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The endless deluge comes because many people just can't handle playing Paladins. It's not a class issue, there are dozens of RPGs there where you get to play something that's bound by some arbitrary rules (SW's Jedis? WoD's almost anything? L5R *everything*?). And there's always a bunch of folks who just aren't able to play such characters. Mikaze wrote:
I do understand that... but also—a world where EVERYTHING is a part of the world is not a world at all. One defines a setting as much as by what's not in the setting as one does by what IS in the setting. Having certain stories "locked out by canon" is a strength of a setting, in my opinion. Mikaze wrote:
It was an oversight. In the same way the mention of "Paladins of Asmodeus" in the Asmodeus article was an oversight. Doesn't mean you can't change things in your world, but with the exception of some ghosts, you probably won't be seeing Paizo ever publish non-evil undead, or non-evil spells or methods to control and create undead. Except when something slips through the cracks, as in the case of the Juju Oracle, unfortunately. The official stance in Golarion is that if you're a cleric, you MUST have a patron deity. That's one of the big things that makes clerics not a different type of spellcaster. (And yes, I wish I had a time machine so I could go back and fix the Core Rulebook so that it says that there in the Core Rulebook as well.) You're free to say clerics don't need deities in games you run, just as you're free to say wizards don't need spellbooks or rogues don't need thieves' tools or whatever... but the baseline assumption for our campaign setting is that clerics must worship a deity. I am not going to reply to any one specific person on this, but, as I have posted in other threads where this has come up, this is what the Inner Sea World Guide says on the topic. It does not directly answer every point, but still: From page 235 of the Inner Sea World Guide: Quote:
and from page 236: Quote:
Belkar wrote:
You're absolutely correct. I'm disagreeing with a book I helped make. I was not the ONLY one making the Core Rulebook, nor was I the lead designer. I "registered" my complaint about that line in the cleric entry when we were building the book and was more or less overruled. Possibly because that's the way it was in 3.5, and we were too timid to make that change to Pathfinder for backwards compatibility reasons. That said, in Golarion, I do not get overruled except by the publisher. There are elements of Golarion that just work differently than things as they're established in the Core Rulebook. Clerics being required to serve a deity is one of them. Of course, any GM who runs a Golarion game is free to change that as they will, but that's not what the OP asked—the official stance on clerics in Golarion is that they MUST chose a patron deity. THE REASON THIS IS THE WAY IT IS IN GOLARION
Spoiler:
In Golarion, there is a region called Razmiran, led by a false god named Razmir. The fact that he cannot grant spells to his clerics is pretty much the core concept of that nation. If a cleric could say "I'm a cleric of Razmir" and get spells anyway, we'd have to pretty much completely reconcept or even remove the nation of Razmiran from the setting, and that's not something I want to do. Telekinetic Bloodline
Class Skill: Knowledge (Arcana) Bonus Spells: Unseen Servant (3rd), Levitate (5th), Fly (7th), Resilient Sphere (9th), Telekinesis (11th), Forceful Hand (13th), Reverse Gravity (15th), Telekinetic Sphere (17th), Crushing Hand (19th) Bonus Feats: Combat Casting, Empower Spell, Extend Spell, Iron Will, Skill Focus Knowledge (Arcana), Still Spell, Silent Spell. Bloodline Arcana: Whenever you cast a spell with the [force] descriptor increase its duration by 50%. This does not stack with the bonus granted by the Extend Spell feat. Bloodline Powers: Your mental powers grow more prodigious, but and the powers you gain allow you to affect the world with your will alone. Telekinetic Hand: You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Charisma modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Danger Sense: Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level. Telekinetic Trick: At 9th level you may now use your Telekinetic Hand to perform a ranged Combat Manoeuvre at any target within 30 ft. Your CMB for this check is equal to your Caster Level + Your Charisma Modifier. This uses up one of your uses of Telekinetic Hand per day. Telekinetic Flight: At 15th level you can fly at a speed equal to your base land speed with a manoeuverability of perfect for a number of minutes per day equal to your sorcerer level. These minutes need not be consecutive. Mental Apotheosis: