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![]() "An inquisitor who slips into corruption or changes to a prohibited alignment loses all spells and the judgment ability." At this point the next time they try to use a judgement or casts a spell inform them nothing happens. From there as others have said they have the option of Atonement, the Heretic archetype or finding a new deity who's okay with slaughtering the innocent. ![]()
![]() Heaps of ways. Infernal/Celestial Healing, class based auras, Misdirection, possession by something with an evil aura, holding an item with an evil aura, Imbue with Aura. It's so easy to fake an alignment aura even if there was a good god okay with murdering all evil creatures you meet they still would want you to take steps to make sure they've actually done something horrible to make sure. ![]()
![]() As a GM: NPCs will attempt to identify the spell being cast but probably fail and take attacks of opportunity to disrupt the Paladins concentration, then either run away from the scary person who casts spells at them without their permission or get violent.
As a player: I react IC to my party member committing murder in front of me. This may involve revoking their weapon privileges, possibly their freedom privileges. If for some reason the Paladin has been able to get away with this repeatedly while still maintaining a lawful good alignment and powers my character will either lose faith in the gods or assume something has gone terribly wrong in the upper planes. ![]()
![]() Assuming they didn't break the magic circle it should still be active and have 2 abjuration auras; one faint aura for the magic circle, one moderate aura for the dimensional anchor effect (there has to be one as accuser devils can teleport). If they did break the circle the auras linger for 1d6 rounds for the faint aura and 1d6 minutes for the dimensional anchor. ![]()
![]() The fighter is obviously Evil if that's normal behaviour for them. The warpriest is fine, they couldn't have stopped the fighter and the code of Iomedae talks more about protecting your allies than punishing evil. The Paladin code does, however, require them to punish those who harm the innocent. What might be a good way of handling this is having law enforcement, good adventurers, or maybe just a friend or family member of the hobgoblin try to hunt down his murderer through a spell like Blood Biography or Red Hand of the Killer. Have consequences to this beyond getting stuff without having to pay for it or the dwarf's just going to keep murderhoboing. ![]()
![]() Looking through the other Witch archetypes, all the ones that actually replace hexes uses the word replace. Archetypes that use the word alter tend be ones that add more options, like granting access to Shaman hexes. Given this, my conclusion is that the bonus hex granted by Season Witch is in fact a bonus in addition to the normal 1st level hex. ![]()
![]() Level 1:
Level 2:
Level 3:
Level 4:
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![]() If you believe my regular playgroup I play exclusively bards. My dozen or so bard characters are, of course, bards. But also my druid is just a bard that likes nature a lot, my witch is a creepy debuff bard, my oracle was Princess Mononoke as a genderqueer bard, my swashbuckler was just a bard who really liked stabbing things with his sword (wink wink nudge nudge say no more). Even when I play other RPGs like World of Darkness; my werewolf, my vampires, my hunter; all bards. ![]()
![]() An Ampoule of False Blood can do it, all you need is 20,000 gold and a blood donor with the Imperious bloodline. ![]()
![]() Chuck Mount wrote: Actually, Con Flame might not be that common. You need rubies and the world would quickly run out of rubies if even a city used that much light. That's a bit too expensive. If Con. Light was still around, though.... Summon Monster fixes this problem, Lantern Archons have Continual Flame as an at will SLA. ![]()
![]() graystone wrote:
Failure never makes a Paladin fall, alignment shifts and committing evil acts make a Paladin fall. Picking a side in a battle where no one's the good guys is neither of these things. ![]()
![]() I feel like there's a difference between "tricking" the party and putting innocent people in front of a party that thinks NPCs only exist as bags of loot and XP or servants and having them stand up for themselves. Also, paladins should never fall from a catch 22 unless they deliberately take a third even worse option. ![]()
![]() Very small armies, defence spending is best put towards training, paying and equipping high level spellcasters and their bodyguards as a military force rather than large numbers of low level troops easily wiped out by AOE damage spells. The exceptions would be areas that have spent decades at war. High populations due to magic bolstering food production and magical healing keeping people alive longer and curing disease. Every nation will be ruled by a magocracy. The actual sitting leaders may not be spellcasters but they will require the support of spellcasters to lead and will bow to the whims of the spellcasting elite. The position of spellcasters in society would be very privileged but there would also be systems in place to ensure that they progress in their magical aptitude as quickly as possible (The Bartimaeus Sequence does this pretty well). Non-spellcasters, treated like second class citizens, will try to rebel. Most of these rebellions would be run by idiots and easily squashed, but the smart ones will first try to level the playing ground with magical items and rapid advances in technology. ![]()
![]() It might help to think of the gods as a bunch of level 20 mythic 10 wizards. There are 3 main purposes of the godwizards: 1. Explaining things you don't actually understand - Storms are manifestations of Gozreh's will / I dunno, a wizard did it. 2. Maintaining social order - If you're bad you'll go to one of the lower planes / if you're bad a wizard will scry and fry you. 3. Justifying oligarchies and autocracies - I have all the money and power by divine mandate / I rule because the wizards picked me and they'll totally smite you with Lightning Bolts if you don't obey me. ![]()
