Dead Organ (5-6)
HAZARD 6 +0
A magical pipe organ for controlling and bolstering the undead. Creatures that are trained in Performance can spend one action to attempt to play a tune.
DC 25 Thievery (expert) to stopper the pipes. Each pipe stoppered imparts a stacking -1 circumstance penalty to Performance checks with the organ. Once four pipes have been stoppered, the organ ceases to function.
AC 21; Fort +18, Ref +11
Hardness 13, HP 54 (BT 27); Immunities critical hits, precision; Weaknesses fire 5; Resistances sonic 5
Play a Tune
An adjacent creature attempts to play the organ
The performer makes a DC 21 Performance check.
Critical Success As success, and all other creatures who attempt to perform on the dead organ suffer a -1 status penalty to Play a Tune for 1 round.
Success Creatures within 100 feet of the organ are subjected to one of the following effects, as chosen by the performer:
- Bolster (auditory, necromancy): Mindless undead within range gain a +1 status bonus to attack and damage rolls for 1 round.
- Dance (auditory, move, necromancy): Mindless undead within range Stride up to 15 feet in the same cardinal direction. All targets move the same distance. If impeded, they move as far as possible, then stop.
- Discordant Blast (auditory, evocation, sonic): All living creatures within 10 feet of the organ except the performer suffer 2d8+9 sonic damage (DC 24 basic Fortitude save). On a failure or critical failure, a creature is also pushed 15 feet away from the organ.
- Swing (attack, auditory, flourish, necromancy): Mindless undead within range make a Strike in the same relative cardinal direction. This Strike doesn't count toward the undead creatures' multiple attack penalty, and their multiple attack penalty doesn't apply to this Strike.
- Weaken (auditory, necromancy): Mindless undead within range suffer a -1 status penalty to attack and damage rolls for 1 round.
Critical Failure The player alone experiences the effects of a discordant blast.
Pathfinder Society Scenario #1-25: Grim SymphonyOGL