Adventure Hook: Bestial Dragons Must Die!


Pathfinder First Edition General Discussion


A mysterious emmisary, representing an unknown client, recruits your group to help with a dragon problem. With a different twist. This dragon is not an intelligent scheming creature, but rather a brute beast that must be put down. The mysterious client is, in fact, another dragon that wants the bestial dragon put down for many reasons, not the least of which is the humiliation of seeing his noble kind so poorly represented. The twist? The bestial dragon is in fact ensnared by a sorcerer who has afflicted the creature with a spell that removes its intelligence.

Question: are there any spells in PF that remove intelligence? Any creative combinations to create this effect? Of course, I have no problem designing my own spell for that effect. Just wondering....


Basilforth wrote:

A mysterious emmisary, representing an unknown client, recruits your group to help with a dragon problem. With a different twist. This dragon is not an intelligent scheming creature, but rather a brute beast that must be put down. The mysterious client is, in fact, another dragon that wants the bestial dragon put down for many reasons, not the least of which is the humiliation of seeing his noble kind so poorly represented. The twist? The bestial dragon is in fact ensnared by a sorcerer who has afflicted the creature with a spell that removes its intelligence.

Question: are there any spells in PF that remove intelligence? Any creative combinations to create this effect? Of course, I have no problem designing my own spell for that effect. Just wondering....

PRD wrote:

Feeblemind

School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 5

Casting Time 1 standard action

Components V, S, M (a handful of clay, crystal, or glass spheres)

Range medium (100 ft. + 10 ft./level)

Target one creature

Duration instantaneous

Saving Throw Will negates; see text; Spell Resistance yes

Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.

Here you go...


Kryzbyn wrote:
Basilforth wrote:

A mysterious emmisary, representing an unknown client, recruits your group to help with a dragon problem. With a different twist. This dragon is not an intelligent scheming creature, but rather a brute beast that must be put down. The mysterious client is, in fact, another dragon that wants the bestial dragon put down for many reasons, not the least of which is the humiliation of seeing his noble kind so poorly represented. The twist? The bestial dragon is in fact ensnared by a sorcerer who has afflicted the creature with a spell that removes its intelligence.

Question: are there any spells in PF that remove intelligence? Any creative combinations to create this effect? Of course, I have no problem designing my own spell for that effect. Just wondering....

PRD wrote:

Feeblemind

School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 5

Casting Time 1 standard action

Components V, S, M (a handful of clay, crystal, or glass spheres)

Range medium (100 ft. + 10 ft./level)

Target one creature

Duration instantaneous

Saving Throw Will negates; see text; Spell Resistance yes

Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.

Here you go...

And that makes a lot of sense if the dragon's high enough level to cast arcane spells, nice pick!

Liberty's Edge

Bestow Curse can also cause an effective -6 to an ability score, -4 to most rolls, and 50% chance of doing nothing. So three castings of this and you have a fairly stupid/lazy dragon on your hands. Since BC is an actual decrease in ability score it would take at least two spells to fully restore the dragon. Or you could take down Wisdom as well (in case he were also a divine caster).

Sczarni RPG Superstar 2012 Top 32

Kryzbyn wrote:


PRD wrote:

Feeblemind

School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 5

Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.

Here you go...

And for a magic item approach:

Collar of Bestial Captivity
Aura moderate enchantment; CL 9th
Slot neck; Price 45,000 gp; Weight 5 lbs.
Description
This collar binds the wearer into a state of bestial awareness.
Construction
Requirements Craft Wondrous Item, feeblemind; Cost 22,500 gp

Costing:
1) 5 (spell level) * 9 (caster level) * 2000 = 90000
2) 90,000 / 2 (duration) = 45000

Make it cursed to prevent removal by adding bestow curse to it.
New cost be 67500 or 33,750 to add bestow curse.

Or add a lock to the collar. Cheaper and can set at a skill level appropriate to the party.
simple (DC 20) 20 gp
average (DC 25) 40 gp
good (DC 30) 80 gp
superior (DC 40) 150 gp

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