Contact
The DC is 10 + ½ the contacted creature’s HD + contacted creature’s Wisdom modifier.Gaslighting
Gaslighting comes in two varieties. If this is done via spell or special ability, then the DC is usually indicated by the spell. That saving throw is, in effect, the Madness check. If a character is attempting to drive another character mad through non-magical means, they must gain the victim’s trust and remain in close proximity for thirty days, all the while convincing them that their sanity is slowly slipping away.
At the end of the thirty days, the perpetrator makes an opposed Bluff check against a Sense Motive check from the Victim. if failed, the degree of madness is determined by the difference between the Bluff and Sense Motive checks. The perpetrator can choose to select a specific madness effect if they wish.
If the victim passes the check, the attempt fails. If they pass by 10 or more, they are immediately aware of the gaslighting attempt.Total Catastrophe
Madness saves prompted by personal catastrophe are up to DM to determine the DC.Failure Results
Roll a 1d4 and compare to the table below. In addition to the listed effect, all failed Madness checks cause effective ability decreases to Intelligence, Wisdom and Charisma.
Minor Madness causes a decrease of 1d6 points per ability. Points are regained at 1 pt every hour.
Moderate Madness effects cause a loss of 1d6 points per ability, but they cannot be regained without effort - see ‘Recovering from Madness
Major Madness effects suffer a decrease of 1d10 per ability. As with moderate effects, these cannot be regained without effort.
A failure of 16 or more points and the character immediately drops to -1 hp and gains the Dying condition. If the shock is survived, they suffer a major Madness effect and a decrease of 1d12 points per ability.Minor Effect 1-5 pts
1d4 Effect
1 Blackout
2 Denial
3 Horrified
4 UnhingedModerate effect 6-10 pts
1d4 Effect
1 Delusions
2 Depression
3 Hallucinations
4 ParanoidMajor effect: 11-15 pts
1d4 Effect
1 Amnesia
2 Multiple personalities
3 Schizophrenia
4 Suicidal ThoughtsMinor Madness Effects
Blackout:
The character will not recall anything in the time period between (and including) the scene that prompted the Madness check and when they regain the last of their decreased ability scores. If the character is alone, the DM may simply cut to when they "come to," wandering and alone, with no memory of how they came to be in their current location. Some spells, such as modify memory, can restore lost memories. The character is shaken for 5d6 rounds after failing the Madness check.Denial
The character's mind refuses to accept the existence of the threat that prompted the Madness check. Until they regains all decreased ability scores, they act as if this threat simply does not exist. Denial provides the character with an effective +4 insight bonus to any Will saves against that threat's attacks but otherwise offers no protection. When all ability scores are regained, the character once again acknowledges the existence of the threat (but loses the insight bonus).Horrified
The character suffers a moderate Horror effect (determined randomly). This Horror effect's duration lasts only until the character regains all decreased ability scores, rather than the usual two weeks.Unhinged
The portion of the character's mind that should have gone mad simply shuts down instead. This leaves the character able to function but affects their personality. They receives an effective +2 morale bonus to all Fear and Horror checks, but their alignment temporarily changes (roll 1d8 to randomly select a new alignment, omitting the character's original alignment from the options). A Sense Motive check (DC 20) can reveal that the Unhinged character are "not quite themselves," assuming it isn't obvious. The character regains their normal alignment (but loses the morale bonus) when all decreased ability scores are restored. An alignment change due to this Madness effect does not cause an additional Madness check.Moderate Madness Effects
Delusions
The character believes something about themselves that is simply not true. The nature of this delusion is usually tied into the event that provoked the Madness check. The character can perform actions only if they can rationalize them within the context of the delusion. For example, a character that believes they are actually a vampire would not be willing to expose themselves to sunlight. If a character ever performs an action that should be "impossible" within the context of their delusion (in other words, if the player cannot immediately provide a rationalization for the action), the character must make an immediate Horror check at DC 15.Depression
The character is overcome by a deep melancholy, sapping away their will to live and their interest in the world around them. Such a character just wants to be left alone; they will not suggest ideas, give commands, or otherwise direct other characters. In fact, in any given situation, the character must make a Will save at the same DC as the failed Madness check to take any action whatsoever. If the character fails this Will save, they will do nothing at all, even in dangerous situations. In a combat situation, they cannot take any actions and are considered flat-footed.
