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<blockquote data-quote="Voadam" data-source="post: 9285667" data-attributes="member: 2209"><p><a href="https://paizo.com/products/btq022c1?Pathfinder-Gamemastery-Guide" target="_blank">Pathfinder Gamemastery Guide</a></p><p>Pathfinder 2e</p><p><strong>Haunt:</strong> Haunts are spiritual hazards, usually formed when the spiritual essence of a location is imprinted with the instincts and emotions from a living being’s demise.</p><p><strong>Haunt Bloodthirsty Urge:</strong> ?</p><p><strong>Complex Haunt:</strong> ?</p><p><strong>Haunt Spectral Reflection:</strong> ?</p><p><strong>Haunt Ghostly Choir:</strong> ?</p><p><strong>Haunt Jealous Abjurer:</strong> ?</p><p><strong>Haunt Plummeting Doom:</strong> ?</p><p><strong>Haunt Grasp of the Damned:</strong> ?</p><p><strong>Haunt Eternal Flame:</strong> ?</p><p><strong>Haunt Confounding Betrayal:</strong> ?</p><p><strong>Haunt Flensing Blades:</strong> ?</p><p><strong>Haunt Dance of Death:</strong> ?</p><p><strong>Undead:</strong> If you are not undead, [wearing] the [Horns of Naraga] helm quickly saps the life from you, dealing 10d6 negative damage to you every round. If you die from this damage, you rise as an undead of an equal level in 1d4 rounds.</p><p>The black depths [of the negative energy plane] also swarm with undead, creatures doomed to a mockery of life by the interaction of their souls with the plane’s entropic energy.</p><p><strong>Enormous Undead Abomination:</strong> For instance, after the necromancer’s living allies surrender to the PCs, she might activate a latent magic she implanted within them, killing them and merging their bodies into an enormous undead abomination.</p><p><strong>Undead Monstrosity:</strong> For example, a previously living necromancer might rise again as an undead monstrosity bent upon destroying the PCs, or defeating an otherworldly villain’s outer shell might reveal its terrible true form.</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Ghostly Undead:</strong> ?</p><p><strong>Undead Without a Mind:</strong> ?</p><p><strong>Incorporeal Undead:</strong> Spirit Anchor curse.</p><p><strong>Corporeal Undead:</strong> ?</p><p><strong>Undead Victim:</strong> The black depths [of the negative energy plane] also swarm with undead, creatures doomed to a mockery of life by the interaction of their souls with the plane’s entropic energy.</p><p><strong>Sapient Undead:</strong> ?</p><p><strong>Ghost:</strong> Spirit Anchor curse.</p><p><strong>Graveknight:</strong> ?</p><p><strong>Grim Reaper:</strong> ?</p><p><strong>Lesser Death:</strong> ?</p><p><strong>Skeleton:</strong> Grave Curse curse.</p><p><strong>Zombie:</strong> Grave Curse curse.</p><p><strong>Lich:</strong> For instance, if the ritual will grant a lich its apotheosis in 4 rounds, the heroes need to defeat the lich before then!</p><p><strong>Malikar, Lich Master:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> Negative: Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor negative environmental damage. In the strongest areas of a negative plane, they could take moderate or even major negative damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this negative damage and killed, it crumbles into ash and can become a wraith (Bestiary 335). Negative magic is enhanced, and positive magic is impeded.</p><p></p><p>SPIRIT ANCHOR CURSE 13</p><p>Curse Magical Necromancy Negative</p><p>This curse prevents your soul from moving on after death.</p><p>Saving Throw DC 31 Fortitude; Effect If you die while affected, your spirit is anchored to the Material Plane, and you become a ghost or other incorporeal undead.</p><p></p><p>GRAVE CURSE CURSE, LEVEL VARIES</p><p>Curse Necromancy Magical</p><p>A grave curse punishes you for stealing from a tomb or other resting place.</p><p>Saving Throw Will save, with a high spell DC for a monster of its level (page 65); Effect You are hounded by undead creatures of the same level as the curse. Every night, you must attempt a DC 15 flat check. On a failure, an incorporeal undead manifests to hassle and harry you throughout the night, retreating before it can take much damage and often preventing you from gaining a full night’s rest. Whenever you enter a graveyard or other area where bodies are buried, you must succeed at the same flat check or a body animates as a corporeal undead (typically a skeleton or zombie) to attack you.