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Only aspect I dislike is humans are, more or less, the only species that matters. Sure, others have their own rinky dink little countries, but they're tiny, weak, and irrelevant compared to humans. It feels like nonhumans are often either villains to slaughter or token NPCs to spice things up.

This isn't necessarily a bad thing (tropes are tools and all that), just not something I'm a fan of. I have a feeling there are more people who prefer human dominance in fantasy anyway.


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Quote:
I'm just not sure about the "bribe magicians" part. That would spice up some fights for sure, but the government still don't like magic. Thats the reason why they start to forbid it. They think magicians are dangerous and must be killed.

Well it wouldn't need to be a bribe. It could be blackmail, something like "We'll kill [insert family members here] unless you fight for us. You and your family will be exiled from the country after the war is over." Death or imprisonment is ideal, but exile is an option. If the alternative is losing control the government could be willing to alter their policy on magic for a short time.

This could also lead to an encounter. For example a magician forced to work for the government could secretly send a message to the resistance, asking them to save his family. In return he would help the resistance.

Quote:
In my world, magic works a bit differently and its really hard to explain... But where the magic academy is build, magic energy is stronger than anywhere else and thats why its build there. But I also thought about making a Plottwist there... Just couldn't think about one yet.

I see. I don't know how magic works in your setting, but maybe the government could start dismantling or tampering with the academy. As a result some magic monsters or elementals rampage through the city. The government would try to cover up their involvement and blame the magicians, citing the event as proof magic is dangerous.


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The ruling government could hire mercenary companies, criminals could take advantage of the chaos, rival revolutionary groups could form or split off from the movement. Once things get desperate the government could pardon criminals in exchange for military service, work with criminal organizations/gangs, and try to bribe any magicians who stayed neutral. You could also create a group of recurring antagonists, like an NPC adventuring party, who work for the government.

There's also the question over who rules when the dust settles. Are the revolutionaries and magicians really just going to peacefully agree to share power? Or are they going to undermine and manipulate each other throughout the conflict? The war doesn't need to end when the current regime falls.


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They eat stuff. This is Trelmarixian's obedience.

Quote:
Abstain from eating or drinking until you experience the bitter pangs of hunger. Meditate in this state for just under an hour, and then gorge yourself upon any available substance regardless of its suitability as food, such as sand, ashes, or flesh. Gain a +4 profane bonus on saving throws against effects that cause exhaustion, fatigue, nausea, or sickness.


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From what I've read Mengkare isn't that hands on. He's the final authority, but the elected Council of Enlightenment handles all the day-to-day stuff.

But I'm biased because I don't want Menkgare to just be some boring, lawful evil villain. I'm fine if Paizo decides he's LN, but I'll be really disappointed if he's evil.


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You can attack once with each natural weapon during a full attack. Since you're not using a manufactured weapon (longsword, dagger, etc) your natural attacks function as normal.

Primary natural attacks, like your claws and bite, are made at full BAB. Secondary natural attacks, like your tail slap, are made at BAB-5.

So if you had +11 to hit, your full attack would look like this:

Bite: 1d20+11
Claw 1: 1d20+11
Claw 2: 1d20+11
Tail Slap: 1d20+6

Note: You can use your natural weapons in any order. The list shown above is just an example.


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Souldrinkers are the prestige class for Horsemen worshipers. I'd give each of them a few levels in it. Except Szuriel's since the Souldrinker's low BAB will probably kill any melee-focused build.

Perhaps a greatsword-wielding crusader cleric for Szuriel and an undead lord for Charon? Not sure what to do about Apollyon besides the plague subdomain.

I'd give each of them an undead or nightmare steed and some mounted combat feats as bonus feats.


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A Merfolk, Undine, or other aquatic caster using Black Tentacles could be an option too.


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Assuming she did not steal anything or set any buildings on fire as she escaped?

1. He prides himself on never letting any of his slaves escape. Escaped slaves might be common for others, but not for him.