At 20th level your prodigious mental might constantly effects the world around you. You have a constant telekinetic shield around you gaining DR 5/- and Energy Resistance 5 against all energy types. Furthermore your telekinetic flight now has an unlimited duration. Coming Soon: Telepath Bloodline. The idea of a divine spellcaster who plays fast and loose with the gods and worship of deities is, in its various incarnations, one that has a LOT of fun potential for characters. And as a result, that's why we built the oracle. It's one of the MAIN reasons we built the oracle, in fact (the other one being that we wanted a divine spontaneous caster). Clerics are very much intended to be sincerely devoted to their deity, and that's why they get their powers. A cleric who's not sincerely devoted to his or her deity is an ex-cleric, as detailed in the core rulebook. This character concept is cool... but it should be built as anything BUT a cleric. Oracle's the obvious choice, but you could do this character as a ranger, an inquisitor, or even as a bard or a witch or a sorcerer or the like. But cleric... yeah... not really the right choice for this kind of character at all. seekerofshadowlight wrote: And has been pointed out a few of the inner sea gods are some freaks. One flips genders, another might be two gods in one body, a few has the whole Bondage theme going. Plus good old 'do as I say, not as I do' Erastil, childless never-been-married god of telling people that they oughta settle down and have families. He's like that matchmaking spinster aunt, always trying to introduce her sister's kids to people their own age, despite manifestly being the last person in the world to be dispensing relationship advice. Stag-boy comes off a bit creepy, trying to get people to hook up so that he can vicariously have a sex life... There's a lot of that. Pharasma, childless goddess of birth. Calistria, childless goddess of casual sex. Shelyn, childless goddess of love. And then there's Torag, who bangs out children like he's got a 'magic hammer' for that specific purpose. "Ah father, whom do you serve?" "Torag, Father of Creation, Patron God of Gettin' Busy With It, whose motto is 'aim high, plan well and strike while the iron is hot'. And your iron is looking mighty hot, if ya know what I mean..." Every single person posting on this board, unless they are an Ex-Black Ops, is level 1-2, 3 at best, and I highly doubt they have levels of a class with full base attack. Which is to say, level in "professional killer", because rogues, clerics, and other "fighting" classes have average. High base attack is for people who kill for a living. Level 6 is pushing the limits of what real world people can do, and they are likely few and far between. I've seen an Ex-Navy Seal at a SCA war who was six foot three, but he could disappear in foot tall grass and sneak up on you in bright red full-plate. It was unbelievable, but it happened there on the field, and even thought I saw it, I still have a hard time believing it. Level 10 is superhuman. Not Superman, but beyond human ability nonetheless. 15 is insane, and anything above it is people who have skill that is inconceivable to see in action. This is part of the reason I loathed the concept of the Epic Level Handbook. Sure, I loved some of the specific ideas, but the concept itself of "epic" play was just so ridiculous to me. Anything above level 9 is epic, when you think about it from a real world perspective. And like it or not, most of the commoners in Golarion or any other setting are just as normal and limited as us real world commoners. Someone should link the old article commenting on the "reality" of levels in a D&D world. Between it and the youtube videos, the issue is, as far as I'm concerned, dealt with to the point where its simply personal taste from this point out. Shifty wrote:
Um...no. No it's not. Like, not at all. The only trapping necessary to be a Paladin is to be pure of heart, to fight for the right without question or pause, to be willing to march into hell for a heavenly cause. Whether a paladin wears plate armor and wields a longsword from astride a mighty spear, or whether he stands as champion of his tribe against demonic predations with naught but a loincloth, a bone spear, and the power of his faith; whether he is part of a great knightly order, or a lone wandering do-gooder; whether he pledges himself to a noble liege, or raises the flag of freedom high...if he dreams that impossible dream, he can be and is a paladin. Grand Magus wrote:
1)Promote economic equality. 2)Immediately begin building a substantial sustainable energy infrastructure, primarily wind and solar.3)Move towards a post-scarcity society. 4)Colonize other worlds. In other words: Star Trek, m++#%@*#$!~!s! Hound Master (Cavalier)
