With certain campaigns it’s still a big thing. A lot of high level undead with level drain are a major threat otherwise can be negated. When you know you’re in area with undead it’s usually a good spell as it’s cheaper than having to spend multiple Restorations plus diamond dust.
I’d suggest talking to your DM on why he wants a full arcane caster. While Bard isn’t a full caster, it covers most of the bases of a general Wizard to a lessor degree.
If you must go Wizard, necromancers specializing with minions could allow you to indirectly get on the front lines. And bloody skeletons make fun scouts since they can be used to set off traps and as long as the damage isn’t from positive energy or holy water they just get back up and ready to serve again in an hour. Just only use the corpses of the bad guys and explain to the Paladin that your pets are helping protect innocent lives as penance for their crimes in life and you’ll be keeping a tight leash on them.
If a full caster that isn’t arcane, Cleric and Druid are far less squishy and can tangle on the front lines.
Samsarans’ souls just move through the cycle of souls differently. They cycle on the material plane rather than going through the boneyard and other outer planes. They have a stronger connection to their past lives, but can’t really be considered the same life and thus not really immortal.
You’d be better off tracking down a soul anchor and then dying by any means other than suicide. This would result in the outsider you become after death and judgement retaining all memories of life (including class levels) which would then be immortal. And this method works for any race.
Phoenix Bloodline still ages and True Resurrection does NOT bring back creatures that die of old age.
This was only a miniboss, the real one has another nasty trick up his sleeves. I just ran the fight this weekend, gave the players a good sweat even with Cerberi. Nearly killed a spellcaster (second time this dungeon) and got one of the front liners knocking on deaths door for the first time in three books and got another not far behind. They managed to force him to retreat and dispatched his goodbye present with little trouble.
The advantage of Cerberi is the large number of attacks at full bonus. (4 with Fervor not counting rend attacks.) While Cerberi don’t have True Sight, scent is a decent alternative in tight quarters like where this fight took place.
One of the players had several levels back trounced a Erinyes in a 1v1 fight so I didn’t think much of them. But summoning Erinyes may be what he does next time, the area he was in was tight quarters limiting the advantages of flight. He’s going to return to ambush them as they rush to the next location so the Erinyes will be able to take advantage.
Great spell! this works great both flavorwise and mechanically. Party will be surprised when an obvious brute later on cast a spell.
This is still meant to be fun, stun locks aren't fun. Besides, a successful save negates the daze and the party has fantastic will saves.
As for Herald Caller, it does not stack with Evangelist which is needed to allow the Cerberi to even possibly hit the front liners as otherwise, it's fishing for 20s and being meat shields. +4 hit and +1d6+4 damage per hit adds up fast with multiple allies that get 3 attacks per round. And that's not counting damage from successful rends.
I agree the official WHW is a poorly designed archetype that shoves a grappler build onto a 1/2 BAB chassis that was possibly never intended for a serious PC.
As for the homebrews you provided:
There's an extra space in that first link is causing it to be broken. But once I was able to examine it, I was pleased with what I saw. It does a decent job of mixing the base witch with a bit a monk and its own natural flavor. She's not a great frontliner and her damage will quickly be outpaced by true DPS, but able to toss out an occasional spell of hex to help. It sacrifices a lot of its power as a spellcaster to gain the ability to become decent at grappling. Going to have to be very careful about spell selection with Magus advancement in spells. But if your GM rules hair can be used to deliver touch spells, that can be made up for. Considerably more powerful than the official WHW, but I think it's still a bit underpowered compared to the base class but that's actually the goal with designing most archetypes.
For WHW2, it's a mess. With spells, it gets the worse aspects of both Magus and Sorcerer as you combine few known spells with even fewer spells per day. The awkward cramming of abilities stolen from other classes as options are mediocre attempts to cover for the very limited abilities of this version. This version peaks at 5th level before becoming and natural attack rules make Combat Reflexes a required feat.
