Wizard with a bent toward summoning/enchantment spells * Charm person at 1st level is a spell where opposed charisma check can happen and yes it is perfectibly reasonable for the charmed creature to fight the dargon for juste one more round while you are making your escape (warning : this is not a goody tactic) * At more important level , you will begin calling extra planar creatures and asking them services . high charisma help .
Step 1 : Accept the surrender by saying : I accept , we will discuss terms after this battle Step 2 : After the battle, speak with him. ' These are the terms : you are to go from here to the nearest town and there surrender to the authorities citing that you were (short description of the crime).
Another but harsher way (if by example you are attacking some evil creatures is to begin the fight by saying 'No quarter will be given'
The point is that both ways the criminal cease to exist.
Redemption or prison hope to show the criminal the evil of his act and makes him change his ways. There is no change in the helmet, there is a transformation of one person to one another by magic.
Dominate is forcing a person to act against his beliefs but the inner people are still there , Charm just persuade a person you are his best friend but his take on other people do not change. Now all your posts got me thinking a way of using two helmets as a redemption gimmick .
The more I think about it, the more I am torn Case 1
Case 2
Case 3
So did your character know nothing , a little or a lot about the golem ?
I tend to think that characters when they acquire a new spell test it.
As a character , I would not wait until I am in real combat to test how my spells work. I would test them first in a controlled environment. With some summoned creatures like animals ,I can not really communicate so could have problems giving them specific orders but since I can actually speak with lantern Archons, I would not have the problem with them
As a DM I would not make you roll on knowledge planes. As many people said, you are supposed to know what you can summon. I would make you roll on knowledge arcana to know the weaknesses of an iron golem and know that the type of damage of a lantern archon would in fact be useful against it while your own were not
If you failed I would rule you would not have tried the tactic thinking it would not work
It was indeed cheating . you applied player knowledge to your character A good way to have done this would have been to
'Appendix 217a : As reffered in section ... all attacks against the recovery agent by the supplicant (as defined in ...) or his agents( as defined in ) will result in the immediate forfeiture by the supplicant of his soul without any possibility of redemption . At the next death of the supplicant , his soul will be immediately sent to ... by the nearest pharasmin agent' These is a Cornugon not a stupid demon. The contract has definitely a clause like this Now it would be more interesting to see how the term 'family' is defined. A quest to have the family name changed by the king could be a solution.
Diplomacy is not bluff If you become my best buddy in life , I will certainly lend you money without interest as long as I can afford to but I won't endanger my lifehood if it means I will need that money to pay bills . And when I don't see the money coming back , our relations would not stay the same. If you succeed in making me believe that by giving you money I'll become richer , I will indeed give you that money but when I'll find I have been swindled , I'll go to the police and have the law on you . and I am a law-abiding non-violent person. Swindling A crime boss like Al capone could get you your own plot of land permanently ... Swindling a wizard could be even more dangerous...
Another interesting choice to be evil is to come from an evil culture If you have been harmed as a child , it will be normal for you to harm those weaker than you .
Think what your character would be like if he came from a gender oppressing culture. then decide if your character is one of the master of this culture or one who want revenge against his oppressors and tend to think than all males are to be castrated whenever you have to can do so. Your character will then have a tragic component. Think Regina in Once for example.
A paladin knowing no fear is absurd:
If you do not know fear , you can not understand why some people react the way they do and this hinders your capacity to feel compassion for the fallibilities of people
In my opinion, it is the DM's job when he approves a PC character to check if there could mean PVP down the line .
Malwing wrote:
Paraphrasing : "this campaign is more about the story than about fights. Fights are going to be no challenge to you. And anyway I'll do my utmost to see you are not going to die'This is an extreme interpretation of course but are you sure this is not how your PCs are hearing you . So fights have no challenge aka no excitment left so let's go find someone else to care take of them and let us go back to the story .
Just a question .
If they are just here to loot the place, actually running away each time an encounter seems too difficult is a good solution but then why should someone else help them ? If they are heroes here to save the village/town/kingdom/plane , you should consider once or twice do the following : when they run for help, help is too far away and when they come back , everyone they wanted to save is DEAD. A good thing is to describe the foes as not eager to enter into the fray. When you see one orc laughing at the group and taunting them into attack , the smart reaction is to look around and maybe decide to come back later . When the twelve orcs seem nervous and clutch their axes while looking at the door behind them , you might be allowed to think the fight is doable . Your players may be used to another style of play when , if the Big Guy seem sure he can wipe the party, this is in fact the other DM subtle way to tell the players they can not win the fight .
