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Wayne Reynolds wrote:
Ooh, tengu beak-paint / adornment, perhaps? Same for claws and scaly parts of the limbs? Neat!
And the visual of a tengu lady in a kimono (and perhaps fancy headdress) is awesome.
I love creating creature and culture building art.
IT's much appreciated. I love that even the 'monsters' get neat bits of detail, like the angular weapons and bone fetishes worn by the yeti-looking dudes on the cover of Ultimate Combat.
As for Ollie and stealing Batman's stuff... Well, duh. The Green Arrow was originally just Batman with a different gimmick anyway.
On the one hand, yes. Complete with Arrow Car and Arrow Cave and teen sidekick.
On the other hand, Ollie was a very different sort of character, in later years, being a mish-mash of Errol Flynn and overgrown manchild and unapologetically politically liberal (unlike most superheroes, who are generally pretty unaligned politically, or, in the case of openly conservative heroes, like Guy Gardner or Hawk or U.S. Agent, portrayed as over-the-top cartoonish jerks), so it's kind of a disappointment to see him all grimdark avenger-y, when he should be *fun.* (Indeed, I feel like I've seen more buckle-swashing 'Oliver' in the thirty seconds of Fandral that appeared in the Thor movies...)
On the other, other hand, Bale/Nolan's version of Batman, was just overwrought and tedious and heavy as lead. Amell's Oliver is ten times more compelling a character than Bale's boring Batman.
Usual Suspect wrote:
I've found this debate to be interesting, if ultimately useless. What makes spells that create undead evil? Pharasma does.
A non-good goddess, who indeed thinks the whole idea of moral good is kind of quaint, is powerful enough to arbitrarily determine what is or is not evil that the actual *good* gods kind of have to suck it up and take her word for it.
Meanwhile, the world is *teeming* with creatures sustained and nourished by positive energy, a non-good, non-evil energy source from another dimension entirely (therefore being, by it's very nature, *unnatural*), all of which have to destroy and devour other living creatures to fuel their own unnatural existences on the material plane, which, even if they eat other living creatures 24/7, eventually are aged and withered and burned out by this dimension, as if their existence is *so unnatural* that the world is tearing them apart day by day.
And it also has some undead creatures, sustained and nourished by negative energy, a completely different colored extra-dimensional energy that is *equally* 'unnatural' to the material plane of Golarion, and equally non-moral, neither good nor evil. Undead, unlike living creatures don't always *have* to devour other living creatures to fuel their continued existence, as negative energy appears to be *more natural* to the material world than positive energy, able to sustain itself for centuries, or even millennia, without killing or eating anything. (Some do choose to devour living creatures, which, since they often don't *have to*, makes them eviler than a human or shark or fungus, that *has to* sustain itself on the deaths of other living things, and some undead, in a manner similar to trolls and goblins, on the living side, are filled with an endless unquenchable hunger to do so, but if that doesn't make the goblins and trolls 'unnatural,' then it shouldn't make the ghoul 'unnatural' either.)
But ultimately, it's a tautology. Some things are evil because they are described in-game as mechanically evil. There is no why, only a pool of Nietzchean madness awaits attempting to apply logic to this choice.
Pharasma isn't good. Not even a little bit. She shouldn't get to decide what is evil, based on Urgathoa once having flipped her the bird.
She's not lawful, either, so Urgathoa 'breaking her law' by stepping out of line wasn't even a chaotic act, it was just cheeky.
The game has always had a strange relationship with alignment.
Dwarves and Gnomes, traditionally 'good' races, have race hatred as traits. They loathe some other species with such ravening intensity that they drill every single one of their children in specific tactics to more effectively kill them. Orcs and Gnolls and Hobgoblins, traditionally 'evil' races? Really aren't that into genocide. They might have some flavor text like 'hobgoblins hate elves,' but they don't care enough to actually wake their children up at zero dark thirty and practice killing elves. It's a weak tea sort of 'hate' compared to the race-hate of the good races, which comes with mechanical benefits!
I'll admit that I can't really tell boy crows from girl crows, so unless you go the 'let's give girl dragonborn huge jumblies!' route, it's kind of a toss up.
The clothing choices on the Tengu-in-question led me to think male.