Even if the character is motivated to act, they do so listlessly and reluctantly. They can follow the instructions of allies, but they suffers an effective -4 morale penalty to all attack rolls, loses any Dexterity bonus to AC and Reflex saves, and cannot take attacks of opportunity. On the other hand, the character's utter lack of interest in their surroundings provides them with a +4 insight bonus to all subsequent Fear, Horror, and Madness checks.Hallucinations
The character perceives something in the world that simply does not exist. In a sense, Hallucinations can be considered the "external" companion to the "internal" Delusions effect. As with Delusions, the nature of the hallucination is usually related to the event that prompted the failed Madness check.
Characters have little mental defense against their own inner demons. Thus, a hallucinating character suffers a -2 morale penalty to all Fear and Horror checks provoked by their own visions.
If a character somehow becomes aware that their hallucinations are just that, they must still concentrate to convince themselves that the visions are not real. This works just like disbelieving illusions; to dispel a hallucination, the character must make a Will save at DC (13 + character's Wisdom Modifier). Unlike with illusions, however, the reassurances of allies cannot grant a hallucinating character any bonus to their Will save. An attempt to disbelieve a hallucination is a standard action and can be retried each round. If a character successfully disbelieves a hallucination, the episode still continues for another 1d4 rounds. That hallucination can no longer provoke Fear or Horror checks, however, nor can it inflict subdual damage.Paranoia
The character believes that they exist at the center of a conspiracy dedicated to their destruction. No amount of rational argument can convince them otherwise. Although the character's madness does not extend to actual hallucinations, the DM should present all NPCs and conversations with other characters in a menacing light. The DM might drop subtle visual clues that other characters are inhuman, or thread vague, easily misinterpreted "threats" into NPC dialogue.
As with hallucinations, the DM may want to give the other players secret signals that the scene is not being presented quite as it actually exists, or the DM may want to focus on the paranoid character's interaction with NPCs only when separated from other PCs. This avoids the extra work of explaining what's really happening to the other players.
The paranoid character must succeed at a Will save with a DC equal to that of the failed Madness check to place any trust in other characters. If the character fails the Will save, they must refuse all offers of help as being "obvious traps."
If a paranoid character ever does come upon actual evidence that they have been betrayed or that others are conspiring against them, they must make an immediate Horror check (at DC 12 + character's Wisdom modifier)
Major Madness EffectsAmnesia
Amnesia: A much more disabling form of the Blackout effect, Amnesia is the result of an affected mind's desperate attempt to shield itself from the memory that provoked the failed Madness check. The amnesiac character immediately blocks out all memory of the maddening event — along with many of the months or years that came before it.
If a failed Madness check results in an Amnesia effect, the DM should roll d%. Multiply this percentage times the character's total levels (rounding down). The character then receives that many negative levels.
Although an amnesiac character still has access to all of their skills, they lose all memory of events since gaining those levels. A character who acquires a number of negative levels equal to their character level regresses to childhood. Example: A 15th-level fighter fails a Madness check, resulting in Amnesia. The DM rolls d%, with a result of 48. The fighter then acquires seven (15 x 48% = 7.2, rounded down) negative levels. This character would not remember any events he has witnessed or any people he has met since becoming an 8th-level fighter. Restoration spells cannot remove these negative levels; they are caused by memory loss, not negative energy.Multiple Personalities
Multiple Personalities: The character's psyche makes a desperate attempt to contain the mental trauma it has suffered by splintering into separate identities. The character retains a core personality, 10d10 fragments, and 2d10 alter egos.
The core personality is the character's original persona. It has access to all of the character's memories, skills, and abilities. Fragments are partial personas, easily described in a single phrase, such as "coin collector," "sleepy child," or "talented dancer." The player can assign a single skill or ability to each fragment.
Fragments can use their one talent if called upon, but they always ignore anything that has no relation to their single subject.
Alter egos are fully formed personalities. Each alter ego considers itself a distinct individual, but alters often believe that their race, class, or even gender differs from the core personality. As with Delusional characters, these alter egos cannot be convinced that they are not as real as the core personality. The player should flesh out the persona of each alter ego.