2. She did something to make him loathe her before she escaped.

3. He's just plain nuts.

4. He has more gold than he knows what to do with.


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Posting two builds from a previous thread I was in about necromancer stuff.

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Class

I personally prefer a Gravewalker Witch/Hex Channeler. Take the Plague Patron to gain a bunch of good spells for free such as animate dead and command undead.

Gravewalker gives you a ranged Deliver Touch Spell.

Quote:

Deliver Touch Spells (Su)

At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability.

This is helpful for buffing and healing your minions.

It also gets Bonethrall which is sort of like the Command Undead feat.

Quote:

Bonethrall (Su)

At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC.) If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s.

However, my favorite ability is Possess Undead.

Quote:

Possess Undead (Sp)

A gravewalker may take direct control of one of her undead minions within her aura of desecration, as if using magic jar; the witch’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability.

This ability allows the his ability allows the necromancer to be in the front lines, commanding their minions without putting him/herself in danger. Its like being a less annoying/powerful Lich.

Hex Channeler removes the Gravewalker's biggest drawback when it comes to minion upkeep; the lack of channel negative energy. Since you have access to channel, you can also take the Command Undead feat for even more HD of undead. I'm pretty sure you can use both Bonethrall and Command Undead without any issues, but if I'm wrong someone please tell me.

Race

Halfling.

The favored class bonus for a halfling witch increases the CL of your patrons spells by 1/4. This would allow you to create more undead with animate dead and control them longer through the command undead spell.

Feats
Command Undead (if you want as many minions as possible)

Items

Voidstick. This item gives you desecrate which is a helpful spell.

Lesser Metamagic Rod: Extend. Use these to increase Command Undead's (the spell) duration.

Flawed Orange Prism

Traits

Gifted Adept. Increase animate dead's CL.

Drawbacks

You aren't healed by negative energy unless you're possessing one of your undead.

Miscellaneous
1. Bloody Skeletons are amazing.
2. Make fast zombie flying creatures if possible.
3. Only use Create Undead if this is for an NPC. Intelligent undead have a bad habit of betraying you and they don't like being mind controlled usually.

Total Number of Controlled Undead

At level 20, I think you can control 148 HD of undead with animate undead, Bonethrall, and Command Undead (feat) using this build. That number doesn't include the command undead spell.

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This is another option. I think it might allow for even more minions than the Gravewalker/Hex Channeler.

Dhampir Cruoromancer (Wizard)/Agent of the Grave

Race

Dhampir. The dhampir wizard's favored class bonus increases the CL of all necromancy spells by 1/4. This means more undead and longer command unead spells. It also has Negative Energy Affinity so you can be healed by negative energy instead of positive energy.

Class

Cruoromancer Wizard with the Necromancy arcane school. You'll get the Command Undead feat for free.

Blood Command is a gem.

Quote:

Blood Command (Su)

At 5th level, a cruoromancer can control up to 5 Hit Dice worth of undead creatures per caster level instead of the normal 4 Hit Dice of undead when casting the animate dead spell. He also gains the following blood infusion ability.

Agent of the Grave has this ability.

Quote:

Inspired Necromancy (Ex)

When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his Agent of the Grave levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/Agent of the Grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.

So, for a five level dip, you gain 8 levels worth of undead HD. You lose one caster level for entering the prestige class, but if you want even more minions then its worth it.

You also gain Negative Energy Conduit which removes the need for the Voidstick.

Quote:

Negative Energy Conduit (Ex)

At 3rd level, an Agent of the Grave bolsters undead around him. As a standard action, an Agent of the Grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An Agent of the Grave can use this ability once per day. In addition, any undead the Agent of the Grave creates is treated as having been created within the area of a desecrate spell.

Items

Lesser Metamagic Rod: Extend. Use these to increase Command Undead's (the spell) duration.

Flawed Orange Prism

Traits

Gifted Adept. Increase animate dead's CL.

