Modify Memory at Early CR?


Rules Questions

Dark Archive

Hey, forums. Help a brother out.

What's the lowest-CR creature or build I can use to gain access to a modify memory effect? I need a creature capable of casting such an effect for a low-level adventure idea I've come up with.

Thoughts?

Thanks in advance,

- the Garden Tool


A 2nd-level Bard, using 600 gp of its 780 gp budget on a wand of modify memory with 1 charge remaining.

That's the lowest I can think of.

Contributor

Moved thread.


If you're the GM, you can give it to a creature as a custom creation.

Dark Archive

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Obliviax or 'memory moss' was a 1st edition critter / hazard that could remove memories. That could be available as a poison or whatever, if you want to have a 'you wake up over a dead body with a bloody knife in your hand and no idea how you got there, and the town guard are pounding on the door*' sort of scenario.

If you want to implant fake memories, that would require something different.

.

*Not to be confused with the 'you wake up in a tub of ice with no idea how you got there, and an aching pain where your left kidney used to be' scenario or a 'you wake up in bed next to a tired but satisfied-looking female (you hope!) gnoll, and have no idea how you got there, but may have to gnaw your own arm off to get out without waking her' scenario.

Dark Archive

I prefer never to spring "custom" creations on my PCs, and a bard with a wand won't work because the scenario requires multiple uses of the effect (although a simple 1/day will do).


You're the GM, just say it's so.


Do you require full modify memory? Maybe reasonable use of suggestion and hypnotism (which makes the target forget about being hypnotised if the spell wasn't saved against) could partially substitute.

Also, if it is to be a part of plot then NPC equipped with scrolls of modify memory could do the trick.

Dark Archive

Cheapy wrote:
You're the GM, just say it's so.

Heh. Sorry, I should have specified: I'm not running fourth edition.

Dark Archive

Drejk wrote:
Do you require full modify memory?

Sort of. I require a creature or character to be able to make other characters forget what they have actually done, and believe that they did something else entirely.


Skill Focus (Bluff).

Or you know, just wing it. The rules should never get in the way of telling an awesome story.

Ever.

Dark Archive

Cheapy wrote:

Skill Focus (Bluff).

Or you know, just wing it. The rules should never get in the way of telling an awesome story.

Ever.

Well, sure they should. If all you want is to tell an awesome story, you and your group should just tell a story together. You can tell a better story if you don't have a whole lot of arbitrary restrictions on what events can take place in your story, and when.

The rules provide restrictions and obstacles that provide the players with a sense of satisfaction when they can achieve their goals despite the obstacles and elements of chance that stood in their way. When the DM plays by the same rules that the players do - when the NPCs obey all the rules that they do - that only heightens the sense of satisfaction (and immersion, and fairness) for the players.

I never want to answer the question "wait, how did that character do that?" with "because this is just a game, and I wanted it that way". A little immersion goes a long way, and "because I said so" really kills player satisfaction.

Anyway, back on topic: low(ish)-level modify memory? Any ideas?

The Exchange Contributor, RPG Superstar 2010 Top 16

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Garden Tool wrote:
I prefer never to spring "custom" creations on my PCs, and a bard with a wand won't work because the scenario requires multiple uses of the effect (although a simple 1/day will do).

I always find this attitude odd. Customizing the game is one of the core tenets of D&D. It's one of the things that has always appealed to me as a GM. There are guidelines in the books for creating custom monsters, magic items, spells, haunts, traps, etc.. for that very reason.


New Profession skill: hypnosis.


The sort of opinion you hold is only sensical if the custom content you produce is imbalanced... mechanical hand-waving, if you will. If you, say, create an expensive supernatural poison (these exist in-game already, I believe) that modifies memories, and then create an alchemist who has been brewing the poison, all you should really have to worry about is how balanced the poison itself is, and how long it's going to have taken this alchemist to brew the poison.

I can understand the fear of creating an imbalanced item, but the forums are helpful.

What you're asking for as is seems as though it would be difficult to find, if not extremely obscure.


Set wrote:

Obliviax or 'memory moss' was a 1st edition critter / hazard that could remove memories. That could be available as a poison or whatever, if you want to have a 'you wake up over a dead body with a bloody knife in your hand and no idea how you got there, and the town guard are pounding on the door*.

*Not to be confused with the 'you wake up in a tub of ice with no idea how you got there, and an aching pain where your left kidney used to be' scenario or a 'you wake up in bed next to a tired but satisfied-looking female (you hope!) gnoll, and have no idea how you got there, but may have to gnaw your own arm off to get out without waking her' scenario.

Set est MAESTRO!

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