Alter egos have access to all of the core personality's skills and abilities, but they will not use them if doing so is "out of character." For example, a wizard's alter ego that believes itself to be an ogre distrustful of magic would not cast spells. The player should keep a numbered list of the hero's fragments and alters for ease of reference.
Whenever a character suffering from Multiple Personalities has to make a Will save, they must also make an immediate additional Will save equal to the failed Madness check's DC or randomly switch personalities (as a free action). The character should also make a Will save (DC 15 + character's Wisdom modifier) each time they rest. If the character succeeds at the Will save, they wake up as the core personality. If they fail, they switch to a random persona. The core personality has no conscious memory of time spent in other personalities, but the character does not acquire negative levels as with Amnesia. Alter egos typically are aware of each other and can "leave messages" for each other if they wish. It is not uncommon for alter egos to dislike each other or the core personality.Schizophrenia
The character's personality suffers a serious collapse. As the character's sense of self erodes, they can experience drastic and unpredictable personality shifts. Once every week, and whenever the character makes a Will save of any kind, they must succeed at a Will save (DC 15 + character's Wisdom modifier) or have their alignment immediately and randomly change. The player should roll 2d4 of different colors: one die represents ethical alignment (1: Lawful. 2: Neutral. 3: Chaotic. 4: Original alignment); the other represents moral alignment (1: Good. 2: Neutral. 3: Evil. 4: Original alignment). A character might be a saint one moment, a monster the next.
An alignment change due to this Madness effect does not cause an additional Madness check.Suicidal Thoughts
This is a more serious form of the Depression effect. In addition to all of the effects detailed under Depression, the character's will to live hangs by a thread. If the character fails any subsequent Fear, Horror, or Madness checks, they must soon (within an hour) make an attempt to take their own life. The character makes the suicide attempt via the most efficient means at their disposal: leaping off a high balcony, drinking poisonous chemicals, hurling her into a river, and so on.
Characters can also use a piercing or slashing melee weapon to inflict a coup de grace against themselves.
Additional FailuresIf a character fails another Madness check while already suffering a Madness effect, do not roll 1d4 to determine a new effect. The character's mind, already insane, merely sinks deeper into its existing dementia. Ability score decreases are cumulative with multiple failed Madness checks.
Madness and AlignmentAny alignment changes due to madness effects do not result in permanent loss of class, such as Paladin. While under the effects of the Madness, however, they are considered an “ex” member.
Recovering from MadnessThe road from madness to sanity is often long and difficult. Madness effects are removed when all ability points lost to the failed Madness check are regained. In the case of minor Madness effects, this period is mercifully short: never longer than 6 hours. Moderate and major effects require much more effort to shake off. Several methods are available to characters in need of recovery:
Peace and Quiet
If the character rests for thirty days without failing any subsequent Will saves, they can make a recovery check (a Madness check) against the same DC. If this check succeeds, they regain 1 point in one of their decreased ability scores. While the player can choose which ability score to place the point in, the fastest road to recovery lies in restoring Wisdom to normal first. The character can attempt a new recovery check once per restful month against the original DC until Intelligence, Wisdom, and Charisma return to normal. However, particularly if the character's Wisdom score was drastically lowered by the Madness check, the DC may be so high that the character cannot succeed. In these cases, the character needs to turn to outside help.Magic
If available, magic is the quickest and most efficient method of recovery. Restoration can restore damaged ability scores but requires three castings to remove a Madness effect (one casting to restore each ability score), while the spells greater restoration and heal can each cure madness at a stroke. Note that of these spells; only Heal can restore memories lost to a Blackout or Amnesia. Modify memory can also restore lost memories, but it may require multiple castings to recover all lost memories.Hypnosis
If the character does not have access to magic, access to a character with the Hypnosis skill is the next best option. The hypnotism spell can be used in the same way; use this system, but the spell's increased efficiency grants the subject a +2 bonus to their recovery check.
