Haunt


Rules Questions


Hello, I have a question about the haunt.

Quote:
The distinction between a trap and an undead creature blurs when you introduce a haunt—a hazardous region created by unquiet spirits that react violently to the presence of the living.

1/Is it any corporeal creature for a haunt as the network of lasers and robotic reactivation ?

2/ For the robotic reactivation, are there an intelligence score ?

3/ Is it possible to use craft (traps) to create a network of lasers or robotic reactivation ?

4/ Is it possible to use the haunt feat scavenger on the technological haunts ?
Craft (mechanical) or knowledge (engineering) to extract useful materials ? electrical components ?

Thanks for your future answer.


1/ Maybe it's a grammar problem, but I can't understand the sentence. Can you clarify what do you mean?

2/ Only creatures can have intelligence score. If all the reactivated robots are controlled by one AI, or one spirit, it can have a single Intelligence score. Otherwise every robot has an individual Intelligence score.

3/ Assuming you have all the robots and lasers on hand, and have some basic knowledge on how they operate (Technologist feat), I'd allow using Craft (traps) to set up a trap that activates robots when a network of lasers is disturbed.

4/ Haunt scavenger only allows you to harvest ectoplasmic remains of an uncorporeal undead or disabled haunt. So if the robots were controlled by some unquiet spirits, after defeating them you may be able to harvest some ectoplasm. If there is no spirits involved, you cannot use it. If you want to scavenge the remains of technological equipment that was animated by the spirits, or just activated by a trap, or any destroyed technological equipment you find really, I'd require Technologist feat. Craft (mechanical) and Knowledge (engineering) seems to be appropriate skills to determine how much you're able to scavenge.


1/ Does a haunt (as a robotic reactivation) a corporeal creature ?

3/ My question is to create a haunt as robotic reactivation with craft (traps).

4/ Yes, ectoplasmic remains, but as the robotic reactivation is a haunt. Perhaps, a variant haunt scavenger feat ?


Waldham wrote:
1/ Does a haunt (as a robotic reactivation) a corporeal creature ?

Do you mean "Is a haunt that reactivates robots a corporeal creature?" If so, the answer is no. The activated robots are corporeal creatures, but the haunt itself isn't.

Quote:
3/ My question is to create a haunt as robotic reactivation with craft (traps).

No, you cannot create haunts with crafting skills. There's no way at all to create haunts purposefully, at least not a specific haunt. (But if you gruesomely kill many people in one location, there's a good chance that their spirits will eventualy create some haunt.) You can at most craft a trap.

Quote:
4/ Yes, ectoplasmic remains, but as the robotic reactivation is a haunt. Perhaps, a variant haunt scavenger feat ?

If the robots are reactivated by some spirits, you don't need any other feat, Haunt Scavenger is just what you need. If they are not, then it's not a haunt at all, and there will be no ectoplasmic remains.

I think you need to explain what exactly you mean by "robotic reactivation haunt". I understood it as "a haunt where unquiet spirits reactivate some robots", but I have a suspicion that you mean something else.


Reactivation robot


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Waldham wrote:
Reactivation robot

I see, I didn't know something like that exists.

These seem to be their own category, Technological Surges, which only use some of the haunt rules, and therefore are called variant haunts. But by flavor, they are completely different than haunts. They are activated by electricity, not by spirits, so I see no way to use Haunt Scavenger feat. I mean, with no spirits there's no ectoplasm, and electricity leaves no remains. I don't believe a variant feat to scavenge Technological Surges exists.

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