This is Halloween, this is Halloween...


Pathfinder First Edition General Discussion


Is anyone out there playing a holiday themed session? Have you done so before? Post a story, or post an idea you have.


Does my Carrion Crown group coincidentally reaching the juicy portions of Wake of the Watcher around this time count?


I get a birthday AND holloween session! I'm lucky this year because if we play on someones birthday they get to pick one magic item that costs half the total group wealth as a present.


just drop in a few of these!


I am starting a sci-fi game about retaking Earth after it fell to the dead a century ago. It is not Pathfinder, but it is Halloween.


I played a Halloween themed session once. (A few months ago, not with halloween..) A group of goblins took over a haunted house in a village because they thought it looked nice. Decided to make it more "homely" (scarier).Because nobody wanted to visit their beautiful house any more they abducted children.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've mentioned that I've been working on a "Halloween monster" party, so here are the finished versions:

Awakened Flesh Golem Magus (Hex Magus) 5

Spoiler:

NE Large construct
Init +5; Senses darkvision 60 ft, low-light vision; Perception +14
AC 31 (+6 armor, +2 deflection, +1 Dex, +13 natural, -1 size)
hp 112 (9d10+30+5d8+5)
Fort +9, Ref +7, Will +10
DR 5/adamantine; Immune construct traits (no longer immune to mind-affecting effects), magic
Speed 40 ft
Melee +1 katana +18/+13/+8 (2d6+7/15-20, 2d6+10/15-20 two-handed) or two +1 slams +18 (2d8+6)
Ranged +1 composite longbow +14/+9/+4 (2d6+5/x3)
Space 10 ft; Reach 10 ft
Special Attacks arcane pool (6 points), berserk (DC 19 Will save per min to end), magus arcana (close range), spell combat, spellstrike
Spells (CL 5; concentration +11)
2nd - frigid touch (x2), scorching ray
1st - color spray, long arm, shocking grasp (x2), warding weapon
0 (at will) - acid splash, detect magic, mage hand, ray of frost
Hexes coven, flight
Str 22, Dex 12, Con -, Int 18, Wis 13, Cha 8
Base Atk +12; CMB +19; CMD 32
Feats Cleave, Cleaving Finish, Exotic Weapon Proficiency (Katana), Extra Arcana, Improved Critical (Katana), Improved Initiative, Power Attack, Quick Draw
Skills Fly +8, Intimidate +15, Knowledge (Arcana) +20, (Knowledge (Nature) +18), Perception +14, Spellcraft +20, Use Magic Device +15
Languages Common, Draconic, Tien
Gear +2 Large leather lamellar (4,270 gp), amulet of natural armor +1 (2,000 gp), ring of energy (acid) resistance (12,000 gp), ring of protection +2 (8,000 gp), +1 Large composite (+5 Str) longbow (3,000 gp), +1 Lager mighty cleaving spell storing katana (18,400 gp), bodywrap of mighty strikes +1 (3,000 gp), masterwork Large cold iron katana (500 gp), Large mithral dagger (1,004 gp), belt of giant strength +2 (4,000 gp), boots of striding and springing (5,500 gp), cloak of resistance +2 (4,000 gp), deathwatch eyes (2,000 gp), efficient quiver (1,800 gp), handy haversack (2,000 gp), hat of disguise (1,800 gp), headband of vast intelligence +2 (4,000 gp), lesser bracers of archery (5,000 gp), magnetist's gloves (6,000 gp), pearls of power (2 x 1st, 1 x 2nd) (6,000 gp), tunic of careful casting (5,000 gp), wand of make whole (50 charges; 4,500 gp); 4,226 gp of other equipment
Spellbook all 0-level; color spray, expeditious retreat, long arm, magic missile, ray of enfeeblement, shocking grasp, thunderstomp, true strike, warding weapon; frigid touch, glitterdust, scorching ray, stone discus

Dullahan Warpriest (Moloch) 5

Spoiler:

LE Medium undead
Init +3; Senses blindsight 60 ft; Perception +24
Aura frightful presence (30 ft, DC 20)
AC 28 (+11 armor, +2 deflection, +3 Dex, +2 shield)
hp 151 (10d8 + 5d8 + 80); fast healing 5
Fort +12, Ref +10, Will +18
Defensive Abilities channel resistance +4; Immune undead traits; SR 18
Speed 30 ft (20 ft in armor)
Melee +1 impact scimitar +18/+13 (2d6+7/15-20 plus 1d6 cold) or +1 deadly whip +17/+12 (1d8+7/19-20 plus 1d6 cold)
Ranged chakrams +14/+9 (1d8+6/19-20 plus 1d6 cold)
Special Attacks blessings (fire strike, war mind) 5x/day, channel negative energy, chilling blade, death's calling, fervor (2d6) 8x/day, sacred weapon (+1) 5 rounds/day, summon mount
Spells (CL 5; concentration +11)
2nd- arrow of law or dread bolt, spiritual weapon, unliving rage, weapon of awe
1st- deathwatch, divine favor (x2), murderous command (x2), sun metal
0 (at will)- bleed, detect magic, guidance, mending, spark
Spontaneous Casting (inflict spells)
Str 22, Dex 16, Con -, Int 16, Wis 22, Cha 20
Base Atk +10; CMB +16; CMD 31
Feats Dazzling Display, Disheartening Display, Gory Finish, Lightning Reflexes, Mounted Combat, Quick Draw, Ride-By Attack, Shatter Defenses, Trample, Weapon Focus (Scimitar)
Skills Diplomacy +13, Handle Animal +15, Intimidate +23, Knowledge (Local) +7, Knowledge (Planes) +7, Knowledge (Religion) +14, Linguistics +5, Perception +24, Ride +13, Sense Motive +19, Spellcraft +16, Stealth +8
Languages Azlanti, Common, Infernal, Sylvan
Gear +2 mithral full plate (14,500 gp), +1 light darkwood quickdraw shield (1,253 gp), ring of protection +2 (8,000 gp), masterwork cold iron chakram (302 gp), mithral chakram (501 gp), +1 deadly whip (8,301 gp), +1 impact scimitar (18,315 gp), blinkback belt (5,000 gp), cassock of the clergy (4,600 gp), cloak of fangs (2,800 gp), figurine of wondrous power (tin imp) (13,000 gp), grim lantern (5,800 gp), nightmare boots (8,500 gp), pearl of power (1st) (1,000 gp), ring of forcefangs (8,000 gp), shirt of immolation (8,000 gp); 128 gp of other equipment

Green Hag Witch (Gravewalker) 7

Spoiler:

NE Medium monstrous humanoid
Init +4; Senses darkvision 90 ft; Perception +19
Aura desecration (+1 DC negative channel energy, +1 turn resistance; 35 ft radius)
AC 27 or 30 (+1 or +4 armor, +2 deflection, +4 Dex, +8 natural, +2 shield)
hp 118 (9d10+7d6+39)
Fort +9 (+11 vs. poison), Ref +12, Will +13
Speed 30 ft, swim 30 ft
Melee two +1 claws +17 (1d4+5 plus weakness)
Ranged +1 stalking underwater light crossbow +17 (1d8+1/19-20)
Special Attacks bonethrall (DC 18, 7 HD), deliver touch spells, hexes (cauldron, charm (DC 18), evil eye (DC 18), feral speech)
Spell-Like Abilities (CL 9; concentration +11)
Constant- pass without trace, tongues, water breathing
At will- dancing lights, disguise self (DC 13), ghost sound (DC 12), invisibility, pyrotechnics (DC 14), tree shape, whispering wind
Spells (CL 7; concentration +13)
4th- enervation, fleshworm infestation
3rd- excruciating deformation, fly, twilight knife
2nd- anonymous interaction, blood transcription, command undead, vomit swarm (x2)
1st- adhesive spittle, ear-piercing scream (x2), mage armor, ray of enfeeblement (x2)
0 (at will)- bleed, detect magic, read magic, touch of fatigue
Patron- Spirits
Str 18, Dex 18, Con 14, Int 22, Wis 14, Cha 15
Base Atk +12; CMB +16; CMB 32
Feats Alertness, Blind-Fight, Brew Potion, Extra Hex (x2), Spell Focus (Necromancy), Undead Master, Voice of the Sybil
Skills Bluff +15, Craft (Alchemy) +20, Diplomacy +15, Disguise +10, Fly +23 (+9), Intimidate +15, Knowledge (Arcana) +23, Knowledge (Nature) +14, Knowledge (Religion) +11, Perception +19, Sense Motive +16, Spellcraft +23, Stealth +14, Survival +10, Swim +18, Use Magic Device +14
Languages Aklo, Common, Giant
SQ mimicry
Gear ring of force shield (8,500 gp), ring of protection +2 (8,000 gp), snakeskin tunic (8,000 gp), +1 stalking underwater light crossbow (18,370 gp), bodywrap of mighty strikes +1 (3,000 gp), masterwork cold iron dagger (304 gp), belt of teeth (4,000 gp), bone razor (5,000 gp), hand of glory (8,000 gp) w/ring of mind shielding (8,000 gp), haunted shoes (6,480 gp), headband of aerial agility (Int; Fly) +2 (4,500 gp), hybridization funnel (200 gp), minor crown of blasting (6,480 gp), poisoner's gloves (5,000 gp), treasure hunter's goggles (6,400 gp), wand of cure light wounds (50 charges; 750 gp); 7,016 gp of alchemical substances, potions, poisons, and other equipment
Spell Poppet all 0-level; adhesive spittle, cause fear, cure light wounds, ear-piercing scream, ghostbane dirge, identify, inflict light wounds, mage armor, mount, ray of enfeeblement; anonymous interaction, blood transcription, command undead, haunting mists, vomit swarm; animate dead, cackling skull, excruciating deformation, fly, twilight knife; enervation, fleshworm infestation

Half-Orc Natural Werewolf Mesmerist (VMC Witch) 11

Spoiler:

CE (NE) Medium humanoid (human, orc, shapechanger)
Init +6; Senses darkvision 60 ft, low-light vision, scent; Perception +15
AC 23 (+7 armor, +2 deflection, +2 Dex, +2 natural armor)
hp 75 (11d8+22), plus false life
Fort +9, Ref +11, Will +10
Defensive Abilities sacred tattoo, towering ego (+3)
Speed 30 ft
Melee +2 keen falchion[/b] +12/+7 (2d4+5/15-20)
Ranged [i]+1 humanoid (human) bane light crossbow
+11 (1d8+1/19-20)
Special Attacks bold stare (disorientation, psychic inception, timidity), hypnotic stare (-3), mental potency (+2 HD), painful stare (+10 damage, plus 3d6 if own attack)
Spell-Like Ability (CL 11; concentration +12)
At will- bleed
Spells (CL 11; concentration +14)
4th (2)- dominate person, phantasmal killer, restoration
3rd (5)- analyze aura, charm monster, dispel magic, vampiric touch
2nd (5)- alter self, false life, glitterdust, object reading, rage
1st (6)- color spray, expeditious retreat, faerie fire, hideous laughter, ray of enfeeblement, vanish
0 (at will)- detect magic, detect psychic significance, mage hand, prestidigitation, read magic, unwitting ally
SQ change shape (half-orc, hybrid, wolf; polymorph), consumate liar (+5), familiar (rat), glib lie, hex (coven), lycanthropic empathy (wolves, dire wolves), manifold tricks (3), mesmerist tricks (false flanker, fearsome guise, levitation buffer, meek facade (+4 AC), mesmeric mirror (3 images), misdirection) 8x/day, patron (Moon), shaman's apprentice, touch treatment (minor, moderate, greater) 6x/day
Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 17
Base Atk +8; CMB +10; CMD 24
Feats Bleeding Stare, Endurance, Improved Initiative, Power Attack
Skills Appraise +5, Bluff +17, Diplomacy +10, Disable Device +17, Disguise +10, Escape Artist +11, Intimidate +17, Knowledge (Arcana) +9, Knowledge (Local) +6, Perception +15, Perform (Wind Instuments) +9, Sense Motive +8, Spellcraft +9, Stealth +12, Survival +2
Languages Abyssal, Common, Orc
Gear +3 glamered mithral chain shirt (12,800 gp), amulet of natural armor +2 (8,000 gp), ring of protection +2 (8,000 gp), +1 humanoid (human) bane light crossbow (8,335 gp), +2 keen falchion (18,375 gp), bodywrap of mighty strikes +1 (3,000 gp), masterwork cold iron dagger (304 gp), cloak of fangs (2,800 gp), greater plague rat belt (11,200 gp), headband of alluring charisma +2 (4,000 gp), minor burglar boots (4,000 gp), pipes of the sewers (1,150 gp), pirate's eye patch (2,600 gp), polymorphic pouch (5,000 gp), ring of sustenance (2,500 gp), sheath of bladestealth (5,000 gp), stalker's mask (3,500 gp), vest of escape (5,200 gp); 2,238 gp of other equipment
Hybrid Form:
AC 27 (+7 armor, +2 deflection, +2 Dex, +6 natural)
hp[b] 86 (11d8+33), plus false life
Fort +10, Ref +11, Will +10
[b]Defensive Abilities
sacred tattoo, towering ego (+3); DR 10/silver
Melee +2 keen falchion +13/+8 (2d4+6/15-20), +1 bite +7 (1d6+2 plus trip and curse of lycanthropy)
Str 16, Dex 14, Con 16, Int 12, Wis 12, Cha 17
CMB +11; CMD 25