</p><p>These undead are temporary and exist only to harry you; if you take control of the undead, move on, or otherwise avoid their attacks, incorporeal undead discorporate and corporeal undead collapse into ordinary corpses. The curse can be removed by returning the stolen items to their resting place.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9285667, member: 2209"] [URL='https://paizo.com/products/btq022c1?Pathfinder-Gamemastery-Guide']Pathfinder Gamemastery Guide[/URL] Pathfinder 2e [B]Haunt:[/B] Haunts are spiritual hazards, usually formed when the spiritual essence of a location is imprinted with the instincts and emotions from a living being’s demise. [B]Haunt Bloodthirsty Urge:[/B] ? [B]Complex Haunt:[/B] ? [B]Haunt Spectral Reflection:[/B] ? [B]Haunt Ghostly Choir:[/B] ? [B]Haunt Jealous Abjurer:[/B] ? [B]Haunt Plummeting Doom:[/B] ? [B]Haunt Grasp of the Damned:[/B] ? [B]Haunt Eternal Flame:[/B] ? [B]Haunt Confounding Betrayal:[/B] ? [B]Haunt Flensing Blades:[/B] ? [B]Haunt Dance of Death:[/B] ? [B]Undead:[/B] If you are not undead, [wearing] the [Horns of Naraga] helm quickly saps the life from you, dealing 10d6 negative damage to you every round. If you die from this damage, you rise as an undead of an equal level in 1d4 rounds. The black depths [of the negative energy plane] also swarm with undead, creatures doomed to a mockery of life by the interaction of their souls with the plane’s entropic energy. [B]Enormous Undead Abomination:[/B] For instance, after the necromancer’s living allies surrender to the PCs, she might activate a latent magic she implanted within them, killing them and merging their bodies into an enormous undead abomination. [B]Undead Monstrosity:[/B] For example, a previously living necromancer might rise again as an undead monstrosity bent upon destroying the PCs, or defeating an otherworldly villain’s outer shell might reveal its terrible true form. [B]Intelligent Undead:[/B] ? [B]Ghostly Undead:[/B] ? [B]Undead Without a Mind:[/B] ? [B]Incorporeal Undead:[/B] Spirit Anchor curse. [B]Corporeal Undead:[/B] ? [B]Undead Victim:[/B] The black depths [of the negative energy plane] also swarm with undead, creatures doomed to a mockery of life by the interaction of their souls with the plane’s entropic energy. [B]Sapient Undead:[/B] ? [B]Ghost:[/B] Spirit Anchor curse. [B]Graveknight:[/B] ? [B]Grim Reaper:[/B] ? [B]Lesser Death:[/B] ? [B]Skeleton:[/B] Grave Curse curse. [B]Zombie:[/B] Grave Curse curse. [B]Lich:[/B] For instance, if the ritual will grant a lich its apotheosis in 4 rounds, the heroes need to defeat the lich before then! [B]Malikar, Lich Master:[/B] ? [B]Vampire:[/B] ? [B]Wraith:[/B] Negative: Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor negative environmental damage. In the strongest areas of a negative plane, they could take moderate or even major negative damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this negative damage and killed, it crumbles into ash and can become a wraith (Bestiary 335). Negative magic is enhanced, and positive magic is impeded. SPIRIT ANCHOR CURSE 13 Curse Magical Necromancy Negative This curse prevents your soul from moving on after death. Saving Throw DC 31 Fortitude; Effect If you die while affected, your spirit is anchored to the Material Plane, and you become a ghost or other incorporeal undead. GRAVE CURSE CURSE, LEVEL VARIES Curse Necromancy Magical A grave curse punishes you for stealing from a tomb or other resting place. Saving Throw Will save, with a high spell DC for a monster of its level (page 65); Effect You are hounded by undead creatures of the same level as the curse. Every night, you must attempt a DC 15 flat check. On a failure, an incorporeal undead manifests to hassle and harry you throughout the night, retreating before it can take much damage and often preventing you from gaining a full night’s rest. Whenever you enter a graveyard or other area where bodies are buried, you must succeed at the same flat check or a body animates as a corporeal undead (typically a skeleton or zombie) to attack you. These undead are temporary and exist only to harry you; if you take control of the undead, move on, or otherwise avoid their attacks, incorporeal undead discorporate and corporeal undead collapse into ordinary corpses. The curse can be removed by returning the stolen items to their resting place. [/QUOTE]
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