| Emparawr |
Merciful [3PP]
Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.
You are bound to offer tender aid to those who are most wounded.
Effect
If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next tum. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace. You gain the ability to lay on hands, as the paladin ability, using your curse level as your paladin level.
At 5th level, you gain a mercy, as the paladin ability.
At 10th level, you gain a second mercy, and can exchange your first mercy for a different one.
At 15th level, you gain a third mercy, and can exchange one of your existing mercies for a different one.
So my question is this, if you were to reflavor this as an antipaladinesque dark version, how would you go about doing it? I mean some parts are obvious as the progression for Lay on Hands and Touch of Corruption are identical and the Mercies/Cruelties are interchangable, one inflicts, one cures. How though would you alter the fluff and initial requirements imposed on your actions that are mentioned in the first portion. I really like the flavor of this idea for one of my players but I just cant seem to come up with a good conversion.
| Arachnofiend |
My initial thought would be to completely bar the character from healing during combat; if there are enemies to harm, the Oracle is compelled to harm.
They would be able to do out of combat wand taps, of course. The problem with this is that your other players might end up hating the guy if one of those instances where in-combat healing is warranted pop up.
| Emparawr |
Ahhh I like this idea. Especially since alot of the party has Negative Energy Affinity so normally he would be able to use it to heal them if he wanted. The Cruelty Oracle Curse would prevent him from being able to heal allies or undead etc during combat, also if any creature attacks him or one of his party members he is compelled to attack them and to use his touch of corruption to do so as often as possible until he burns out his charges, although I would allow using it through the Conductive Weapon Quality or through Crusaders Fist so he can still make his normal attacks, hes just compelled to also fire off Touch of Corruption as often as possible. Although the often as possible isn't really much of a downside really, but being compelled to attack any creature that he perceives as attacking him or an ally could certainly lead to more than a few stick situations. I'm liking this idea so far. Anyone else have any input?
| kamenhero25 |
I like this idea a lot. It's interesting. I do disagree on the 'no combat healing at all' bit though. In my opinion, it's a big detriment for a divine caster (the biggest healers in PF) to not be able to drop an emergency heal when needed. Of course, there's lots of ways around that, so maybe I'm just being hard headed.
I'd make combat healing harder for them and stay in theme, without completely eliminating the option. Instead of an Oracle that refuses to help an ally in combat out of a desire for cruelty, you could flavor it as an Oracle that is so obsessed with inflicting pain that they will ignore injured allies when they have a chance to harm an enemy instead. But they have enough restraint to heal or back down when necessary.
Here's something I couldn't help coming up with when I saw this:
Sadistic
You have an urge to inflict harm on those around you that is impossible to ignore.
Effect:
In combat, when adjacent to a non-ally character, you are compelled to inflict harm on them in some way. This may be by inflicting damage, inflicting ability drain or damage, poisoning them, inflicting a disease, casting a curse, or inflicting any other detrimental condition as long as it causes harm to the target. If you are adjacent to a helpless or unconscious enemy, you must use your next action to attempt to kill them with a coup-de-grace. You gain the touch of corruption ability, using your curse level as your antipaladin level.
At 5th level, you gain a cruelty, as the antipaladin ability.
At 10th level, you gain a second cruelty, and can exchange your first cruelty for a different one.
At 15th level, you gain a third cruelty, and may exchange one of your existing cruelties for a different one.
This way, they have to inflict pain when it's the immediate option, but when they back away from the fight, they can heal or support if needed. And a DM that wants to push the curse can have enemy constantly close in on them a lot to keep them attacking instead of healing so it's not too easy to work around.
| Emparawr |
I'm liking this route but a think it still needs a few changes. I like the overall theme of him being forced to take the vicious offensive route when he has the option because it fits the characters fluff perfectly. Also this group has a blaster/True Necromancer using Lord of the Uttercold to blast and heal at the same time so him not being able to heal in combat most often wont be as much of a disadvantage as if he were the only healer.
I love him being forced to attack adjacent Enemies whenever he has the option. Although being forced to us an entire full round action to make a Coup De Grace against a helpless adjacent ally instead of attacking other still fighting adjacent allies is a pretty heavy price to pay. I might amend this to instead read that he has to continue attacking adjacent enemies until they are completely dead instead of performing a full round Coup De Grace. That way he still has much more restricted combat choices but he isn't wasting whole rounds just to make one attack and crit an already essentially defeated foe. Of course I have never been a fan of Coup De Grace. Its highly circumstantial in it's usefullness for the action economy loss. Lemme know what you guys think of this slightly altered version.
Sadistic
You have an urge to inflict harm on those around you that is impossible to ignore.