'Beaky' as a wizard or sorcerer is an interesting tweak. I probably based my cleric assumption at least partially on tengu statistics (bonus to Wisdom), 'cause I'm a dirty powergamer. :)
Seoni and Ezren have sorta-similar staves, and when you draw them, they are distinctive (his looks more cobra-head-ish, hers more like a dreamcatcher), but other artists seem to draw them so similarly I sometimes have to go look at the originals to see if they 'got them wrong.' Was the staff-similarity something in the original art order, or did they just sort of both randomly end up with staves that curved at the end like that?
Not a question!
I'd *love* to see your interpretation of some of the more Golarion-specific races, particularly Androids, Vishkanya or Wayangs. Or perhaps some sort of 'rule XXX' gender/race/ethnicity-bent versions of pre-existing characters. (Amiri as a Mwangi, Valeros as Osirioni, Seoni as Changeling or Nagaji, Ezren as an older lady.)
Do you have any info on that character?
My speculations from your picture;
a) He's a boy tengu.
Durngrun Stonebreaker wrote:
That honestly wasn't even my point. I was saying just because Christianity didn't consider being black as sinful, what if other religions did?
Where I grew up in Oklahoma, being black was 'proof' that you were descended from Cain and bore his mark. Shunning black people was absolutely the Christian thing to do.
I have no idea where that notion came from, but the town (Grove, Oklahoma) had a 'blue law' on the books that black people couldn't live within the city limits. (An unenforceable law, even back in the 70's and 80's, but still not one that anybody felt a burning need to scrub from the books...) A black family did move into town, and bought the closed down movie theatre and re-opened it.
It burned down. A month later, the barn on their property burned down. They moved away, and a few months after that, the house they'd lived in burned down.
Not *all* of the racism in that part of the country stems from (mis)interpretations of Christian belief, but it's hardly blameless.
Meanwhile, some homeless liberal hippie named Jesus encouraged his followers to treat others the way they want to be treated and stop casting stones at each other. Maybe if a few more 'Christians' were inclined to follow his message...
Although it would be funny if there was a real clairvoyant somewhere. Some old lady, blind and half-senile, sitting in a nursing home, waiting for that 'nice boy' Garrett to come back and ask her about 'the stories' she 'remembers' (i.e. the future, which she sees in visions).
She has no idea that she's precognitive (having some issues with the here and now), and now that Garrett is dead, neither does anyone else.
When people refer to observational or factual statements about a game as 'hate'.
Or the variation;
"What are your three favorite things!"
"No love for M?"
"Why does everyone hate B?"
"I think if you gave G a chance, you'd find it can X and Y almost as good as X or Y!"
If I list my favorite three settings as Al-Qadim, the Scarred Lands and Kara-Tur (a list that might change tomorrow, without warning!), that *does not* mean that I don't love Greyhawk, Golarion, Hamunaptra, Freeport and / or parts of the Realms, Eberron and Mystara.
It also does *not* mean I was hoping to be edumacated/evangelized about how amazeballs Krynn / Ravenloft / Io's Blood Isles / Kalamar was, and how much my life is poorer for not appreciating their subtle splendor.
Well, Ming-Na had a lot of time to get it right.
That is also true. Chloe Bennett was kind of thrown in there, and I sometimes feel that her makeup people don't do her any favors, since her face looked extremely plastic in that Agent 33 scene, as if she was wearing an actual mask, and only her eyes could move.
I did like Ward's comment about being over Skye. "She tried to kill me. I'm not *insane.*"
Yes you are, Grant. Yes, you are.
Thanks for the teapot reply, and the teapot itself. It adds a ton of character to Harsk, and is particularly appropriate since there's already another Iconic (Valeros) with an ale-mug.
Two questions this time;
1) How about that Temple Sword in the Sajan picture. Was that an ordered item, or something you came up with?
It's only thing in the original Iconics that ended up involving new rules content (and, therefore, perhaps being an interesting thing to see on an 'iconic' character).
2) Do Seoni's tattoos (and sash-thingies) spell out anything specific in a (real or made-up) language, or did you just sort of pick some cool-looking squiggles and run with them?
The Pathfinder Society reports success in their ongoing war with the rival Aspis Consortium, and that the second-in-command of the Aspis Consortium has been killed.
This is not a repeat from last month, when they killed the previous second-in-command of the Aspis Consortium.
Or any of the seventeen months before that...
At least some evil werewolves are possessed by some sort of demonic wolf-spirits that take over when they 'wolf out.' They can be cured by a ritual exorcism that drags the wolf-demon out of them and forces it to materialize (at which point, it must be killed), or a shamanic variation that sends the victim (or some champions) into the person to fight the spirit as spirits themselves. Stats depended on the level of the victim (saving the king might be harder than saving a bunch of peasants!), but usually some sort of fiendish or half-fiendish wolf, worg or dire wolf or something.