![]() The gods exist, but they're undeserving of worship. The gods exist, but I am not beholden to them, they have no right to judge me or interfere with my life/soul. The gods exist, but they're not really gods, they're just very powerful souls who can mimic godlike abilities. The truth of creation is hidden to us and the things claiming to be gods are charlatans taking advantage of our faith. The gods don't exist, any proof that they do is just part of an aboleth conspiracy. ![]()
![]() If you ask me, Neutral Evil is one of the best alignments to have in a party. Neutral Evil characters place a high value on maintaining valuable alliances and will do their best to avoid compromising their relationship with any party members or the overall mission of the party. The only downside is that their strong self preservation instinct makes them more likely to betray an ally who becomes a hindrance than other alignments. Lawful Evil characters make good party members too, and their code of honour means you don't have to worry about them betraying you as much as a Neutral Evil character. At the same time they tend to be a lot less willing to compromise than a Neutral Evil character, which causes issues when you need a chaotic solution to a problem. Chaotic Evil, however, is the worst alignment to have in a party. It's the ultimate "doesn't play well with others" alignment. ![]()
![]() False Life and Mage Armour, never leave home without them. Try not to rely on your hexes too much, sometimes it's better to keep your distance. Alternatively, invest in ride, cast Mount and have an extra move action to move back after using an offensive hex. Witches do have access to the cloud spells, I would consider investing in Fogcutting Lenses in the future if you find you like using them to keep yourself alive. Bleed for your Master and at later levels Die for your Master allow you to shunt off incoming attacks to your familiar. Life Pact is also an option. ![]()
![]() Plus the only way to know someone's alignment with absolute certainty is if they resurrect you, and even then you only know what their alignment was during the casting of that spell. There are all sorts of reasons someone might detect as Evil without having an Evil alignment. Even if they are Evil, "because they're evil" isn't a good justification to murder someone, and is contrary to the respect for sentient life that Pathfinder mandates is part of a good alignment. ![]()
![]() Healing patron of course! You want to make sure your food is clean and free of disease right? Erastil definitely wouldn't be keen on cooking people but as a Witch you don't have a direct connection to your deity anyway so really it comes down to whether or not your character believes his priests and how fervent they are a follower of him. As far as Hexes go I'm a fan of the utility Hexes like Healing and Flight. If you don't mind spending feats on Extra Hex you can get Misfortune at level 1 and Cackle at level 2 to give you a good combat Hex that isn't Slumber. ![]()
![]() Less than 50% actually, even after getting past the concealment you still have to succeed at a touch attack. OilHorse wrote: Also allowing you to allow someone to freely move through your square while you are invisible will open up the the ability to move through an enemies square while invisible with no checks. Um, no it doesn't? The occupant of the square determines if they will allow creatures through it, not the person attempting to move through. I guess if they're letting their own invisible allies through their square you could take advantage of that but otherwise there's no reason to assume that they'll allow you through their square.![]()
![]() I'm saying that the inability to end your movement in an occupied square is simply that, you can't end your movement in the square. The rule that says that does not say "you automatically succeed a touch attack as you bump into the occupant of the square before being placed in an appropriate square." Therefore assuming that there is an invisible occupant in that square is indeed metagaming, as your character has not pinpointed the location of said creature, only you have, because you know the movement rules that your character doesn't. OilHorse wrote: So being flat out pedantic, there is no way to get by the invisible guy because movement rules. Or do you think that people can just walk over a waist high retaining wall because they don't see it and it is obviously not an enemy. I'm pretty sure waist high retaining walls are not capable of choosing to allow someone to move through their square, being both stuck to the ground and presumably not sentient. How about an invisible guard who is ambivalent to the party, or even just didn't notice the party as his back was to them as they came down the 5' corridor he is standing in the middle of? No GM is going to suddenly apply combat movement rules in this situation. But if you were to apply them: Ambivalent guard & someone moves through square: Guard chooses to let them through the square, no issue.Ambivalent guard & someone tries to end movement on square: They end their movement a square back, on the next round the above applies. Oblivious guard & someone moves through square: Player is told something invisible is blocking their movement through that square, guard gets a perception check, if he succeeds he gets an attack of opportunity. Oblivious guard & someone tries to end movement on square: They end their movement a square back, guard gets a perception check, if he succeeds he gets an attack of opportunity. ![]()
![]() OilHorse wrote:
Quote:
Also goes on to list various other methods of detecting invisible creatures, such as them attacking, picking up a visible object, following tracks, scent, blindsight... It does not however list metagaming the movement rules as a valid means of detecting an invisible creature. ![]()
![]() DM_Blake wrote:
Or you could not be silly and have it go Player: My PC walks over here.