In the past, I've countered this build with ranged attackers be they archers or casters both make fantastic means of getting past this build. Place a couple of defense focused guys in a shield wall and a 10ft wide hallway becomes a strong chokepoint to keep him back while the ranged fighters plink at him from a relatively safe distance. This does require enemies to have a few feats to reduce penalties of it.
Also, as the party gets stronger, higher CR nonhumanoid monsters tend to be bigger so many of them have reach equal to or greater than his.
I'm currently running an AP and as written the players have been trouncing most as written encounters without a sweat and it has been agreed to allow me to beef up and add a few homebrewed nasties. After coming across an idea in a summon focused cleric build, I've tweaked and fleshed a bit to make it even nastier but want to make sure it looks appropriate for a the party and if I should make any additional adjustments
The party consists of 5 level 14 PCs and one level 12 cohort at the time of the encounter. (Not sure I want to give details on party make up since I don't want to make something that is gear to fighting them to specifically. But I will say they are specialized in fighting undead with a strong secondary focus on Evil creatures.) Character is built off a high fantasy array and has the wealth of an equivalent level PC.
Main things I'm looking at are spells and additional equipment to help bolster his allies. But I'm interested in any other suggetions that people have on other parts of the build.
The Kennel Master
Traits: Diabolic Dabbler (+1 hit point/hit die of devils), Flames of Hell (Channel DC +1)
1st: Sacred Summons
He then uses a scroll of Silent Image of an ally they'd met earlier to lure them into the room and begins inspiring courage on his first turn.
After his dogs have all lost their invisibility, he cast Lunar Veil to try to regain the visual advantage for himself and his dogs.
Additional spells: Blessing of Fervor, Burning Disarm, Jolting Portent, Mass Suggestion (to hurry ahead and go rescue their friend), Confusion, Chain of Perdition, Cold Ice Strike.
As necessary, he will summon more ferocious Cerberi with standard actions and quick channeling to harm enemies while healing himself and his dogs.
Once he drops below 40 hit points, he uses a swift action to activate the Master's Escape, although he may attempt a final summon and channel first.
I’m partial to the Mirror Witch archetype since it trades only the familiar, so no losing any hexes or such, for one that act like an intelligent magic item so most AoE spells won’t affect it if you’re carrying it. I also find the abilities it grants are generally more useful than the animal familiars with the exception of the bonus granted by some animals.
And on the small risk of it getting stolen, carry a scroll of Irriseni Mirror Sight to help track the thief down.
Alternately, if you need to have an animal and the worst happens, if you have an ally that can cast Raise Animal Companion, or carry a scroll to UMD. The spell alone cost just 1000gp of diamond dust.
A bombchucker adds 10' range to any splash weapon, which includes bombs. Not bad for a cheap mundane item. Also once you hit about level five, most creatures' touch AC's are bad enough that the range increment penalties aren't much to worry about.
As an alchemist, you can also buff up your AC to being one of the best on the field, especially with a dex mutagen boosting offense and defense.
Yet it’s stated females are usually stronger than the males. Not only are you trying to give different stat bonuses to different sexes when the only race that has that is sexually dimorphic to the point that they look like different species, but you’re doing it backwards from the lore.
There is a reason there is the options for races in the race build can have bonuses to two physical stats, some races are physically specialized. It makes since for gnolls to have bonuses to both Str and Con for both sexes. They are all warriors and undergo brutal harsh living conditions feasting on scraps regardless of sex, all need a good Con. And birth isn’t the only brutal rituals they have.
Also most Barbarians have a Str focus in addition to Con and gnoll leaders (again mostly females) are usually Rangers.
It’s explicit in the wording of Antimagic Field that they do work.
“Antimagic Field” wrote:
Instantaneous conjugations can be fired into an AMF, they just can’t originate inside one. The reason why is that magic just calls the object into being, once created they are self supporting.
If I use Fabricate to make a snowman, the final creation isn’t magic and is unaffected by an AMF. Similarly if I use the Snowball spell to make a super cold chunk of ice and throw it at a creature, the creation and initial throw are magic, but it’s still real ice with inertia once it hits the edge of the field.
