Haunts in Strange Aeons


Strange Aeons


Immunity to fear grants immunity to a haunt's direct effects. For those who employed Horror Adventure fear rules in this AP, how did you
handle haunts when it came to the question of things like Paladin immunity to fear, Protection from Evil (where applicable) and Remove Fear spells? (I'm referring to games where there are no stark immunities as typical, for example.)

Did you grant bonuses or some other boon to those players vs. the haunts' effects? Did you ignore those wards entirely and just played the haunts straight? What worked well and what would you have done different in handling the Strange Aeons haunts?


In my games I removed immunity to fear. Replaced with a +4 bonus

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