霊障

隔離の霊障 Isolation Haunt

出典 Construct Handbook 49ページ

脅威度 ―; 経験点 0

中立にして悪霊障(半径30フィート)

オーラ 微弱・力術

術者レベル 5

感知 〈知覚〉 難易度20(周囲の音が消え、他の音が静かになるのに気付く)

ヒット・ポイント ―; 発現条件 近接再発現 1日

効果目標は、自分が世界で一人っきりであると信じる。 味方と見なす者を認識したり、目標にしたり、対話したりすることはできない。 これは[精神作用]効果ある。 難易度 12の意志セーヴで成功したクリーチャーは、この効果無効化する。

破壊 霊障場所で少なくとも1時間続く友情の騒々しい祭事を行う。

注意:Haunted Constructのモンスターの欄を参照せよ。


Flytrap Flytrap

出典 Pathfinder #144:Midwives to Death 65ページ

脅威度 4; 経験点 1,200

真なる中立/persistent botanical・霊障(半径20フィート)

術者レベル 4

感知 〈知覚〉 難易度20(to spot flytrap heads opening and closing erratically)

ヒット・ポイント 36; 発現条件 近接再発現 1日

効果 This patch of sentient flytraps sprouts sharp hairs around its mouths and uses a highly concentrated acid to digest its prey. Each round, the flytrap haunt makes melee attacks with a +4 bonus against each creature in the affected area, dealing 2d6 points of acid damage and 1d6 points of piercing damage on a successful hit.

破壊 The nest of accuser devils making their home nearby must be eradicated.


Following Footsteps FlytFollowing Footstepsrap

出典 Ultimate Wilderness 133ページ

脅威度 4; 経験点 1,200

混沌にして中立/variant ・霊障(半径20フィート)

オーラ 中程度・心術(強制)

術者レベル 7

感知 〈知覚〉 難易度10(to notice nearby strange footprints and hear rustling in nearby underbrush)

ヒット・ポイント 8; 脆弱性 負のエネルギー(see echoes of the first world); 発現条件 近接再発現 1週間

効果 Strange animal noises pervade the underbrush within the area of the echo, and strange tracks can be easily discovered. Non-fey viewing the tracks are fascinated by them and are compelled to follow(難易度 16 Will negates). Each creature that fails this save follows a different set of tracks only it can perceive, moving in a random direction for up to 1 minute at a speed of 20 feet per round. This effect continues even if the creature leaves the echo’s area. At the end of each of its turns following the tracks, a creature can attempt a new Will saving throw to negate the effect. If it fails three such saving throws, the creature must follow the tracks for the remaining duration. Break enchantment or a similar effect cast on an affected creature removes this compulsion. This is a mind-affecting effect.

利益 Creatures viewing the tracks and compelled by the echo are not allowed subsequent saves, and must follow the tracks for 1 hour instead of 1 minute, unless the compulsion on the creature is removed by break enchantment or a similar effect.

破壊 A character who succeeds at her initial saving throw against the compulsion can attempt to deal damage against the echo by disrupting the original tracks. This requires the use of Survival as a full-round action. With a successful 難易度 24 Survival check, such a character deals 1d6 points of damage to the echo. If the result of the Survival check used in this way is a natural 20, she deals 2d6 points of damage to the echo instead. Casting find the path and touching the tracks(treating it as a creature for this use) destroys the haunt instantly.