Hypnosis is a new technique, first developed by (and still largely limited to) the alienists, or doctors, working in Ravenloft's handful of asylums and sanitariums. Were magic more plentiful in Ravenloft, this skill would be even less known — it is primarily a non-magical substitute for the hypnotism spell. When a character is curing madness, the DC of a Hypnosis skill check is equal to the DC of the subject's failed Madness check. The hypnotist may benefit from the modifiers listed on Table 3-4. If the hypnotist has at least 5 ranks in Heal, he gains a +2 synergy bonus to the skill check.Sanitariums
A few sanitariums are scattered across Ravenloft. While their purpose is to lift the affliction of derangement, more often they simply serve as prisons for the insane. Recovery in a sanitarium works just like hypnosis (in fact, that's the typical method of recovery used), but the sad truth is that a patient in a sanitarium is unlikely to receive the careful attention they require. Each sanitarium offers a flat 1d8-5 (between -4 and +3) morale modifier to all recovery checks made in its care. As the modifier indicates, many patients in Ravenloft's sanitariums would be better off locked in their nephews' attics.
Patients in a sanitarium can make one recovery check per month, using the modifier above. Each success restores 1 point in one decreased ability score (player's choice) and reduces the DC of future recovery checks by 1 point. This bonus is cumulative.Lost Ones
If any of the character's mental ability scores ever drop below 3, they become what is commonly known in Ravenloft as a Lost One. The character becomes an NPC until they have at least a 3 in all mental ability scores; until then, the character eats and drinks if fed, walks if led, and may occasionally mumble some gibberish, but otherwise they can take no meaningful actions.
The DM should shape a Lost One's personality by looking at which ability score has dropped to 1 or 2. A Lost One with minimal Intelligence may seem like a cheery and friendly fellow, but he might have absolutely no short-term memory. A Lost One with minimal Wisdom might have a vibrant memory but would be completely stymied by any kind of external task, such as opening a door latch or changing their clothes. A Lost One with minimal Charisma might wander in a daze, mumbling strange rhymes, and is seemingly unable to register the existence of other creatures.
If any ability score drops to 0, the character slips into a catatonic state, effectively unconscious. If all three ability scores are raised above 0 again, the character wakes up as a Lost One.

Cthulhudrew |

Can't really take a good look while at work (I'll do more thorough research on it when I get home), but did you take a look at the Sanity and Madness fules from the GMG? It looks like your system is a bit different- probably closer to the original source- but those rules and flavor might give you some PF ideas.

DM Corvus |

I will take a good look at the GMG rules. That may be worth incorporating in some way.
Meantime, here are the rules for Curses:
this lays the groundworks for Dark Powers checks and the costs of failures, as the downside to the failure are those of a curse of suitable level.
Curses
There are three basic types of curses in Ravenloft. They can be created by spellcasters (bestow curse spell, etc); called down by a PC/NPC and granted by the Dark Powers as a Vengeance Curse; or self-induced, either wittingly or unwittingly, drawing the the forces of the Dark Powers through a heinous and evil act.
Vengeance Curses
Brought into being by a character suffering some wrong, either imagined or actually. This requires a Curse Check. Saving throws and spell resistance cannot protect from these curses.
Magical Curses
Bestowed by a magic spell, saving throws and spell resistance are taken in to account.
Self-Induced Curses
These are the results of Dark Power checks. Character can willingly fail a power check by performing an “Act of Ultimate Darkness”
Duration
Curses are generally either a constant or a triggered effect.
Escape Clause
Every curse should contain an escape clause, suitably tailored to fit the curse. Escaping is usually accomplished through avoidance or redemption. Triggered curses are always able to be avoided. Redemption from a curse is generally a long-term action to remove the effect, suiting the reason the curse was called down in the first place.
Severity
Embarrassing Curses
- Eyes turn a strange color or glow like embers.
- Minor spasms — facial tic or twitching fingers.
- Hair turns stark white or falls out.
- Open sores or skin blemishes.
- Forked tongue.
- Hands turn black or grow an extra finger.
- Gains a strange habit — bays at the moon, growls when angry, always shredding something.
- Voice stutters or hisses.
- Hungers for raw meat, bones, or blood.