Drawbacks

Lack of Channel Negative Energy to heal your minions. I'm sure there are ways to get this, such as variant multiclassing into cleric, but I don't know of any good ones off the top of my head.

Total Number of Controlled Undead

At level 20, I think you can control 160 HD of undead with animate undead and Command Undead (feat) using this build. That number doesn't include the command undead spell.


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You guys forgot. He's the paladin so clearly he'd be in the wrong for confronting the evil guy who wants kill him (since he's not a designated party enemy). As a paladin player he's just supposed to "suck it up buttercup" and deal with this in a way that allows the rogue to commit as many evil actions as desired and halfheartedly defend himself (if at all) when the rogue finally decides to kill him. At least, that's what I've learned on these forums. XD

(Please don't get all upset at me for typing that okay. Its just something I've run into before and thought was funny).

Well since your GM doesn't give a damn (and I doubt this guy will change his character) I advise you to take I Like David Knott 242's idea. Ask the rogue player if he could postpone killing your character until the campaign is over. Party PvP isn't fun in my experience.


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"Can't touch this! Der-ner-ner-nuh..."


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Yeah, we should stop here. I can't even agree that the alignment system has horrible glaring flaws and that the alignments need further defining. :/

After all, I might not be able to tolerate your games (and you probably wouldn't like mine), but mine work fine for me!


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Quote:
i don't have extreme views, my views on morality are in line with the general community. Modern soldiers....

Erm, I'm pretty sure we were talking about a particular pen and paper RPG universe. In which case, your views are extreme. If we're talking real life (which we aren't) I have no interest in this topic anymore.

Quote:
No paladin would do that.

Torag's paladins just did and are still lawful good.

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Whoever wrote the Paladin code has extreme views, accepting no surrender is psychopathic.

Not in the Pathfinder universe I guess.

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In my games if a player wanted to play a paladin of Torag I would give them options that actually make sense. Like for instance the no surrender part of the code only applies to undead, demons etc. not sentient beings.

I see. Just putting this out there, but that's Sarenrae's deal. If you want a deity who smites the irredeemable only and is obsessed with redemption and mercy you go to her.

EDIT: And that's what I meant when I'd go insane. If I wanted to play a good character, I'd have to worship Sarenrae because he'd either be evil or his deity's code would start mutating into Sarenrae's.


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Quote:
Correct, that is textbook evil with a pleasing facade of goodness. That is how evil hides within an otherwise good community. A less palatable way of describing the same thing is: I will kill whoever I like and I will make sure it is legitimate by calling them my enemy first.

You just called every paladin of Torag evil who we know are lawful good.

Part of the Code Followed By Torag Worshipping Paladins wrote:
Against my people’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to Torag.

If they're following their code properly, its 100% acceptable to kill every enemy without offering surrender unless it serves a strategic purpose. Nothing in there requires redemption or mercy.

Similarly, you've called every Mystery Cultist of Ragathiel evil despite having a required alignment of LG, NG or technically CG (which wouldn't make much sense). Their daily obedience is to

Quote:
Slay a proven wrongdoer in Ragathiel’s name. It is not enough for the sacrifice to have an evil heart or evil intentions; the sacrifice must have committed evil or unlawful deeds. Gain a +4 sacred bonus on saving throws against spells and effects cast by evil creatures.

Once again, no mercy, no redemption.

I'm not saying you're having wrongbadfun, but if I were at your table I would go insane due to your extreme alignment views.


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Arbane the Terrible wrote:

Town full of clueless people infected by something harmless-seeming...

.... Isn't that how Arthas ended up becoming the Lich King in Warcraft III?

I think there's a massive difference between the two situations. For one, the PC's solution was, after diplomacy failed, to scare the crowd into dropping their death-flowers. That's quite different from, "This entire city must be purged."

EDIT: Unless, of course, you're talking about Hearthglen. Then the difference becomes the absence of the massive undead army and the mind-breaking fun of watching people turn into undead before your eyes without being able to do anything.


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You're thinking of Mengkare the ruler of Hermea.