The 2nd and 3rd parts of the Fiend trilogy: 2-10 Fury of the Fiend, 5-11 Fate of the Fiend. (0-22 Fingerprints of the Fiend have no Hellknight but gives more context to the site.)
Hellknight play a big part in is 7-25 Orders from the Gate. the Hellknight are allies and can allow free retraining to the Hellknight Prestige class.
There are a couple others, but they usually are very minor.
Once again, you’re making on adverage female gnolls less physically capable than males. That is explicitly not the case. Unlike humans and many other species, gnoll females on adverage are physically stronger. You need to get the human bias out of your head. If you want to put a penalty someplace other than Int, put it in Cha then. Scaring from the ritualistic birthing process could have impacted their good looks and damaged their view of themselves.
Since gnolls are such a brutal culture, it also makes sense for them to be build using either specualized or flexible stats to allow for two physical stat bonuses.
Ability to simultaneously appear on two sides at once would give flanking.
The most basic thing would be to give them a permanent or Blink effect. Works very well early on as it would take a 4th dimensional being a bit of getting used to operating on 3 so the 20% miss chance on them but 50% on players makes since. Refining tech could allow for improvement to a Displacement like effect. (Except true seeing doesn’t negate it.) Could combine it with the above so that the trail they leave a copy in each square it moves through that functions like Mirror Image in that the chance of hitting is 1/number of squares the creature moved that turn.
Consider using folded space as this dimension as well. Stepping through this extra dimension to move about the battlefield from point A to B in a manner similar to teleporting but not requiring any more difficulty than a regular move action. This would allow them to bypass difficult terrain or obstacles, avoid AoOs, and get into tactically advantageous positions. This could even be used to allow a creature to reach through this dimension to use melee attack on distant enemies while keeping its distance. If I recall there is a way an Arcanist can do something like that.
Maybe with Shot on the Run or Ride by Attack they can make a detour and attack a player at point C while they’re at it. Another possibility is allowing a stealth opposed by player perception,or maybe even Knowledge (Planes or Engineering) to catch them flat footed. Or just allow for free action feinting when this is ability is used.
If you go with a time dimension aspect, (which is a different beast from non-euclidian geometry) maybe allow a creature to rewind time so many times a day to reroll a missed attack against the player or undo a negative effect that happened to themselves if the player that performed the action fails a Will save. Akin to an improved and retroactive version of the Witch’s Fortune hex. This could even be done to allow a creature “resurrect” itself by having it just rewind time on itself so that the killing blow just never happened. Unless it’s supposed to be a recurring rival that grows with the PCs, I’d limit this resurrection to a certain number of times. Otherwise to force the rival to stay dead, an artifact, bit of their tech, or something similar may be needed.
It could cause sickening or confusion effects by subjecting PCs to them. But that’s more of a harkening to Lovecraft’s inability to understand math than actual non-euclidian traits.
I recommend splitting up some of these abilities so that different mooks have different powers. Different types of troops with different jobs.
Even better, I know there’s a PFS scenario where there are orcs with Explosive Runes tattooed on themselves as suicide bombs that players can try to safely read them from a distance to make them go off prematurely with a moderately high perception to make them out through gaps in their armor.
It’s PFS, so the rules are played fast and loose but...
That said, Explosive Runes on a dominated creature’s undershirt is a valid way to recreate this with a smaller premature explosion risk.
Perhaps then female Gnolls could get a boost like the difference between Drow and Drow nobles, of they are to be specifically more powerful.
I’d say best to just not make sexually dimorphic stats without major differences like the lashunta have. Key word here is “tend.” Stat wise, Paizo has not seperated gnolls by gender so I’d say best not to either. There’s a large can of worms the spills into real life here I’m not going to touch with the standard starting gear 10ft pole.
Not to mention there already is a Drow Noble equivalent out there in the form of flinds which are gnolls created by selected breeding. Going by race builder rules, it requires 52rp to make a flind so even more mosterous than the Drow noble’s already impressive 43rp.
