| mdt |
Just to interject, there's a sorcerer bloodline ability (sanguine I think it is) that let's you drink blood and heal from it. It's possible the dhampir is using that power (via bloodline or via eldritch heritage) and not the Dhampire gift, in which case, there's different verbiage about evil or not.
| Marthian |
Just to interject, there's a sorcerer bloodline ability (sanguine I think it is) that let's you drink blood and heal from it. It's possible the dhampir is using that power (via bloodline or via eldritch heritage) and not the Dhampire gift, in which case, there's different verbiage about evil or not.
That's still evil.
| mdt |
The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you'd had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces grave touch.
If the dhampire was using this one, then the feeding off blood would not in and of itself be evil. If however, the dhampir were killing merely for the blood, that would be evil.
| mdt |
mdt wrote:Just to interject, there's a sorcerer bloodline ability (sanguine I think it is) that let's you drink blood and heal from it. It's possible the dhampir is using that power (via bloodline or via eldritch heritage) and not the Dhampire gift, in which case, there's different verbiage about evil or not.That's still evil.
No it's not.
Killing someone to drink their blood = evil.
Drinking the blood of something you fought and killed for other reasons is probably neutral. It's already dead, it's not like you're eating it's soul.
| Knight Magenta |
If the OP wasn't taking the high road of talking to his player, I'd suggest tossing 4 7th level witches at the group, armed with Slumber hexes. Let him explain why Slumber shouldn't have a one-round effect when a save is made.
level 7 witches? Just have five level 1 witches and an orc with a Scythe. The witches, by cycling targets, can keep the whole party asleep for five rounds. The Orc spends one round to walk up to the party. Then CDGs them all. Have fun making a DC 10 + (8d4 + 12) Fort save.
Also: Just replace all the NPCs with elves. Done.
| Arbane the Terrible |
Drinking the blood of something you fought and killed for other reasons is probably neutral. It's already dead, it's not like you're eating it's soul.
But cooking someone who's already dead is evil because.... 9_6
(Alignment-based morality fails to be logically consistent, Film At 11.)
| Arizhel |
Here is my thought:
18 Int (Base) +2 (Racial) +1 (Level 4) = 21
WBL = 23,500. max can spend on headband is 1/2 wealth, so about 11,750. = +2 headband (16k for the +4...)
So! We have max int of 23. DC of hex (unless otherwise specified, and slumber is NOT otherwise specified) is 10 + 1/2 Level + Int Mod. = 10 + 3 + 6 = 19.
(assuming no oddball house rules)
DC on spells will be:
10+Spell Level+Int Mod or
0th level = DC 16
1st Level = DC 17
2nd Level = DC 18
3rd Level = DC 19
Remember: 1) Standard action to hex. 2) Hexes generally only affect single targets. 3) Hexes are generally Mind-Affecting Effects. 4) Hexes generally have a 30' Range. 5) Hexes generally can only attempt to effect a target once/day.
Elven Paladins (Divine Hunter Archetype) might be fun!
| mdt |
mdt wrote:Drinking the blood of something you fought and killed for other reasons is probably neutral. It's already dead, it's not like you're eating it's soul.But cooking someone who's already dead is evil because.... 9_6
(Alignment-based morality fails to be logically consistent, Film At 11.)
First, note that the bloodline ability is drinking blood of something recently deceased. It doesn't require it to be intelligent, like the Dhampir feat does.
Second, note that the cooking specifically calls out it is an evil act. The sorcerer bloodline doesn't. I'd probably in my own game (to be consistent) allow a witch who was neutral to use the cooking hex without considering it an evil act if they did it using someone that had attacked them and they killed them in self defense (or in the defense of others). However, unlike the bloodline ability, it requires a sentient creature, not any living creature. So again, yes, it's a more rooted in evil act because it ONLY works on intelligent creatures (much like the dhampir ability, note the consistency inherent in the fact an ability that only works on sentient creatures is evil, while one that works on any is left neutral).
| Eddiember |
Just wanted to let everyone know that everything is fixed and I'm back in charge of the group. And I'm also happy to say it all ended peacefully (Although the Witch lost his familiar). The Witch is back in line and gave me Kudos for a) Helping him with his character. b) Out thinking him. He still Min-Maxed his character (I think that was the term) so it was still hard to beat his Slumber, so I aimed at his Familiar instead with a Banish spell.
As for the Dhamphir, meh, I hope she enjoys the city guards next session because even though I confronted her about the whole drinking blood thing, she did it again. One of the other people in my group explain that when it comes to alignment, there's always going to be arguments, so rather then changing it, I'm just going to show her what all that blood drinking has been leading to.
Thanks all for the suggestions. Don't think this would have ended peacefully without your help. Think I'll have a strict "Neutral and Higher" policy for my next Campaign I run. xD
| Umbranus |
mdt wrote:Just to interject, there's a sorcerer bloodline ability (sanguine I think it is) that let's you drink blood and heal from it. It's possible the dhampir is using that power (via bloodline or via eldritch heritage) and not the Dhampire gift, in which case, there's different verbiage about evil or not.That's still evil.