Pathfinderwiki doesn't have a whole lot of information on them sadly.


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I thought you could wear a buckler and use a crossbow/bow without any penalties due to this line

Quote:
You can use a bow or crossbow without penalty while carrying it.


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Guys, the OP already stated he can't use Pass for Human and doesn't want to be permanently small.

Revolving Door Alternate wrote:
I don't want him permanently small. He is a meat fighter. I just want him to be small the occasional times when he needs to sneak.
Revolving Door Alternate wrote:
Pass for Human would mess with the Bite and Tail.


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Maybe a Champion of the Faith warpriest?

I'd say a magus (Staff Magus especially), warpriest (maybe a Disenchanter), or inquisitor could work as well.

Maybe an oracle could work too? Perhaps an apocalypse oracle?


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This is assuming I'm making a character for a campaign (not just making one for fun).

1. Grill the GM for information on everything.
2. Remember that I can't make a sorcerer because this one girl in my group Never. Stops. Playing. Sorcerer.
3. Start making a character that makes sense for the setting, what we're doing, etc.
4. Finish making the character mechanically.
5. Choose a name and appearance related stuff.
6. Find out no one can heal.
7. Make another healing cleric/oracle/whatever so we don't die horribly.
8. Choose a name and appearance related stuff.
9. Write their backstory and a description of their appearance.
10. Be sad and bored.


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No, Teleport only needs to target the caster.

Quote:
Target you and touched objects or other touched willing creatures


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This is another option. I think it might allow for even more minions than the Gravewalker/Hex Channeler.

Dhampir Cruoromancer (Wizard)/Agent of the Grave

Race

Dhampir. The dhampir wizard's favored class bonus increases the CL of all necromancy spells by 1/4. This means more undead and longer command unead spells. It also has Negative Energy Affinity so you can be healed by negative energy instead of positive energy.

Class

Cruoromancer Wizard with the Necromancy arcane school. You'll get the Command Undead feat for free.

Blood Command is a gem.

Quote:

Blood Command (Su)

At 5th level, a cruoromancer can control up to 5 Hit Dice worth of undead creatures per caster level instead of the normal 4 Hit Dice of undead when casting the animate dead spell. He also gains the following blood infusion ability.

Agent of the Grave has this ability.

Quote:

Inspired Necromancy (Ex)

When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his Agent of the Grave levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/Agent of the Grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.

So, for a five level dip, you gain 8 levels worth of undead HD. You lose one caster level for entering the prestige class, but if you want even more minions then its worth it.

You also gain Negative Energy Conduit which removes the need for the Voidstick.

Quote:

Negative Energy Conduit (Ex)

At 3rd level, an Agent of the Grave bolsters undead around him. As a standard action, an Agent of the Grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An Agent of the Grave can use this ability once per day. In addition, any undead the Agent of the Grave creates is treated as having been created within the area of a desecrate spell.

Items

Lesser Metamagic Rod: Extend. Use these to increase Command Undead's (the spell) duration.

Flawed Orange Prism

Traits

Gifted Adept. Increase animate dead's CL.

Drawbacks

Lack of Channel Negative Energy to heal your minions. I'm sure there are ways to get this, such as variant multiclassing into cleric, but I don't know of any good ones off the top of my head.

Total Number of Controlled Undead

At level 20, I think you can control 160 HD of undead with animate undead and Command Undead (feat) using this build. That number doesn't include the command undead spell.


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Class

I personally prefer a Gravewalker Witch/Hex Channeler. Take the Plague Patron to gain a bunch of good spells for free such as animate dead and command undead.

Gravewalker gives you a ranged Deliver Touch Spell.

Quote:

Deliver Touch Spells (Su)

At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability.

This is helpful for buffing and healing your minions.

It also gets Bonethrall which is sort of like the Command Undead feat.

Quote:

Bonethrall (Su)

At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC.) If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s.

However, my favorite ability is Possess Undead.