It’s only that high using the silly built on 10s and 11s philosophy. Frankly the fact that a Paizo’s race builder gnoll creation does NOT follow this philosophy means it’s not a hard and fast rule.
Smash from the air already deal with targeted spells (as they usually require an atk roll). AoE spells are more difficult, but I believe there is a shield that gives yiu evasion vs them. At the very least, a Spellbane shield gives res bonus 3 vs spells and reduces their hp dmg by 10 (its not DR or Resistance).
You overestimate the number of rays and other attack roll spells. Plenty of the nastiest like Dominate Person can’t be deflected by Smash from the Air.
And Evasion only works for reflex, which tend to be the least dangerous effects on successful save.
Just so you know, gnolls, just like hyenas, have larger stronger females than males. It makes no sense for males to get a STR bonus and be physically focused and females have a physical penalty.
Gnoll packs are matriarchal because female gnolls tend to be larger, more aggressive, and more cunning than males.
Alchemist is probably the best thing for strict AC. They have just about every defensive spell you can want plus light armor proficiently. An Internal Alchemist also gains Uncanny Dodge and gains resistance and eventual immunity to disease as well as poison at the lose of damage with bombs and other splash weapons. Combined with Mummification discovery and you have a list of several full on immunities to some of the nastier effects.
However, alchemist have poor will saves and Dex mutagen exacerbates this problem as it penalizes Wisdom. Traits and/or resist cloaks are needed to shore up this weakness.
U Can Dream wrote:
Scrolls are standard action, but between that and cut from the air, you’re well protected from most things a caster can throw at you in an antimagic field.
I missed seeing the googles. Good choice, but at 16th a caster can still fry you from over the googles vision limit of 120ft since anything that’s not a touch or close spell can plink at you. Also a simple Fog Cloud will block your googles as fog is specifically stated to block the view and conjugation effects are not one of the effects that are seen through by Truesight. Combined with Fogcutting Lenses and it’s another way to have effective concealment from the googles.
Also for amount is your Spell Resistant buckler resistance? A full caster at 16th will blow through all but the highest automatically and only stopped on a natural 1 or 2 if they don’t have something to help pierce. As is, it’s mostly there to stop off the shelf items others are carrying.
Concentration checks at 16th level are a joke so don’t rely on casters provoking by casting. And most casters are probably going to have good initiative at this level so you may not be going first. Something as simple as Greater Invisibility and Quickened Fly shuts down your attacks. Your ring will run out of uses long before the Greater Invisibility does with a spell a round.
The rogue perplexes me with the rule set up. He’s probably going with something that blocks vision so he can sneak each round. Maybe Deeper Darkness centered on himself or a few Greater Invisibility scrolls.
Either of these justifies snagging a couple Antimagic Field scrolls. As a fighter, antimagic is almost always your friend.
If reasonable, I keep monsters initiatives seperate as it allows players more ability to react. I’d done enemies in groups before and a mass of ghouls were able to get into flanking and would have tore two of them apart if I hadn’t fudged a few rolls in the players’ favor. By keeping it seperate players have a chance to swap out front liners, throw up a protective buff, or do emergency healing. It makes it where that it’s not an all or nothing for some enemies, if the players don’t know about a dangerous ability they don’t identify, it lets them get hit by it just once or twice then adjust their tactics to compensate rather than get clobbered.
For groups if >6 creatures I usually swap out the monsters with troops I build based on the original creature. I admit this is more work for me up front, but less headache during the fight and tends to make filler fights (which large groups of low CRs tend to be) more memorable.
Creatures: 5d100 ⇒ (77, 17, 15, 12, 96) = 217
Hell yawned forth and spewed forth it's cruel breath and inhabitants upon the unsuspecting world. The vile burning winds spread across the planet leaving its surface barren everywhere it touched. The original inhabitants plead the divine for rescue from the devils. Unable to stop the armies, the gods blessed individuals with fire to withstand the heat of the scorched lands and became the Ifrit, wind to escape to the skies above in flying cities and became the Sylphs, or gave them tough exoskeletons and tough claws to escape below the surface to the cooler and easier to defend underground which became the The-keen. Unfortunately many more were captured by the devils and experimented upon to create the Teifling as a race of slaves and soldiers.
