Copper Dragon

Edward the Kobold's page

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I am not clear from your original post. Is this a "kill them once" contest, sort of like a Mythic caster version of counting coup?

Or is it a "kill them forever"?

Either way, you have clerics and that means if you're smart, you win.

Here's the few potentially-unique pieces of advice that I have:

1.) Abuse sending. If possible, create an unlimited-use magic item of it (base cost 25,200 gp for a worn item or twice that for one that takes no item space) and have your lesser minions work in shifts to send them a pointless message of 25 words or less every ten minutes, 95% successfully unless they're on the same plane (then 100%). Alternating between them means hitting each of them every twenty minutes. Sleep? There is no sleep. There is only The Word. Perhaps send your graveknight's name. Perhaps say "fish". It matters naught.

2.) When you're ready to go after them, use miracle to locate one of them for a quarter-ton of gold. Send in whatever you choose to murder them in the face for the first time. How many solars can your clerics gate in per day, anyways? Then rinse and repeat with the other mage, if they were separate.

Wish I had a 3.), but nothing's coming to mind. Just remember the rules don't apply to miracle, so have each cleric keep it and a sack of powdered diamond on tap to deal with their surprises if and when it comes to a face-to-face showdown.

Oh, I do have a 3.)!
3.) If your clerics can be of other deities—and really, polytheistic retinues have a long and proud history—make sure that at least one has the Trickery domain: That one will be able to cast a time stop of his own. Also consider having one of them be a samsaran, so that the druid and shaman lists can be picked over for irresistible 8th- and 9th-level spells. Look into maybe having one be a wordcaster, too, or have the Experimental Spellcaster feat a couple of times.

And:
4.) Have one or two tough, greater teleport-capable angels or archons on hand to scoop up your sword and boogie if you should happen to fall. (Hopefully it weighs less than 50 pounds?)

Good luck with the PvP!


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Madokar Valortouched wrote:
Apparently, the GM viewed spilling the blood of an ally as an evil act and betrayal of the paladin code. I was just wondering if it's that extreme.

I'm sure that I'm not the first to tell you that the answer to that varies from GM to GM.

More importantly, this is one of those crucial areas where the players and the GM should be on the same page from the start. When someone in one of my games picks up a paladin, monk, cleric, druid or any other class that can fall, I make darned sure to have that conversation with them—either immediately, or ASAP after they make a questionable move. If they make a blatantly evil move and I've skipped this step, I would lean towards, "you sense that you must atone without delay for what you have done" rather than "you fall".

Anything else would be a "HA-HA! GOTCHA!" moment...which is straight out of the playbook of How To Not Have Fun With Your Friends(TM).

Conversations about what everyone expects also help with not being an outsider anymore. Since outsiders do get screwed over more frequently, even with good GMs, this is a worthwhile goal in itself.

I normally ask a player, "are you sure you want to do that?" (or something equivalent) when their *character* should know that what they intend is a bad idea. I wish there was a Common Sense trait or something in Pathfinder, so that a player who desired it (particularly one new to PF or to a group) could be *entitled* to similar warnings. Unfortunately, there's not.

The main thing, though, is one that I touched on before:
What is going to be fun for everyone? There are many ways to go with that; some of the advice I have is for your GM and some for you. If your GM is willing to back up a bit, then maybe when you go and receive the atonement spell (presumably the first step and possibly the only one to getting your powers back), your deity could appear in a vision to tell you that an overzealous celestial bureaucrat cut off your powers without telling the deity, and will be reprimanded. If your GM sticks to his guns, you could explore in-character whether you are following the correct deity or if perhaps your "bros before foes" god is not up to *your* standards! In that case, you might seek atonement from a cleric of a *new* patron more in line with your personal code of honor.

In any case, it would probably behoove you (if you continue to play with this group) to get your code of conduct down on paper along with a detailed idea of what precisely does and does not constitute "evil".

Good luck and have fun!