War Hound (Ex): At 1st level, a hound master gains the service of a loyal war hound to aid him in battle. This hound functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature has the same stats as a wolf. The war hound is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A hound master’s hound does not gain the share spells special ability. These hounds are not suitable for riding and cannot be trained to carry riders. A hound master’s bond is strong and if the war hound dies, the cavalier may find another hound to serve him after 1 week of mourning. This new hound does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. This ability replaces mount. Pack Tactics (Ex): At 3rd level, a hound master learns greater coordination with his war hound. When a hound master and his hound are flanking the same creature, the hound master’s flanking bonus on attack rolls increases to +4. This ability replaces cavalier’s charge. Expert Handler (Ex): Upon reaching 4th level, the hound master may take on a second war hound; while smaller and weaker than his primary hound, it is still a useful ally. This ability functions like the war hound ability, except that the hound master's effective druid level is equal to his cavalier level – 3. In addition, this ability allows the war hounds to choose from teamwork feats when selecting feats gained from additional Hit Die. This ability replaces expert trainer. Go For the Throat (Ex): At 11th level, a hound master has perfected fighting beside his animals. Whenever an opponent is tripped or overrun by one of his war hounds, the opponent provokes an attack of opportunity from the hound master. The target must be threatened by both the hound master and his war hound. This ability replaces mighty charge. Kill Command (Ex): At 20th level, whenever an opponent is threatened by the hound master and both of his hounds, the hound master may issue a kill command. This is a swift action that grants both hounds an attack of opportunity on the target. A creature cannot be the target of this ability more than once per day. This ability replaces supreme charge.
Reckless
(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)
I still have to detail some of the spells, but here are 4 new classes in Beginner Box style: Hunter
Spoiler:
1st Level Hunter Features F Write these numbers in the Class Boxes of Section F: Fortitude Save: +2 Hit Points: 10 Reflex Save: +2 Attack Bonus: +1 Will Save: 0 Skill Ranks: 6 D Mark these class skills in Section D of your character sheet:
E Armor and Weapons
F Favored Foe
Creature Types:
F Tracker
I Precise Shot
You are done with 1st-Level Hunter. To continue, go to page 32. 2nd Level Hunter Hit Points Add +1d10+CON
DEADLY AIM: Write Deadly Aim in Section I of
3rd Level Hunter Hit Points Add +1d10+CON
FAVORED TERRAIN: Write Favored Terrain in
Terrain Types:
4th Level Hunter Hit Points Add +1d10+CON
RAPID SHOT: Write Rapid Shot in Section I of
5th Level Hunter Hit Points Add +1d10+CON
SECOND FAVORED FOE: Choose a second creature
Dervish
Spoiler:
1st Level Dervish Features
D Mark these class skills in Section D of your character sheet:
E Armor and Weapons
F Slam
I Weapon Finesse
You are done with 1st-Level Dervish. To continue, go to page 32. 2nd Level Dervish Hit Points Add +1d10+CON
FLURRY: Write Flurry in Section I of your character
Feat
3rd Level Dervish Hit Points Add +1d10+CON
EVASION: Write Evasion inSection F of your
FLEET: Write Fleet in Section I of your Character
4th Level Dervish Hit Points Add +1d10+CON
IMPROVES SLAM: Change the Slam to 1d8 in Section
5th Level Dervish Hit Points Add +1d10+CON
FLEET: Write Fleet again in Section I of your Character
Shaman A Shaman serves as both a servant and master of the forces of nature. Shamans are more at home in the wild than in the bustling cities. They summon powerful natural allies in their struggle to preserve the balance of nature. Spoiler:
1st Level Shaman Features F Write these numbers in the Class Boxes of Section F: Fortitude Save: 0 Hit Points: 8 Reflex Save: 0 Attack Bonus: 0 Will Save: +2 Skill Ranks: 4 D Mark these class skills in Section D of your character sheet:
E Armor and Weapons
K Spells
F Summon Servant
K Shaman Spells Essences
Create Water
Know Direction
Light
Spark
1st Level Shaman Spells
Calm Animals
You are done with 1st-Level Shaman. To continue, go to page 32. 2nd Level Shaman Hit Points Add +1d8+CON
You can prepare another 1st level Shaman Spell each
3rd Level Shaman Hit Points Add +1d8+CON
You can prepare one 2nd level Shaman spell from the
SUMMON SERVANT: At 3rd level, you can summon
2nd Level Shaman Spells
4th Level Shaman Hit Points Add +1d8+CON
You can prepare another 1st level Shaman spell each day.
