For interacting and disabling Haunts on-screen text says Arcana and Occultism though Religion should be top of the list (but Nature sometimes is used too!)
This is a fantastic video! As a new Pathfinder GM, your content is really informative and I LOVE this video format. Definitely need more videos like this!!
Thank you! We're working on even more videos in this format. This was a big upgrade for us in both production quality and templatizing the video style.
One important factor for traps in Pathfinder 2E is having it create a lasting effect. A trap that only does damage with no time motivation (like an arrow trap in an old tomb) will be pointless. Most parties, with infinite time, will just be able to wait and medicine check until they are full HP. If you add a time crunch (like they need to get through this lair before the villain leaves out the back so they can't rest for an hour to heal), or change the effect to be something that lasts a longer time (like a curse, poison, or status effect) your players would feel the impact more. But also be careful not to make the results too punishing. Your fighter won't appreciate being Slowed 2 for 24 hours because he stepped on a poison gas trap he didn't see.
For interacting and disabling Haunts on-screen text says Arcana and Occultism though Religion should be top of the list (but Nature sometimes is used too!)
Yes your right, our mistake!
Editing in this is -master- legenday tier
Thank you so much!
I was just prepping for a session for this weekend, thank you so much for all the videos.
You are so welcome!
This is a fantastic video! As a new Pathfinder GM, your content is really informative and I LOVE this video format. Definitely need more videos like this!!
Thank you! We're working on even more videos in this format. This was a big upgrade for us in both production quality and templatizing the video style.
great video
Glad you enjoyed it!
this is such a high quality video dude, great job
One important factor for traps in Pathfinder 2E is having it create a lasting effect. A trap that only does damage with no time motivation (like an arrow trap in an old tomb) will be pointless. Most parties, with infinite time, will just be able to wait and medicine check until they are full HP.
If you add a time crunch (like they need to get through this lair before the villain leaves out the back so they can't rest for an hour to heal), or change the effect to be something that lasts a longer time (like a curse, poison, or status effect) your players would feel the impact more.
But also be careful not to make the results too punishing. Your fighter won't appreciate being Slowed 2 for 24 hours because he stepped on a poison gas trap he didn't see.
I'm new to pathfinder but I really want to do a haunted house with the haunts being obstacles but sometimes clues to what is going on.
What are some good ways to hint that a haunt is a hazard instead of another monster to fight?