Death of Curchanus Death of Curchanus

出典 Horror Realms 62ページ

脅威度 6; 経験点 2,400

混沌にして悪/persistent variant・霊障(半径20フィート)

オーラ 中程度・心術(強制)

術者レベル 6

神格 Lamashtu

感知 〈知覚〉 難易度0(to hear the sound of howling and screeching beasts)

ヒット・ポイント 27; 脆弱性 good or lawful spells or effects; 発現条件 近接再発現 1日

効果 Remnants of Lamashtu’s power awaken bestial ferocity within those who walk upon this unholy ground. All creatures must succeed at a 難易度 16 Will saving throw or experience the effects of the moonstruck spell. Additionally, worshipers of Desna who fail the saving throw take 2d6 points of slashing, bludgeoning, and piercing damage each round for the next 5 rounds as deep gashes and bite marks appear all over their bodies. These bites do not count as an attacker for the purposes of determining a Desnan’s actions. Creatures that worship Lamashtu gain the bite and claw attacks that moonstruck grants for 24 hours without any ill effects. If they already have claws or a bite attack, these attacks deal damage as if they were two size categories larger.

破壊 If a cleric of Desna with the Travel domain casts find the path on the resonance, it is permanently destroyed. When the spell is cast in this way, it has no other effect.

Long ago, the god Curchanus was the patron of beasts and travel. The demon lord Lamashtu envied Curchanus’s power and seized an opportunity to lead Curchanus into a trap. With the god in her clutches, Lamashtu wrenched away his dominion over beasts and claimed it for herself by murdering Curchanus. Although Lamashtu was unable to stop Curchanus from granting his dominion over travel to his friend Desna, she siphoned enough power from the god to fuel her own ascent into divinity over his withered husk.
Miraculous Resonances
When deities interact with the world directly, their influence can persist in the form of miraculous resonances. These regions often become pilgrimage sites for the deity’s worshipers.

The resonances sense the presence of their creator’s influence and react differently to their creator’s followers than to all others they encounter. Typically, they grant the faithful a benefit for 24 hours, though a single pilgrim can receive a manifestation’s blessing only once. A miraculous resonance haunt has an alignment identical to the deity with which it resonates. These resonances typically manifest in areas where the associated deity’s worship has traditionally been strong, but they can appear anywhere where such worship is particularly potent or where the deity has brushed against the Material Plane at some point in the past.

Miraculous resonances are vulnerable to forces connected to other deities, as well as spells that oppose their deity’s nature. Spells with an alignment descriptor that does not match the haunt’s alignment deal 1d6 points of damage per spell level(or the spell’s damage against an aligned outsider, whichever is higher). While weapon attacks cannot normally harm miraculous resonances, these haunts take any extra damage that specifically affects creatures of their alignment, such as the 2d6 points of extra damage from a holy weapon or the extra damage from a paladin’s smite evil. Such attacks target an アーマー・クラス of 5. Channeled energy can damage a resonance, so long as the creature channeling the energy has a patron deity of a different alignment than the haunt.


Drought's End Drought's End

出典 Horror Realms 62ページ

脅威度 7; 経験点 3,200

混沌にして悪/persistent variant・霊障(半径30フィート)

オーラ 中程度・心術(強制)

術者レベル 7

神格 Gozreh

感知 〈知覚〉 難易度0(to hear a rumbling thunderstorm)

ヒット・ポイント 31; 脆弱性 chaotic, evil, good, or lawful effects; 発現条件 近接再発現 1日

効果 A fierce storm rages, bringing windstorm-strength winds and pouring rain. Each round for 6 rounds, a bolt of lightning strikes a random creature within the area, dealing 5d10 points of damage(Reflex 難易度 17 half). A worshiper of Gozreh who stays in the area of the resonance for its entire 6-round duration gains the ability to cast each of the following spells once, with a caster level equal to her Hit Dice:alter winds, resist energy(electricity only), and water breathing. The ability to cast these spells persists until it is expended.

破壊 Control weather immediately destroys this haunt. When the spell is cast to destroy a drought’s end, the spell has no other effect on the surrounding weather.

The dualistic deity Gozreh, as ancient as the sky and the sea themselves, rarely interferes directly in mortal affairs. He is a gentle breeze and a fierce hurricane, speaking in the whisper of wind through rustling leaves and the ground-shaking rumble of thunder. When Gozreh answered the prayers of a coastal village shriveling under a drought, she unleashed a mighty thunderstorm over the entire region. A small portion of the storm still rages centuries later, granting boons to the faithful who prove themselves against its fury.