5th Level Shaman Hit Points Add +1d8+CON
You can prepare one 3rd level Shaman spell from the
SUMMON SERVANT: At 5th Level, you can Summon
3rd Level Shaman Spells
Warlock
Spoiler:
1st Level Warlock Features
D Mark these class skills in Section D of your character sheet:
E Armor and Weapons
K Spells
F Birthrights
K Warlock Spells
Draconic
Elemental
Fey
Infernal
1st Level Warlock Spells
Celestial
Draconic
Elemental
Fey
Infernal
You are done with 1st-Level Warlock. To continue, go to page 32. 2nd Level Warlock Hit Points Add +1d6+CON
You can cast another 1st level Warlock Spell each
ARCANE INHERITANCE: Choose one level one
3rd Level Warlock Hit Points Add +1d6+CON
You can cast three 2nd level Warlock spells from the
Celestial
Draconic
Elemental
Fey
Infernal
4th Level Warlock Hit Points Add +1d6+CON
You can cast another 1st level Warlock spell each day.
ARCANE INHERITANCE: Choose one level two
5th Level Warlock Hit Points Add +1d6+CON
You can cast three 3rd level Warlock spells from the
Celestial
Draconic
Elemental
Fey
Infernal
DaiShar wrote: I don't think you can call Iomedae, Cayden and Norgorber nascent deities. That aside, I think I'm going to go with the avatar method of gods appearing in the Prime Material plane. That way only the host dies and the god is unscathed. I figure that as long as they aren't sinking islands, raising mountains, destroying nations, etc. they can move about that way unnoticed by the other gods. Correct; Iomedae, Cayden, and Norgorber are full on deities. Golarion basically has 3 categories of divine powers. Deities are at the top—they don't have stat blocks and can't be killed by mortals. This is the category Iomedae, Cayden, and Norgorber are found in. Demigods are one step lower—these are things like empyrial lords and demon lords. They some day WILL have stat blocks (once we solve the post-20th-level riddle) and can be killed by mythic mortals—their CR scores would range from about 26 to around 40, I'm guessing. This is likely the category that Iomedae, cayden, and Norgorber were in just AFTER they took the Test of the Starstone. Nascent demigods (such as the nascent demon lords or perhaps really powerful mythic heroes) are CR 21 to CR 25. They can be killed by mortals, but it's a tough fight! This is likely the category that Iomedae, cayden, and Norgorber were in just BEFORE they took the Test of the Starstone. Godless clerics essentially make the presence or absence of gods irrelevant. That can not help but have a tremendous impact in the way the world is shaped. It also devalues clerics tremendously. They become nothing more than another form of wizard. seekerofshadowlight wrote:
Absolutely, the concepts that people ascribe to "Grey Jedi" are actually those of a proper "Light" Jedi. You're either In Balance or Out of Balance, there's no in between the two states.
What is your prefered maximum character level that you like to play to in the Pathfinder Roleplaying Game?