It made the event of attempting to cure infected lycanthropes more 'fighty' than just 'here, have some wolfsbane and maybe you won't die.' (And also played more to the PCs strengths of blowing stuff up.)
(Idea based off of some shamanic 3rd party book that had shamen curing disease or poisons by causing them to manifest as creatures of appropriate CR and then fighting them off in a spirit battle. If the shaman lost, they also contracted the disease / poison!)
Agreed. Creating a golem always explicitly enslaves a spirit.
Yup, particularly since undead can be used without a guarantee that they will eventually freak out and attack people, as golems do, and golems always involve the binding and enslaving of elemental spirits, while at least some undead don't necessarily involve any spirit enslavement at all.
If there was an elemental trapped in there and bound to serve, in theory, the golem should have the same Int score, skills, etc. available to it. Even if the elemental spirit is just a bound power source, magic should be able to sense and / or affect that elemental spirit (and the same for a human soul 'trapped' in an undead, or actually said to have *become* an undead. If an Int 16, Cha 9 1st level Wizard becomes a shadow, and another Int 9, Cha 17 5th level Paladin becomes a shadow, both of them shouldn't become identical Int 6 and Cha 15 3 HD creatures with ranks in skills like Fly and Stealth that neither Wizard nor Paladin had ranks in...).
The descriptive text and the mechanics just don't seem to mesh particularly well for either of these creature types (barring templated undead, like ghosts or vampires or liches, which actually *do* marry their flavor text to the rules mechanics).
Some sort of variant golems, with their own four-ish templates, determining the effects of them being fueled by bound elemental spirits of air, earth, fire or water, might be an interesting notion for a more consistent golem write-up. Or just golems that ignore the 'enslaved elemental spirit' flavor text entirely (and perhaps have some other explanation for the berserk chance, or no berserk chance at all?), and use the rules as written, which would be super-easier. :)
Still, that doesn't really address inconsistencies with undead.
Spells that are evil are evil because they are evil.
It's a tautology, not a philosophy.
If you want there to be a reason that it's evil, such that it torments the souls of the people whose bodies are being dug up and used as pack mules, then you can invent that, so long as it's compatible with the game setting (that sort of thing wouldn't fly in a setting with someone like Pharasma, who 'sorts' souls to their final destinations, and is supposed to be unbeatable in that arena, or where souls can be sold to devils, or become petitioners/outsiders/celestials/fiends/possibly gods, etc. and the notion of an animate dead spell uncreating an angel or devil, or 'rescuing' someone from a Hell contract, or 'stealing' someone out of Heaven becomes incompatible with the setting). Certain setting assumptions, such as negative energy and positive energy (and the planes thereof) being non-evil and non-good, respectively, might have to be changed, and that might lead to other logical changes, such as positive energy spells (such as all cure spells) having the [good] descriptor. Evil clerics (and followers of evil gods) will have a *much* harder time of it, and, again, logically, nobody who isn't completely batcrap insane will worship one. But that's not terribly far from the way it already is, as good clerics (and good gods) already hand out better bennies than team evil, making it a harder road to walk, and more of a situation where the followers of the good gods have both the better benefits and, logically, the least self-sacrifice or devotion required to follow the good gods, since it's the obvious better choice, both for in-life gain, and the superior afterlife.
If you don't want those spells to be automatically evil (in that, a specific use could be evil, such as casting fireball at an orphanage, or summoning a lantern archon to light up and burninate a bunch of puppies, but the spell wouldn't have the [evil] descriptor and be evil even if you cast it to rescue a bunch of people from a flood or orc raid or something), then just snap that [evil] descriptor right off and throw it in the ditch, since it flies right in the face of most assumptions about alignment (that it's a *choice* and not something a rock or even non-sapient animal can have), and the 'fluff' of many settings (such as Golarion, with the aforementioned Pharasma).
Update to last Galt article;
Those responsible for executing those who wrongly executed those other people have themselves been executed, as the verdict of guilt on the executioners-to-be-executed was reversed.
Due to this miscarriage of justice, the judge, court and jurors were also found guilty of wrongful execution, and executed.
The Final Blade used for all the abovementioned executions has reached a critical threshold of absorbed souls, and animated as an evil daemonic construct that is rampaging across the countryside, whacking off people's heads and bellowing nonsense about 'justice for all.'
