Eagle Knight

LordWolcott's page

Organized Play Member. 8 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


RSS


Agreed about the blanket protection from possession and mind control.

I do like your other suggested perks too. Thanks man. :-)


I think the 2nd and 3rd benefits of protection from evil are by far the best aspects of the spell. I believe they're often overlooked or ignored though. But it is only a 1st level spell after all, although a permanent protection from evil is much better.

I take your point that only large enough good deeds should count. In fact I really mean moral dilemmas. Saving a villager for no personal gain as opposed to opening a door for a woman.

Like you say, it could end up being a min/maxers dream and end up being more trouble than its worth. As a DM, i have enough to do after all.

I think it is worth a trial to see if I can get my lazy ass PCs to be heroes! :-)


Lemmy, that sounds pretty good for either a high or the top level perk. Thanks!

I've been thinking of a further refining of the system. It's quite silly for say a neutral rogue to commit one good deed and suddenly become neutral good. Therefore I was thinking of scaling the axis from +1 to +10 with the alignment only changing when you reach +5. Also, to borrow from SanKeshun, each tier along the axis would take longer to achieve. i.e. two good deeds to achieve +2, three for +3 etc. So to achieve +5, you'd have to have carried out 15 good deeds.


Thanks a lot for all your suggestions!

I really like the idea of good and evil outsiders trying to recruit the players to their team. I'm thinking of throwing these larger moral dilemmas into the mix along with the more common; save the innocent farmer / spare the life of a criminal dilemmas.

I also like the idea of reputation and the suggestions for minor but not insignificant perks for advancing along the good/evil axis.

Much appreciated, guys!


That's a nice Idea VTM has. It makes sense if the PCs are vampires clinging to their humanity but I'm not so sure it would translate too well into a D&D / Pathfinder type setting. My PCs are just humans, elves etc.

I am looking for tangible perks that may or may not increase as the character becomes "more" good though. I'm not quite so keen on the perk being a "1/day cast a holy spell" type thing though.

Any suggestions would be appreciated.


Thanks for the suggestions and the link. Both are very interesting. I like the idea of increasing the difficulty as the character advances through the good/evil axis.

My group aren't 'heavy' on the role-playing side of things but also not solely fixed killing and grabbing loot either. Somewhere in the middle. This means the perks need to more tangible.

How does this sound?

Good +1: Choice of +4 to stabilizing checks or +2 Heal skill check
Good +2: Smite evil as level Paladin of half level 1/day or +1 smite if already a Paladin.
Good +3: May use Holy Smite 1/day
Good +4: May use Angelic Aspect 1/day
Good +5: Gains a Guardian Angel of sorts. 1/day may summon a specific good outsider to assist in a task or battle.

These perks would be cumulative. Also, I was thinking that from good +3 onwards, the character would have a good aura detectable by certain creatures or spells.

Obviously a first draft and quite rough. I probably need to split the perks into a different lists depending on the character. i.e. melee combat, spell caster or something else if the character is more of a helping the weak and innocent type and less of a crusader! It's hard to imagine the aged and frail village healer suddenly sprouting wings and smiting the local thugs!


I'm thinking of introducing an alignment perk system for my home group. My reasoning is that I believe most of my party chooses neutral alignments due to not wanting to make moral choices. I'd like to shake this up a little but make it worth their while to actually choose a good/lawful alignment.

At first I'm only thinking of applying it to the good/evil axis and take it from there.

My first thoughts are to start the (willing) characters with +1 point on the good axis and throw the odd moral dilemma their way. If they choose a good action, I will apply +1 to the score. Maybe capping at +10.

Now, I'm looking for any constructive feedback on the above and maybe some suggestions on how to reward players for advancing along the good axis.

Any thoughts?


Hi,

Whilst I've never actually played the beginner box, I'm guessing the same general rules as the Pathfinder RPG apply. I'd say that once combat has ended you don't need to be strict with actions and turns. So I wouldn't concern yourself too much.