Quote:

Possess Undead (Sp)

A gravewalker may take direct control of one of her undead minions within her aura of desecration, as if using magic jar; the witch’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability.

This ability allows the necromancer to be in the front lines, commanding their minions without putting him/herself in danger. Its like being a less annoying/powerful Lich.

Hex Channeler removes the Gravewalker's biggest drawback when it comes to minion upkeep; the lack of channel negative energy. Since you have access to channel, you can also take the Command Undead feat for even more HD of undead. I'm pretty sure you can use both Bonethrall and Command Undead without any issues, but if I'm wrong someone please tell me.

Race

Halfling.

The favored class bonus for a halfling witch increases the CL of your patrons spells by 1/4. This would allow you to create more undead with animate dead and control them longer through the command undead spell.

Feats
Command Undead (if you want as many minions as possible)

Items

Voidstick. This item gives you desecrate which is a helpful spell.

Lesser Metamagic Rod: Extend. Use these to increase Command Undead's (the spell) duration.

Flawed Orange Prism

Traits

Gifted Adept. Increase animate dead's CL.

Traps

Undead Master. Don't take this feat, it doesn't actually increase the number of undead you can control. A Voidstick nullifies any reason to take this feat.

Drawbacks

You aren't healed by negative energy unless you're possessing one of your undead.

Miscellaneous
1. Bloody Skeletons are amazing.
2. Make fast zombie flying creatures if possible.
3. Only use Create Undead if this is for an NPC.

Total Number of Controlled Undead

At level 20, I think you can control 148 HD of undead with animate undead, Bonethrall, and Command Undead (feat) using this build. That number doesn't include the command undead spell.


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I wish I knew how to linkify things...

http://paizo.com/products/btpy8tmc

After the bullet point section below Errata there's a link to download it.


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I wasn't saying that. I realize the two are not mutually exclusive. My rant, being a rant, was not pointed directly at anything in this thread, but at stuff in general. I completely agree that the pfsrd is easier. Thank for helping me clarify my post.


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/ranton
So, when will companies stop being villainized for caring about their own profits? Or stop being obligated to listen to people who don't own any of their products? Its getting really annoying watching all these people talk about "the evil C-man" out to *gasp* make money. What a villainous bunch of scoundrels they are! /rantoff

To actually answer the question. I think playtesting every item might be too expensive for what its worth.


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That...is awesome.


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GypsyMischief wrote:
I can't handle professional gamers. Social hour does not end, the whole game is social hour. It's about kicking back with buds, rolling some dice and playing out fantasies, so I'll throw in quips or jokes when the moment calls for it. I don't support derailing for sport, but I also cannot abide by tables that demand a workplace level of professionalism out of my Pathfinder game.

Agreed. Making jokes and occasional side talk is enjoyable. If I'm GMing and some people go off on a lil tangent I'll stop for a bit. If it shows no signs of stopping I'll interrupt and put the game back on track. It gives me time to gather my thoughts too. If we had to be dead serious for hours straight I doubt we would still be playing.

One thing that bothers me is people playing games on their laptop during Pathfinder. My group uses laptops for pretty much everything and this one guy is always playing some damn game half the time (his girlfriend is usually watching videos too). Every time I have to answer one of their "Huh? What's going on?" questions it irks me a bit.


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Although its really silly this sort of thing really ticks me off.

Dark Tapestry - Pathfinderwiki wrote:
Were the Great Old Ones ever to devote even a fraction of their attention to this corner of space, it could very well end existence as gods and mortals know it.

I can not describe how much I hate "I shift slightly to the right and entire solar systems are obliterated" sort of creatures. In my opinion those things are the epitome of stupid and piss me off to no end.

BY THE WAY! Just because I feel this way does not mean everyone who disagrees with me is wrong. Please don't take this personally.

As far as mechanics based stuff, houserules like fumbles and crits on skill checks annoy me. It was also ruled that fumbles on skill checks will result in false information or negative consequences even when the skill check doesn't normally have them. So if you rolled a one on sense motive to get a hunch, you wouldn't just "not be able to get read on him," you would believe he is the most trustworthy person in the world.