Adventurers willing to engage the beast are sought, with the understanding that attacking or damaging or even resisting an instrument of Galtan justice will, naturally, carry the death penalty...
To be fair Heroes walked headfirst into a writers strike. First season was pretty good. Second season on, they were hiring scabs crossing the picket line to write it.
Heroes suffered from the writers having no idea how to write standard plots around characters that they'd introduced with plot-wrecking powers (like time travel). Every single season, some sort of artificial contrivance has to be introduced to explain why neither Hiro nor Peter just solved the threat-of-the-week by snapping their fingers. (Hiro has sworn to not use his powers that way! Peter is trapped in an alternate timeline! Hiro's powers are glitching because he's dying! Peter's powers went away! And now they've changed! And something, something, eclipse! Oh god, we're running out of excuses, cancel the show!)
I use drakes. Dragons are so rare that nobody has seen one in centuries.
Ooh, good one.
I had one campaign that only had one of each chromatic dragon type known. The red was the ruler of a kingdom of fire giants with armies of fire hobgoblins, etc., the black was a shadow-necromancer type in a swamp (and possibly undead herself), the blue was a storm queen who basically lived by piracy in a certain stretch of coastal waters, the ships she devastated looted by her flying urd minions, that travelled in her wake like crows following an army, the white a savage predatory force of the north, and nobody knew about the green, who was in a non-dragon form, having ruled an elven nation for centuries.
Any one of these 'big five' dragons would be an AP worthy end-boss, and not just something you could subdue and use as a mount or make into armor or something.
There were no known 'good dragons,' or other dragons, although lesser 'dragon' type creatures, like wyverns, filled some niches.
'Dragonhide' armor would be instead made from wyvern and drake hide. At merely 2x the cost of cow-skin, it's kind of silly to think it's made from actual dragons, in any event!
Green Smashomancer wrote:
Or just the actual Skald class. Which does the exact thing described above. And nothing mechanically forces the Bard class to follow the stereotype of "poncy musician in a warzone." I'd give at least one a try before writing off the classes, personally.
While I've never used a PC bard, I've used a few as NPCs, while GMing.
One was a religious serpent-folk leader, who used readings from his holy book to inspire his fanatical co-religionists. No music. No dancing. No instruments.
The second was an elven tactical leader / nobleman, who used tactical advice and inspiring rhetoric / speeches. Again, no musical numbers or Disney songs. The bard class is an excellent chassis for a 'noble class,' with a mix of martial skill equal to an aristocrat, combined with the inspiration ability taught to future leaders and some dabbling in the arcane that comes with a first-rate education availably only to the hoightiest of the toity.
I chose to ignore, for their spell-lists, any options that played into the song and dance routine, and picked spells that fit their more religious / tactical themes.
I was in a 1st/2nd edition game with a DM who was one of those 'you are stuck with whatever you roll' types, which, in my case, always seemed to have the caveat 'unless it's good, then roll again.'
Each party member at the end of the big starting encounter at 1st level got one roll. 1st level psionicist got a +5 longsword (which she 'loaned' to the fighter, indefinitely). 1st level sha'ir/wizard got a ring of djinn summoning (very appropriate!). My cleric of Tyr got a potion of levitation.
'Oh no, you don't get to reroll.'
Later in the game, the same cleric rolls a 16 on the first wondrous item table, which, IIRC (it's been 30 or so years...), was 'Artifact/Relic.'
So my cleric was about to be *styling* in the Invulnerable Coat of Arnd (because, even as the DM was already shaking his head and saying, 'roll again,' I was rolling to see *which* Artifact/Relic I wasn't going to get).
Sadly, it turned into a necklace of fireballs, or something.
That's pretty much my history with 'random' rolls (of any sort, not just treasure). It sucks? You own it, no exceptions. It's awesome? Roll again, you can't have that.
Ed Reppert wrote:
Tieflings have "fiends" in their ancestry. What are "fiends"? Devils, I gather, and demons. What else? Daemons? Divs? Something else?
According to Blood of Fiends, Rakshasa, Oni, Qlippoth, Divs, Asura, Demons, Devils, Daemons and Kytons are all options (possibly others I'm forgetting). Pretty much any evil outsider race, it seems, so you could *possibly* even go further afield and have a tiefling with Barghest or Night Hag or Denizen of Leng traits/ancestry.
