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I'm looking for some thoughts on how to deal with a situation. Let me start with some facts:
1. I'm running a Paizo module, which shall remain nameless due to spoiler concerns. Thus, any advice that begins with "you should only include outsiders in encounters that limit the effectiveness of Pro Evil" is a non-starter. The monsters are where they are and I don't want to move them for the sake of nerfing a spell.
2. The spell itself is here (with some bolding done by me for relevance):
School abjuration [good]; Level cleric 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF
Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance no; see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries
3. The dungeon the party entered has 4-5 encounters against evil outsiders. Of these, 1 has ranged attacks that can be used against the party. The remainder are all melee based with natural attacks.
The dilemna is this: is there anything I can do, within the rules, to limit the effectiveness of Pro Evil and/or enable the monsters to attack the PCs. I'm not out to screw the PCs over - Pro Evil is an awesome spell, they had the foresight to learn and prepare it in an appropriate situation, and I don't want to penalize that. However, I'm concerned that nearly half the encounters in the dungeon will be bypassed and pose no threat due to this spell (and its big brother, Magic Circle Against Evil, which the sorcerer has as a bloodline spell and can cast it in nearly ever encounter).

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Sebastian, I think you're good to go if the Outsiders in questions were not Summoned. If they are not here as a result of a Summon spell, they should be able to attack the PCs normally.
If they are Summoned, you are rather limited:
* Give the Outsiders weapons. This way, once they see their first attack fail, they can draw their weapons and begin the slaughter.
* Spells/Spell-like Abilities. Most Outsiders have some sort of spellcasting or spell-like ability they can use. This may be a viable way of getting around the physical barrier.
* Traps. Have the Outsiders flee after they see their attacks have no effect. While the PCs attempt to locate them, have the Outsiders lay some traps for the PCs. Use your GM judgement to determine the nature and deadliness of these traps.
Hope this helps!

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You guys are awesome and I fail at reading comprehension. I can't believe I missed the last sentence about how attacking broke the Pro Evil - I couldn't believe how effective the spell was for a 1st level spell, and thought I must be missing something stupidly obvious.
I also like the trap lure idea - there are lots of nasty traps in this dungeon.
Are called creatures immune to pro evil, and summoned creatures arent'?

Are |

Only summoned creatures are affected by the third part of protection from evil.
The AC bonus and the mind-control-protection apply against all evil creatures.
Most outsiders in Paizo modules/APs aren't summoned; summonings typically only happen in-game. The occasional NPC may have a "before combat" write-up saying it has summoned so-and-so creature, but it's far from the norm.

boring7 |
Basically the "you can't touch me" effect ONLY applies to critters that were brought in specifically with the Summon Monster spell (or spell-like ability). Any outsider brought along with Planar Binding or Gate or Plane Shift or actually being born on that plane (it happens, sometimes) is free to act.
The cosmology of 3.0 (which I assume this aspect as copied to Pathfinder) is that "Summon Monster" doesn't bring an actual monster from an actual other plane all the way into the caster's plane. Instead it basically creates an avatar of the creature which is bound by various restrictions and a time limit, and when the avatar is killed or runs out of time the original creature is unharmed (except maybe psychologically) on its home plane. This means summons have a bunch of restrictions to what they can do and what effects can stop them and whether or not they can betray the caster that brought them there which wouldn't stop "the genuine article."