Cool Ways to kill off a character


Advice


I am currently playing a character who has lost his paladin powers and having played through a session without them found that I didn't enjoy being comparatively powerless. My gm's say my character will have to a wait a couple of sessions till our cleric reaches the level to gets atonement to get my powers back.

So given I don't fancy waiting what do people think are cool ways to kill of your PC?

I was originally thinking of a crisis of faith/leap of faith of a tall cliff but am not sure if that's too tasteless.


Out of curiosity how did you manage to lose your powers?


If its only a couple sessions it could be a fun RP opportunity.


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uh oh sense...

...tingling


Lamontius wrote:

uh oh sense...

...tingling

Yeah...


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Fight fiercely in every single combat- disregard tactics, positioning, flanking, etc., claiming that your patron will restore your powers when you have shown your faithful fervor through combat.

Refuse healing until you die; go ahead and make saves against the cleric's positive energy burst.

A fun RP opportunity- go nuts! No, seriously, play a deranged, half-mad fallen paladin whose moral compass is shot.

Or you could just have the fallen pally leave under the cover of night, burdened with shame and have your next character eating breakfast at the inn where the group is staying.

Liberty's Edge

I am reminded why I do not allow paladins as a gm. More problems from paladins than evil charactors.


notabot wrote:
Out of curiosity how did you manage to lose your powers?

PC walked out for a smoke whilst the party coup de graced a bunch of petty drug dealers. My PC pretty much knew what they were going to do but I thought I could ignore PVP and moral responsibility by not participating or witnessing the act. The Gm disagreed said I gave them taciturn approval and I don't really disagree him.


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As an ex-paladin, you've got two very flavorful options, depending on your paladin.

1: Go down in a blaze of glory, sacrificing yourself against an insurmountable opponent, trying to buy time for your allies to make their escape. Probably end up in Heaven regardless.

2: Dive into your newfound non-paladinhood with reckless abandon and overindulge in a drug- and dirty-prostitute-fueled binge. Make sure it's more than your newly-mortal constitution can take.

On that last note, maybe even try for Antipaladin. This might relegate your character to NPC status.

Or take a quick trip back to your church, tell them you're very sorry, and pay an npc cleric for an atonement.


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Wind Chime wrote:
notabot wrote:
Out of curiosity how did you manage to lose your powers?
PC walked out for a smoke whilst the party coup de grac a bunch of petty drug dealers. My PC pretty much knew what they were going to do but I thought I could ignore PVP and moral responsibility by not participating or witnessing the act. The Gm disagreed and I don't really blame him.

This is why I think it's a good idea to tell players before they do something if it's going to be an alignment hit.

Even in cases where the player would be understanding of either decision, there's not sessions of no-fun and character reboots when they guess wrong.

Yeah, it's mostly limited to paladins, but there's also situations regarding intelligent items, NPCs with detect alignment spells, and things like that which can really mess up a character's progression.


Self-sacrifice. Always the most badass way to go.


Ximen Bao wrote:
Wind Chime wrote:
notabot wrote:
Out of curiosity how did you manage to lose your powers?
PC walked out for a smoke whilst the party coup de grac a bunch of petty drug dealers. My PC pretty much knew what they were going to do but I thought I could ignore PVP and moral responsibility by not participating or witnessing the act. The Gm disagreed and I don't really blame him.

This is why I think it's a good idea to tell players before they do something if it's going to be an alignment hit.

Even in cases where the player would be understanding of either decision, there's not sessions of no-fun and character reboots when they guess wrong.

Yeah, it's mostly limited to paladins, but there's also situations regarding intelligent items, NPCs with detect alignment spells, and things like that which can really mess up a character's progression.

Nah it's my fault, I was warned the party where made up of chaos monkeys and I have never been one for face to face confrontations even whilst role playing (that why I like the web).

I think I really like Iron-skulls and Zefiq's suggestion of basically just charging the breach (rushing into mortal peril) so I will probably do that, preferably with a corny line now I just need to research famous last words and I'm set.


When in doubt get the phylactery of faithfulness. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/phyla ctery-of-faithfulness

The Exchange

Just retire the character. If the character had this happen he wouldn't adventure without atonement or his powers back. I don't know what the Pally did to have the GM remove his powers but the GM should also understand that no person would go out risking life and limb without his abilities or to gain them back. Trying to gimp through a couple of levels is sure to either put the party in dire risk or the Pally in a fatal situation. A temporary replacement PC is not unreasonable to ask for.


