How to make a character who does not kill.


Advice

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In the pathfinder setting when you kill evil people they go to an evil afterlife empowering that evil afterlife in it's war against the god afterlife. So my character will not kill. Not because evil stuff deserves to live, but because he does not what to empower the evil afterlife. (He still feels free to kill stuff that does not have a soul)

However, what are some tactics to neutralized bad stuff without killing it? I mean long term if you knock them out you still need to do something with them.

The only things I can think of is flesh to stone.


Geas. Or Quest. "Thou salt be less of a jerk"

And there are actually melee character options for this (since being restricted to 'casters only' would suck)- the redeemer archetype for half orcs. Their smite can do free nonlethal, bonuses to diplomacy with 'monstrous' races, and they have the ability to lesser geas defeated opponents.

That last one looks particularly interesting. It doesn't appear to have a x/day option, which appears to mean you can just use it whenever. Which makes sense, because the whole thing is just a story ability that .... well... fits perfectly into your campaign. A method of getting rid of enemies without killing them, and without worrying "do I have enough spell slots for geas/flesh to stone?"

The only downside is that it is level 8. But then again.... how many long lasting 'off' options do you have before mid levels? So that seems par for course.


If you don't want to kill, you should be a Monk.

Besides the fact that Monks frequently are not effective at both killing and staying alive, there are multiple Monk options that allow you to not kill. At 1st level, you have Stunning Fist, which is a good way to temporarily nonlethally disable an opponent. You also get Improved Unarmed Strike, which means you can choose to do lethal or nonlethal whenever you want to. There is also the feat Touch of Serenity, which lets you do relatively nonlethal takedowns. Grappler monks are also good at knockouts that don't require murder. There are monk archetypes for both Touch of Serenity and grappling.

Once you've done your in-combat nonlethal awesome, then you go and address their underlying problems. Some enemies are in for the money, some are in for fame, some are in because they were coerced, some fight in the name of religion, and some fight because it's their only way. If you can fix any of these problems, that's a much more heroic thing to do than Flesh to Stone. Take the soldiers who want fame with you- they'll probably become famous in your service. Find the blackmailers and put an end to whatever. Settle the enemies' old debts, offer to take their problems off their hands.

If they're still a problem after that, then you get a bodyguard to tail the person around once they've had whatever done to them. Mark of Justice, maybe.


So far nothing to deal with defeated stuff before level 8. Anyone have anything lower?


fictionfan wrote:

In the pathfinder setting when you kill evil people they go to an evil afterlife empowering that evil afterlife in it's war against the god afterlife. So my character will not kill. Not because evil stuff deserves to live, but because he does not what to empower the evil afterlife. (He still feels free to kill stuff that does not have a soul)

However, what are some tactics to neutralized bad stuff without killing it? I mean long term if you knock them out you still need to do something with them.

The only things I can think of is flesh to stone.

Good for you!

Does your GM support your character concept? It is going to be hard to follow through if the GM insists on every fight being to the death.

Most evil enemies don't want to die, so they should surrender or run away if the fight goes against them. Especially if your character develops a reputation for being merciful.


If you are going caster, then focus on enchantment. The trait mediator will be a must have.
I've also seen a crazy sap master build around, but I don't remember how it goes.


fictionfan wrote:
So far nothing to deal with defeated stuff before level 8. Anyone have anything lower?

Besides nonlethal, rope, and calling the cops?

...nope.

I would honestly ask that the game start later, or doesn't bring up the 'no kill' thing until mid way, where you later learn that you were feeding the evil god all along, thus bringing up great guilt (the 'sephiroth made us get the mcguffin' route, basically)


I second the enchantment route. The famous Bigby was once an evil wizard in Gygax's home campaign. Gygax's wizard Mordenkainen kept him continually charmed until eventually Bigby's alignment shifted to neutral.


I remember reading in a bard guide about a more controller type. Primary weapon was a whip (nonlethal, more for combat manoeuvres) and of course bardic spells (which aren't exactly blast-heavy) and abilities (knowledge is a weapon but doesn't fall under the bludgeoning-piercing-slashing categories).

In fact, this might be a good way to go. Words are weapons, as Seether said. And then you can help your party without killing people, just in case all those Diplomacy and Bluff checks end up as 4.


If you just need to temporarily get rid of them (Remove them so you can get to next area) long duration fears do the trick. I've skipped a number of encounters using the Eye of the Void (Expensive item though) to cone fear lesser enemies into running pretty far away from combat.

Beyond that, your best option is to find things that cause true death. Letting a gravity elemental that's summoned finish off enemies with Crush is a good way, since they effectively cease to exist and might meet the criteria.

I think juju oracles can do it to, trapping souls and dominating the mind. Dominate mind + Prison is a good combo.


If you want to go the fear route, casting fear and then using dazzling display with disheartening display almost guarantees that all creature are frightened.

Sczarni

Use nonlethal damage. Seriously, the nonlethal damage is often underestimated just because players don't feel like taking -4 penalty to their attacks.


Go for a blaster based sorcerer with Merciful Spell. Since it does not increase the level of the spell it can be used from the very start. Intensified Spell would be another useful meta magic feat at higher levels. Combining them allows you to decent damage with your lower level spells when they would normally be fairly useless. Doing a 10d6 nonlethal damage with a touch attack is actually not bad for a second level spell. This also gives you the option of doing normal damage when facing things that don’t have souls.

The problem with enchantment is that many creatures without souls are immune or at least highly resistant to enchantment. Constructs, Oozes, Plants, Undead and Vermin for example are usually completely immune to most if not all enchantments.

This also allows you to play a seemingly violent psychopath without really doing any harm. You are free to cut lose and blast the crap out of everything that moves but still lecture the paladin on being too violent and hurting people.

If want to deal with them permanently you could maim and cripple them until you can get higher level spells. If you cut out their tongues, cut off their hands and blind them most low level characters are not going to be able to do much. Some characters may be able to get healing if their allies can find them. This may of course cause some alignment and party conflicts.


The nonlethal playstyle works better with some types of games than others. It sucks on a dungeoncrawl. What options do you have for dealing with captured foes? If it's tying them up, then it slows you down, makes you noisier, consumes food, etc. If a monster pops up and tries to drag away the helpless one, you are responsible for them.

Also, eventually some of them will escape. Some may want to just get away, but others will want to hunt you down.


If you could find a weapon that functions similar to a final blade (http://pathfinderwiki.com/wiki/Final_blade) you may be able to kill enemies that way.

Good luck though.


Bard who can reform the captured enemys away from Evil. High CHA and enchantment spells help with both.

Monk who deals nonlethal damage with unarmed.

Sap Master Rogue who knocks everyone unconscious from stealth.


Malag wrote:
Use nonlethal damage. Seriously, the nonlethal damage is often underestimated just because players don't feel like taking -4 penalty to their attacks.

It does only take a single trait to solve that- Blade of Mercy lets you do nonlethal damage with slashing weapons. It even gives you a slight boost in this nonlethal damage (+1....but hey, river rat is considered a good trait for dagger users for that same amount)


lemeres wrote:
Malag wrote:
Use nonlethal damage. Seriously, the nonlethal damage is often underestimated just because players don't feel like taking -4 penalty to their attacks.
It does only take a single trait to solve that- Blade of Mercy lets you do nonlethal damage with slashing weapons. It even gives you a slight boost in this nonlethal damage (+1....but hey, river rat is considered a good trait for dagger users for that same amount)

Should add that Blade of Mercy removes the to-hit penalty for nonlethal damage. Pairs up very nicely with Enforcer and, ironically, the Cruel enhancement.


The first and foremost thing you can do is find a group that will play along with your idea of not not killing. There is nothing more frustrating of going through the extra trouble of disabling rather than killing someone, and then have someone throw a fireball and killing your guy off.


Always keeping enemies alive is both exhausting and costly. Much easier to kill them.


There is the Merciful Weapon Enchantment. +1 equivalent, +1d6, but all the damage is nonlethal.

There is the Bludgeoner Feat, which allows you to inflict nonlethal damage with Blunt Weapons with no penalties.

Sneak Attack damage can be nonlethal if you use the right weapons, and there are Sap Adept Feats that dramatically increase your Sneak Attack Damage when you do Blunt/Nonlethal Damage.

You could be a Grappler. One of the standard tactical objectives of a grappler is to Tie Up your opponent, and Grapplers can be DEVASTATING that way.


I really think Mesmerist base class would work pretty well.
Allows a lot of magic that allows for nonlethal take down, get a sap or a whip or something.

tons of effects and all too.

Toxicant Alchemist can go a long way too. Probably vivi also.
the poison allows for a ton of status effects then go with some grappling ability to take down and knock people out.
Just have to be careful about your poison killing people but if you are doing nonlethal a lot then it shouldn't end up killing them.
sap adept and the other feats that double nonlethal sneak attack dice. go to down with tha bludegon nonlethal weapon that qualifies for it..

Though mesmerist is probably far easier version of it.

lots of manicles and rope and lots of money invested in them.

and lastly.
reallllllllllly need a plan of what to do with them.
are you just leaving them ko'd behind you? taking them to the cops? "walking off" and not realizing your ally just slit their throats?


Lastly if you're medically trained you could just cripple your enemies. Cut off their hands/arms, remove their eyes and tongue, etc.

Permanently prevent them from being a threat without ending them entirely.

Grand Lodge

Enchantment specialist shaman or witch. Hold person, charm suggestion (put the shackles on), and slumber.

Feats like accursed hex, and spell focus enchantment. Mediator trait for boost to spell DCS.

You would also get resurrection spells if someone accidentally dies.


The trait Sacred Touch is useful if you don't want the enemies your teammates knocked out to bleed to death (also when you don't want your teammates to bleed to death).

My LG monk uses nonlethal as the default, and goes around Sacred Touch-ing everybody that was knocked out after a battle.

Shadow Lodge

Rogar Stonebow wrote:
Always keeping enemies alive is both exhausting and costly. Much easier to kill them.

Go watch/read any stereotypical superhero show/comic. The hero beats up villains and hands them over to the cops because it's the "right thing" to do. They frequently have some debate with a sidekick or whoever about how killing the bad guys would make the hero no better than them. It's a pretty standard trope for a heroic character. You don't need any special powers, just an ally in the local justice system. For pf, that just means you need a GM willing to work with you to craft your story.


gnoams wrote:
Rogar Stonebow wrote:
Always keeping enemies alive is both exhausting and costly. Much easier to kill them.
Go watch/read any stereotypical superhero show/comic. The hero beats up villains and hands them over to the cops because it's the "right thing" to do. They frequently have some debate with a sidekick or whoever about how killing the bad guys would make the hero no better than them. It's a pretty standard trope for a heroic character. You don't need any special powers, just an ally in the local justice system. For pf, that just means you need a GM willing to work with you to craft your story.

That is all well and good when you spend the majority of time in one place, but none of my games have done that.

How many of those superhero tropes show that after the villain is in jail, breaks out killing the jailer then goes after super heroes girlfriend and does horrible things to her or kills her.

Silver Crusade

Check out the Order of the Blue Rose for Cavalier/Samurai. I remember reading about someone on this forum who had a Sword Saint samurai of that order that seemed very Himura Kenshin-inspired.


Stabilize actually seems super useful in this campaign.

Just hope you don't crit.


I'm not keeping them alive because I want them to stay on this plane. I just don't want to feed the demons/devils. I guess I could cripple them in some way so they will have trouble hurting people in the future. The trouble is that they are going to die some time in the future. So a need to redeem them, turn them to stone or trap their soul.

I wonder if I could trap the souls of evil people and forge them into holy weapons.

Create Soul gem is a 3rd level spell and so can be cast at level 5. Capturing the souls of evil people and forging them into Good objects might count as redeeming them.

Now I might count as evil for doing this, but since it reduces the evil in the world I am willing to live with that. I will just make sure to live forever or make sure that my soul is forged into a holy object in the same way.


fictionfan wrote:

I'm not keeping them alive because I want them to stay on this plane. I just don't want to feed the demons/devils. I guess I could cripple them in some way so they will have trouble hurting people in the future. The trouble is that they are going to die some time in the future. So a need to redeem them, turn them to stone or trap their soul.

I wonder if I could trap the souls of evil people and forge them into holy weapons.

Create Soul gem is a 3rd level spell and so can be cast at level 5. Capturing the souls of evil people and forging them into Good objects might count as redeeming them.

Now I might count as evil for doing this, but since it reduces the evil in the world I am willing to live with that. I will just make sure to live forever or make sure that my soul is forged into a holy object in the same way.

There is the paladin archtype who is based on redemption.


fictionfan wrote:

In the pathfinder setting when you kill evil people they go to an evil afterlife empowering that evil afterlife in it's war against the god afterlife. So my character will not kill. Not because evil stuff deserves to live, but because he does not what to empower the evil afterlife. (He still feels free to kill stuff that does not have a soul)

However, what are some tactics to neutralized bad stuff without killing it? I mean long term if you knock them out you still need to do something with them.

The only things I can think of is flesh to stone.

What kind of pacifist are you planning to be? Will you actively act to prevent killing? Or are you as Rory says of me, merely going to keep YOUR hands clean while others do the dirty work? i.e. the Technical Pacifist.

Think carefully on your answer.


The point is not that I am squeamish. The point is denying hell the resources. If I can kill the evil stuff in such a way as that they do no empower hell then I will do so. I think I have found such a way in Create Soul gem. Which incidentally is about as dirty as your hands can get.


fictionfan wrote:

I'm not keeping them alive because I want them to stay on this plane. I just don't want to feed the demons/devils. I guess I could cripple them in some way so they will have trouble hurting people in the future. The trouble is that they are going to die some time in the future. So a need to redeem them, turn them to stone or trap their soul.

I wonder if I could trap the souls of evil people and forge them into holy weapons.

Create Soul gem is a 3rd level spell and so can be cast at level 5. Capturing the souls of evil people and forging them into Good objects might count as redeeming them.

Now I might count as evil for doing this, but since it reduces the evil in the world I am willing to live with that. I will just make sure to live forever or make sure that my soul is forged into a holy object in the same way.

Summon cacaodaemon is a 2nd level spell. It just summons a single one, and its entire intended purpose is 'now, lets take care of this pesky soul so it is less of a problem in the future'.

Also, you could go evil (but not 'yeah, evil gods are awesome, hurry up and invade!' evil) and get a cacaodaemon as an improved familiar at level 7. That gives you all the soul gems you want, and you wouldn't need to waste dozens of spell slots on this campaign mechanic.

And in general, making deals with daemons seems like it could be useful for you. Calling a daemon and only asking "hey take this free lunch and enjoy it" seems like you cna have a long lasting relationship. Might not entirely be productive (empowering one evil creature so you don't empower a different one), but it at least presents a temporary option.


Now I am thinking of a sort of anti-hero character. Whose family had their souls eaten by evil outsiders. He swore revenge and will do anything it takes to fight the forces of evil. I'm definably not feeding the deamons (defeats the whole point!). I'll forge the souls into holy items myself. Although I will need enough spell-craft to make up for the creator must be good requirement. Can you imagine a Holy Avenger forged from 607 evil souls.

I have no idea what the alignment would be. Maybe evil, but well he is increasing the good in the world. Objective morality is weird.


Well, the point might be that giving the dead bodies to cannibals is better than giving it to the necromancer that turns them into a zombie army.

Both are terrible, but one only has the effect of making one villain well fed.


Well not only I'm I denying the villains the resources I am making holy weapons that can only be used by the side of good against evil.

The Exchange

A bunch of people like to decide that playing a PC that doesn't kill is a genius, awesome idea and shows their creativity off. The truth is it sucks. This is a game that is about killing evil stuff and taking it's stuff. The game is designed to work that way. When you try to throw in this type of change all you get is a PC that at best doesn't quite work well or at worst a drag on the party that makes the whole group struggle. I always cringe when a player tells us how his PC is looking to be a "pacifist cleric" or some such...and how it isn't going to be another drag on the party, and how "brilliant" the concept is. It always ends up the same. Basically a crap character that doesn't fit into the party or the game unless every other person caters to the one "brilliant" person's idea.
Please make sure to post in the future to tell us how horrible this ended up, but I'm sure that if that happened it will be because the players wouldn't play along or the DM sucked at making special circumstances for the one true snowflake....


I find it interesting how many people are responding without actually reading my posts.


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Fake Healer wrote:

A bunch of people like to decide that playing a PC that doesn't kill is a genius, awesome idea and shows their creativity off. The truth is it sucks. This is a game that is about killing evil stuff and taking it's stuff. The game is designed to work that way. When you try to throw in this type of change all you get is a PC that at best doesn't quite work well or at worst a drag on the party that makes the whole group struggle. I always cringe when a player tells us how his PC is looking to be a "pacifist cleric" or some such...and how it isn't going to be another drag on the party, and how "brilliant" the concept is. It always ends up the same. Basically a crap character that doesn't fit into the party or the game unless every other person caters to the one "brilliant" person's idea.

Please make sure to post in the future to tell us how horrible this ended up, but I'm sure that if that happened it will be because the players wouldn't play along or the DM sucked at making special circumstances for the one true snowflake....

As fiction fan says- that isn't this campaign.

They aren't humanitarians, they are doing something pragmatic- denying the enemy resources. Whether the guy dies or not doesn't ACTUALLY matter, since they don't want his soul going anywhere.

Also, it is not exactly a drag on the party, since the entire group is made up of "pacifists", so they are all facing this problem. This isn't about a snowflake, it is about worrying that a damn blizzard will build up enough snow to cause an avalanche.

Side note- is it really that hard in all campaigns? Nonlethal damage (which can be done with no problem using just a trait; it doesn't need something 'brilliant') and tying people up before you send them to the proper authorities. Not entirely useful in a 'long journey' campaign, but in something more centralized (perhaps even an urban campaign), it wouldn't take too long to drop them off with the local guards.

My only assumption here is that the players you experienced this with the past have the same kind of attitude you do...


Once you can cast Summon Cacodaemon you don't even have to be careful with the non-lethal damage. They can Soul Lock as long as it is done within a minute of death. Most fights are finished quickly.

I'm also getting ready to argue my case with the paladin.

"See if I don't trap their souls they are going to hell where they will be tortured forever. I'm doing them a favor really." I might be helped by the fact that all the stuff I am going to make from them are most useful for a paladin.


fictionfan wrote:

I'm not keeping them alive because I want them to stay on this plane. I just don't want to feed the demons/devils. I guess I could cripple them in some way so they will have trouble hurting people in the future. The trouble is that they are going to die some time in the future. So a need to redeem them, turn them to stone or trap their soul.

I wonder if I could trap the souls of evil people and forge them into holy weapons.

Create Soul gem is a 3rd level spell and so can be cast at level 5. Capturing the souls of evil people and forging them into Good objects might count as redeeming them.

Now I might count as evil for doing this, but since it reduces the evil in the world I am willing to live with that. I will just make sure to live forever or make sure that my soul is forged into a holy object in the same way.

I think that the bigger practical problem with this plan is that unless you have a way to alter the alignment of a soul, you aren't going to get Good/Holy weapons/other objects out of them -- you'll get Evil ones, which will push for the harvesting and fiendish conversion of more Evil souls (and the corruption and/or destruction of non-Evil souls, if they can manage it). This would probably work out all right for a mastermind who was Daemonically inclined, but would eventually backfire terribly even from the point of view of a deity as Evil as Rovagug (who has suffered thee loss of much of his home by the invasion resulting from the aforementioned flood of Demons made and fed by/from sinful mortal souls).

Actually, that's a good plot hook for an adventure -- heretical follower of Rovagug tries to do an actual service for the world by trapping Evil souls and making them into weapons against Evil, making frequent use of non-lethal tactics to capture their owners alive when the means for trapping them in Soul Gems, Final Blades, or other such devices are insufficient (with of course a side plan to become a respected bounty hunter for the practical benefits). This antiheroic mastermind is exceptionally skilled at doing so and at avoiding death at the hands of numerous enemies (including orthodox Inquisitors of Rovagug), but eventually the collection of weapons and other objects of forced (faux) holiness begins to develop an Evil sentience and begins to go horribly awry, to the point of spawning Evil Outsiders from Evil souls even on the Prime Material Plane, a process that would normally only be possible in the Fiendish lower planes corresponding to the particular types of fiends. The situation might be dire enough that orthodox followers of Rovagug might even try to enlist the help of adventurers sent to deal with the problem . . . .


Well if the DM house-rules that I'll forge them into unholy weapons then reforge that into a Redeemed weapons. Not as efficient, But...


If the rest of your party is preparing for nonlethal, then you shouldn't have too many troubles in that regard, especially if your GM is fine with it. And not every fight has to end in a corpse-strewn battlefield. Hell, I'm now imagining a good colour spray plus some quick manacle work could go a nice way in the early levels.

Or that whip bard that I really want to try the next time I get to make a character. (I usually end up with the melee tank instead tho.)


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fictionfan wrote:

I'm not keeping them alive because I want them to stay on this plane. I just don't want to feed the demons/devils. I guess I could cripple them in some way so they will have trouble hurting people in the future. The trouble is that they are going to die some time in the future. So a need to redeem them, turn them to stone or trap their soul.

I wonder if I could trap the souls of evil people and forge them into holy weapons.

Create Soul gem is a 3rd level spell and so can be cast at level 5. Capturing the souls of evil people and forging them into Good objects might count as redeeming them.

Now I might count as evil for doing this, but since it reduces the evil in the world I am willing to live with that. I will just make sure to live forever or make sure that my soul is forged into a holy object in the same way.

OHH, your character is creepy, Dr. Doom creepy! You aren't trying to create a character who doesn't kill. You are trying to create your own afterlife and bring evil souls there! Your plan is is going to lead this character to become an evil god, himself!