The overwhelming aura of evil from the planet attracted a race from the deep reaches of the dark tapestry. Mercifully the race that noticed it was the Flumph that reacted by quickly masking the aura from the rest of the tapestries inhabitants and sending an army on a one way trip as the masking process would cause even themselves to lose the location of the planet and never be able to find their way back. This army descended upon the planet and with the aid of a slave rebellion in the capital surrounding the Hellmouth the portal was destroyed and preventing the devils from receiving reinforcements.
This served as a rallying point and the mixed armies of the modified races united under the Flumph's banner and began to take back their world. However, the devils conspire to reopen the portal and crush the new allience.
Perform(cooking) sounds like the focus would be more on the show of the actual cooking rather than extensive knowledge of spice palettes and main ingredients or managing the kitchen.
If it's more the flair of cooking like a hibachi than I could see Diplomacy or Intimidate as either trying to impress or scare with the knife and fire play. I lean to Intimidate between these two. And the dexterity a hibachi cook needs would make sense for Slight of Hand
I'm not familiar with The Modern Path so it may affect things in ways I'm not familiar with.
I like the way you incorporated flight into the races. However, you're going to need to have many instances of anti-magic to justify the power differences between the extraordinary and supernatural flight since outside antimagic fields supernatural is superior to extraordinary flight in every way.
The mutations I'm not a fan of especially since the human equivalent of secondary studies is a player choice. If the players were to get to pick what the mutation they get to start with that would be okay, but going in with a random boon that does nothing for them or worse the penalty from Heavy Build could make an already slow-moving (such as medium armor or a medium load) character even slower. I notice there seems to be an implication from the four-arm that it's possible to gain more than one possibly at a later point if this is the case then with the exception of the heavy build penalty unless additional mutations are optional.
Other than that the three races seem reasonably balanced with one another.
And I know it's fantasy, but the biology is a bit jarring. The number of chromosomes is the most easily determined piece of genetic information (so if there are more they must be hidden by magic) and 120bpm is relatively slow isn't even the bottom end of a cardio workout for all but the most elderly.
The advance player’s guide is a separate book which contains the cavalier and a few other classes. You may want to get it to better understand how they work. In the meantime you can look here for the Cavalier class details: http://www.archivesofnethys.com/ClassDisplay.aspx?ItemName=Cavalier
All classes require the same amount of experience to level up but there are some differences based on the class.
At each level you gain more hit points according to your class hit die. So a for a Druid you would roll a d8 and add to that your Constitution modifier. (If you have a 12 Con, it would be a +1 giving you a d8+1 each time you level up in Druid. As a cavalier, our fiancé would gain a d10 plus her Con modifier. (Many GM allow you to take average rounding up instead so 5+Con and 6+Con per level respectively.)
You also gain skill points to assign each level according to your class. 4+Intelligence modifier each level for both Druid and Cavalier.
You also get the unique class abilities for your class. Animal companions also level up at the same time as their owners.
With feats, you gain a new one each odd level (3rd,5th,7th,etc.) Some classes like Cavalier gain more as class abilities.
At every 4th level (4,8,12,etc.) you gain a additional stat point to assign to a stat of your choice. So if your strength is 12 you can increase it to 13. This wouldn’t have much of an immediate effect aside from increasing your carrying capacity. However, if you later increase it from 13 to 14. This would increase your strength modifier from a +1 to a +2 which would increase your melee attack bonus and the damage you deal with melee attacks by the same amount (increase of 1.) If you have this increase apply to your Constituion and increase your modifier it increases your hit points by another point from that point on, but it also affects all of you previous levels as well. (So if your Con imodifier increases by 1 at 8th level you gain 7 maximum hit points plus the normal amount that you would gain at level 8.)
