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Carrion Crown AP (The Deadwatchers) - IC
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<blockquote data-quote="HolyMan" data-source="post: 5592742" data-attributes="member: 84167"><p><span style="color: Pink">"Haunts are big trouble if you aren't prepared. Or so my father use to say." </span>Kendra says to the question.</p><p></p><p><span style="color: Pink">"Oh but this does sound very dangerous. You all must be careful." <span style="color: White">she adds after hearing Elthos's comments.</span> "I can try and identify one more item what do you wish it to be?"</span></p><p></p><p>[sblock=general haunt knowledge]</p><p><span style="color: Yellow"><strong>Fluff</strong></span></p><p>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. The exact conditions that cause a haunt to manifest vary from case to case—but haunts always arise from a source of terrific mental or physical anguish endured by living, tormented creatures. A single, source of suffering can create multiple haunts, or multiple sources could consolidate into a single haunt. The relative power of the source has little bearing on the strength of the resulting haunt—it’s the magnitude of the suffering or despair that created the haunt that decides its power. Often, undead inhabit regions infested with haunts—it’s even possible for a person who dies to rise as a ghost (or other undead) and trigger the creation of numerous haunts. A haunt infuses a specific area, and often multiple haunted areas exist within a single structure. The classic haunted house isn’t a single haunt, but usually a dozen or more haunted areas spread throughout the structure.</p><p></p><p><span style="color: PaleGreen"><strong>Crunch Stuff</strong></span></p><p>Although haunts function like traps, they are difficult to detect since they cannot be easily observed until the round in which they manifest. Detect undead or detect alignment spells of the appropriate type allow an observer a chance to notice a haunt even before it manifests (allowing that character the appropriate check to notice the haunt, but at a –4 penalty).</p><p></p><p>A haunt can infuse a maximum area with a 5-foot radius per point of CR possessed by the haunt, but the actual area is usually limited by the size of the room in which the haunt is located.[/sblock]</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5592742, member: 84167"] [COLOR=Pink]"Haunts are big trouble if you aren't prepared. Or so my father use to say." [/COLOR]Kendra says to the question. [COLOR=Pink]"Oh but this does sound very dangerous. You all must be careful." [COLOR=White]she adds after hearing Elthos's comments.[/COLOR] "I can try and identify one more item what do you wish it to be?"[/COLOR] [sblock=general haunt knowledge] [COLOR=Yellow][B]Fluff[/B][/COLOR] 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. The exact conditions that cause a haunt to manifest vary from case to case—but haunts always arise from a source of terrific mental or physical anguish endured by living, tormented creatures. A single, source of suffering can create multiple haunts, or multiple sources could consolidate into a single haunt. The relative power of the source has little bearing on the strength of the resulting haunt—it’s the magnitude of the suffering or despair that created the haunt that decides its power. Often, undead inhabit regions infested with haunts—it’s even possible for a person who dies to rise as a ghost (or other undead) and trigger the creation of numerous haunts. A haunt infuses a specific area, and often multiple haunted areas exist within a single structure. The classic haunted house isn’t a single haunt, but usually a dozen or more haunted areas spread throughout the structure. [COLOR=PaleGreen][B]Crunch Stuff[/B][/COLOR] Although haunts function like traps, they are difficult to detect since they cannot be easily observed until the round in which they manifest. Detect undead or detect alignment spells of the appropriate type allow an observer a chance to notice a haunt even before it manifests (allowing that character the appropriate check to notice the haunt, but at a –4 penalty). A haunt can infuse a maximum area with a 5-foot radius per point of CR possessed by the haunt, but the actual area is usually limited by the size of the room in which the haunt is located.[/sblock] [/QUOTE]
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