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I'm much the same way; I don't enjoy GMing that much. I have lots of fun planning, creating stuff, and imagining how great the campaign will be. Then reality sets in and my campaign really isn't as great as I thought it was, the PCs do something I didn't expect and everything just breaks, or I forget something really important. For me, the build up to running the campaign ends up being more fun than actually running it. Even though I know my idea will probably suck when I implement it, its a pretty sweet ride up until that point.


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That's quite an...interesting group of people you have there. I highly doubt they actually want to play the game at all. Direct them to the nearest forum so that they may vent their frustration or whatever through being obnoxious forum trolls instead of...whatever it is they're currently doing. I doubt much can be done to solve this problem given the sheer ridiculousness of it. It would probably be in your best interest to hit the eject button.


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http://www.d20pfsrd.com/races/other-races/featured-races/arg-drow

Look for the table called Race Point Costs (Drow Noble) and compare that to the standard drow table above it.

Drow Nobles are more powerful compared to normal Drow.


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My group runs nat 20's as automatic confirmed crits. We don't let 15-19 auto-confirm since that makes low crit range weapons really powerful.


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Dragonchess Player wrote:
The Guy With A Face wrote:
I prefer Gravewalker Witch over wizard and cleric any day for building a "horde of undead" type necromancer. Ranged inflicts to heal your minions through your replacement familiar, a free ability that basically functions as the command undead feat, the command undead spell as a patron spell, and the ability to magic jar one of your own undead. That way the necromancer can take a more direct approach to getting rid of those meddling PCs without putting his/her physical body in danger. You do miss out on channel negative which is a pretty big negative though.
Note that the gravewalker and hex channeler archetypes stack. You don't get as many dice, but Control Undead is dependent on level, not dice.

Cool. Off to modify my necromancer~


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This is why: http://www.d20pfsrd.com/magic/all-spells/c/command-undead

Say hello to your army of undead that is only limited by the number of casts per every couple days. Just don't hit them with AoE. Not that you need AoE when you're controlling tons of undead through animate dead, the command undead feat, and this spell.

I prefer Gravewalker Witch over wizard and cleric any day for building a "horde of undead" type necromancer. Ranged inflicts to heal your minions through your replacement familiar, a free ability that basically functions as the command undead feat, the command undead spell as a patron spell, and the ability to magic jar one of your own undead. That way the necromancer can take a more direct approach to getting rid of those meddling PCs without putting his/her physical body in danger. You do miss out on channel negative which is a pretty big negative though.


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Well the planar binding spell takes on the descriptor (I think that's the right word) ([evil], [chaotic], [fire], etc.) depending on what you are summoning. Some believe that casting a spell with the [evil] descriptor is an evil act. Some people disagree of course.

My personal opinion is that "the greater good" is a slippery slope that leads to evil. However, one evil act is not going to make him shift to N or NE. If he did this on a daily basis his alignment might shift eventually.

There's nothing stopping him from dong this though. His god doesn't give him his powers so they can't really punish him. Nor would they want to over one infringement. Could add a nice RP element into his story as well.


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You probably already know about it, but the Archives of Nethys have a lot of cool items/feats/traits and stuff related to each deity. Some are less mechanically sound than others, but you might find something you like and can use at later levels.

There's also a little blurb about the code a Paladin of Shelyn would follow. Maybe you could take some ideas out of that?

http://archivesofnethys.com/DeityDisplay.aspx?ItemName=Shelyn


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Dispel Magic and the Final Sacrifice spells are good against summons. Final Sacrifice instantly makes the summon explode and deal damage around it if it fails a fort save. Only problem is you'll generally hit your own monsters with it too.

While not super powerful, Disrupt Link might work on eidolons too.

http://www.d20pfsrd.com/magic/all-spells/f/final-sacrifice

http://www.d20pfsrd.com/magic/all-spells/d/disrupt-link