Frustrating Curses
- -2 to an ability score
- -1 to attack rolls or a saving throw
- Minor Fear, Horror, or Madness effect
- Colorblindness
- Significant physical change: face becomes bestial, fur or scales, hunchback, short tail, grow or shrink up to 1 foot, and so on
- Voice sounds inhuman
- Must eat a strange substance once a day: raw meat, blood, gold, soil, and so on
Troublesome Curses
- -4 to an ability score or -2 to two ability scores
- -2 to attack rolls or a saving throw
- Moderate Fear, Horror, or Madness effect
- Deafness
- Haunted by a victim's ghost
- Major physical change: vestigial wings, hands become spindly and clawed or resemble paws, change sex, face becomes monstrous
- Personality change: gain an uncontrollable lust for an object the curse prevents
Dangerous Curses
- -6 to an ability score or -2 to up to three ability scores
- -3 to attack rolls or a saving throw
- Blindness
- Major Fear, Horror, or Madness effect
- Afflicted lycanthropy
- Can eat only a strange substance: raw flesh, blood, bones, and so on
- Moral alignment change when presented with objects of desire
- Polymorphed into an animal: toad, snake, hawk, and so on
- Stalked by a monster
- Rise as an undead creature after character dies
Lethal Curses
- -8 to an ability score, -4 to two ability scores, or -2 to four ability scores
- -4 to attack rolls or a saving throw
- Torturous death
- Immediate, permanent transformation into a monster: hag, undead, construct, and so on
- Permanent alignment change
- Must kill once a day or suffer cumulative penalties
Laying the Curse
The curse must be spoken clearly and loudly to the target, the phrasing of which lays down the structure and effect as well as the escape clause. Curses can also be invoked through physical acts, like inscriptions and items. The invoker picks the words, the DM picks the severity.
Vengeance Curses are resolved through a Charisma check, modified as per the situation. the first step is to determine justification.
Justification
The change a curse has of taking effect is related directly to how justified it is. This is measured from the point of view of the Invoker, whether they believe they have been wronged, rather than if they actually have been. There are three categories:
- Unjustified - DC 30
- Unjustified - DC 30
- Justified - DC 25
- Highly Justified - DC 20
Laying the Curse
The curse must be spoken clearly and loudly to the target, the phrasing of which lays down the structure and effect as well as the escape clause. Curses can also be invoked through physical acts, like inscriptions and items. The invoker picks the words, the DM picks the severity.
Vengeance Curses are resolved through a Charisma check, modified as per the situation. the first step is to determine justification.
Justification
The change a curse has of taking effect is related directly to how justified it is. This is measured from the point of view of the Invoker, whether they believe they have been wronged, rather than if they actually have been. There are three categories:
Unjustified - DC 30
Justified - DC 25
Highly Justified - DC 20
Process:
Crafting: The invoker creates the curse and the wording. The more evocative, the more effective
Determine Justification, as above
Determine Severity, as above
Powers Check: After the curse is laid, the DM rolls a Powers Check on the invoker, % is based on the severity of the curse. If the check fails, the curse is invoked
Determine Modifiers to roll
Process:
Crafting:
1.The invoker creates the curse and the wording. The more evocative, the more effective
2. Determine Justification, as above
3. Determine Severity, as above
4. Powers Check: After the curse is laid, the DM rolls a Powers Check on the invoker, % is based on the severity of the curse. If the check fails, the curse is invoked
5. Determine Modifiers to roll
Suggested Modifiers:
- Mentions Game Mechanics -3
- Includes broad prohibitions -3
- not tailored to victim -3
- no escape clause -3
- succeeded powers check -5
- failed powers check +5
- high drama +5
- average drama 0
- low drama -5
- dying words +2
- Female +2
- Male -1
- Spellcaster +1
- Non-spellcaster -1
- Non-native of Ravenloft-2
- Lawful alignment -1
- Chaotic alignment +1
- Good alignment -1
- Evil Alignment +1

DM Corvus |

Plugging right along, here's the class information I've worked out so far.
this is the part I'm most shaky, on so any and all feedback and discussion is very much appreciated. As far as the classes from the APG, I've made little headway with them. what I have done is noted below. suggestions welcome and appreciated.
Altered Class Features
Barbarian Rage:
While in Rage, barbarians gain a +4 bonus to Fear, Horror and Madness checks.
Bardic Knowledge:
A bard must apply a -10 to all knowledge checks concerning domains they have never visited. this drops by 1 for each month spent in the domain.
Channeling:
Clerics in Ravenloft cannot channel positive / negative energy. This is replaced with the feat Turn Undead as per the PRD for Good clerics. Evil Clerics are given the Command Undead feat, and Neutral clerics can choose one or the other.
Animal Companion
Animal companions under the influence of a Darklord do not attack the druid even if commanded to. They instead will flee.