Natura wrote: Pricing stuff so that it's more balanced to make new races is a noble goal, certainly. But if the cost is potentially disasterous blow-ups around countless gaming tables, then I say that price is too high. Except when the entire point of this system is to create new races (it's a Race Building tool), not to recreate old races. If, by chance, all of the core races had ended up at 10 points with all of their traits priced properly, then I doubt anyone would have complained. But, some of the RP costs in the playtest document make it appear as if the costing came afterwards, as a way to force each race to end up at 10 points. Proper pricing of the building blocks has to be the priority if one wants to create a balanced, useful tool. I know it might be a shocking revelation to some, but 3,5 isn't a perfect system. One of it's weakest points is the problem on how to make PCs of differing race power level play at the same table. Granted, it's a popular problem in RPGs, but some (or actually, many) never even bothered to touch the subject knowing that it's a potential pitfall. Sadly, 3.5 did and here's the result - folks thinking that LA/ECL were working, balanced systems. Matthew Morris wrote:
I am with you on that. Faith&Avatars was so detailed and had so much great infos about the churches, the customs, the clothing and the teaching. The loss of the Realms Panteon was the biggest loss for me when we changed to GolarionI absolutely refuse to go on adventure without the following roles filled: 1) Cook (even prstidigitated trail rations are just not the same as crisp bacon and freshly baked biscuits)
Diffan wrote:
Yes, all of us who enjoyed the Realms through... Are unable to grasp the ides of 'progress'. *yawn* And who's throwing a tantrum at the idea of fixing the madness of the Spellplauge, which is impossible by any standard of Realms history? Prestige classes should be in the adventure paths, not the rule books. They should be campaign specific. They were originally designed to be a way for the GM to add a little extra color to the world by giving, for example, the elite guard of the king a specific set of abilities/powers, more powerful than feats. They need to return to those roots. PrCs went off the rails when the later game designers started using them as a way to sell more books by offering munchkins pluggable power sets for optimization tricks. Hello All! I'm in the process of converting the LoF AP to the Savage Worlds rules. I will keep this thread updated as I go along and hope that all of the other SW experts out there chime in with some of their suggestions. Here are some of my general thoughts as I do the converting. First of all-it's Savage Worlds, so it had better be Fast! Furious! Fun!. I don't want to get hung up converting every skill point and feat into SW. I want to make this easy for me. Second-3.5 requires magic items galore and Savage Worlds doesn't. This might be the hardest thing to change in the minds of my players. Their PCs get their "goodies" in the form of edges, skills and attributes; not in magic items. Saying that, I will still have magic items, but a lot of them will be limited use or one-use. I will save weapons and armor for truly special occasions (like Tempest). Ok, here's my first conversion-the bad guys in HotK...gnolls. Gnoll
More to come... Houserule documents can be viewed/downloaded at my Google Site. Previous discussions can be found here. Design work by Kirth Gersen.
Kirth, I'm sorry for the horrible title. Not sorry enough to change it however. ;) Liches, which are undead by sheer force of personality and desire for power, cry? Well, whatever works. And OF COURSE the Paladin would oppose whatever Evil arose to take Asmodeus' place. And if Balance came for him, he'd challenge one of THEM to take the place of Evil, if they must INSIST on Evil having to exist. It's not his responsibility to right the Balance, it's his to fight Evil, all the time, everywhere. If they want Evil, suck it and do their job. If they want to do Evil's job and fight him, he's more then willing to comply if they're doing Evil's work. Just because they already know what Asmodeus is going to do in the future does not make him the best option. Having one more force for good in the past could change a LOT of things. And it's funny how ages fallen to Evil exist all the time, but when an Age falls to Good, Neutrality must rise to oppose it. Classic. ==Aelryinth We dragged our dead bard through the desert for about three weeks to resurrect him. Well, we really could afford only reincarnation, so we suddenly got a nice little kobold... so we sold our loot, spare organs and parrents to slavery to have him cast a wish on himself to change to human again. The wording of the wish was: "I want my body back in exactly the same condition as it was three days before" *Kazzap* Stinking bard cadaver lies on the sandy ground. Serving Asmodeus/Hell, even against Demons, is basically shouting out to the world "Good can't do what needs to be done against Demons, serve Asmodeus and He will save you, like He is saving me!" Thus, you are spreading his dogma, convincing souls to follow that path and leading them to Hell, even if you never preach a word for Him and do nothing but fight in his name. And that is spreading the word, writ and infamy of Evil, and making Good appear weak. No paladin can do this and remain a paladin. It is undercutting Good of the finest, subtlest sort. ==Aelryinth The pinning monk reminded me of this... >playing half orc monk