Miraculous Resonances

When deities interact with the world directly, their influence can persist in the form of miraculous resonances. These regions often become pilgrimage sites for the deity’s worshipers.

The resonances sense the presence of their creator’s influence and react differently to their creator’s followers than to all others they encounter. Typically, they grant the faithful a benefit for 24 hours, though a single pilgrim can receive a manifestation’s blessing only once. A miraculous resonance haunt has an alignment identical to the deity with which it resonates. These resonances typically manifest in areas where the associated deity’s worship has traditionally been strong, but they can appear anywhere where such worship is particularly potent or where the deity has brushed against the Material Plane at some point in the past.

Miraculous resonances are vulnerable to forces connected to other deities, as well as spells that oppose their deity’s nature. Spells with an alignment descriptor that does not match the haunt’s alignment deal 1d6 points of damage per spell level(or the spell’s damage against an aligned outsider, whichever is higher). While weapon attacks cannot normally harm miraculous resonances, these haunts take any extra damage that specifically affects creatures of their alignment, such as the 2d6 points of extra damage from a holy weapon or the extra damage from a paladin’s smite evil. Such attacks target an アーマー・クラス of 5. Channeled energy can damage a resonance, so long as the creature channeling the energy has a patron deity of a different alignment than the haunt.


Bountiful Feat Bountiful Feat

出典 Pathfinder #144:Midwives to Death 65ページ

脅威度 8; 経験点 4,000

真なる中立/persistent botanical・霊障(最大半径40フィート)

術者レベル 8

神格 Gozreh

感知 Knowledge(nature)あるいはSurvival 難易度25(to notice abnormalities in its fruits)

ヒット・ポイント 72; 発現条件 接触再発現 1時間

効果 Effect This haunt appears as a large grove of trees or patch of berry-laden bushes covered in perfectly ripe and delicious-looking fruit native to the area. The haunt notices Small or larger creatures and triggers as soon as such a creature attempts to grab a fruit. As soon as it is triggered, the fruits near every Small or larger creature in the area explode into a cloud of carnivorous seeds coated in poison that infest their targets’ flesh.

These seeds have two effects. First, the poison is a powerful neurotoxin that paralyzes its victims(bountiful feast poison:contact; save Fort 難易度 20; frequency 1/ round for 10 rounds; effect paralysis for 1 round; cure 2 consecutive saves). Second, the seeds quickly feed upon unmoving prey; on each round that an infested creature does not spend a move action to move at least 10 feet, it must succeed at a 難易度 18 Fortitude save or take 1d6 points of Constitution damage as the seeds feed upon the nutrients in its body. This effect ends only if the haunt is destroyed or the seeds are removed from the creature’s body(see below). If a creature dies from this Constitution damage, its body explodes into a 5-foot-radius area of fruiting plants that is added to the haunt’s area(even if it is outside of the haunt’s typical radius). For each point of Constitution damage the seeds deal, the haunt gains 3 temporary hit points. These temporary hit points last for 1 hour.

Extracting the seeds from an affected creature requires a successful 難易度 25 Heal check as a standard action. Regardless of whether the check succeeds or fails, the target takes an amount of damage equal to 1d6 times the amount of Constitution damage it has already taken from the seeds. Spells such as remove disease and heal can also treat the affliction, in which case the target doesn’t take hit point damage.

破壊 IThe demon-possessed dryad in the nearby crypt must be defeated and its ashes scattered around the dryad’s tree.


Robotic Reactivation Robotic Reactivation

出典 Horror Realms 63ページ

脅威度 8; 経験点 4,800

真なる中立/chained persistent variant・霊障(20-ft. radius centered on the activated robot)

術者レベル 8

感知 Perception 難易度 20(to hear whirring mechanisms springing to life)

ヒット・ポイント 36; 弱点 harmed by Disable Device 難易度 23 and electricity effects(immune to positive energy); 発現条件 proximity; 再発現 1時間

効果 A whirling cloud of miniature repair robots animates and reactivates a dormant myrmidon robot. The repair robots follow the myrmidon and augment its defenses. The myrmidon’s force field improves to 75 hit points with fast healing of 15, and the myrmidon gains a +2 bonus on all saving throws and to アーマー・クラス.