Effect:
In combat, when adjacent to a AN ENEMY character, you are compelled to inflict harm on them in some way. This may be by inflicting damage, inflicting ability drain or damage, poisoning them, inflicting a disease, casting a curse, or inflicting any other detrimental condition as long as it causes harm to the target. Even if you are adjacent to a helpless or unconscious enemy, you must continue harming that creature in some way until it is dead. You gain the touch of corruption ability, using your curse level as your antipaladin level.
At 5th level, you gain a cruelty, as the antipaladin ability.
At 10th level, you gain a second cruelty, and can exchange your first cruelty for a different one.
At 15th level, you gain a third cruelty, and may exchange one of your existing cruelties for a different one.
| Emparawr |
Yeah I think this version is a fairly balanced evil version. Instead of being compelled to heal people who ask for it, you are compelled to fight any who attack you are your allies, and instead of being compelled to heal afflictions of your allies or those who ask, your are compelled to leave no survivors in your immediate vicinity during a fight. It being restricted to enemies keeps him from being a mindless berserker who attacks anyone in sight which is good, because that would be a bit overboard. I love the fluff of this character because he is meant to represent the ID facet of the human psyche, and although he is far more prone to giving in to his base desires such as Rage, Lust, and wanton destruction, he does also struggle to keep himself in check through training and willpower, only allowing himself to break and unleash his true power and will in battle.
Hmmmm, okay so anybody else have any more thoughts on balance or additioanl restrictions that should be added to this?
| Emparawr |
Huh, I hadn't considered that actually. I mean being compelled to heal people who ask isn't much of a downside for a good aligned oracle. So my version would actually be a little more of a restriction but in a good way. Which potentially makes up for the fact that for a destroyer type the damage dealing of touch of corruption has many more applicable targets than Lay on Hands, but it is also more restricted on the targets to use it for healing.
| RJGrady |
Honestly, I think your evil version is far superior to the base, good version. The base version might as well not have any drawback to the Curse at all. It's like a "curse" specifically designed for a Life Oracle so he doesn't have any drawbacks.
I'm not sure you've fully grasped all the restrictions. If you are walking through a plague village, and someone asks you to help them, you might have to cast a spell or use a mercy. You could blow through your entire allotment of 3rd level spells in a matter of minutes.
If your party decides to beat a retreat from a rampaging demon, and a wounded, adjacent NPC asks you to help them, you will cure them instead of retreating.
Your fellow PCs can dictate that you will cure them instead of doing something else.
You cannot perform a coup de grace.
I like the idea of a Cruel curse, but I don't think you can just turn it upside down. Someone who attacks every chance they get is really more Brutal or Bloodthirsty than Cruel, while one who performs a coup de grace at every opportunity is Murderous. What you really want are some restrictions that make it hard to be kind, even if you want to.
For me, the key thing about curses that restrict your behavior, is that it sucks if they just make you do dumb things. Rather, they should make you do very specific, inconvenient things.
| RJGrady |
Maybe something like this.
Cruel
You must make your enemies suffer before you can let them die.
Effect
If you are adjacent to an enemy who is not helpless, bleeding, shaken, frightened, panicked, sickened, nauseated, blind, deafened, diseased, or poisoned, you cannot attack them (as defined by the spell sanctuary) except using a spell, attack, or ability that can inflict one of those conditions or afflictions, an inflict spell, or touch of corruption. Making a target helpless can mean inflicting any condition that causes them to become helpless, but not just hit point damage alone. If you have no such ability, you may act normally. Also, you cannot perform a coup de grace. You gain the ability touch of corruption, as the antipaladin ability, using your curse level as your antipaladin level.
At 5th level, you gain a cruelty, as the antipaladin ability.
At 10th level, you gain a second cruelty, and can exchange your first cruelty for a different one.
At 15th level, you gain a third cruelty, and can exchange one of your existing cruelties for a different one.
| kamenhero25 |
This is an interesting idea, but is has several issues issues.
If you burn through all of your uses of Touch of Corruption, you can still be forced to spend spells to use abilities that can inflict status effects or being force to use an inflict spell every round rather than being able to do anything else. You can't even use a basic weapon attacks unless they can inflict one of the listed effects somehow (though poisoned is pretty easy).
It also makes the oracle completely useless against certain types of enemies. For example, undead and constructs are outright immune to most (if not all) or those effects and inflict is going to do nothing to them since undead are healed by it (and Touch of Corruption) and constructs are immune to magic (though I think Touch of Corruption at least works on them, but I'm not sure). It would make the basic skeleton nearly impossible to attack and that's a bit much.
| RJGrady |
Revised. You are correct you cannot use a basic weapon attack in many circumstances, exactly as I intended. At the least, you may have to demoralize foes before attacking them. You may indeed be forced to burn through spell slots in order to take offensive actions.
The point about undead is valid, though, so let's allow cure spells, and broaden the class of creatures you can attack normally.