Situational search modifiers such as a hidden door that the DC is too high for the players to find normally but later on they find a clue that hints at the door’s location and grants enough of a bonus to find it.
Also find ways to make them Unable to take 20. Start having things ambush them while searching and taking advantage of their distraction to prep and surprise them. Digging through clutter to find anything useful usually takes a couple of minutes so it takes about 40 minutes to take 20 on it. That’s plenty of time for the other monsters to either get curious where their allies went and wander in. Also many of their buffs will wear out in only a few rooms if they keep taking so long. Four piles of refuse to sift through and that’s three hours of Mage Armor gone when taking 20.
Nobody is saying Dominate Person is trumped by FoM except in flawed reductio ad absurdem examples. The line is ability to move normally, not your choice in how you move. You still move normally but not necessarily the actions you would normally choose. Most enchantment don’t impede movement, Hold Person is one of the few that do. And again, there is nothing in Hold Person that says the target chooses not to act.
Sleep is a bit closer, but FoM doesn’t protect because unlike Hold Person, the mechanics are explained as target is asleep not paralyzed. FoM doesn’t protect against sleep just like it doesn’t protect against staggering or stunning. By your agurment of how enchantments work, elementals are susceptible Sleep and its kin because they are “choosing” to fall asleep even though they are otherwise stated to be immune to sleep effects.
As for when spells like Create Pit and such aren’t protected against because the spell itself isn’t affecting the target but instead it’s the secondary affects like most conjurations that spell resistance doesn’t work on. (FoM still works against Web because it’s a grapple.)
As some of you are saying where does it stop if it trumps Hold Person, I would like to just also drop on the considerations of if FoM gets rid of armor speed penalties, and of difficult terrain issues, both of which are physical and yet, I have been told are not prevented by FoM.
Armor penalties and difficult terrain do still affect a person under FoM. Interestingly nonmagical effects aside from grappling and attacking underwater penalties are not protected against by FoM. So being tied up by a rope holds you but a rope golem fails automatically with its grabs.
Pax Miles wrote:
As Diego Rossi and I have stated ad nauseum, nowhere does it state FoM is limited to physical sources that prevent movement. It works on any magical effect that impedes movement. Quit hallucinating rules that don’t exist.
You are right that blanket immunities do create some strange instances as I said above with paralysis immunity that dragons and mummified alchemist have preventing Chains of Light from paralyzing them. However, I do not believe this is the case with Hold Person and FoM. I have yet to see any evidence to imply compulsions were suppose to trump FoM. Frankly, mummy dispair aura is closer to an instance of this since the victim is overwhelmed with dispair to cause the paralysis. FoM works against the emotional overload because of blanket immunity. On the other hand, Hold Person is never mechanically explained in what it mentally does to the target. I gave an example above of a mechanism Hold Person may use that would clearly be something that FoM could work against.
The problem with Pathfinder is gods a purposefully unstated to make them a challenge players are never supposed to be able to defeat. (Which I agree with, but I’m not going to rain on anyone’s home brew campaign idea.) However, Lamashtu herself shows that powerful enough beings can threaten and even kill them. Pazuzu is a CR 32 and has gone toe to her and at least survived.
The most powerful stated Demon Lord is Orcus at 35. Theoretically Lamashtu is even higher. However, it may be possible to force her down to something the players can fight. Desna would jump at the chance to assist the reincarnation of her old mentor in getting revenge and stealing back his animal domain. Additionally Pazuzu could be either tricked or convinced into assisting the PCs although he would turn on them the moment he thought he could steal her animal domain powers or that the power he could steal from the PCs would allow him to do so.
Up until the actual point of the showdown with a Lamashtu herself, it could be stealing artifacts connected to Lamashtu and purifying and absorbing the energy to regain fragments of his former power. Artifacts may be guarded by guardians with mythic ranks as well.
