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Dyvant L'Stranj's page
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Well, since the largest number of people in the medieval were surf's, that came with the piece of property they farmed, and failing to follow the laws of the "Laird of the Manor" or the parish priest was punishable with many interesting and painful methods of discipline, Lawful Neural.
Now, if you want to play a Mercenary, nan-at-arms, Petit Sergeant, Sergeant at arms, Knight errant, Knight, Baron, Duke, or Prince, that would be different. They were soldiers, and once you reach Petit Sergeant, they held enough land to maintain a horse (for war) and equipment. The Barons, or lesser nobility, all owed fealty to some higher lord. They would be Lawful. An independent lord that held his own lands, like Count Palatine or Marquis, Duke, or Prince they would tend to Neutral or even Chaotic. Once a lord owned his own lands and didn't owe Jack to anyone, it was an out for myself.
If you want to kill someone for their gold, you are playing a Robber Baron or some more common criminal, that preys on whoever he comes across.
Many years ago I played a game named Chivalry & Sorcery, that was set in the medieval ages. Because the lesser nobles, greater nobles, and royalty almost all owed fealty and loyalty to some higher noble, they all tended to be lawful. Individual characters, however, varied form the average.
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Thank you so much, The David. This nails down the timeline of my own creation.
Creating a new campaign set in the Fogscar mountains, my first. I simply can not find the current year in Golarion.
I found a 30 year time line here: (http://pathfinder-rpg.wikidot.com/timeline).
The timeline runs from 4710 to 4742. It implies that some of these dates have not yet come to pass.
Ultimate low wisdom, a lady Sorcerer that walked up to the city gate as we approached it and said, "Where is the nearest Castle that we can rape, pillage, and plunder?" Utter inability to understand the meaning of consequences. Walked into a bar, on the run, and needing to decompress, and when some random noble made a pass at her, she nailed him with an acid arrow, and then told the bartender that he needed to clean up the mess, because the guy was stinking up the place.
If it isn't too late, I want to mention Murder's Mark. It is a first level adventure built around a traveling circus.
I would pull of a close TPK, and then have an NPC save them. That NPC is Lucifer, or an Avatar of Lucifer in disguise, who then uses his godly powers to screw with them royally.
He would do things with Godly powers that they could not detect. Set up scenarios that they seem to be fighting the big bad villain, when they are actually attacking the good and faithful of the Gods. These good and faithful would be very upset at the party of apparently evil beings.
Create a series of very subtle clues so that the party over several levels will find out that this paragon of virtue, this hero who has befriended and helped them is a supreme SOB using them to his own nefarious ends.
If you do it right, the followers of the Gods won't trust the characters. They will find themselves utterly isolated and alone, trying to do the right thing, while everybody thinks they are evil incarnate.

The character in question was Neutral Good.
Pathfinder core Rulebook wrote: A neutral good character does the best that a good person can do. he is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.
Neutral good means doing what is good and right without bias for or against order.
My gut feeling is the character violated his alignment, at least the Good part. Good or evil, the Drow were not threatening anyone and were weak and helpless. Murdering the helpless drow is not a good act.
If I were handling the character, I would change his alignment involuntarily to Neutral.
Pathfinder core Rulebook wrote: A neutral character dos what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs chaos. Killing all those Drow seemed like a good idea. Yes, it was an evil act, but so what. How many would they have killed. A whole pen full of potential Adolf Hitler's are dead. He should get a reward, as a neutral character. It removed them from temptation of having a doomsday weapon.
This reminds me of the discussion about anti-Paladins. Most thought that as long as he served the greater evil, he could refrain from killing kittens and goblin babies. He could do good a long as the greatest evil is served. I
However, killing helpless individuals, even a cute and cuddly six year old Adolf Hitler, just feels wrong. Within the game, when it feels wrong, all that is left is to look at the rules.
Thanks, EldonG. I should have realized that. Though I played D&D since the first three box set, I have not played Pathfinder's permutation.
Of course, the rules do cover an anti-paladin rise from disgrace.
pathfinder srd wrote: A antipaladin who ceases to be chaotic evil, who willfully commits an good act, or who violates the code of conduct loses all antipaladin spells and class features (including the fiendish boon, but not weapon, armor, and shield proficiencies). He may not progress any further in levels as an antipaladin. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell), as appropriate. So, if we take the rules seriously, any change in alignment from chaotic evil, the willful commission of a good act, or a violation of the code of conduct.
Of course, anti-paladins are more than a bit like Pirates from "Pirates of Caribbean," so I assume the code of conduct is more like guidelines.
They do not have feathers or fur. Many have scales, but they don't fall under Scaleykind, because they are not serpents. Don any domains or subdomains exist in the game, or will I need to create my own Domain/subdomain to cover them in my homebrew?
Refraining from hitting a good member of your party in the middle of melee. An Anti-paladin must be like the Hulk when he slammed Thor in the middle of the climactic fight in the Avengers.
Deciding not to swipe the panties of the Sorceress and hide them in the do gooder Clerics backpack with a copy of June's Naughty Elf Ladies. An Anti-Paladin must sow the seeds of Chaos.
A team player who works well with others should never be on a Paladins resume.
In my opinion, an Anti-Paladin isn't doing his job if every other player doesnt want to cut his throat.

