Turning a Peri to Evil


Advice


In the course of the Way of the Wicked campaign my players have captured a Peri. Being evil and rapacious beings they desire to convert her to their cause. I want to avoid specific spoilers for the AP as my players may look at this thread, but would appreciate any specific ideas with spoiler tags or in the product thread

The situation is that I have
11th Level pc'S Sorceror, Oracle, Hunter, Antipaladin and Swashbuckler/Bard they have access to 9th level alchemists, wizards and warpriests as well as assorted Bugbears.

The Peri in question failed in it's sacred charge and it's closest friend in the universe was slain as a result. It is likely that in the near future the pc's will be able to slay other allies of the Peri and display their bodies as well as inflict further damage on its cause


It seems to me that "we killed your friends, so join us" isn't that great a line to take.

Maybe they should have something pleasant to offer.


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Any attempt to convert a peri would probably work about as well as it would on any other good creature.

Which is to say....not very well. Converting someone to change their alignment is not something that's going to be easy or happen overnight.

You have to tempt them to your side.

Telling the peri your going to continue killing everyone they care about certainly isn't going to earn their trust or convert them to your side.

In short, there is no practical way for them to do this.


You're looking for hard and fast rules for something that's a story event. You're pretty much going to have to rely on roleplaying for this.


Drahliana Moonrunner wrote:
You're looking for hard and fast rules for something that's a story event. You're pretty much going to have to rely on roleplaying for this.

No I am looking for suggestions and ideas which may form part of a plot I had not planned on. If I wanted rules I would have posted in a rules section and asked for rules.


JohnHawkins wrote:
Drahliana Moonrunner wrote:
You're looking for hard and fast rules for something that's a story event. You're pretty much going to have to rely on roleplaying for this.
No I am looking for suggestions and ideas which may form part of a plot I had not planned on. If I wanted rules I would have posted in a rules section and asked for rules.

Most people who come to the Advice forum are looking for answers based on mechanics so that's not quite unexpected.

You need to be more clear on what you're asking for... how the PC's are going to brainwash the Peri, or what to give them when they succeed? Presumably the Peri is already statted out.


Bribe them with "reviving" (animating) their friend?


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The party doesn't turn a Peri to evil; the Peri turns the Peri to evil. The PCs can merely help her on her way.

  • Peris do penance for the sins of their ancestors. Maybe this Peri needs to be shown how her ancestor greatly benefited from its sins, or how it got framed by supposedly Good Gods or Outsiders.
  • Peris hate Divs and Divs hate Peris. Perhaps a Div slave will bring out the abusive master hiding inside the Peri? Or help the Peri take revenge for something, and slaughter Divs without mercy.
Turning a creature to Evil will put almost all focus on that creature's story arc - are you certain the players are willing to, for a while, yield the spotlight to an NPC?


I expect the pc's to go down the route of trying to brainwash the peri (they have done so with numerous less powerful npc's), they may also take advantage of it's failure in it's mission to try and break its pride. Trying to awaken the spark of evil from the Peri's past as failed angels it also a likely tactic. Most Celestials I would consider to be beyond their abilities it is this past link to evil which I think may give them an opportunity or maybe not.
They also have access to lamia's and so will presumably try to have most of it's wisdom drained before making a serious effort on brainwashing

I expected the Peri to die in battle but in those odd coincidences it was defeated by a very low damage attack which dropped it negative but still less than negative con. That fight happened a couple of hours ago so I have not had a lot of time to work out how they may go about converting the peri

The-Flame-That-Sings, a peri:
CR 15
XP 51,200
Advanced peri (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 3 218)
NG Medium outsider (good, native)
Init +9; Senses darkvision 60 ft., low-light vision, smoke sight; Perception +28
--------------------
Defense
--------------------
AC 34, touch 20, flat-footed 24 (+9 Dex, +1 dodge, +14 natural)
hp 304 (19d10+114)
Fort +14, Ref +20, Will +19
DR 10/cold iron, 10/evil; Immune electricity, fire; Resist acid 10, cold 10; SR 25
--------------------
Offense
--------------------
Speed 30 ft., fly 90 ft. (good)
Melee +2 flaming burst scimitar +29/+24/+19/+14 (1d6+10/18-20 plus 1d6 fire) or
. . 2 wings +22 (1d6+4 plus burn)
Special Attacks burn (2d6 fire, DC 25), whirlwind dance
Spell-Like Abilities (CL 15th; concentration +25)
. . Constant—fire shield (warm shield)
. . At will—aid, flame jump, pyrotechnics (DC 22), scorching ray
. . 3/day—fireball (DC 23), flame strike (DC 25), wall of fire
--------------------
Tactics
--------------------
During Combat The-Flame realizes that many foes she faces are likely to be resistant to fire and thus she prefers to lead with her, wall of fire, (hopefully cutting the enemy in half) and her whirlwind dance. If she detects that a foe she is fighting is not resistent to fire then she uses, fireball, and ,flame strike, to quickly remove them from the battle.

If badly wounded, she uses flame jump to travel to the Guardian Flame (M-3) and there uses its healing properties to restore herself. If the enemies are still in her temple. She then returns and reignites the battle. She will use this strategy again and again until she is either dead or the enemies are purged from her mountain top.
Morale Fanatically and eternally dedicated to defending the phoenix, The-Flame-That-Sings fights to the death.
--------------------
Statistics
--------------------
Str 26, Dex 28, Con 23, Int 25, Wis 23, Cha 30
Base Atk +19; CMB +27 (+29 disarm); CMD 47 (49 vs. disarm)
Feats Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Disarm, Iron Will, Mobility, Power Attack, Spring Attack, Whirlwind Attack
Skills Acrobatics +31, Bluff +32, Diplomacy +32, Fly +35, Heal +25, Knowledge (planes) +29, Knowledge (religion) +26, Linguistics +26, Perception +28, Perform (Enter Choice) +32, Sense Motive +28, Spellcraft +29, Stealth +31
Languages Auran, Celestial, Common, Draconic, Elven, Ignan; telepathy 100 ft.
Other Gear +2 flaming burst scimitar, jewelry and fine silk (worth 2,300 gp)
--------------------
Special Abilities
--------------------
Burn (2d6 fire, Wing, DC 25) (Ex) If you hit an opponent or they touch you, you inflict fire damage.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Flame Jump (At will) (Sp) Enter fire of own size to instantly travel to a fire anywhere, as greater teleport.
Flight (90 feet, Good) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Smoke Sight (Su) A peri can see through fire, fog, and smoke without penalty.
Spell Resistance (25) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.
Whirlwind Dance (1/day, DC 28) (Su) Flame vortex can move over foes to batter, burn & sweep up for 9 rd (Ref neg).

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The Sideromancer wrote:
Bribe them with "reviving" (animating) their friend?

Sadly the freind was a Phoenix and it's body was completely destroyed on its second death. It also came close to beating the party and so is most defeinetly staying dead if they have any say in the matter


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Could they afford a helm of opposite alignment? The rules totally allow you to take it off and put in on until he rolls badly on his will save.

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