Also is anyone the reincarnation of Ithys? If so there may be assistance in a very unusual place, Asmodeus. He still has the spear that killed Ithys and according to some interpretations murdering Ithys may have been the only evil act he ever regretted. He may be able to be convinced to assist a reincarnated Ithys, especially with something like slaying the most powerful demon in existence. (He already loathes demons, so it would be in his nature to be willing to want Lamashtu dead. Especially if he were to get to lecture Ithys about how free will is why these demons exist.)
Player Killer wrote:
Frankly Paizo rushed of the Shifter class. The entire thing needs to go back and be redesigned.
While it is a cool concept, the Rageshifter is a poorly designed archetype that is nearly unplayable.
1) They gain the bonuses of a barbarian’s rage and increased sized damage dice but no size based bonus to STR or Con. Unlike enlarge person, it does not grant a bonus to strength but still inflicts the penalties to attacks and AC. The only benefit to as written is that they don’t gain the typical Dex penalty.
2) As written there is no scaling. If it was meant to scale the writers, editors, and FAQ people afterwards have all overlooked it. Losing defensive instinct alone made this a serious loss.
I agree that this archetype gets in exchange for what it gives up is far from fair. Also note that the enlargement prevents you from wearing normal armor and takes a full round while provoking to activate but only last for rounds per level. This means that it’s too short to use it before a fight starts thus you waste your first round to enlarge. And once you do finally gain enough rounds of frenzy to last longer than a fight he has to make a will save or possibly attack allies while wasting precious rounds of frenzy.
And don’t forget, the slams bypass the far less common problem of hardness of objects and never count as even magic without an Amulet of Mighty Fist.
Like the Brute before it, this pseudo-Hulk is worthless.
I am thinking of having a paladin to come to the village and bonk him on the head, but paladins have reputation of "smite makes right".
If he’s making the claim he’s not evil just chaotic go with a couple of Hellknights instead. This seems like something a pair from the order of the Chain for “mistreatment of slaves,” may look into and give him a wake up call. Thematically and mechanically both would make better foils since they are a pure law version of the paladin.
This is at minimum it’s CN. Calista won’t have a problem with this but secretly addicting the masses to a drug “for the greater good,” is not the actions of a good character. A good character would use diplomacy or even stealing from the rich to help fund the repairs. But addicting everyone to force them to repair the building is not.
Even looking at not long term harm no foul is incorrect in this instance. Even if the peasants are recovering the point of Wis damage (and we ignore that this is the equivalent of whipping someone mentally) you guys are overlooking the addition rules. While addicted they have a -2 penalty to Con if they don’t get their daily fix. And the DC to avoid addiction and recover increases by 2 each time they are drugged. After a few days most of his victims are hopelessly addicted to his magic as the save to shake off the addiction is only a 2.5% chance. (2 natural 20s in a row) until they go cold turkey for almost as long as they had been receiving the healing or someone intervenes with remove disease.
And that isn’t even touching the fact that people are hurting themselves at this point because of it and he still seems to be doing it. There is a reason the item is favored by LE clerics.
Except as I stated earlier there is nothing in FoM that says its limited to physical effects. It noticeably states magical effects not physical magic effects. Limiting it to physical restraints only has no basis of justification in the wording and thus is not a justified argument as a universal interpretation.
And what says that the held person is choosing not to move? It can just as easily be that the spell makes the person think they can’t move in which case that’s clearly magic impeding movement and thus FoM would suppress the effect.
My opinion, Freedom of Movement should override Hold Person. Even if it is a mental effect, so are some other forms of paralysis. Freedom of Movement doesn't say anything about it being limited to physical effects only.
The problem is that there are multiple wildly different ways for a character to attain the same negative condition.
Mummy dispair aura, poisons like Tears of Death, ghast's paralyzing touch, and the spell Chains of Light all cause paralysis but in completely different ways. Some are clearly purely mental like the mummy's aura while Chains of Light is physical as dodging the chains with a reflex negates the entire effect. Yet Ichor the 10th level Alchemist with Mummification is immune to all of the paralysis effect of each of these since he is immune to paralysis. While this makes some sense for him to be immune to the supernatural and poison effects, it doesn't make sense that he's able to ignore the effects of holy chains holding him in place yet he does ignore it since it is explicitly stated to be paralysis. (However, other effects from these things can still affect him if he's not immune to them.)
