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Kobold Cleaver's 83 Thread Types To Avoid (Or, A Huge Waste Of Time About Other People's Wastes of Time)
Anything dry enough, salty enough, or sugary enough keeps virtually forever. Jam opened and then left for a decade in the fridge will most likely be perfectly fine. The only way to get something to keep even longer is to remove all oxygen from it. Tin cans and bog corpses both function along that principle. But if you DO get a little air in, the environment will become anaerobic, opening the door to infection by various anaerobic bacteria. Of these, clostridium botulinum is the best-known. It has a poison, among the strongest poisons known to man, that causes paralysis. Of course, this poison is what people inject in their foreheads to look younger, botox.
At least in some edition of 3.X, quarterstaves were free. This meant that by the crafting rules, creating them took zero time. Thus, just make quarterstaves. A virtually infinite number of them. The nukes will detonate and char the jigillion quarterstaves, but enough people will survive far below the surface of the new sea of wood. And hey, not even a wizard.
Make it cool to play a cleric. Show them awesome clerics. Let them fight some of them, see others in action. Give an extra skill point or two if needed. Make the divine parts of the world present in various ways. Make temples important actors.
The problem with playing a cleric is twofold: That everyone expects you to be their healbot, and that you have a massive number of spells on your spell list and need to choose among them, i.e. learn about all of them.
So, if someone starts a cleric character, support them in playing the way they want to. Make it clear that a cleric is far, far more than the healbot it used to be in earlier editions.
Direct the player to a suggested pool of spells for his concept, if you can.
A really tired kid will often be hyperactive. Thus, when you give a tired non-hyperactive kid sugar, it will get a short term blood sugar increase that will help it function and not be as tired. However, sugar passes, and by that point the kid will be tired and maybe hyperactive. This has nothing to do with a sugar buzz. Caffeine, now...
It is not by any means certain that all the planes work similarly regarding number of dead souls that go there. Indeed, it has been made explicitly clear that they do not. The lower planes have been far more populated since the very beginning, and this holds true for PF as well. The PROCESS, though, is the same. A good person and an evil one are judged in the same way.
Someone who did a lot of good things, but also spent their time casting evil spells to heal, summon and reanimate, would by my view be solidly evil. After all: All those spells come with pretty bad baggage in any number of ways. You desecrate dead bodies for your convenience. You risk letting evil incarnate loose on the world if you make a single mistake. You gather unholy water - how do you get that and what do you pay for it? Even protection from good implies pretty directly that you need protection from good creatures - why? If you want to heal, there are better ways without the baggage, why not use them? If you need menial labour, why not just pay people for it? If you need powerful extraplanar creatures to help you, perhaps summon some good ones? There is a world of complications you avoid that way. Not doing it means that something is more important to you.
When someone falls in the movies, it doesn't happen after casting the fifty-third protection from good spell. Let's take an example:
Judge Claude Frollo of the Disney movie Hunchback of Notre Dame: He is far from a pleasant man from the start. He despises gypsies, indeed he sees society as at war with them. When faced with Quasimodo, he first intends to have him killed due to his deformity, but realizes he would damn himself if he did. If he did, there would be no way back. Even in his shriveled soul, there is enough good (or maybe fear of the tortures of Hell) to force him to save the child.
However, years later he meets Esmeralda. And he must have her. In the face of this need, he chooses to set fire to the city (IIRC), knowing full well the consequences of doing so for his immortal soul. The act he finally fell for was monstrous, not some little piddling thing.
Otherwise put: Everyone eventually gets one final warning, and yet they choose to ignore it.
However, I would say having lesser evil acts be routine is perfectly sufficient to make you Evil.
From the scope of other people, it does.
"We caught Joey Badguy red handed. He had just killed the innocent girl. Of course we killed him. Execution. No doubt of guilt."
We are playing a game that (among other things) tries to tell epic, heroic fantasy stories. Yes, I know some prefer other styles of playing, but the game still moves in that direction. And as soon as anyone tries to play evil characters, the campaign falls apart from intra party backstabbing, ultra douchebaggery and sheer idiocy. Ideally, it should be possible to play any alignment including CN and CE, but no such luck. So many try to allow evil characters, but only LE ones, right? Given this, the game is perfectly justified in an objective alignment scale, so you don't get into s~!% arguments about "my character comes from a culture where it is good to torture children to death" and the like.
There is also no point to symmetry. The limits are there to prevent you from doing bad things. To keep you cooperating, and able to cooperate with. Summon evil creatures, you infect the world somewhat, that makes sense. Summoning good creatures is an entirely different prospect, and shouldn't necessarily make you good.
You don't have to like it. You have to play by the rules. They work, and that is justification enough. And hopefully, you can find a group that is able to deal with alignment or the lack of it where you can play your antihero without going full moron, imploding the group, or squicking the others out.
The problem here is twofold:
First, as has been stated above, playing a summoner requires you to be extremely efficient. You need ready stats for ALL creatures you could want to summon. This means you will have to update them between sessions. It is a good strategy, some extra time will probably be okay, especially if control of the summons are spread out, but not too much.
Second, summoning 1d4+1 ANYTHING (except maybe lantern archons, which can be pretty much abstracted anyway) is useless. Yes, you can do it. No, it won't make a difference either way. At that point, the summons are too weak to be more than a nuisance. Either talk to the player about this, or enforce it by removing the 1d4+1 option.