Haunt Cheat Sheet


Rise of the Runelords


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I made this up for my game (the PCs will encounter them for the first time on Sunday!) and thought you might find it useful:

Haunts

1. Before a haunt begins to manifest, the only way to detect it is with Detect undead or Detect alignment at a -4 penalty vs. the Notice DC.

2. Once a haunt is triggered, a surprise round instantly begins. PCs who succeed on the Notice DC can act during this surprise round.

3. The haunt acts on Initiative rank 10; prior to this point, positive energy applied to the haunt (via channelled energy, cure spells, etc.) can damage the haunt’s hit points, and it doesn’t receive a Will save to lessen this damage; attacks that require a successful attack roll must hit AC 10. Unless the haunt has a special weakness, this is the only way to reduce its hit points.

4. If the haunt’s hit points are reduced to zero, it is neutralized (if this happens before Initiative rank 10 in the surprise round, it does not manifest).

5. A neutralized haunt is not destroyed, and can reset after a set amount of time with a DC 10 caster level check (if failed, it must wait that amount of time before trying again).

6. Some haunts are persistent, and continue into regular rounds, triggering once per round on Initiative rank 10.

7. All primary effects created by a haunt are mind-affecting fear effects, even those that produce physical effects.


Just finished this part, and I wish I'd had this before we started it. This is a great, clear outline of what should happen. Thanks.


I'm going to format this to print nicely on a 4x6 and stick it in my book to have handy when we get there. (Probably in 4-6 weeks.) Thank you!

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