DM Under The Bridge wrote:
Maybe the Dwarves are trying to erase all remnants of previous peoples that had any sort of advanced techne? Remove anything made by giants, orcs, elves, lizardfolk, yuan-ti and others.
That would follow, but I prefer to go against the notion that everything was betterer/more magical back in the past. The 'golden age' is now, in PC terms, and *most* weapons and armor found in 1000 year old tombs will be made of bronze, while scrolls (or undead spellcasters lingering around from those days) will have more primitive spells, such as variants of magic missile that require a 'to hit' roll, or sleep/color spray/glitterdust/web/lightning bolt spells that affect only a single target or 10' R fireballs, etc.
The dwarven monopoly has stagnated other races developments in arms technology, but they strive to advance their *own* developments and are constantly working on new alloys, etc. There is certainly new stuff to be found, advances that were found or suppressed or just dead-ended for some reason, but for the most part, the best stuff will be found on the cutting edge.
I began playing Hobgoblins like that back in the 80s and the theme just stayed true all the way to today.
Ditto. Back when Orcs were LE, I Klingoned them up, but when they turned to CE with 3.X, that went to Hobgoblins.
And the Dark Elves, who 'uncloaked' and assassinated your butt, before disappearing back into the shadows to set up for another alpha strike? Totally Romulans.
As for other stuff;
Orcs (the CE ones) went in a Warcraft-y direction, being both strong and insightful savages, more in touch with their inner animal, giving them sharper senses and stronger wills. (Either bonuses to Wisdom, or at least no racial penalty to Wisdom.)
Elves were so long-lived that their memories 'unpacked' at night and they abandoned anything that they didn't find interesting. Tomorrow morning, that elf you had a brutal death duel with (or a torrid romance with...) might not remember your name and greet you as if you were a stranger. Additionally, they had *zero* impulse control, feelings running brief, but sun-hot, so that even a 'nice' elf might flip out and attempt to kill someone because he took a joke wrong, and, moments later, break down weeping over hurting their friend, and moments after *that,* shrug it off and be 'over it.' To a human companion, travelling with an elf is an emotional roller-coaster and the rapid changes in personality and mood can give one whiplash.
Elves also visibly adapt to their environment, over decades, and these adaptations pass on to their children. An elf who lives in the tall mountain peaks, surrounded by clear air and sunlight, will be pale like marble, and have hair the color of sunlight and pale eyes (like Gray or Gold Elves in Greyhawk or the Realms). An elf who lives in the forest, and gets less light, will be darker, human complexioned (like High, Wood or Green Elves). An elf who lives in the darkest parts of the forest or jungle, like Grugach or Wild Elves, might be described as 'nut brown' in coloration. An elf who lives in the ocean might be blue or green, like Aquatic Elves and Dargonesti/Dimernesti. And an elf who lives in the lightless depths of the Underdark will be black, dark brown or dark blue in coloration (like the Drow).
At least some Golarion writers seem to make this assumption as well, and it's been the way things have (unofficially) been since Gygax was describing those pale, pale Gray Elves up in their mountain fastnesses and 'nut-brown' Grugach and darker-than-their-dark-hearts Drow, but in my games, it's official, and if the PCs encounter a community of elves living in the plane of Elemental Fire, they'll have red skin.
Halflings come in two modes, 'city mice' and 'country mice.' The country mice live in Tolkein-esque 'shires,' generally mono-racial and not terribly interested in visiting big folk brining their big folk problems. Surly and unfriendly, or friendly and oh-so-helpful in getting you the heck out of their town, one way or another, they do not encourage visitors to linger. "Big folk are like fish. After three days, both begin to stink..." 'City mice,' on the other hand, live intermingled with other races, particularly humans, and seem to insinuate themselves into servant or custodian or 'helper' roles with almost supernatural ease, appearing to be exactly like their surrounding large race neighbors, to the point where a human growing up in a city with 30% Halfling population might have no clue *that they have their own language and consider the human laws of the city 'quaint' and 'more like suggestions.'* Perfectly willing to act like doormats, *for years,* or even like clowns and buffoons and incompetents, to allay any suspicions that they are 'up to something,' Halflings love nothing more than to be underestimated, and pretty much free to get away with *anything,* keeping themselves 'below suspicion.'
As for their secret opinions? Phrases like, "If I can do anything you can do, at half the size, which of us is worth 'half' of anything?" are never spoken aloud, but pass through their heads when one of their big folk employers or rulers slights them.