And that was the story of how I made it to level four. wombatkidd wrote:
I disagree strongly, there is no competition between players and DM's and never was, Dm's can kill players at anytime, and Gygax of all people knew that, I also disagree that folliwing his vision has hurt the franchise, 2nd edition hurt the franchise, 3rd edition tried to restore some of the vision, ( though it departed from it in other ways, and I think it helped the franchise. Regardless, the portion of the discussion you are commenting on was what paladins were based on, they were not based on the knights of the round table. If they were, they would be knights, not paladins. Paladins are the perfect knight, good, honorable, devoted to honor and chivalry and rightousness, defenders of the True Faith (whatever that is in your world), of the weak and the innocent, they keep their word, they keep faith. THey are not inconstent, they are not chaotic. They are based on a major western literaty tradition, Charlemagnes Paladins. Clerics represent the warrior priest already, the saint who wields miracles, the prophet who calls down fire, the High priest who summons angels to fight for his god, or the high preist of the death cult, who calls people to strangle the innocent in thir sleep, and pulls feinds from the depth of Hell to bring darkness to the land, and robs the dead of their rest. THe paladin is not supposed to be the warrior priest, the paladin is the saint who wields steel and heart and bravery, but his miracles are personal, not dramatic, he cannot split the sea, or summon plagues, he can heal the wounded through the touch of his hand, can bless his sword and have it strike down the wicked. When the wall is breached, and the evil hordes swarm in it is the paladin who stands in the breach, and if needed dies in it. He does not sleep around, nor drink too much, nor lie, nor insult his superiors no matter how stupid their superiors might be. They are Paladin's, not something else. Now As for tradition being a stupid reason for doing things, I couldn't disagree more. Obviously there are plenty of others here who agree with me. Regardless, my point was precisely that the paladin was based on a particular western literary tradition, that that tradition was not the Knights of the Round Table, the the concept of a Paladin falling comes from this literary tradition, and that it is an essential to the nature of the class that they be LG. You are free to disagree, I suspect that that is becuase you see a class as nothing more than a list of powers and skills, I do not. I have no problem with Assassins being required to be evil either, This is despite the fact that I can't thinkf any assassin class abilities that ould break the game in the hands of a good perosn. Yet Assassination is just not a Good thing, I am sure that moral relativist can argue that sometimes it is, but fortunatly, in D&D/ Pathfinder Good and Evil are not debateable they are tangable, real things. Society's devoted to good and order are given the paladin to defend them. Evil gets plenty of things all to itself, Chaos gets to be chaotic (which while not so ideal in the real world has some real advantages in an RPG, LG gets Paladins and not much else. Count Buggula wrote: {some really good points} The other problem is when somebody looks at the paladin, likes the powers, likes the idea of being able to claim the authority, then decides that they want to be mean and bad-ass with it, and tries to find an interpretation of lawful good that reads more like chaotic douche ... gbonehead wrote:
Actaully, if we decide we're NEVER going to do a post-20th-level ruleset, that also opens the doors wide for us to stat demon lords and demigods. I've statted up plenty of CR 28 to CR 32 demon lords in my time, and they work fine without epic level rules. The thing is that WHATEVER we choose to do, I want things like demigods and demon lords and what-not to represent the top tier of bad guys you'd fight, be that in a game that goes to 20th level, or to 30th level, or to 36th level (my current favorite nomination), or to 100th level. Until we know FOR CERTAIN what our level cap is... I can't design demon lords to serve as end-time boss monsters because I don't have any metrics to base their powers on. In Pathfinder & Golarion, we have essentially 3 different ranks of "deity." 1) NASCENT DEITIES: We have things like nascent demon lords (like Treerazer) who can grant spells but are only CR 21 to CR 25. These guys are meant to fill the role of "let's kill an evil god as a capstone for this 1st to 20th level campaign" basically. 2) DEMIGODS: These guys are what mortals can (in theory) fight and defeat if the mortals are powerful and lucky enough. Demigods include things like demon lords, the Horsemen of the Apocalypse, and some regional deities like Achaekek (the mantis god) or Besmara (the pirate goddess). Whatever "CR" demigods end up at will occupy about the same niche as nascent deities do right now—+1 to +5 over whatever that ultimate, final level cap ends up being. 