About Chaytah "Rock" Dives Like RockCONSUMABLES:
Ammunition dagger (3) X X X Spell-Like or Racial Abilities
Class Abilities
Wizard Spells Prepared
CHAYTAH DIVES LIKE ROCK Male human (Shoanti) Wizard (Shapechange Specialist) 1
DEFENSE
OFFENSE
STATISTICS
Feats
Traits
Skills
Background Skills
SQ
SPECIAL ABILITIES
Spellbook A (80/100 pages available):
Level 0 (15) acid splash, arcane mark, bleed (DC 12), detect magic, detect poison, disrupt undead, ghost sound (DC 12), mage hand, mending, message, open/close, prestidigitation, read magic, resistance, touch of fatigue Level 1 (5)
COINS PP – 0 GP – 0 SP – 1 CP – 5 EQUIPMENT
Weapons – earthbreaker (40 gp, 14 lbs), 3 daggers (6 gp, 3 lbs)
BACKGROUND
Like all youths in his village, Chaytah was a strong swimmer, though he lacked his peers’ grace when diving from the rocks above, often splashing ignominiously into the waves rather than cutting in cleanly. As he matured, his friends began to refer to him as Dives Like Rock. With any luck, such an honorific would not have stuck into his adult years, had any of his friends survived to give him a better. As an older teen, the monks at Dreamstone recognized that, along with his impressive musculature, Rock (as he was now colloquially known) had a very keen mind and a natural draw to things magical. While the Shoanti youth would never reach the point of taking Koradan vows, a wizard adherent did volunteer to take the boy under his wing and teach him book magic. Though his greatfather was wary of this outside interference, he desired to help change the perception of his people as backward barbarians, so encouraged his grandson in his studies. Rock moved from his village to the monastery fulltime, providing fish in exchange for magical training. Several years later, as Rock’s studies were just completed, villagers working to expand one of their sea caves, broke through a rock wall into a large chamber, apparently sealed long ago, and filled with trinkets and treasures from old Azlant. Though they strove to contain this news, word of the find spread into the outside world, and a Chelish scholar of Azlanti history and artifacts out of Riddleport raised a mercenary expedition to explore and loot the chamber. In a coordinated strike against the village from above and from sea, the mercenary’s forces overwhelmed the peaceful fishing village and looted the caves. So quick and complete was their strike, that Rock had no word of it until he, returning in triumph having been declared a full wizard by his master, found his home destroyed and friends and family murdered. Overcome with grief and a taste for revenge, Rock left the ruins, taking only his greatfather’s earthbreaker. Enough clues were left behind to point Rock to Riddleport, where he just missed the mercenary, recalled to Cheliax, so the young man followed, making port in Corentyn. It was there, skulking around the docks, that Rock encountered a ship from Sargava offloading crates and cages of bizarre creatures from central Garundi. A small, winged lizard, looking miserable in its tiny cage, called out to the wizard, who used one spell to float the creature some food, then another to remotely pop open the door and free it. His efforts were not nearly subtle enough, however, and he was forced to flee Corentyn itself, before he could properly pick up the trail of the Chelish mercenary, learning only that the man had been sent on a Chelish expedition west to explore more locations of Azlanti interest. None of those expeditions would take a Shoanti barbarian, however, so Rock fled east along the coastal highway, through Westcrown, Egorian, and eventually into Andoran. Along the way, Rock was joined by his reptilian friend. Glad of the company, Rock took care of the lizard, naming him Screaming Arrow from the way the wind would whistle around the creature’s tail as it dove quickly after prey. Once in Andoran, Rock heard the free nation was launching westward expeditions of its own, to a colony known as Talmandor’s Bounty. The application process was hard and highly competitive, especially for one considered a Shoanti barbarian, but Rock found a niche he could exploit. After several weeks spent in a local library and trading manual labour for lessons with a local sage, Rock showed up for his interview with a working knowledge of how to speak and read the Azlanti language. It had been a difficult task, but the Koradan monks had taught their pupil focus and determination. Impressing the interviewers with his initiative, his berth on the second voyage to Talmandor’s Bounty was assured. DESCRIPTION
Screaming Arrow:
SCREAMING ARROW Male Ramphorhyncus (Mascot Familiar) 1
DEFENSE
OFFENSE
STATISTICS
Feats
Skills
SQ
SPECIAL ABILITIES
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