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24

The Dragon Needn't Be a True Dragon As Aaron's answer indicates, dragons that have appropriate CRs for the party will be at most Medium. Although that means the dragon could be, potentially, the size of a professional wrestler, for a dragon that's sort of... unimpressive. I suggest the following. Use a creature that could be mistaken for a dragon Were ...


23

I don't know if the V:tM players are familiar with D&D/PF, but if they're not, it would be a bit annoying for them to have to learn the rules, and it would put them at a disadvantage (enjoyment-wise) by the other players. What I think would be best for a one-shot game aimed more at creating nostalgia and memories is to use a system that none of the ...


19

Don't make it a trap. Instead, have a bejewelled chamber with a button on the inside. "Do not press." the button reads. Let their curiosity do the rest. Make a prop of the button on the table, and have it be invitingly easy to press. Beyond that, this "hilarious" trap seems mostly tedious. The character's reward for not treating every step like it has ...


18

I'm going to support @BBlake on this one by pointing out that this is theoretically a problem for basically any type of elemental interacting with the normal universe. What happens if I summon an Ice Elemental into a sauna? What happens if I summon a Mud Elemental on top of a sand pit? What happens if I summon a Lightning Elemental into an armoury? What ...


14

You do not have to dismiss your Eidolon to cast Summon Monster. I can see your confusion, however. Summoners have a class feature called Summon Monster, which lets them use certain specific Summon Monster spells as spell-like abilities. When you use those spell-like abilities, you can't also have your Eidolon out. However, this restriction only applies ...


14

From http://www.d20pfsrd.com/skills/fly You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half ...


13

Flesh to stone. Then, after 20 years passed, Stone to Flesh (feel free to cheat on the saving throw. :)) But a truly evil regime might turn them back and forth regularly, giving them a day or two "off" and have some fun. (I'm not saying who's going to have the aforesaid "fun", and what they mean by "fun." Let's leave it to your evil masterminds.) For a ...


13

The fire elemental Burn ability specifically states that: A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. and that Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on ...


13

There is a Wyrmling Blue Dragon that is only a CR 5 encounter that might suit what you are after more than redesigning a creature, though that is a very young, Small sized dragon that might not fit the backstory. If you need to design a monster that is meant to be a weaker/younger version of a monster you can also use templates such as the Young Template to ...


11

First, to ride a griffon you just need to obtain one and ride it. You don't need a class feature besides skills. The griffon entry says: Before it can be ridden in combat, a griffon requires practice bearing the weight of its rider. In order to be trained successfully, a griffon must first be helpful toward its trainer (possibly requiring a Diplomacy, ...


11

A rogue needs to meet all prerequisites for the feats gained via Combat trick. Take a look at the description of Combat Trick A rogue that selects this talent gains a bonus combat feat (see Feats). and compare the rogue talent description to the Monk Bonus feat Bonus Feat [...] A monk need not have any of the prerequisites normally required ...


11

You're safe... The spell flaming sphere says A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to ...


11

One key to making this work is getting everyone to accept that it's experimental, just a one-time thing, and there will be hiccups. The players and GM need to work as a team to make the game run, so set aside DM vs. PC antagonism if anyone is used to playing in that style. If your game wasn't going to involve system-driven combat encounters, I'd suggest ...


10

Don't I want to answer your problem, without actually answering your specific question. If this is not good, feel free to downvote into oblivion. If you need them to be occupied for a set amount of time for something to happen in the background, then I have two possible options for you. Time Travel: If you need them gone, just make something happen that ...


10

(D) Means Dismissible It means the spell's dismissible. If the duration line ends with "(D)," you can dismiss the spell at will. You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a ...


10

There are a number of good ways to do this. Both of the non-crafting ways you mentioned are actually perfectly good ways of going about this if approached properly. I will detail them in the order you should attempt them below: Buy it in the store By the book If you want something and don't have it, the normal way of procuring it for most people in ...