3) DEITIES: These are NOT things mortals can fight. They can oppose them, and given the right combination of legendary feats, they can even be defeated, but they won't ever have stat blocks. At least, not unless we decide to do a "Deity level ruleset" or something like that, but even then... I'm not keen on letting actual combat stats out for deities. The game would probably have to be completely different to accommodate that type of play experience. A note about Mythic level play: I've seen lots of folks worry that post 20th level play (something I've been calling "Mythic levels") would basically just be a bunch of impossible to defeat overpowered PCs who never meet anything that challenges them. Let me be clear—that is NOT what I envision these rules would be for. The types of stories I'd want to be able to tell (in the form of adventures) that would require Mythic level rules would be things like, "Go into the Abyss and defeat the demon lord," or "Face off against the ten-thousand-strong orc army with only you and your three friends," or "Create a new world for your followers to live on and then defend it from horrific things that want to destroy it," or "Go to the outer planes and work directly for the deities themselves," or "Take the test of the Starstone to become a demigod" and so on. Could you do these story lines withe the current rules? Sure... but it'd feel weird and be kinda awkward and in some cases would require some new rules support. Would these stories not challenge PCs? Not if they were done right. Whew... that kinda turned into an essay. Sorry about that. Been a lot of "epic level threads" lately and I wanted to get all that off my chest, I guess! :-) The mention of paladins of Asmodeus is probably the most embarrasing flavor error Paizo's published, in my opinion. It's a development error—references to paladins worshiping Asmodeus should have been cut. It's true that the "within one alignment step of your god" is for clerics, but even though it's not spelled out that way for anyone who worships a deity... if you AREN'T within one alignment step of a deity, you're basically doing one of two things: 1) You're worshiping and serving your deity in a way that the deity approves and won't get you labeled a blasphemer, and thus you are, by default, roleplaying a character who is within one step of your deity's alignment anyway, regardless of whatever you wrote down on your character sheet, and so you should just change your alignment to one of those. If that means you're no longer lawful good, you're no longer a paladin. Case closed. 2) You're NOT worshiping and NOT serving your deity in a way that the deity and its church approves—by striving closer to lawful and good in order to retain your paladinhood, you're going against the scriptures of your deity, who wants worshipers who are more chaotic, more evil, or just plain neutral. You're in an organization, but you're blatantly NOT following the organization's rules. You're being disruptive, rebellious, heretical, and blasphemous. None of those are lawful acts—they're all chaotic acts, and as such should drop you from lawful good and paladinhood very very very quickly. You shift toward chaotic alignment and are no longer a paladin. Case closed. The only way you could have a paladin of Asmodeus is if you removed the requirement that a paladin has to be lawful good. And in my opinion, that'd be like saying a fighter can't use weapons or a wizard can't cast spells. Being lawful good is the fundamental core of what a paladin is in this game (real-world "paladins" as examples of non-lawful good behavior are irrelevant), and if you remove that, you should just remove the entire class from your game and replace them with cavaliers or martial clerics or rangers or inquisitors. BobChuck wrote:
Hello gamers. Look at your character, now back to me, now back to your character, now back to me. Sadly, he isn't me, but if he stopped using his boring old core class and switched to APG Cavalier he could be more like me. Look down, now back up, where are you? You're charging across the field of battle as the character your character could be like. What's in your hand? Back at me. It's a +5 magical lance with an orc skewered upon it. Look again. The orc is now DIAMONDS. Anything is possible when you're a Cavalier and not a core class. I'm on a horse. Let's make something very, very clear. If you aren't following RAI as intended, I am unimpressed with your build. Lawyering a loophole to make your Uber-build doesn't not impress me. It depresses me actually. And I don't think you are a rules genius, but rather I think it is a sad and pathetic person who feels the needs to subvert rules in an imaginary world in order to succeed. Because really, is there anything more sad than having to cheat in a role playing game among friends? When you are reading the rules, and you have two options: One that seems reasonable and one that seems broken, if you choose the broken one you are wrong. Seriously, you are wrong. Developers are trying to make a game that is challenging, balanced, and fair. Don't be the jerk who is trying to break the game. Please, I'm begging you. After reading some of the people who post on here ridiculous rules subversion (I am looking at you Eidelon threads) half of the problems could be solved by asking the simple questions "What is the rule as intended". You don't win if you are subverting the rules, no matter what lawyering you do. You aren't smarter than the Devs or the system, you just have a weak DM. And in the same way a child who doesn't get punished isn't awesomely petulant, they are a spoiled brat, you aren't brilliant, you are just...well to quote the Dude, if you are that guy then "You're not wrong Walter, you're just an..."
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