The magus and mesmerist have formed a coven with the witch, while the warpriest is an ally/sworn protector of the coven.


Last year our GM added a zombie apocalypse into Castle Whiterock - it was actually cool because it set up enmity from Urgathoa for a Christmas and Valentine's special, too.

This year we didn't have a planned holiday special, but we were finishing up the spooky portion of The Skinsaw Murders, so it worked out.


1 person marked this as a favorite.

There's a village. It has been plagued by evil fey for years. Once a year they rise up out of the thickets outside the village and run amok. Most years their undirected shenanigans are just an annoyance though the villagers keep their distance on this autumn night.

Tonight a witch has used her spells to alter things to her will. She has some grudge against the village and is using this evening to punish her foes even as she readies her final vengeance. She has convinced several gourd leshys over the past month to prepare Jack O Lanterns for the event. Her honeyed tongue holds sway with a band of mites who in turn command all manner of creepy insects. And of course she summons swarms of bats to her needs.

All of this is a smoke screen to the main event. She has worked hard pulverizing onyx and gathering other materials needed for the ritual ahead. Once finished the rite would raise an army of undead to put a final end to the village. Even now some of the skeletons and zombies have clawed their way out of the ground.

The party has only 1 night to deal with the evil. If they can stop the witch the morning will finally be peaceful. If the not however a plague of undeath will usher in a Dawn of the Dead and 28 Days Later the Hills will Have Eyes.

Scarab Sages

I wasn't planning on it, but I was struck with an idea for my game tonight. It's an entirely aquatic campaign, and beneath the waves there's a yearly event where Derigible Squid do their mating ceremonies. The squid are almost helpless during this time, so to help them, the sentient denizens of the deep make all sorts of scary masks of sharks, barracuda, etc. to help frighten off predators. The squid have learned from these rituals over the years, and the giant, bulbous female squid shift their hue to make eerie faces and grins across their bodies, both to attract mates and blend in with the festivities.

Because the ceremonies last for so long, many females get fatigued from maintaining their mating displays. To woo the females, the male squids produce small, nectar-like bulbs of concentrated food to present as gifts to them. Many of them also attempt to bribe the humanoid protectors with these globules as well, and many a merchild can be found yelling "Squids or Treats!" in the oceans through this time, greeted with either a small, delectible blob, or a faceful of suckers.

Dark Archive

Perhaps consider the homebrew called the Pumpkin King, a prestige class for D&D 3.5... though admit tingly it would need updated and converted to Pathfinder. Not sure how the balance holds up, but it is extremely flavorful for a Halloween session.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / This is Halloween, this is Halloween... All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion