The Fifth Archdaemon

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No one mentioned here Vow of Decadence:

https://www.realmshelps.net/charbuild/feat/Vow_of_Decadence

Sure, it's just for drow theoretically, but I bet some DMs could work around that.

I wonder which would be the best drugs to use with this feat...


Hello? Does no one knows?

Remember, I want to know the favored sacrifices for these two fiends:

Rakshasa, Avatarana
Demon, Vilsteth

Perhaps one of the DMs can answer this?


Val'bryn2 wrote:
The avatarana is from the Occult Bestiary, while Vilsteth was from Adventure Path 77, Heralds of the Ivory Labyrinth

.

I know that. I am asking where I can find their favored offerings, like in the Book of the Damned, where they list the favored offerings of every fiend.

On that note, the Sachath also doesnt have a favorite ofering listed anywhere.


I always thought you called a fiend to the material plane (either through Summon Monster or Planar ally) and that both he and the caster WISHED that it could stay forever if possible.

But then I carefully read the wording of the Ritual called Fiendish Conjuration and noticed something very weird - if some things happen (some things the caster can intentionally fail or mess with), then the Demon is now not required to follow the orders of the caster AND can stay indefinitely in the material plane?!

This makes no sense. Demoniacs or followers of the Demon Lords would actively wish them to stay permanently, and thus if it's so easy as to require only you to actively fail (or mess with the circle), then every Demoniac summoner would be doing that.

Or is there something I didn't get? Then again, at level 9 we have the GATE spell (or at least, my cleric character has), why not just transform this into a Gate then?

FIENDISH CONJURATION

School conjuration (calling) [evil]; Level 9
Casting Time 90 minutes

Components V, S, M (rare incense worth 1,000 gp), F (a conjuration circle and an offering pleasing to the fiend, such as a sacrifice or trapped soul of CR equal to the fiend’s CR + 1)

Skill Checks Bluff, Diplomacy, or Intimidate DC 34, 4 successes; Knowledge (arcana) DC 34, 1 success; Knowledge (planes) DC 34, 1 success; Linguistics DC 34, 2 successes; Spellcraft DC 34, 1 success Range close (25 ft. + 5 ft./character level of the caster)

Target one evil outsider
Duration 1 hour/character level of the caster
Saving Throw none (see text); SR no Backlash The caster becomes exhausted.
Failure The conjured fiend escapes from its conjuration circle.
Its actions can vary, but most escaped fiends eagerly attack their conjurers for at least a few rounds before teleporting or otherwise fleeing into the world to begin a reign of terror.

EFFECT
The first 20 minutes of the ritual of fiendish conjuration involve preparing the conjuration circle and inscribing the appropriate names around the circle. This step involves attempting both Linguistics checks; if the conjuration circle is permanently inscribed and has been successfully used for this ritual at any point in the past, these Linguistics checks are attempted with a +5 bonus.

The next 30 minutes of the ritual invokes the fiend, involving the Knowledge and Spellcraft checks; if the fiend’s true name is used, these checks are attempted with a +5 bonus. At the start of the final 40 minutes, the smoky, indistinct shape of the fiend manifests within the circle, at which point the caster must attempt the final four Bluff, Diplomacy, or Intimidate checks. Once this stage is reached, the fiend manifests in the flesh at the end of the ritual regardless of the ritual’s success or failure, but only if the ritual is successful is the fiend trapped within the conjuration circle and unable to visit harm upon the caster.

If the ritual is successful, the fiend remains on the Material Plane for a number of hours equal to the caster’s character level, during which the caster makes an offering to the fiend and asks for its aid. If the caster’s alignment is the same as the fiend’s, the fiend automatically agrees to perform a service that takes no more time to perform than the ritual’s duration. A fiend will agree to perform a longer task if it is given an additional offering for its services. Each offering given must be of equal or greater value to the one given during the ritual’s casting and secures the fiend’s cooperation for an additional number of hours equal to the caster’s character level. At the caster’s discretion, the start time for these additional hours can be delayed until a certain circumstance arises, at which point the fiend immediately reappears in its original conjuration circle and can immediately depart to complete its task.