Woodland Stride
Druids cannot cross closed domain borders with this ability
Trackless Step
The druid still leaves a scent that can be followed by anything with appropriate abilities
Venom Immunity
This does not protect against the effects of closed borders.
Bravery
Bravery’s bonus is applied to Fear and Horror Saves
Still Mind
The bonus from Still Mind also applies to Madness saves
Purity of Body
This does not provide resistance to Magical Diseases, only natural diseases.
Abundant Step
This ability does not allow the Monk to cross closed domain borders
Diamond Body
This ability does not protect against the effects of closed domain borders
Empty Body
The character cannot pass into the Ethereal Plane, only the Near Ethereal. This ability cannot be used to leave Ravenloft.
Higher Standards (New)
Power checks for Paladins are attempted at double the normal chance for failure.
Disruption (New)
The presence of a paladin in a domain is an irritation to the Darklord. A sense motive check (dc 25 minus the paladin’s level) ascertains the location of the Paladin within their domain. This is an approximate location within a 1 mile radius. This can be done once per day. A paladin in the presence of a Darklord can be detected with a similar check, but the DC is 20, minus the paladin’s level. This does not work when the paladin is on hallowed ground.
Detect Evil
Detect Evil does not function within Ravenloft. As such, this ability becomes Detect Chaos. The Paladin can also detect Innocents.
Smite Evil
This ability can only be used for one ATTACK per day. The deflection bonus is not applied. Every three levels, the paladin may make one additional smite evil attack per day.
Divine Grace
The bonus granted from this ability is applied to any Diplomacy checks with good NPC’s (essentially allowing the charisma bonus to be applied twice.) This modifier is applied as negative when dealing with evil NPC’s (effectively negating the charisma bonus). Divine Grace applies to all Fear, Horror and Madness saves.
Aura of Courage
The Paladin retains immunity of magical fear. They must still roll fear saves against “Natural” sources, those which are the product of the characters sense of survival, essentially. The bonus for all party members within 10 feet is reduced to +2
Divine Health
The Paladin retains immunity to natural diseases. This immunity does not extend to supernatural or magical diseases, any disease caused by a Darklord, or curses..
Mercy
Functions normally. However, this ability cannot remove Vengeance Curses or Self-Induced curses, only those from magical abilities / spells. This ability does not remove the abilities of Darklords, nor confer immunity to any effects associated with a closed domain border.
Channel Positive Energy
As with the Cleric, this is replaced with Turn Undead, as per the feat.
Smite Evil
This ability can only be used for one ATTACK per day. The deflection bonus is not applied. Every three levels, the paladin may make one additional smite evil attack per day.
Divine Bond
This ability functions normally. The paladin cannot magically summon their mount. The mount does not gain the celestial template.
Aura of Resolve
This functions normally, however it does not apply to the powers of domain lords. The bonus for allies within 10 feet is reduced to +2
Aura of Justice
The Paladin can grant one smite attack to an ally by expending two charges. This will only work on good-aligned allies.
Aura of Faith
This functions normally, however only good-aligned allies can use this ability.
Aura of Righteousness
this functions normally however it does not apply to the powers and abilities of Darklords or closed domain borders. The bonus for allies within 10 feet is reduced to a +2
Holy Champion
this functions normally. At 20th level, domain lords can pinpoint the exact location of a Paladin at any time, within 100 ft. As with Disruption, this does not work if the Paladin remains on Hallowed Ground
Animal Companion
Animal companions under the influence of a domain lord do not attack the ranger even if commanded to. They instead will flee.
Trackless Step
The ranger still leaves a scent that can be followed by anything with appropriate abilities
Bloodlines
The following bloodlines are available to Sorcerer’s born in Ravenloft: Aberrant, Abyssal, Arcane, Infernal, Undead, Accursed, Rakshasa, Aquatic, Boreal, Dreamspun, Protean, Shadow, Stormborn. The Wildblooded archetype only allows access to bloodlines associated with the above.
Sorcerers that originate outside Ravenloft are not affected once they are in Ravenloft
Detect Alignment
This ability can only be used as Detect Chaos or Detect Law.
True Judgement
This ability does not affect a domain lord.
While the patrons selected by a witch still vary normally, all powers are actually granted by the Dark Powers of Ravenloft. Using them for ill increases the likelihood of drawing the attentions of the dark powers at the whims of the DM.