破壊 IDestroying the myrmidon prevents this technological surge from recurring.

When an ancient starship crashed on Numerian soil millennia ago, countless robots emerged, terrorizing anyone unfortunate enough to cross their paths. Some robots still lie dormant within the scattered wreckage, waiting for a signal or a stray surge of power to reactivate.
Technological Surges

Advanced technology remains a mystery to most denizens of Golarion. In places where these wonders lie abandoned, such as the wrecks of the starships that crashed on Numerian soil or the mysterious halls of the Empty Lands of Apostae, strange interactions with unstable power sources can coax circuits back to life. GMs might consider using these same rules to handle other advanced magic and technology, such as a malfunctioning Shory sky city or a newly uncovered marvel of Azlanti electro-thaumaturgy.

The animating force behind technological surges is not life energy, but electricity. As such, technological surges cannot be harmed with positive or negative energy. Instead, stopping them requires shutting down their function. Anyone trained in Disable Device can use the skill to attempt to disrupt the surge, and characters with the Technologist feat can use Knowledge(engineering) instead and gain a +5 bonus on either skill check. The 難易度 of the skill check is equal to 15 + the haunt’s 脅威度. Each successful check deals 5 points of damage plus 1 additional point of damage per point by which the result exceeds the 難易度. A discharge or greater discharge spell that targets a technological surge inflicts damage equal to the spell’s caster level(for discharge) or 1d4 points per caster level(for greater discharge). Electromagnetic effects, such as those caused by an EMP pistol or rifle, inflict normal damage to a technological surge. Other similar effects may well have an impact on a surge at the GM’s discretion.

A technological surge’s caster level represents its strength. Technological surges are completely nonmagical. Their effects cannot be disrupted with antimagic field, dispel magic, or similar abilities, even when they replicate spell effects. All technological surges are neutral aligned.


Network of Lasers Network of Lasers

出典 Horror Realms 63ページ

脅威度 9; 経験点 6,400

真なる中立/persistent variant・variant・霊障(up to 45-ft.-square room)

術者レベル 9

感知 Perception 難易度 30(to hear a faint humming)

ヒット・ポイント 40; 弱点 harmed by Disable Device 難易度 24(immune to positive energy); 発現条件 proximity; 再発現 1日

効果 On the first round, a network of lasers detects all corporeal Diminutive or larger creatures in the area, excluding invisible creatures. Heavy blast doors drop to bar creatures from exiting the room(break 難易度 35). On the second round, one laser activates for each creature detected and fires concentrated beams at its targets(+12 touch, 5d6 points of fire damage). The lasers fire each round for 5 rounds unless disabled or destroyed. Destroying the lasers without disabling the surge is difficult—each laser has 10 hardness and 20 ヒット・ポイント. The blast doors reopen if the surge is disabled or if all of the laser guns are destroyed.

破壊 Disabling the surge is sufficient to stop the network from reactivating.

The wards guarding priceless artifacts can persist long after the treasures they protect have faded into obscurity. Whatever safety measures once kept these ancient wards in check are long forgotten, and those foolhardy enough to explore the ruins of technologically advanced civilizations face the remnants of their defenses.

Technological Surges

Advanced technology remains a mystery to most denizens of Golarion. In places where these wonders lie abandoned, such as the wrecks of the starships that crashed on Numerian soil or the mysterious halls of the Empty Lands of Apostae, strange interactions with unstable power sources can coax circuits back to life. GMs might consider using these same rules to handle other advanced magic and technology, such as a malfunctioning Shory sky city or a newly uncovered marvel of Azlanti electro-thaumaturgy.

The animating force behind technological surges is not life energy, but electricity. As such, technological surges cannot be harmed with positive or negative energy. Instead, stopping them requires shutting down their function. Anyone trained in Disable Device can use the skill to attempt to disrupt the surge, and characters with the Technologist feat can use Knowledge(engineering) instead and gain a +5 bonus on either skill check. The 難易度 of the skill check is equal to 15 + the haunt’s 脅威度. Each successful check deals 5 points of damage plus 1 additional point of damage per point by which the result exceeds the 難易度. A discharge or greater discharge spell that targets a technological surge inflicts damage equal to the spell’s caster level(for discharge) or 1d4 points per caster level(for greater discharge). Electromagnetic effects, such as those caused by an EMP pistol or rifle, inflict normal damage to a technological surge. Other similar effects may well have an impact on a surge at the GM’s discretion.

A technological surge’s caster level represents its strength. Technological surges are completely nonmagical. Their effects cannot be disrupted with antimagic field, dispel magic, or similar abilities, even when they replicate spell effects. All technological surges are neutral aligned.

Shifting Seasons Shifting Seasons

出典 Horror Realms 61ページ

脅威度 9; 経験点 6,400

混沌にして中立/persistent variant霊障(40-ft. radius)

術者レベル 9

感知 Perception 難易度 20(to smell a faint floral odor)

ヒット・ポイント 40; 弱点 negative energy(immune to positive energy); 発現条件 proximity; 再発現 1日

効果 The surrounding area begins to rapidly cycle through manifestations of the season. Each season lasts 1 round, and the haunt cycles through the seasons three times(lasting 12 rounds total). On the spring round, flowers bloom, spreading a thick cloud of pollen that blocks sight(as per obscuring mist) and requires each creature within the area to succeed at a 難易度 18 Fortitude saving throw or sneeze violently, gaining the staggered condition for 1 round. On the summer round, the pollen falls out of the air as the atmosphere becomes unbearably hot and dry, dealing 8d6 points of damage(Fortitude 難易度 18 half). Half of this damage is fire damage, and the other half is untyped damage from desiccation. On the autumn round, ropes of decaying leaves grasp at all creatures in the area, as per black tentacles. Finally, on the winter round, a heavy hailstorm strikes, as per ice storm.

Overcharge During a spring round, seeds join the pollen spray, implanting themselves in the flesh of all living creatures that fail a 難易度 18 Fortitude saving throw. These seeds deal 1d4 points of Strength damage. A summer round becomes hotter, dealing 12d6 points of fire and untyped damage instead of 8d6. On an autumn round, the leaves become razor sharp, dealing 1d6 points of bleed damage to any foe they grapple. A winter round produces a more bitter chill and causes any creature that fails a 難易度 18 Fortitude saving throw to become staggered and move at half speed for 1 minute.

破壊 To destroy the haunt, a character must use a spell or effect that counters a seasonal effect with one associated with the opposite season(for example, a fire effect during the winter round, or an entangle spell during the autumn round) for 4 consecutive rounds.

The most powerful beings in the First World are the Eldest, divine creatures who can transform large swaths of the plane to suit their interests. Mortal scholars know little about the Eldest, with Ng the Hooded, who is connected to the shifting seasons, proving particularly inscrutable. Seasonal haunts manifest at crossroads in the Material Plane connected to the paths Ng treads in the First World.

Echoes of the First World

The boundless and ever-shifting First World is home to fey and all manner of strange, otherworldly creatures caught in a constant flux of life-giving energies. Ancient beyond measure, the realm is a vibrant “first draft of reality,” according to legend. It shares its place in existence with the Material Plane, and in some places, the boundary between the two planes wears thin. The Material Plane’s influence on the First World manifests as regions of stubborn stability that the First World’s denizens regard with disgust. On the Material Plane, the fey realm’s pull erodes the laws of time and space and transforms reality in its wake.

Unlike a typical haunt, an echo of the First World is healed by positive energy. In fact, when these manifestations interact with positive energy, they typically become stronger. When an echo of the First World is healed beyond its normal maximum hit points, any excess hit points persist for 1 minute as temporary hit points. As long as it has any temporary hit points, it gains the effects listed in the overcharge section of its stat block.

While positive energy is a boon for these unusual haunts, negative energy damages them as if they were living creatures. Damaging spells with the death descriptor also harm them. Echoes of the First World are almost always chaotic neutral.


Breach to the Quickening Breach to the Quickening

出典 Horror Realms 60ページ

脅威度 12; 経験点 19,200

混沌にして中立/persistent variant霊障(30-ft. radius)

術者レベル 12

感知 Perception 難易度 20(to notice nearby plant and animal life beginning to twist and deform)

ヒット・ポイント 54; 弱点 negative energy(immune to positive energy); 発現条件 proximity; 再発現 1d20日

効果 Colorful light and raw chaotic energy lash out in a dizzying display. All living creatures become the target of a random quickening effect(see table on page 61; 難易度 21 Fortitude saving throw negates). A creature that remains in the breach’s area of effect must attempt an additional saving throw each round against a new random effect.

Overcharge Each affected target rolls twice on the quickening effect table if they fail to resist this haunt's effects.

Quickening Effects

d%

Effect

1-25

The target transforms into a Tiny animal that is not native to the local region(as per baleful polymorph). As typical for baleful polymorph, a creature that fails the initial Fortitude saving throw must succeed at a secondary Will saving throw or lose significant mental abilities.

26-40

The target gains a random mutation from the mutant creature template, with the exception of radiation affinity. Roll 1d20 to select the mutation.

41-75

The target gains a random deformity from the mutant creature template. Roll 1d12 to select the specific deformity.

76-95

The First World lashes out at the target vindictively, bestowing the accursed corruption(Pathfinder RPG Horror Adventures).

96-99

The target gains a new form. This effect functions as per reincarnate, with a few exceptions. It takes full effect when the breach triggers, rather than taking 1 hour to activate. Additionally, it works only on living creatures, it does not impose any negative levels, and it does not cause a spellcaster to lose spells. Restoring the target to its original form requires a miracle or wish spell.

100

The target gains the fey creature template, and its alignment changes to chaotic neutral. Restoring the target’s original form requires a miracle or wish spell.

破壊 Breaches to the Quickening spontaneously close or move on their own as unpredictably as they appear. A forbiddance or dimensional lock cast on the area of a breach prevents the breach from exerting influence on the Material Plane until it moves to a different location. A wish or miracle spell permanently closes a breach.

The Quickening is the most chaotic portion of the First World, a region so unstable that most of the denizens of the First World give it a wide berth. Even a brief journey into the Quickening is enough to transform body and mind in unforeseeable ways. Connections between the Quickening and the Material Plane are rare and fleeting, but their effects persist.

Echoes of the First World

The boundless and ever-shifting First World is home to fey and all manner of strange, otherworldly creatures caught in a constant flux of life-giving energies. Ancient beyond measure, the realm is a vibrant “first draft of reality,” according to legend. It shares its place in existence with the Material Plane, and in some places, the boundary between the two planes wears thin. The Material Plane’s influence on the First World manifests as regions of stubborn stability that the First World’s denizens regard with disgust. On the Material Plane, the fey realm’s pull erodes the laws of time and space and transforms reality in its wake.

Unlike a typical haunt, an echo of the First World is healed by positive energy. In fact, when these manifestations interact with positive energy, they typically become stronger. When an echo of the First World is healed beyond its normal maximum hit points, any excess hit points persist for 1 minute as temporary hit points. As long as it has any temporary hit points, it gains the effects listed in the overcharge section of its stat block.

While positive energy is a boon for these unusual haunts, negative energy damages them as if they were living creatures. Damaging spells with the death descriptor also harm them. Echoes of the First World are almost always chaotic neutral.


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