If the fiend’s true name was used during the ritual, all of these periods of time normally measured in hours (including the ritual’s initial duration) are instead measured in days. If at any point during the fiend’s servitude the caster is slain or the original conjuration circle is damaged, the fiend can attempt a Will save to escape the ritual’s binding power. If successful, the fiend is no longer bound to perform the task it has been ordered to do and can remain on the Material Plane for as long as it wishes.


Hello. I bought the Book of the Damned with all the other 3 books, the most recent. However, I notice there are fiends you guys created since then who aren't in the list so I have no idea which offerings should be.

Example fiends:

Rakshasa, Avatarana
Demon, Vilsteth

There are probably others that I didnt notice, but when will we be able to get these offerings?


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I loved the Golden Twins one!


Ravingdork wrote:
Axial wrote:
On another note, what kind of idiot is the GM? Why is she allowing this to happen?

It's only been one game so far, man, so take it easy. The GM likely didn't even hear the remark about us needing to have good saves. She's likely smarter than any one of the rest of us (totally not an idiot), but is often distracted by her family.

The player being antagonistic against Christians (and religion in general) is nothing new to any of us; it having recently developed in his personality over the past year. It's aggravating, sure, and we've asked him at various points to keep his mouth shut about it despite his feelings (if only out of respect for us), but there's too much history there for us to simply abandon the friendship over it. It also doesn't help that another player, the GM's husband, has grown quite the distaste for religion himself, ever since studying it in college.

(And it's not like the rest of us shove it down their throats all the time or anything, not even for little things, like verbalizing prayers out loud at their dinner table. That doesn't keep them from making fun of it in front of the rest of us though.)

Multiple players, including myself and the GM, have called the antipaladin player out on criticizing other peoples' characters though.

The Hellknight player has already called him out on the in-game antagonism.

He'll likely get another chance in a second game. If his general attitude doesn't improve though, he's going to end up with the whole table against him.

I'm all for playing Antipaladins. Also I abhor christianism.

But even so, if he's in a party with other characters, it is STUPID to antagonize them unless you're much more powerful than all of them combined.

If I was a GM, I would just let all the other players gang-up on him and kill him for it. Specially if they're Evil or Neutral. Evil characters when threatening other evil characters are looking to die or to kill, there's no way other evil characters would take this on stride or "forgive him" for the good of the party or the mission (unless they're very lawful, that is, and even so, Lawful Evil characters would try to find a loophole to kill him in battle or to let him die).


Ahriman's obedience reward states:

________

Obedience: While praying to Ahriman, destroy something
of monetary or sentimental value to another person,
preferably in front of someone who feels a strong emotional
connection toward it. Alternatively, voluntarily take 1 point
of Constitution damage while chanting praises to Ahriman
and flagellating yourself with a barbed lash. After performing
this obedience, your true alignment is masked from
detection. Each time you perform this obedience, you select
an alignment that you wish to detect as. Once chosen, this
alignment can’t be changed until you perform this obedience
again or 24 hours pass. The masked alignment can trick items
and magic that require a particular alignment. For example,
a neutral evil follower can make her alignment appear to be
lawful good, which would allow her to safely pass beyond a
glyph of warding keyed to lawful good.

______

My question is: I'm planning to make an Antipaladin, follower of Ahriman. After I take the Fiendish Obedience feat at lv3 and perform the obedience daily (with the barbed lash since the other condition is way too situational), does that mean that effects like "Smite Evil" no longer work on me if I make my alignment to become, say, True Neutral or Neutral Good? Also magics like Holy Word and so on would lose their effectiveness completely?


I would also like some tips on how to build a Whip user.