Gnomes genetics are different. A gnomish child will not necessarily share skin, hair or eye color, interests, etc. with either of her parents, or their own parents. Even if two nearly identical gnomes, with the same coloration and interests, pair off, their children may share none of their traits (or each others).
Dwarves have monopolies on the concept of monopolies. You want MW weapons or armor? That's a dwarven technique, and even if an elf or human *can* make a MW weapon, they won't be able to do so as economically or efficiently, and they'll find obstacles springing up when they try to market such a product as more than a one-off. Most special materials (cold iron, adamantine, etc.) are also held by dwarves almost exclusively, and, like in Tolkien, even the richest elf prince goes to a dwarf to craft his 'elven' mithril mail shirt.
Hmm, random thoughts for non-weapon items someone with Profession (soldier) might use with this trait;
Whetstone (crack!), helmet (bong!), cooking pot (clang!), rations (ow! that hardtack is *hard*), waterskin/canteen (florb/clunk!), scabbard (whap!), baldric/weapon belt (smack!), quiver or backpack (thud!)...
Something less potty-humor than farting and puking might be to just give them a stench aura, like that of ghasts or troglodytes, and have it based on their tendency to decorate themselves with rotting trophies of their past meals. (Give them a racial bonus vs. disease, to go with it, so that they have some chance of surviving their own terrible hygiene and habits...)
The stench aura could cause nausea for 1 round (if the save is failed), and then the sickened condition for additional time spent within it.
Being covered with putrescent meat would logically also lead to vermin surrounding them in clouds that could provide them some benefit (or hindrance, or both), such as an 'aura' of biting flies that distracts others like a swarm, but inflicts no actual swarm damage.
Some unusual disease or fungal infections could also 'gross' them up quite a bit, such as pustules and buboes that can rupture when they are struck by a weapon, splattering their attacker with infected pus that sickens or nauseates or even carries disease, or fungal spores that puff off of them in a choking yellow cloud when they are struck, causing respiratory distress in all non-ogres in the immediate area.
Magic, Knowledge, Time, Trade and Names / Measurement (ancient rulers were sometimes depicted with a measuring rod, as a symbol of rulership, as it was the ruler that ultimately decided what things were worth, by setting standards of length/weight/etc. Both units of time and measurements of land would also be covered here, making the god also an arbiter of land ownership and the seasons.) Symbol might be the moon or the tides or a falling autumn leaf, something that changes visibly over time and can be used as a system of measurement.
Knowledge would tie to the urge to discover and classify things (such as learning to use scales to tell pure gold from alloyed gold of less value, or instance, or tell different breeds of grains or animals of more or less value apart). Magic comes from the discovery of the occult secrets of the world, which the adherents of this god would claim stems from learning to truly understand something. To affect an item or person with magic, they would want to know as much as possible about it, name, place of origin/date of birth, weight, etc., believing that once one truly knows a thing, one can influence that thing. Trade obviously ties into measurements, as well.
This god could be a god of the natural philosopher, who seeks out new things and gives them names, believing that naming a thing is the first step to placing it under control.
Anything based on deception is going to fail, eventually. Based on the nature of the scenario, it is almost inevitably going to end in player vs. player and hurt feelings and a bad experience for pretty much everyone.
Golarion, just picking that setting, has opportunities for one to play a LE cleric and a Paladin without conflict, both openly working as members of the Hellknights / Godclaw, for example. They may not like each other (or maybe they do!), they certainly won't agree on how different situations should be resolved, but LE clerics don't generally have a 'code' of things they must or must not do, so there is nothing preventing the LE cleric from complaining, 'Meh, seems like a nuisance to march the prisoners back to town, why don't we just kill them?' to role-play his character, and then let the Paladin do what he *has to do anyway,* because of his code. The LE cleric doesn't *have* to be a dick. He's not going to 'fall' or lose his cleric powers because he let the Paladin decide what was going to happen to the prisoners, he can just snark about it and go on with advancing their shared goals (which, if they are Hellknights, or part of a similar organization that upholds tenets of law, and can have both LE and LG members, will be to stamp out chaotic elements such as a demonic infestation, rakshasa crime ring or malevolent fey uprising).
But that requires *intelligent* evil, willing to accede to the Paladin's own strict requirements, recognizing that if he wants to keep the Paladin as a powerful ally (and not possibly get smited to death!), he has to bend a little and accept that things may not be done as 'efficiently' as he would personally prefer. This sort of evil cleric is the non-megalomaniac sort, who can date a non-smoker, or a vegetarian, or whatever, and curb his own smoking / carnivorous preferences to 'keep the peace' and not offend / provoke / discomfort his partner.