So, roleplaying this, my first thought is that you need to develop your character politically, with like the Leadership Feat. And you want lots of Charisma to bring people to your Hell-on Earth, oops, I meant utopia, no offense intended, my Lord. Once you have defeated your enemies, you need to go after their families, have them brought to your utopia, and brainwashed, I mean taught, to live good lives. I don't know what Pathfinder's rules on torture are. 3.5 had comprehensive rules on torture in the Book of Vile Darkness. Basically, you use tools to grant yourself a circumstance bonus on Intimidate.

BVD also has special spells that let you use Agony and Souls as currency. Making magic items in 3.5 used to involve spending experience points, and you could use other people's Agony and Souls instead of your own experience points. I don't know how your GM would accommodate that in Pathfinder where making magic items no longer costs xp. At lower levels, there were spells that let you fabricate various and sundry addictive drugs. At lower levels, you might use drug addiction as a way of coercing good lives out of evil people.

Some of your enemies that you subdue, you might try casting Baleful Polymorph on them. Turn them into lambs, foals, and calves, and let them live peaceful and contented lives on your farms producing milk, wool, and eggs, for you, and then meat, leather, and vellum for you when they get old. Their alignments change to that of the current creature, so when they die, they don't go to a lower planes afterlife. They go to Hog Heaven.

The classes to choose for this would be Sorcerer, Oracle, or Bard. Then maybe Soul Eater.

You could form strategic alliances with Undead, some undead souls remain in their bodies. Some are souls trapped in the material plane.


Might have one suggestion that hasn't been mentioned. You want to neutralize bad stuff before level 8? Knock it out then do something to stop it from causing further harm?

Throw them at a reformist and merciful justice system. Society exists for a reason, you don't have to reform all your defeated enemies.


fictionfan wrote:

I'm also getting ready to argue my case with the paladin.

"See if I don't trap their souls they are going to hell where they will be tortured forever. I'm doing them a favor really." I might be helped by the fact that all the stuff I am going to make from them are most useful for a paladin.

Any paladin who falls for this line out to have all mental scores of 6 or lower, caveat: unless the Paladin has taken Oath against Fiends and is personally waging a war against all fiends (or part of a bigger war effort).

This is going to take some serious in and out of character justification to run in a party with a paladin.


If you are trying to weaken evil using evil methods will probably not work. If you use the soul to create evil magic items then you have not accomplished your goal. Evil has still gotten stronger. Capturing and using souls to create magic items probably should be considered an evil act. On a cosmic scale you have probably added more evil to the universe than allowing their soul to find its proper place.

You plan to use the evil weapons to create redeemed weapons has a flaw. One of the requirements is the creator must be good. Create Soul Gem is an evil spell. While the spell is an arcane spell so a good character could cast the spell I would say that it is still an evil act. One casting of the spell may not change your alignment but repeated castings will. Not because the spell has an evil descriptor, but because it is an evil act.

Also any cleric who participated in the scheme would also become evil, thus unable to Redeem the weapon.


fictionfan wrote:
In the pathfinder setting when you kill evil people they go to an evil afterlife empowering that evil afterlife in it's war against the god afterlife. So my character will not kill. Not because evil stuff deserves to live, but because he does not what to empower the evil afterlife. (He still feels free to kill stuff that does not have a soul)

Um. People die. The timing of a hundred years isn't a big deal on the scale in question. Leaving them alive longer does give them more time to perpetuate their world view, though. You could make a case for not killing hermit liches, but other than that you're not helping by not killing.

If dead evil people benefited the cause of evil more than living evil people the evil gods, being evil, would just kill all evil people.


Atarlost wrote:
fictionfan wrote:
In the pathfinder setting when you kill evil people they go to an evil afterlife empowering that evil afterlife in it's war against the god afterlife. So my character will not kill. Not because evil stuff deserves to live, but because he does not what to empower the evil afterlife. (He still feels free to kill stuff that does not have a soul)

Um. People die. The timing of a hundred years isn't a big deal on the scale in question. Leaving them alive longer does give them more time to perpetuate their world view, though. You could make a case for not killing hermit liches, but other than that you're not helping by not killing.

If dead evil people benefited the cause of evil more than living evil people the evil gods, being evil, would just kill all evil people.

That is why I am finding ways to make it so their souls do not get away.

Also as I mentioned earlier if I am not good I just need a higher spell-craft to make up for the missing requirement.

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