Umbriel , I do not want to offence but about your propositions for characters for political intrigue campaign in Kyonin , that would be my replies Your half nymph countess would be great . If you want to be a countess and have the advantage thereof , please take a level in aristocrat . Ashley could play my elf blooded angelspawn aasimaar melee oracle butler, Sir Alexander, who fights with cutlery (improvised weapons that deal 1d6.) . no problem Dale could play my Dwarven Fighter Bodyguard; Sir Roargar Klaus Thundershield : Sorry. The law in Kyonin do not accept non sylvan or elvish themed people out of a really trade town Aaron could play my tutor and librarian, a Dhampir Conjuration Wizard named Sabrina Nicoletti : same problem Matt Could decide to play my Chef. a male Drow Dervish Magus named Cherie : Being a drow is a criminal offense in Kyonin punishable by death . His character would last about 10 minutes ... Javier could by my wandering mystic, a male Vudrani blooded tiefling Psion whom came from the deserts of casmaron to escape a powerful Rhakshasa overlord .: Human again Andy could play my other bodyguard, a male Half-Orc Barbarian named Ashe
George could play my hired guide and hunter, a male Elven Switch hitter ranger named Grell : No problem Harvey could play the religious consultant of the party who works as my Physician, a male human cleric of Pharasma from Varisia named William
Kevin could play yet another bodyguard. the holy knight Alastair, a male human paladin : Human Again Seth could play my gatekeeper, a male human Urban Switch hitter Ranger from Geb named Victor : Human again Now it might be that you being a countess you would be allowed to bring your human , dwarf or half-orc servants in the country. Be aware that you will be responsible for any crimes they do in Kyonin and that they will have malus diplomatically. the situation will be even worse for the dhampir and the thiefling. So this political campaign will revolve about you in fact and I'll so inform the other players .
A long time ago , my NG Wizard met Father Christmas...
The DM had the gall after that to tell us that our characters were hated by all children everywhere ...
What I do is the following :
They automatically succeed if in a no stress situation , the DC is 10 or in a stress situation the DC is 20 (unless this is a special roll covered like changing the attitude of an NPC permanently) So there is several possibilities
Make your players know you are using this method and they should at least make a effort .
An easy way to play a lawful thief is to have a master . Whether it is your mafia don , military officer or something else , he is the ones who will give you orders to break the law thus allowing you to do thing you would not do on your own. This way you are just a soldier obeying orders .
Some combos
Dimension door ( still and silent if you can) I would forget Magic Missile and Group Damage Spells . They won't be enough to kill the players before he kills you I did not see Prismatic Ray or Solid Fog in the list .
Batman does not beat Civilians . He might yell at them to take cover or flee but that would be about all . This is not a real problem but an occasion to make your player learn . If they go as far as beating Horgun, ask for an intimidate roll from your player and remind him that intimidate has negative consequences If he let Horgun die , just tell him that while this might not be a cause for him to become neutral , this is a step in this direction. If Horgun survive, have him recompense the players who did take his defense but not the others . If you want to take the easy way out, ask your players for Sense Motive rolls and explain then that Horgun's ways are because he is in fact panicking
That's part of the challenge of being Good :
That might also be a part of why the wizard is blind , this points to the fact he WILL not survive without help. If your players do not play good , let them do so but remember Anevia will know of it . A word from her to clarify this kind of situation might help .
I would do it by being sure of yourself about things you have skills for :
In short be arrogant not about yourself but about what you know .
At first sight , looks like ok for a four people party.
The points to watch out for are :
So all in all a really difficult fight which can go either way even with good players tactics .
Frankly I do not see the problem .
It is not a 'good' or a 'lawful' strategy but it is not evil or chaotic either. The only possible problems are the following in my opinion :
Just to say : 'Charm Person' spell are not eternal and then the NPC remembers the feelings he had for you and knows they might not have been natural That's where High charisma is important . Once the character is charmed , you can use diplomacy so that when the spell ends , he will still be your friend But if you used the spell to make do things he would never have done, he will still remember you were the one who made him do it ...
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