It's also not going to work with an Undead Lord or similar undead-junkie. Undead, in Golarion at least, are pretty much always evil. (Even that Paladin, if you animate his mindless corpse, or call up his LG spirit, is going to go all grrevil pretty much instantly, as ridiculous as that is.) Casting spells to animate the dead is also pretty much always evil. If you want to work with a Paladin, those spells and options need to be off the table. You've got a *ton* of sadistic horrible options, that aren't evil, like inflicting poisons and curses on people, or striking them permanently blind or deaf, or using hold person and then coup de grace-ing them, or summoning up resolute (not fiendish!) dire rats to nibble them to death (and afflict them with filth fever). Avoid [evil] descriptor spells like animate dead and contagion (not terribly effective anyway...) and death knell and protection from good (has there ever been a use for this, in any adventure?).
The only way, IMO, this can work long-term is if both players and characters are on-board and agree to cooperate, for some mutually important goal (such as opposing demons in the Worldwound, in Golarion), and that's going to restrict the actions of the LE cleric to not do anything that egregiously offends the Paladins code and sensibilities (since that's unfortunately what the Paladin's Code does, restrict the choice of *other players,* making it a selfish and kind of 'evil' choice for a player to make).
Fortunately for the evil cleric player, as long as he's ever played any of the dozens of games out there that don't have alignment, or watched any of the hundreds of shows or read any of the hundreds of books that have an 'evil' protagonist working alongside 'the good guys' to accomplish a mutually important goal, it's easy as pie. The legacy of D&D is pretty much the only place where 'good' and 'evil' even exist as *mechanical* concepts, and are purportedly incapable of working together, as if both are mindless zombie robots running incompatible programs and doomed to fight to the death because they lack free will or the ability to compromise or agree to disagree or at least defer gratification.
Outside of Golarion, the existence of the Blood War (demons vs. devils) in earlier editions of D&D, make a temporary team up between good guys and LE sorts even *more* thematically appropriate. As long as they are smiting Orcus / Grazz't / Demogorgon worshippers, those Paladins are a devil-worshippers best friends (and *far* more effective than a Blackguard or 'Paladin of Tyranny' would be!).
Breaking News! Cayden Cailean *failed* the Test of the Starstone!
It has been recently discovered that Cayden Cailean entered the Starstone Cathedral after failing a contest of wills with his intelligent rapier 'Drinks All the Drinks' which would regularly possess the weak-willed warrior so that it could sample the ales, beer and wines (and other fleshly pursuits) denied to it due to it's inanimate nature. The intelligent *sword* passed the Test of the Starstone, and continues to drag it's human wielder around, pretending that the human has been in control (and ascended to divinity) all this time!
Same for all classes, really. Paladins, Rangers, Bards, etc. should treat their spells as the level that they are on the Cleric/Druid/Sorcerer/Wizard lists.
They might be able to cast them at different *class* levels, but for item creation costs and similar effects (like globes of invulnerability, or how many 'spell levels' they count to store in an item of spell storing or turn with a ring of spell turning) the 'spell level' should be the same across the board.
Vic Wertz wrote:
Woo! Sedentary kineticist ftw!
"I don't get up for goblins. They get the hell out of my way."
<Flicks fingers dismissively, goblins fly in all directions>
"Also my chair can fly."
Barachiel Shina wrote:
What I also keep hearing about, and not quite understanding at all, is their spell list being overpowered.
A combination of early access (some 8th and 9th level spells being made 6th level Summoner spells, haste as a 2nd level spell, etc.) and some cherry-picking of great buffs that aren't conjuration or 'on theme' for the Summoner, but were just, IMO, 'too good' to pass up, like haste (a level before wizards get it) and heroism and alter self and enlarge person (which can, through share spells, work on the eidolon), none of which fit the 'theme' of a Summoner, but do fit the 'theme' of 'let's cherry pick the best buffs from various other schools, as necessary to make this class even *more* betterer.'
I'd have preferred a tighter theme and standard 1-9 spellcasting progression. I'd prefer the same for any sort of variant Summoners based on other schools, like a necromancy-based 'Summoner' with an undead companion, sticking to necromancy spells, or an illusion-based 'Summoner' with a shadow-conjuration companion, or an enchantment-based 'Summoner' with a dominated thrall companion, or a transmutation-based 'Summoner' with a construct/animation companion (and a much more on-theme rationale to cherry-pick the best transmutation buffs, in this last case!).
