Never had such fun with the darkness SLA of tieflings


Council of Thieves


It just got killing me... better... the PCs...

Spoiler:
I must admit it: I'd never such fun with the darkness spell-like ability of tieflings, thought of only as minor nuisance until last gameday.
The PCs went underground to explore the Old Crypt coming from area G5 and heading to G4. They found the half-asleep hell dogs, teasing them with magic missiles, just to alert the skeleton wolves joining the fray, that alerted the tieflings and Ostengo, preparing for battle.
One of the tieflings cast darkness - and everything went black, neutralizing the light spell and the sunrod lit. I'd enjoyed the panicked faces of my players, hushing whispered screams of "we're doomed", just as the tieflings with their darkvision put their sneak attacks where they hurt and taunting the "blind-folded" PCs.
As it happens to be, one of the PCs is a tiefling paladin - the only one who could pierce through the magical darkness. I made it a special appearance of Ostengo stumbling like a real mummy into the darkend hall, arms outstreched attacking the poor paladin, making him shaken through the corrupting touch bloodline ability after faking a "fear saving throw".
I know, I've a kind of "dark humor"
But to be honest, I was very relieved to see the PCs getting the upper hand and dispose of the tieflings.
They got me, after all, into luring the gambling tieflings in the church above into coming down to the Old Crypt obeying Ostengo's order. They mimicked the voice of Ostengo and one of the PCs posed as a "new tiefling Bastard member". You guess who...

Contributor

Very nice. FYI, the PCs in the playtest game learned the power of darkness as well... though the dwarf PC didn't know what the fuss was about. :)

Contributor

Sean K Reynolds wrote:
Very nice. FYI, the PCs in the playtest game learned the power of darkness as well... though the dwarf PC didn't know what the fuss was about. :)

*Shakes fist at the cruel GM and his menacing tieflings!*

BTW Sean, are those vines from an entangle I see on a certain art piece...? ;)

Scarab Sages

Forgive me, but you didn't have greater darkeness. The light spell and the sun rod create normal light. Darkness moves the light down one level, turning normal light to dim light for 20 or 30 feet radius (longer than most places in here have a sight line).

As the darkness spells don't stack, casting repeated darkness would not make it darker....

Spoiler:

The normal eyed pc's would have to make miss chances vs. the Teiflings, hounds and skeletons.

from the SRD:
Quote:
In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.

Liberty's Edge

The sunrod is a non magical source of light, and the light spell is a lower level spell than darkness, so they don't effect the light level when a darkness spell is active.


WillH wrote:
The sunrod is a non magical source of light, and the light spell is a lower level spell than darkness, so they don't effect the light level when a darkness spell is active.

*Phew*! As I read the second-to-last post, for a short while I thought I've stumbled into the light-versus-darkness pitfall. Thanx for the clarification.

@sean: ;)

Scarab Sages

Pulling wool off of eyes....

Rereading the darkness spell....


Airhead wrote:

Pulling wool off of eyes....

Rereading the darkness spell....

It's a very good reason to drop some gp on an everburning torch...

Scarab Sages

erian_7 wrote:
Airhead wrote:

Pulling wool off of eyes....

Rereading the darkness spell....

It's a very good reason to drop some gp on an everburning torch...

From what I'm reading, your torch is not very good there. Unless a Cleric cast the spell...

"Magical light sources only increase the light level in an area if they are of a higher spell level than darkness. "

And mage ConFlame is level 2 = same as Darkness.
(but Cleric Con Flame is level 3).

Dark Archive

Hmm, looking through the Darkness, here's a few things to watch out for:

1. Darkness is changed from 3.5. It no longer completely negates light in all cases. It still has some nastiness when it comes to Darkness.

2. Non-magical Light Sources do not work in an area of Darkness.

3. Normal Darkness does not negate Darkvision (See Greater Darkness).

4. When it comes to Darkness, you must compare the Spell Level of Darkness to the Spell Level of the Light Source. Which means that Light (Level 0) does not work in an Area of Darkness (Level 2).

5. Major Thing to Watch Out for with Pathfinder:

  • In the Darkness Spell, it says that in order to increase the light level, the Light Spell must be Higher than the Spell Level to increase the Light Level (at all). This means if you have a Continual Flame 2 (Sor/Wiz) and bring it into a Darkness (2), the Continual Flame is currently inactive (completely, no light given).
  • In the Light and Darkness Spell, it says that you can Counter and Dispel Darkness/Light with Equal Level. This means that if you CAST Continual Flame (2) on a Darkness (2), it can put it out. However, if you bring a stick with Continual Flame casted on it into the Radius of Darkness, it goes out temporarily.
  • Anything of Higher Level than the Darkness (such as ConFlame3) will have it's abilities reduced by 1 Light Level. So, a Con Flame 3 will only cast Dim light.

Now, the question is, if you consider it, the Sun is a Nonmagical Light Source. If you cast Darkness outside, what happens?

Liberty's Edge

Imper1um wrote:
A really good analysis of how light and darkness spells work

That makes things really clear, thanks.

Quote:
Now, the question is, if you consider it, the Sun is a Nonmagical Light Source. If you cast Darkness outside, what happens

I believe the intent of the rules, and what I will be going with, is whatever light provided by the sun is the base line any light or darkness spell changes. Otherwise you first need to decide what exactly the nature of heavenly bodies in your campaign is. Was the sun created by an omnipotent god? If so that sure sounds like magic to me. OK, so what level is it?

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