Pathfinder Roleplaying Game Reference Document wrote: Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.
Something useful could come from my memories of the days of Spelljammer. They had these furnaces that you fed magic items to and allowed the ships to fly.
You might do something like that. Create machines, like automatons, that have furnaces that magic items, and even magic users are fed to. The machine burns out the magic item and burns the magic ability from a mage. Creatures that have the magic burned out of them could become magic eaters, insane creatures that absorb the magic of the remaining wizards, sort of like vampires.
It could have other side effects, weather fluctuations, gravity fluctuations.
You might also consider magic dead areas where no magic works and other areas where magic goes awry, similar to wild magic.
It sounds like a fascinating world.

You have told the player what will happen, so bring on the mobs. As "The Human Diversion" said, Actions have consequences.
Yes, it is likely that the consequences brought on by the kitsune could derail the campaign a bit.
You might also consult with your other players. Let them know that a character of that type will lead to problems. Discuss what the party needs to be successful and approach it from the point of view of what the Kitsune will contribute. If a Kitsune can't pull its weight, it may be easier to argue agaisnt it. It may work better
Unless you want to ban it out right, consequences are the best route.
I have a player who decided he just had to run a half ork Ogerkin. He is dumb as dirt and everywhere he goes people scream and run away. They are currenlty sitting in a jail cell because the Ogerkin was accused of starting a fight with a berieved local whose family was killed by ogers. I haven't planned out the trial yet. Should be interesting.
The party, so far, has put up with the consequences, because at low level he can deal out the damage (STR 25). But if he couldn't do anything, there would be more complaints.

You are assuming that Space in PFS is like that in the real world. One ancient theory was that space was filled with a clear medium "Aether of Space" or "Ether of Space."
Ask.com says wrote: Aether theories in physics propose the existence of a medium, the aether (also spelled ether, from the Greek word (αἰθήρ), meaning "upper air" or "pure, fresh air"[1]), a space-filling substance or field, thought to be necessary as a transmission medium for the propagation of electromagnetic or gravitational forces. The assorted aether theories embody the various conceptions of this "medium" and "substance". This early modern aether has little in common with the aether of classical elements from which the name was borrowed. Since the development of special relativity, theories using a substantial aether are not used any more in modern physics, and are replaced by more abstract models.[2] If you fill all of space with a medium, whether it is "Ether" or "phlogiston" (which before the discovery of Oxygen was thought to be a chemical released from objects during combustion) then you wouldn't worry about pressure or the vacuums.
I see INT 7 as an indicator of how the character views the world, the type of solutions he will choose for a problem, and how he views the actions of others. "Dayam those artsy fartsy bards." could be a catch phrase. "A door is a door, and iffn it don't open, knock that sucker offen its hinges," is a simple and direct act. It would be the type of charater who uses eni meeni mini mow to decide which way to go. Perhaps he doesn't trust wizards. Perhaps he approaches all pretty girls and says, "Pull my finger," or gifts them with spiders and snakes.
Int 7 is easier to play than Int 17. It is pretty easy to fake stupid, but faking smarts is much more dificult unless the GM gives you lots of clues.

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In accordance with the SRD wrote: A creature with negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.
Some abilities and spells (such as raise dead) bestow permanent level drain on a creature. These are treated just like negative levels, but they do not allow a new save each day to remove them. Level drain can be removed through spells like restoration. These permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equals its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.
Unless the negative level is cause by someting like "raise dead" the negative levels aren't permanent. The character gets a new save every day until it goes away, or a restoration spell is cast.
Eve permaet negative levels aren't permanent, but they must be restored via a restoration spell.

Tiefling (13 RP) - Pathfinder_OGC
www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
This would make them more resiliant in a hot climate, but not fire proof.
When assigning non-lethal damage to your characters, reduce the damage by 5 for the tiefling, though if you role less than five you should always give 1 point. Tieflings are not fire or heat proof, only resistant.
I would give him a bonus on the Fortitude save, say DC 17 or 18. He would take the minimum damage, 1 point. This way the Tieflings Fiendish resiliance is a real advantage, but it doesn't break the game. He will last longer than non-tiefling players. Once he loses all his tempoary hit points, he will start taking lethal damage, just less of it than the other players.
From the environmental rules. (http://www.d20pfsrd.com/gamemastering/environment/environmental-rules)
Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
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