Queen Galfrey Crowdfunding Wardstone Maintenance!
Recent demon incursions from the Worldwound serve only to reinforce the dire state of repair of the aging Wardstone infrastructure. Hoping to inspire a patriotic effort to rally around these vital structures, the Queen has taken to GoldFundThee.com to create a strictly-voluntary(*) fund for maintenance and upkeep of the wardstones. Payments can be made in gold, jewels or objets d'art, via writ from the Bank of Abadar, or through PayPaladin (tm).
*Not voluntary to those bearing Shield-Marks or Sword-Marks.
Stretch goals will include funding for mass-produced arrows of bane (evil outsider) from Druma, as well as bulk purchases of holy water, antiplague and weapon blanche (cold iron).
Sir Whately Whinge Poncebottom the Third of the Silver Sable Rangers Company has fallen off of his celestial hippogriff into the market square, crushing an applecart. Those who misunderstood the nature of his fall began taking up a collection for his atonement, but after some clarification, the donations are going for his resurrection (minus the cost of one applecart).
I got the notion of creating a reversed version of the sanctuary spell, that curses someone to become the focus of the attacks of anyone within thirty feet who fails a will save.
A version that affects only undead, causing *other* undead in the area to turn on them, seemed like a logical spell to have been fashioned by the clergy of Pharasma.
Surge of Malevolence
If the target of this spell fails their saving throw, they emanate an aura that causes anyone who fails a save within thirty feet of their position to regard them as an imminent threat, targeting them over any other foe in the area until your next turn, when the effect ends.
With the exception of the duration, this spell functions identically to surge of malevolence. The target radiates the aura for the full duration, and any new creatures entering a thirty foot radius of the afflicted subject must save or also attack the subject for the duration of the effect.
With the exception of only affecting undead targets, both as initial target and secondary subjects, this spell functions identically to lingering malevolence. Mindless undead, such as skeletons and zombies, do not get a saving throw to resist this spell.
315. Crossed Wires You have a celestial ancestor, and they prevailed upon a higher power to wish that you never be lonely. Unfortunately, they've 'blessed' you by making you extraordinarily attractive to the gender you are *not* attracted to in return. (Obviously this trait works best with a character who is not bisexual, and has a clear cut preferred gender!) To the gender you prefer, the people that you'd *want* to attract, you are no more or less attractive than normal, but to the gender you have no interest in, everything about you just seems a little bit more magical and special, as if time has slowed down and the light shines more softly on you. Your words and movements are enthralling to individuals that gender (assuming they are of a species / culture that would find an aasimar attractive!), regardless of their own sexual preferences (although their attraction may not manifest as sexual desire, but simply a desire to be your clingy best friend). You are not entirely sure if your celestial 'benefactor' simply 'got it wrong' when handing out this selective supernatural beauty treatment, or, whimsically, deliberately 'blessed' you in this manner (or perhaps even thought they were 'teaching you a lesson about open-mindedness,' or some other high-minded twaddle), but you'll definitely never be lonely!
The string of brutal murders that have plagued the Petal District came to a shocking end this past day as the bleachling twins Istavos and Renbimi, also known as the ‘Gnome Mercy Killers,’ slew each other rather than allow themselves to be taken into custody by constables who had surrounded the site of their latest atrocity. Their rambling manifesto purports that they targeted those who ‘stole beauty from the world, and joy from the hearts of others’ by purchasing up objects (or persons) of rare beauty and keeping them sequestered away for private viewing, claiming that their acts were forestalling a second Age of Darkness by returning beauty to the world through murdering those who would keep them locked away. The church of Shelyn has denounced this doctrine as a misguided perversion of their tenets, and expresses hope that the souls of their victims will find the same beauty in the next life that they surrounded themselves with in this one.
Discouraging and / or unhelpful comments, in general.
Somebody posts, 'Help me with ideas to play an X that Y.' (Something not cliché, or with an ounce of originality, like a dwarf that drinks tea instead of ale or beer. Or a non-evil necromancer. Or an orc that doesn't have 'insert sword here for 135 XP' tattooed on it's forehead.)
And some chucklehead posts, 'They wouldn't do that,' as if there's something wrong with anyone who doesn't just want to play one of the four 'PC' races that Tolkien used in Lord of the Rings in the most stereotypical way possible.