I wanted to make an Antipaladin Whip user, and I noticed that the Div Lord Ahriman has the following boon:

_____

(2) Serpentine Lash (Su) Any whip you wield becomes an
extension of your embodiment of evil, lashing out against
all those who fail to prostrate themselves before you and
oblivion. You gain Weapon Specialization (whip) and Whip
Mastery as bonus feats, even if you do not meet the
prerequisites. In addition, your whip takes on the illusory
appearance of a serpent, and you gain a +2 profane bonus to
combat maneuver checks to trip opponents. If you wield a
whip with at least a +1 enhancement bonus, you can grant it
the dancing weapon special ability for 6 rounds per day as a
swift action. These rounds need not be consecutive

______

This seems good, but even if you gain the feats sooner than normal you still would need to be lv13 before you get this boon. But is it possible to wield a whip well even without taking these feats beforehand? Or is it easy to change these feats for others when you finally get them as a bonus?

An idea I had is to leave the Whipping for later and focus first on "Improved Unarmed Strike" and then "Crusaders Fist", to attack with Claws + Touch of Corruption.

Since later you also gain the Dancing Weapon with the whip, I can simply let it dance and still attack with your unarmed strike, simultaneously.


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We already have Souldrinker, Demoniac and Diabolist. However, we still miss Prestige classes for Divs, Rakshasas, Daedands, Qlippoth, Asuras and Kytons.

Now I have solved the problem of the Divs (at least for Antipaladins). I made this Prestige Class based on "Warrior of Unholy Light".

I might have overdone it a bit, but I assure you, most of these bonus are mostly thematic. After all, to give up on all spells of the AntiPaladin is quite a brute exchange. At least there needs to be an equivalent gain, I believe.

The Channel Evil part is taken from a Tiefling Cleric Variant that I find no reason to insert on an Antipaladin, since both channel negative energy.

The new cruely about the "Hollow Ones" is meant as a nod/tribute to the old Grey Jester of 3.5 D&D, who had the same ability. Its mostly cosmetic.

"Fallen Soul" (if anyone heard of the spell) is very thematic, I found it by chance while reading the Dragon Magazine #312.

Well, please judge for yourself. I don't know how to make my posts bold or italic in this forum, so I'll leave it raw. My antipaladin is a Div-descended Tiefling. I think of using a Whip and getting the Sentinel Boons of Ahriman (which grant me 2 whip feats for free).

Plus, the Ahriman Obedience states that my alignment will change

________

Antipaladin of Ahriman (Homebrew)

* The Hollowbringer

Aligment: Neutral Evil
Special: Must worship Ahriman

Damned (Ex): When a demoniac is killed, her soul is instantly claimed by the Abyss, to be transformed over time into a Div appropriate to the greatest sins the demoniac gloried in while she lived. A character attempting to resurrect a slain demoniac must succeed at a caster level check with a DC equal to 10 + the demoniac’s character level or the spell fails. That character cannot attempt to resurrect the demoniac again until 24 hours have passed, though other characters can still attempt to do so.

_________

Obedience (Ex)

In order to maintain her Hollow abilities, a Hollowbringer must indulge her chosen demon lord with a daily obedience. This ceremony is incorporated into whatever method the Hollowbringer uses to regain spellcasting abilities (such as meditating, praying to a demon lord, or studying a spellbook). When a character takes her first level of Hollowbringer, he must decide whether he is an evangelist, an exalted, or a sentinel of her Div Patron. This choice determines which category of boons she earns as she gains levels, and once made, it cannot later be changed.

__________

Div Boon (Ex, Sp, or Su)

As a Hollowbringer gains levels, he gains boons from his fiend patron as his body and soul become increasingly infused with div energies. The nature of the boons granted varies, depending on the
Hollowbringer’s chosen fiend and which category of boon he elects to embody. Each fiend grants three boons, each more powerful than the last. To balance with the other 3 fiend obedience classes, at 10th level, the Hollowbringer gains the first boon. At 13th level, he gains the second boon, and at 16th level, he gains the third and final boon. When a div boon grants a spell-like ability, the div’s caster level for the spell-like ability is equal to her total character level. This ability allows a Hollowbringer to access these boons earlier than normal; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.

_________

Channel Evil (Su)

At 4th level, if you are a Div-descended Tiefling, rather than channeling positive or negative energy, instead channels the pure evil power of Ahriman. This ability is similar to channeling negative energy, but instead of healing undead and dealing damage to living creatures, this blast of evil energy automatically heals evil creatures and debilitates good creatures within its burst.

Channeling this evil causes a burst that affects all creatures in a 30-foot radius centered on the fiendish vessel. In the case of evil creatures, the amount of damage healed is equal to 1d4 points of damage and increases by 1d4 at every two levels beyond 1st (to a maximum of 10d4 at 19th level). Good creatures in the burst receive a Will saving throw to negate this damage. Good creatures that fail their saving throws are sickened for 1d4 rounds. Good creatures with a number of Hit Dice less than or equal to the fiendish vessel's class level – 5 that fail their saving throws are nauseated for 1 round and then sickened for 1d4 rounds instead. The DC of this save is equal to 10 + 1/2 the fiendish vessel's level + the fiendish vessel's Charisma bonus. Neutral creatures are unaffected by this burst of evil energy.

A fiendish vessel may channel this energy a number of times per day equal to 3 + her Charisma modifier. Doing so is a standard action that does not provoke attacks of opportunity. A fiendish vessel can choose whether or not to include herself in this effect. A fiendish vessel must present her unholy symbol or use her familiar as the divine focus for this ability.

For the purposes of feats that affect channel energy, this ability counts as channeling negative energy. If the feat changes the way the fiendish vessel channels or deals damage with her channeling, use the amount of damage this ability heals evil creatures to determine the damage-dealing potential of the affected ability. For instance, if a 5th-level fiendish vessel takes the Channel Smite feat, her channeling deals an additional 3d4 points of damage to living creatures on a successful hit (though they may save to negate the damage).

Lastly, he can once per day “Unhallow” a single location by making a sacrifice of a sentient Good creature in a ritual spending at least one hour. The permanent spell will always be “Crushing Despair”, affecting non-evil characters. The bonuses of this “Unhallow” will not affect undead, but only other evil creatures (or only those professing his same faith, by his choice).

This ability replaces channel energy. If you are not Div-descended, this ability is not granted.

_______

Power of the Void Heart (Su)

At 4th level, a Hollowbringer learns to use the power of evil to hinder his opponents. This class feature replaces the antipaladin’s spells class feature. A Hollowbringer does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items without the use of Use Magic Device.

At 4th level, the Hollowbringer gains one additional use of his touch of corruption ability per day. He gains one additional use of touch of corruption per day for every four levels he attains beyond 4th.

When a Hollowbringer activates its Aura of Hopelessness, every other Aura that the Antipaladin possess are activated together for the duration. The Hollowbringer can choose not to activate an aura if he so chooses.

* Aura of Hopelessness: He can spend a use of his touch of corruption ability to call upon his Lord Ahriman to envelop 30-foot radius around him in shadows, as a standard action, lowering the light by one level as a darkness spell. The Hollowbringer and his allies can see in this darkness as if they had darkvision (if they do not already possess it). All enemies in this area take a -1 penalty to AC and on attack rolls and damage rolls as long as they remain in the area of darkness. Additionally, every non-evil enemy in the radius must make a save or be affected by a powerful sorrow like the spell “Crushing Despair”, except that it is -2 penalty on attack rolls, saving throws, skill checks, and ability checks. At 8th level the penalty increases to +4. The save DC for this effect is Charisma-based (Base 10 + ½ Antipaladin Level + Charisma Modifier). This ability is permanent until turned off.

* Sucking Joy: At 8th level, the aura starts to suck joy of the opponents near the antipaladin, dealing 1d4 points of Charisma damage to every enemy in range. This ability bypasses any stat damage immunity if on Good creatures. A successful Fortitude save (DC 10 + 1/2 the Hollowbringer’s level + his Charisma modifier) negates the damage. A creature need only save once against this effect for each time the Hollowbringer uses this ability. This save must be made before the save for the effect of Crushing Despair.

New Cruelty: Additionally, the paladin can from now on choose a cruelty called “Hollowing” as his 9th level cruelty. It makes his Touch of Corruption drain 1d4 points of CHA. This drain also bypasses immunity, but only from Good Creatures. If an enemy is drained to 0 points of CHA by this ability, they need to make a fortitude save (the DC is Charisma-based) or become a “Hollow One”: incapable of feeling joy and enslaved to the Hollowbringer. A Hollowbringer can have up to his HD in Hollow Ones. If he decides to enslave a new one, the first one he enslaved becomes free (altough terribly traumatized).

* Soul Damning: At 12th level, the aura of shadows is treated as deeper darkness. The Hollowbringer and his allies can see clearly in this darkness without penalty. Any enemy that die within the area of the shadow is affected as per the “Malediction” spell (no save) and his soul is sent directly to Abaddon. If the Hollowbringer have a Cacodaemon, he instead can choose to swallow it. At this level, the Hollowbringer's penalty of its "Aura of Hopelessness" can affect even creatures immune to mind-enchantments, as it now touch directly their souls.

New cruelty: You can now select as your last Cruelty the spell “Fallen Soul” (Dragon Magazine #312), which plants a seed of malevolence inside your target. If they are good, they slowly descend to evil. If they are evil, they are punished if they do any willing good deeds.

* You shall die here: At 16th level, the shadows let the Hollowbringer deliver his Corrupt Touch ability as a Ranged Touch attack. Additionally, his Aura of Hopelessness now blocks any kind of teleportation ability, as per the “Dimensional Anchor” spell.

* Corrupt the very Essence: At 20th level, you have learned to corrupt the very essence of your enemies if they let you. The aura of shadows increases in size out to a range of 60 feet. In addition, all of its penalties increase. The penalty to AC and on attack rolls and damage rolls increases to -2. The ability damage dealt increases to 2d4.

Additionally, if an enemy is reduced to a helpless state (or to 0 or less hitpoints), they instead stabilize and enter a coma for 1d4 hours (Will save negates, Charisma-based).

After this time, they wake with their alignment permanently changed to Neutral Evil and gain the “Corrupted” template. Outsiders gain the “Broken Soul” template instead. They are not controlled by you, but they start with the friendly attitude. If your HD is 8 or more higher, they also gain the Fiendish Template.

If there is a different type of creature that appears when they have been corrupted, the creature becomes that creature instead. For exemple, a Genie would become a Ghul, a Deva would become a Rakshasa, a fey would become a corrupted or blighted fey, etc.

____

* Aura of Negative Void *

Undeath Soul (su): At 8th level, undead no longer recognize you as a living creature. Additionally, you gain +4 profane bonus on Intimidate or Diplomacy made against undead creatures. Lastly, you are no longer healed by positive energy, only by negative energy. Positive energy has no effect on you. This replaces Aura of Despair.

________

* Depths of Perversion *

Sinful thoughts: At level 11th, the power of Ahriman flows through him, and the eyes and nails of the Hollowbringer become completely black. He gains the ability to see in darkness of any kind.

The Hollowbringer now becomes able to pervert the lusts of others in order to break the bonds of trust between society. Three times per day he can spend one use of this Touch of Corruption to make a ranged touch attack and affect a single target with “Unnatural Lust” spell, with a duration of 1 hour. The save DC is charisma-based. This replaces Aura of Vengeance.

________

Blasphemous Denial of Free Will

Litany of Evil Enslavement: At 14th level, a Hollowbringer can spend a use of Touch of Darkness to recite a Blasphemous Prayer that unleashes a 30-foot burst of “Unholy” darkness as a standard action. Good creatures within this burst take 1d6 points of damage for every two paladin levels. Neutral and Good creatures have to make a save or become enslaved as if by the “Dominate Person” spell. However, good dragons, good outsiders, and good creatures with levels of cleric or paladin, if they fail this save, will become enslaved as per the spell “Monstrous Thrall” instead. A will save negates the effect. The DC of this save is equal to 10 + 1/2 the Hollowbringer’s level + his Charisma modifier. The Hollowbringer can only have one enslaved Monstrous Thrall at a time. The Hollowbringer can choose to exchange the "Monstrous Thrall" spell for a "Dominate Spell" if he doesn't want to lose his already enslaved thrall.

Evil creatures within this burst are healed 1d6 points of damage per two antipaladin levels, but only if they accept to have their spirits affected by the spell “Fallen Soul” (Dragon Magazine #312). The spell punishes evil characters if they ever willingly commit Good deeds. If the characters accept to be healed, they also accept to fail the save against the effect.

A Hollowbringer can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels. This ability replaces Aura of Sin.

____________


Duskblade wrote:

yes, u can have both a gore and a bite (again, checked with a Dev on this one).

at the end of the day, u can usually only get 5 primary natural attacks (2 claws, 1 gore, 1 bite, and 1 sting). I would not recommend getting secondary natural attacks, as they are extremely inferior in terms of damage and accuracy.

I have a question. Let's say my Antipaladin has 2 claw attacks, a bite attack and a tail (that he can use as a whip due to a feat).

How many attacks can I do for turn? All 4? How would you calculate BAB?

I'm kinda new on game mechanics, although I know tons of lore.


I don't think I quite understand how this works.

For example, let's say I wish to craft a pendant that would give my cleric an "Aura of Doom", for example, active at all times.

How much would it cost? And why?


I'm Hiding In Your Closet wrote:
I seem to recall reading about some crazy sicko cult where people ritually devour their own god's flesh and blood. They even make their own kids do it as an initiation ritual. And get this - the whole outfit is regarded in the setting as GOOD-aligned!

That made me laugh a lot here. Kudos to you.

Defaulting the character who eats to evil it's beyond the point. We're allowed to play Neutral or Evil characters - and why should the flesh of a sentient animal dead be allowed to rot instead of being savoured? That particular mentality isn't exactly evil.

Either way - there still should be consequences in eating the flesh of outsiders. Cannibalism being evil or not isn't exactly the topic of discussion here.


J4RH34D wrote:

I dislike the fact that eating a good outsider has negative effects.

It cuts off a few to many options and serves little purpose.
If your characters are good they would never do it in the first place.

I like the story of the evil guy who goes around killing unicorns and powdering their horns to retain his youth. Or the woman who hunts beautiful angels to bathe in their blood and gain beauty.

Having negatives for eating good outsiders makes no sense to me.
If you want to punish your players for eating unicorns, have a good aligned diety/protector of the forrest/other good aligned creature hunt them for their abhorrent and evil act.

That actually does make sense, as it would make the act of eating the flesh of an outsider even more tempting.

However, in my opinion, evil characters aren't actually harmed by only being healed by negative energy - evil clerics channel negative energy after all, so it's more like a boon.


I'd like to know what are the effects. The only thing I could find was the old "Soul Rot" disease from BoVD, that comes from eating the flesh of an evil outsider.

I really would like some kind of rule in place for this. Off the bat, I can tell that probably eating the flesh and blood of good outsiders (who is unwilling) would have evil effects. The same for flesh and blood of an evil outsider, but different.

For example: a priest could use the blood of an evil outsider and force it down the throat of an humanoid, and it could perhaps have the effect of a "Geas" or a Curse, or perhaps have the effect of the spell "Morality Undone" for 24h, and thus slowly "converting" the subject to the alignment of the fiend's blood.

As for eating the flesh of a good outsider (like an unicorn), what I would put is put the eater under a curse - no positive healing can heal it, but negative energy can. It just sounds fitting that after he made such an act, even the positive energy shies away from his body, and the unicorn's flesh then creates a wound in his soul and thus make it welcome negative energy - like a lich, who feed off the Hatred of the world.

Any ideas?


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Deadmanwalking wrote:
Converse02 wrote:
Those who are saying "child abuse is the line" have to admit that if we wanted to reprint a book without any child abuse, we would have to specifically say what that age is and that the reprint Book of the Damned would be filled with a lot of blank pages, more than just Folca.
Well, as Vic Wertz quoted a little while ago, what Eric actually said was the line was "child sexual abuse", which is in fact restricted to Folca, and makes sense inasmuch as people in real life have been molested, but very few people in real life have been sacrificed on a pyre, or had their children so sacrificed, so references to that are likely a bit less traumatic to readers.

True, but would you say that Serial Killers is a traumatic spot? I'd guess it's hella traumatic for many families, specially in the U.S.