10

Yes, a Ranger can gain additional spells added to their spell list in a Pathfinder only game. The following are only examples I could find, I'm sure there are more. Mystic Past Life (Samsaran Alternate Racial Trait, Advanced Race Guide) - Allows you to add 1 + your caster attribute modifier spells to your class's list, must be the same type i.e divine must ...


10

While Black Tentacles is Conjuration (Creation) it does not actually create a creature. As such, by a strict reading of the rules, Black Tentacles behaves just like any other spell that deals damage on its own. There is nothing in either the Grappling Rules, the DR rules or the Magic rules to change this. Which would mean it bypasses DR.


9

4) This is where I am confused: where is the +2 in the 1d4+2 coming from? The creature's Strength bonus applies to melee attacks; so his +2 bonus from his 14 Str is added here as well. If the creature rolls damage, you roll a 1d4 and then add the 2 for total damage; so if you were to roll a 3 you'd deal a total of 3+2 = 5 damage.


9

No, it is only spells listed on the Ranger spell list. A Ranger typically learns these spells in a manner similar to druids in that they are essentially communing with nature to gain influence over it. A Ranger's spell list is limited because casting spells is not their forte. They are first and foremost warriors and trackers. The spellcasting is ...


9

If I am interpreting your question correctly, no, you don't get to double dip. DR does not negate sneak attack damage. The sneak attack damage is not a special effect that accompanies the attack, it is part of the damage roll. Hope that clears it up. Jason Bulmahn Lead Designer Paizo Publishing ...Meaning the damage is one lump sum. The ...


9

Natural weapons operate under different rules than do manufactured weapons, which are covered in the Universal Monster Rules and in the Combat Rules. The short version is, you get to attack once with each natural weapon, regardless of how many iterative attacks you have from high BAB. So if your BAB was +6/+1, you would get to attack once with each claw, ...


9

Put the dragon in a bad situation The dragon doesn't need to be able to lose in a fair fight if it doesn't get a fair fight. There are a few ways circumstances could conspire to give the PCs a significant edge: Have the dragon already be fighting something else when the players show up (something it would be able to defeat if not for the players' ...


9

You Just Nerf Them Adventures do this all the time. Take the creature you want and then weaken it. This can be via templates like Young or Drunk as @Aaron suggests. It can also be done simply by wounding it or messing it up. Take as an example the feared Crag Linnorm. Well, in the Jade Regent AP there was this variant "wounded" crag linnorm with missing ...


8

PFSRD: ...the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier. Because the revelation is a supernatural ability, not a spell or spell-like ability, spell level doesn't apply. If another effect needs to refer to spell level for some reason (it happens very rarely), a suggested houserule is ...


8

Equipment takes damage under a variety of circumstances, but most of the circumstances are rare unless a character devotes resources to breaking things Such a character might... sunder a item held or worn by a foe. The character picks the item to sunder. If the sunder attempt is successful, determine if the item breaks by consulting Damaging Objects. The ...


8

The answer's in the description: The first time during this spell's duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check equal to the spell's caster level (maximum +5). Once this bonus applies, the effects of the spell end. Emphasis mine. The spell ends immediately after an initiative ...


8

Rules as written There are three parts of the rules to consider: The Armor Table tells us that the armored kilt and the chain shirt are light armors. Making a suit of light armor out of mithral explicitly does not change the armor category (emphasis mine): Most mithral armors are one category lighter than normal for purposes of movement and other ...


8

Option 1 is the correct answer here Ability checks always add up d20 + ability modifier + situational modifiers, as long as this is greater or equal to the DC then you succeed at the task. This applies to all ability checks for all ability scores. In terms of a natural 20, this is entirely up to your DM from what I can find. For the group that I DM I allow ...


7

Yes. You can use a light shield with a Metamagic Rod For any shield aside from a buckler, which is strapped to your arm, you must have a hand to hold it. However, You would be able to use that hand to hold an item, per the ruling for light steel shields and wood shields: From http://www.d20pfsrd.com/equipment---final/armor/shield-light-wooden-or-steel ...



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