Detect Evil feat?


Dungeon Magazine General Discussion


Does anyone know of any feats you can take to get the Detect Evil spell like ability, similar to the paladin class feature?

Edit: Or perhaps a cleric domain?


To get detect evil at will? Hm... I probably wouldn't have a problem with a feat to gain that, as long as the player didn't use it as a 'kill this' detector.

Sense Evil [Exalted]
With but a moment of concentration, you can sense the darkness of one's soul.
Prerequisites: Good alignment, Sense Motive 2 ranks
Benefit: You can use detect evil (as the spell) at will, with a caster level equal to your character level. This is considered a supernatural ability.


Thanis Kartaleon wrote:
To get detect evil at will? Hm... I probably wouldn't have a problem with a feat to gain that

I allow PCs to swap Special Abilities into Feat slots (and occasionally the reverse) with DM-approval so long at the change is appropriate to the PC concept. Certainly I'd allow this if it fit the PC concept, backstory, in-game evolution and so forth.

Frankly, I think a Feat Slot is sufficient to buy any single Special Ability from another Class subject to DM-approval, though obviously any progressing SAs (such as Rage, Sneak Attack or Damage Reduction) require an additional (or "stacking") Feat expenditure for each progression.

Rez


I agree. I would probably set the stacking at 4 effective levels per feat (max benefit equal to character level or total effective level, whichever is lower)

For instance, a Fighter 13/Rogue 2 with a Sneak Attack feat could sneak attack as a 6th level rogue. With another instance of the feat he could then sneak attack as a 10th level Rogue.


Thanis Kartaleon wrote:

I would probably set the stacking at 4 effective levels per feat

SNIP
a Fighter 13/Rogue 2 ... could sneak attack as a 6th level rogue. With another instance of the feat he could then sneak attack as a 10th level Rogue.

Hmm ...

I would simply go 1:1 on spends ... that is, each Feat slot you spend buys you +1d6 Sneak Attack damage regardless of your level, high or low.

Note that I would not allow multiple buys at the same level, so a "Sneaky Fighter" couldn't spend both his Ftr6 and PC6 Feats on Sneak Attack to gain +2d6 at once.

Basically, advancement or stacking is independent of level but based exclusively on Feat spends. Of course a DM could always have level prereqs for max. spends/stack-sizes.

Rez


Thanis Kartaleon wrote:

To get detect evil at will? Hm... I probably wouldn't have a problem with a feat to gain that, as long as the player didn't use it as a 'kill this' detector.

I have a way around that in my game

"Detect Evil Rules Clarification

The nature of the Detect Evil spell, is such that it detects creatures and things that are ‘Inherently” evil. So things like demons, clerics in the service of a dark god, undead, red dragons, and mind flares, will show as evil. While general outlaws, thieves and brigands will not. Also the taint of inherited evil will show up, so a repenting demon, or an outcast mind flare might show as being evil, when in reality they are trying to fight their ‘nature’ and join the side of good, while a fallen Silver dragon, may not have an evil Aura.

Some places and items are also Inherently evil. The Book of Vile Darkness, a knife used in a series of ritual killings, some places that has be ‘Unhallowed’ by the spell, or a site that has been used for evil for so long that the negative energies have left their taint. In some cases, areas that are saturated with negative energy may cause ‘interference’ with the Detect Evil spell, requiring a Concentration Check to force back the ‘static’ and get a true feeling of the Auras in the area.

Overwhelming Auras and rules changes. Currently if you cast Detect Evil, and the aura is that of Overwhelming evil, and twice your hit dice, you are Stunned, as per the normal rules. Now if you encounter and Overwhelming Aura and it is four times you caster level you are Stunned and take 1d6 of none lethal damage. "

My players are a little wary of casting Detect Evil currently - of course it could be because I'm currently running EtCR. - but I coule be wrong.


Rezdave wrote:
Thanis Kartaleon wrote:

I would probably set the stacking at 4 effective levels per feat

SNIP
a Fighter 13/Rogue 2 ... could sneak attack as a 6th level rogue. With another instance of the feat he could then sneak attack as a 10th level Rogue.

Hmm ...

I would simply go 1:1 on spends ... that is, each Feat slot you spend buys you +1d6 Sneak Attack damage regardless of your level, high or low.

Note that I would not allow multiple buys at the same level, so a "Sneaky Fighter" couldn't spend both his Ftr6 and PC6 Feats on Sneak Attack to gain +2d6 at once.

Basically, advancement or stacking is independent of level but based exclusively on Feat spends. Of course a DM could always have level prereqs for max. spends/stack-sizes.

Rez

Check out the "Thug" alternate fighter from UA. Each feat = +1d6 sneak attack.


Pholtus wrote:
The nature of the Detect Evil spell, is such that it detects creatures and things that are ‘Inherently” evil. So things like demons ...

I've generally gone with this interpretation as well. I basically dropped alignments from characters in the game, and use the MM alignments as "cultural overviews". Mortals do good things and bad things and aren't strong enough either way to generate a substantial aura.

Granted, a mortal in the act of committing a violent and/or heinous crime may temporarily give off a true Evil aura. Also, certain individuals may be so depraved that they have a detectable aura (serial killers, senior Nazis and so forth).

In my game, so far the only time the PCs have used it to substantive effect was to locate unhallowed zones in the temple of an enemy cult, and to a lesser degree to weed out average "poor deluded" cultists from the "true believer" leadership.

Rez


A DM could easily create a feat to grant a player "detect evil" as a paladin, provided that he understands what this means for the player character.

Paladins can detect evil, but as part of a repetoire of abilities that fits it. They can sense evil, because fighting evil is what they do. If you have a character who is similarly dedicated for some reason. In Book of Exalted Deeds terms, you might allow "Detect Evil" as an exalted feat.

Even so, remember that Detect Evil isn't all that powerful. It generally only works against someone you can see, and even then will only tell you if they're evil. It won't tell you if they're hostile, or plan on committing a crime, or have already done so, or if it's okay to kill them, and nonevil creatures can be just as dangerous to you.


Kirth Gersen wrote:
Check out the "Thug" alternate fighter from UA. Each feat = +1d6 sneak attack.

Uh... no? The only real differences between the Thug and a Fighter are the skill set, the armor proficiency, and the lack of a feat at 1st level. Unless we're discussing a Fighter variant other than this...


He's thinking of this variant. It's somewhat powerful; with a feat from somewhere you could take Hide and Move Silently as class skills and effectively play a rogue with fighter base attack and hit dice, but none of the skills.

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