Well, look the description of a Unique Babau from Demons Revisited:

__________

"In that life, Mangvhune was a highly-respected scholar of Kintargo’s illustrious Alabaster Academy, an erudite surgeon and accomplished scholar of humanoid physiology. He was as close as you could get among the Academy’s professors to a celebrity.

His lectures on anatomy in particular were always standing-room only events that drew far beyond the walls of the Academy itself for audience members. Charming, handsome, and as the Kintargo gossips were so fond of pointing out, quite available, Mangvhune maintained the public facade of the perfect gentleman scholar. In fact, this facade was nothing more than a construct, for the real Mangvhune was a remorseless and productive murderer. When Mangvhune was revealed to be the notorious Temple Hill Slasher, a brutal serial killer who tormented his victims for days before leaving their mutilated bodies in the vicinity of Temple Hill, the city was stunned. Despite a swift trial and even swifter execution by headsman’s axe, the Alabaster Academy’s reputation never fully recovered from the scandalous revelation. Mangvhune’s murderous soul went swiftly to the Abyss after his death, where he transformed into a babau demon, mind and personality intact. Since then, Mangvhune’s notoriety has only grown, and rumors that the Temple Hill Slasher now stalks the streets of dozens of cities throughout the Inner Sea region..."

______

The point is, how torturing people for days before killing them is less traumatic and less tabboo or "permited" than a cultist that - only - stalk and (possibly) rape children? If the first thing is considered "ok" and the second "omg-thats-most-evil-act-ever", then something is very wrong with us. Not even considering that the 1st one DOES apply to children as well - I don't imagine a babau having any qualms about torturing a child for days. And yes, in that "torture" time rape is included in almost every case known to man...

If it's about Folca being "more explicit", then remember this: Folca doesn't even say rape at all, only that you should stalk a child and show something horrible to him/her. That CAN be interpreted as rape or that can be interpreted simply as showing a child how you strangle a puppy to death. Plus, it's just a minor daemon, you don't even get much benefit out of it.

If any PC or NPC was going to play a rapist, they should choose Socothbenoth for sure, since he's the Demon Lord related to Tabboo and sexual perversity. That does include pedophily, as I'm sure you are aware. Plus he lets you change your body parts or members to tentacles or huge sexual organs, or even to a mix of horses and man (if you're into that). All sort of hentai fantasies and fetiches can be done with the abilites HE allows.

But we're not talking about Socothbenoth, but rather a forgotten daemon whose abilities kinda sucks for the difficulty of the Obedience. Funny thing.


captain yesterday wrote:
The recently released hardcover compilation of the Book Of The Damned.

Is there a link to it?

Converse02 wrote:
Caleb Garofalo wrote:

Would if have been okay if it called for killing children instead? I'm hearing people say that all the killing that Pathfinder incentivizes is an okay evil, but incentivizing Child abuse is too far.

Genuine question.

What I found just skimming the book for a few minutes.

Zelishkar: Burning a living creature of at least the size of a cat or infant atop a pyre. Gain a +4 ...

Stygidvod: Smear yourself in and drink the blood of a much younger victim.

Entry right before Folca is Ealdeez: Meticulously plot the brutal murder of an enemy.
I can think of numerous times in real history in which child prince/princess murdered in a meticulous plot so someone else could seize the throne.

While they do not specifically say "child," the way written would clearly allows it to gain the bonus. Even if it did say only adults, this would rise the question of when does one transitions from a child to an adult. 12? 16? 18? 21?

I am seriously wondering why everyone is focusing on Folca when other entries appear so much worse. It's also why I against editing Folca out, because it bring to much focus to this character.

Those who are saying "child abuse is the line" have to admit that if we wanted to reprint a book without any child abuse, we would have to specifically say what that age is and that the reprint Book of the Damned would be filled with a lot of blank pages, more than just Folca.

I completely agree with that. It was what I was saying last post.


Which is the book that has this? I recall someone saying Book of the Damned 3, but that one can't be, he was just mentioned in the cover.

Which is this book that is bringing so much discussion?

(my opinion: I think it's all the same, there are evils that I particularly think are much, much worse and monstrous in the pathfinder books then mere child rape)