This means that it doesn't matter if the effect is mental or physical it only matters as far as bonuses or immunity to mind-affecting effects. Unless stated otherwise immunity is to the effect, not the source. So Hold Person should easily be overridden by Freedom of Movement.
However, this raises another question. Does paralysis immunity protect from Hold Person?
I've always thought of since nothing says that Stench has to be activated or what action it is to maintain it that meant that it's a continuous effect.
One thing to look at is the Augnagar Qlippoth. Its bites are stated to give the victim the Stench universal monster ability and the only stated deviation is that even though the victim is the source of the Stench, they are sickened by it. (Unless the victim is immune to poison.)
From the way that's phrased, it seems to reinforce my thought that the universal monster rule Stench is a continuous effect and the source cannot deactivate it, without an item or spell, even if it wants to.
Edit: Just found something else to consider. Child of Yog-Sothoth does not have a Stench aura but a Stench special attack that specifically requires a swift action to activate lasting one round unless the Child of Yog-Sothoth uses another swift action to maintain it. This is limited to only doing this so many rounds a day
So I believe it's Stench aura is constant and cannot be turned off without an item or spell. Stench attack requires an action to activate.
Going by one of the events in Carrion Crown, Sculpt Corpse may be able to be used to make a corpse look like a specific living person and then can be raised and it will still look like the person it was sculpted to look like. However, the zombies used were juju zombies and the person they were imitating had been subjugated to a long ritual that had nearly drained their entire life force so they were acting a lot like a zombie as well.
Alignment: 1d9 ⇒ 2 Lawful Neutral
Domain 1: 1d30 ⇒ 12 Healing
Well... this is going to be fun to mix together.
In extremely rare cases, mortals can discover a spark of divinity nurture it to ascend to godhood. However, unlike any previously mortal deities, The Myriad is not a single entity but the innumerable fragments of lawful mortal souls that coalesced around a divine spark deep inside Axis since the days when the first mortal souls arrived from the Boneyard that after eons reached a critical mass. The resulting diety is closer to a divine ant swarm than a single god. The Myriad seeks to bring order and advancements in technology and medicine to all regardless of the recipient's morality. He's known for guiding doctors research to incredible cures.
However, he has a dark side. Research into new poisons or development of new diseases is also in his views. War machines peak the interest of their hivemind with the same delight as new feats of architecture. The Myriad does not care what path that civilization advances in, only that it advances. The Myriad and their followers believe that just as a swarm of ants must feed on prey for the colony to grow, so must civilization feed on the world's resources and that the individual should be sacrificed to advance the rest of the hive.
The Myriad has few dedicated worshipers as most look for nondivine solutions to their problems. Researchers may look to The Myriad seeking inspiration in how to advance their research.
Hearing that damage for a character that has for one that has used up both feats and a combat trick to burrow, I smell something is rotten in the country of Taldor.
To have a burrow speed he needs three feats. The only means of this is to have used both his normal feats and to have taken Sharpclaw as his combat trick. (Remember, he can only take combat trick once!)
Probably not a knife master. Without two-weapon fighting, to dual wield he'd be suffering from a -4/-8 each round. There is no way that he's hitting enough to average 35 with that.
A tail blade is possible, but that's at a -5 as a secondary and unchained rouges, even ratfolk rouges, are not proficient with them so that's an additional -4. So this should be rarely hitting.
Adopted trait to get an Half-Orc's bite is not possible. Adopted lets you get a racial trait like Half-Orc's Brute trait, not a racial ability like the Half-Orc's bite.
Also, how did you let them roll up their stat scores? Most methods can't result in more than an 18 at 1st level before racial modifiers.
For the burrowing, he should have a burrow speed of 10ft and only in "sand, dirt, clay, gravel, or similar materials, but not solid stone" and he cannot see anything outside the tunnel. He can try a perception to hear, however, that's going to be at a penalty.