Black Dragon

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I'm looking for modules, adventure paths, or whatever that are not focused on combat. Mystery, horror, etc...things where RP and using critical thinking are what move the adventure, rather than rolling through the countryside as the typical murder hobo party.

Two of my players are creating characters that can best be described (according to them) as the old Adam West style Batman and Robin, thus what I'm looking primarily for would be good MYSTERY modules. Describe the scene and let them figure things out from there, hunt for clues, and so on. If the modules feature the possibility of no combat at all in the pursuit of the final goal, that would be great.

What sparked the creation of that particular duo of characters, and the search for noncombat modules was a chat where we started wondering if there are any "Scooby Doo Mystery" style adventures already crafted out there. Mystery/horror with a "I'd have gotten away with it if it weren't for those meddling kids" kind of final solution.


Let's say you're strong enough to summon an Vulpinal Agathian (summon monster 5)

The vulpinal has Truespeech always active, meaning a caster will always be able to communicate with it.

Now, the party is fighting a pack of something very evil. Undead, devils, demons, whatever...and the vulpinal is more than willing to go attack the evil whatevers when commanded to.

Now, a few rounds into the fight, the caster tries to command the vulpinal to withdraw and use one of it's lay on hands uses on someone.

The vulpinal would still want to smite the evil out of whatever the party is fighting. Does the caster's command force it to withdraw and heal the target, or is the command more like the suggestion of a friend as per the Charm spell? Would the caster need to win a diplomacy or other roll in order to get their intelligent summoned ally to do as they wish?


The bestiary for a creature that has the Charm Monster spell as an SLA and a +5 mod caster stat is listed at DC 18. Charm Monster is normally a level 4 spell which would make it a DC 19 spell as stated in an editor's note below. However, on the Bard and Summoner spell lists, Charm Monster is a level 3 spell.

When dealing with a monster's SLAs that can be found on several spell lists, which one are you supposed to use? Would this be a DC 18 as listed in the bestiary, or DC 19 as the editor's note states?


Just for the fun of it we are working on creating a new race with a variety of quirks not normally found on the new race table. The only one we're having trouble figuring out a fair RP cost reduction for is this:

The race may not be any class that receives it's primary powers from divine or nature sources. So, cannot be cleric, druid, paladin, etc. May be a ranger, but will never get the ranger spells, they would only receive the class feats such as animal companion, two weapon fighting, or bow feats.

This would seem to be a fairly significant drawback for the race, but how much of would it be?


If a character has access to to the Shadowbound Corruption power that

Once per day, you can use shadow conjuration as a spell-like ability, but only to emulate a sorcerer/wizard spell 1 spell level lower than your manifestation level. Your caster level is equal to your character level. The illusion is 10% real + another 10% real for every manifestation level you have beyond 2nd.

Does reaching Manifestation level 3, which would allow the user to cast a second level arcane spell once per day qualify them for prestige classes or feats that require the ability to cast 2nd level arcane spells?

The example in this case would be the Cerebremancer psionic prestige class.
Requirements: Able to cast 2nd level arcane spells, Able to manifest 2nd level psionic powers, 3 ranks each of Knowledge Arcana and Knowledge Psionics


A character in our campaign has the 'Vulnerable to Sun' drawback, and also has the Affinity to Negative Energy drawback so they are healed by neg/harmed by positive energy just like a Dhampir.

This player wants to create an amulet to protect against positive energy (They've been nearly killed several times by well meaning but uninformed healer types) similar to the way that any normal energy resistance item works...blocking the first x points of positive energy damage.

The kicker is...neither of us can find any magic item on the list that would do this, other than items with limited spell absorption charges.

The creation rules give prices of 18000/42000/66000 for resist 10/20/30 points of various elemental damages. I would assume this price would hold for positive and negative energies as well?

What spell would be required to create the item?


My group is trying to figure out what the item creation cost to make a ring of magic aura would be. One of the characters wants to mask their class and abilities with deceptions such as wearing a "magic ring" to explain one of their class powers, to make everyone else think it is the ring generating the "spell"

Could someone please assist us with figuring this out? Thank you.