At least it should be, considering what else is called out as being evil. Leaving this without the evil tag is setting double standards.
| Thomas Long 175 |
Marthian wrote:At least it should be, considering what else is called out as being evil. Leaving this without the evil tag is setting double standards.mdt wrote:Just to interject, there's a sorcerer bloodline ability (sanguine I think it is) that let's you drink blood and heal from it. It's possible the dhampir is using that power (via bloodline or via eldritch heritage) and not the Dhampire gift, in which case, there's different verbiage about evil or not.That's still evil.
The image that comes to mind here "Well they did it! Why can't I?"
| Tsukiyo |
Honestly I hate this thread now. I can't stop running through all the third party feats looking for what makes all of his hexes affect for one round on save.
I think I read on these boards that Mythic Hex has this quality? Cannot confirm, though. I have never read Mythic Adventures.
| Grond |
I'm glad things have been addressed. Is there any Hex besides Evil Eye that last 1 round even if the target makes the save? I can't think of any at the moment.
I also have to add that there is nothing wrong with having evil characters in a group. Evil does not mean stupid. Our groups have some basic rules that help address any evil character. There is no PVP allowed. All group members agree to not backstab each other.
The Dhampir in this party sounds like they need some help on knowing when to feed.
| Meraki |
Thomas Long 175 wrote:Honestly I hate this thread now. I can't stop running through all the third party feats looking for what makes all of his hexes affect for one round on save.I think I read on these boards that Mythic Hex has this quality? Cannot confirm, though. I have never read Mythic Adventures.
I can confirm that. Mythic Hex does do this if the target isn't mythic: "When you use a hex that requires a saving throw against a non-mythic target, that target is automatically affected for 1 round (which doesn't count toward the hex's duration) and can't attempt a saving throw to resist the hex. On your turn the next round, the creature attempts its saving throw as normal. If it succeeds at this saving throw, it breaks free of the hex; otherwise it's affected as normal." (Mythic Adventures, pg. 17).
This is only an option for mythic characters with the archmage path, though. If you're not running a mythic game, your players shouldn't have access to it. The witch definitely shouldn't be able to do it. But that might be where the confusion came from if he's looked into mythic rules.
We actually have a witch with slumber hex and mythic hexes in a game I'm currently in. The player took it without realizing how nuts they were in combination and then self-nerfed it after a couple fights when he did.
| D6Veteran |
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I know this won't work for many groups, but here's how I DM:
I put a lot of time into prepping and hosting a game. Including looking over characters before the first game of a campaign, and then seeding the adventures with loot and challenges that would be cool for those characters.
In return for the time I put in, and the resulting fun, I basically get a commitment from the group that the DM has final ruling. And that I can make crap up to keep the game fun/challenging.
So in your original example, if a character kept pulling the sleep shenanigans, by the third time I'd just say it didn't work. (I'd make up some other NPC in the room who can ward against *that* hex, OR the character has acquired some sort of witch ailment, and there's a 50% chance of the hex effecting some random member of the party include the witch).
Turn it around and make it fun for everyone, including you. It's your game - run it. The players will thank you and remember those games. And for the few players who resist - then don't invite them back.
Life is too short, time is too precious and games should be fun.
| GM Rednal |
Just remember - try not to go overboard with punishing players' choice of powers. The occasional challenge is fine, but you don't want them to feel like it was a BAD choice.
(For things like Slumber, politely asking people not to overuse it can also help. If need be, add a limit of some kind - maybe 3+Int Mod/Day for uses or something. It IS a very powerful ability, and they'd still have a decent number of uses with that kind of cap.)
Headfirst
|
So I'm have been Roleplaying for a while now and decided to start a Pathfinder Game with a group of my friends.
Here are a few pieces of advice that might help:
1) Stop gaming with children or adults who act like children. A player who can't understand that building a character to have an instant win button for every possible encounter isn't fun (for the other players or the GM, and in the long run, himself) clearly doesn't understand what RPGs are all about.
2) Never allow evil alignments for PCs and never put up with evil behavior explained away under the guise of "but I'm chaotic!" To be on the safe side, ban Chaotic Neutral, too. This is the kind of crap you were supposed to outgrow when you were first learning RPGs back in middle school, and if you come across players still doing this stuff, see #1.
3) Play E6. Yes, most of the problems in your post have to do with immature players, but a lot of the crazy numbers you're seeing are the result of the inherent flaws in the d20 system. E6 fixes just about all of that. If your players whine and cry about how this limits their powers, see #1.
4) Don't be afraid to limit the selection of classes, races, traits, feats, spells or anything else in your game. It's your game, after all - you're the one taking the time to plan and run it for their entertainment, so set some ground rules. If the players pout or scoff at your decisions, see #1.
If your problems persist, just tell them that you'd like to pass the GM torch on to one of them. Explain that you're just not having very much fun running the game. Hey, it's hard to tell a good story when you have to spend all your time dealing with blood-sucking vampires and evil witches wreaking havoc everywhere they go. Maybe you can word it better, though. Be less of a jerk about it than I would be. Just say, "Hey guys, this campaign isn't really working out so I'm going to end it here."