Yeah...I'm sorry, but you really truly walked into it. I'd agree with Fake Healer and just retire the character, if you're not going to see atonement.


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My GM let me re-make my cleric, and he sought out my old cleric and drowned him in a river as a sacrifice to Hanspur...your paladin could be the victim of an evil cleric who offers to help him atone, yet murders him, robs him, and raises him as an intelligent undead to return to haunt the party. work with your GM, and it'll help your chances if you come off as being not bitter about your paladin.


Isn't this what the Antipaladin alternate class is all about? Embracing the dark side, if you will.

Why atone, when you can just roll all those ex-paladin levels into antipaladin levels!


Though Nuclearsunburn's concept of your new char coming back with your old char as an undead minion has some real win! =)


Wind Chime wrote:
notabot wrote:
Out of curiosity how did you manage to lose your powers?
PC walked out for a smoke whilst the party coup de graced a bunch of petty drug dealers. My PC pretty much knew what they were going to do but I thought I could ignore PVP and moral responsibility by not participating or witnessing the act. The Gm disagreed said I gave them taciturn approval and I don't really disagree him.

So, the Paladin walked out of a den full of unconscious drug dealers, who are cdg'd by his mates. Evil smote, check. Where did the paladin fall, then? How strict is the code?

Was the issue the killing of incapacitated foes? Presumably Evil ones?


I agree. That doesn't sound like a "loss of ability" level of evil. Maybe if he made a habit of it.


With a GM like that I would have your character commit Seppuku in the town square as "atonement" for his crime against his god. The ridiculous notion of the act should get the idea across that your GM is being unfair about it.


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Stand there and starve to death.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

Roll with it man. I mean, you could retire him. Then again, you could milk it for all its worth. Go full Miko Miyazaki on this. Become fully convinced that your loss of power is a "test of faith" and make leaps of logic to demonstrate how right you are. Go into full battle with anything and everything that may or may not be evil, based on nothing but your same broken logic. And eventually, do it long enough, and even tough you won't return to paladin status, you'll go anti paladin after a full roleplay arc.

OOOOOOOOOORRRRRRR sit down and talk to your GM and work out a fair compromise. Instead of using simple RAW to get you atonement, have him go through a character arc, a literal quest for atonement. I've always felt, personally, that having a spell guiding that process is a little like the magical equivalent of granting indulgences. Gods have the power to bless and curse people directly in most D&D. See if you can get your GM to agree that if you create a great act of faith and penance, if you God can't intervene directly and grant you your powers again.


Pretty sure facilitating the murder of minor criminals isn't that ridiculously non-evil an act.

The player didn't disagree with the GM's call, he just thought the GM would make a different one.


In terms of chivalry, mistreating (or in this case, permitting the mistreatment of) a person in your charge is a pretty heinous action. You've knocked the drug dealers unconscious - whether it was known to you at the time or not, you made a choice to take them prisoner rather than allowing them to die in honorable combat.

They were slain in a dishonorable fashion - because skullduggery was involved, they were helpless, and you broke the sacred bond of trust between the Gaoler and those in his keeping. The fact that you fell is understandable, but I'd encourage you to stick it out and see where the game takes you. Some of my favorite sessions were played as a character with NPC classes because I had to get creative with my approach to things.

I also agree with the Drunken Dragon. I've never liked Atonement as a spell. As a GM, I've always felt that relying on a spell to get you over this hump here takes some of the meaning out of the character's actions - so talk it over with your GM and see about setting up some kind of suitably epic story arc.

However, if you really want to kill your character off, then do so in what is (hands down) the best way to go about it: in whatever fashion can advance the story in a meaningful fashion.

The Exchange

My advice to you is going to sound pretty different from some of the... from-the-gut reactions I see above. If you feel that your character's punishment may have been just, have him say so - in character - to the other PCs. Tell 'em that you are full of doubt and shame, but that you feel suicide would besmirch what honor you have left. Enlist their aid in finding a new role for you to play in life, even if that role means leaving the party in order to become, say, chief constable or militia trainer in some bum-squat village. Then bring in your new PC to replace the current one. Leave that former PC as a big ol' plot hook and I guarantee the GM will keep him around - you might even get to run him again ere long.

(And if you're dead-set on him dying, set up a solo session by arrangement with the GM; it's pretty unfair to subject the rest of the party to the sort of behavior you're going to be exhibiting on a deliberate suicide run. NPCs don't always get the memo that you are the only one they're supposed to be killing.)

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