Cruel
You must make your enemies suffer before you can let them die.
Effect
If an enemy is not helpless, bleeding, shaken, frightened, panicked, sickened, nauseated, blind, deafened, diseased, or poisoned, you cannot attack them (as defined by the spell sanctuary) except using a spell, attack, or ability that can inflict one of those conditions or afflictions, a cure or inflict spell, or touch of corruption. Making a target helpless can mean inflicting any condition that causes them to become helpless, but not just hit point damage alone. If you face only opponents who are impervious to all these effects, you may act normally. Also, you cannot perform a coup de grace. You gain the ability touch of corruption, as the antipaladin ability, using your curse level as your antipaladin level.
At 5th level, you gain a cruelty, as the antipaladin ability.
At 10th level, you gain a second cruelty, and can exchange your first cruelty for a different one.
At 15th level, you gain a third cruelty, and can exchange one of your existing cruelties for a different one.
| kamenhero25 |
You are correct you cannot use a basic weapon attack in many circumstances, exactly as I intended. At the least, you may have to demoralize foes before attacking them. You may indeed be forced to burn through spell slots in order to take offensive actions.
I still disagree about being forced to inflict status effects before you can actually attack someone. I see what you want to do with the flavor, but being cruel and wanting to hurt people and then not being able to stab them makes no sense to me. It's like when a villain decides to poison a hero or leaves him to die or something instead of just killing him while he can. It's not cruel, it's stupid.
I see your argument above about how easy it is for a DM to make a Merciful Oracle do stupid things or burn spells very quickly, but I counter with the fact that it's the DM doing that. If the DM is that determined to force a party to waste resources or make bad decisions, he will make the party waste resources and make bad decisions. It's not the mechanical fault of the curse, but how the DM exploits it, which can be done with pretty much anything in PF for a tricky DM.
This curse also means that any damaging spell that isn't inflict can't be used, which I find weird. If I want to cast Flame Strike and watch someone burn to death, how is that not being cruel?
Oh, and you might want to check your wording now that you added cure spells, because RAW the way you have it, it says that you can cast a cure spell whenever you want if you're next to an enemy that doesn't have one of those conditions.
| RJGrady |
RJGrady wrote:You are correct you cannot use a basic weapon attack in many circumstances, exactly as I intended. At the least, you may have to demoralize foes before attacking them. You may indeed be forced to burn through spell slots in order to take offensive actions.I still disagree about being forced to inflict status effects before you can actually attack someone. I see what you want to do with the flavor, but being cruel and wanting to hurt people and then not being able to stab them makes no sense to me. It's like when a villain decides to poison a hero or leaves him to die or something instead of just killing him while he can. It's not cruel, it's stupid.
Well, it is a curse. :)
The thing is, forcing an oracle to attack an enemy is boring and often insignificant. Forbidding it, however, is interesting.
I see your argument above about how easy it is for a DM to make a Merciful Oracle do stupid things or burn spells very quickly, but I counter with the fact that it's the DM doing that. If the DM is that determined to force a party to waste resources or make bad decisions, he will make the party waste resources and make bad decisions. It's not the mechanical fault of the curse, but how the DM exploits it, which can be done with pretty much anything in PF for a tricky DM.
If the GM doesn't do this occasionally, then the GM must have the Merciful curse. It is a mechanical effect of the curse, so if you have it, you need to make deliberate plans to avoid activating the penalties. The point of that curse, in fact, is that you give up some control of your character in some situations. If you don't like that, don't take this curse.
If you don't think those penalties are really penalties, but view the GM enforcing them as trickery, ESPECIALLY don't take this curse.
This curse also means that any damaging spell that isn't inflict can't be used, which I find weird. If I want to cast Flame Strike and watch someone burn to death, how is that not being cruel?
Flame Strike is an area spell and hence is not restricted.
Oh, and you might want to check your wording now that you added cure spells, because RAW the way you have it, it says that you can cast a cure spell whenever you want if you're next to an enemy that doesn't have one of those conditions.
It says you can attack the enemy with it. Casting it on your ally was never restricted. I'm not seeing a problem with the wording. Perhaps you can elaborate?
I should make it more explicit that if you are out of spells or abilities, you are also free to attack normally.
| kamenhero25 |
If the GM doesn't do this occasionally, then the GM must have the Merciful curse. It is a mechanical effect of the curse, so if you have it, you need to make deliberate plans to avoid activating the penalties. The point of that curse, in fact, is that you give up some control of your character in some situations. If you don't like that, don't take this curse.
If you don't think those penalties are really penalties, but view the GM enforcing them as trickery, ESPECIALLY don't take this curse.
I know that about the curse and I'm not trying to say that the player should be totally free of the effects of it. That defeats the point. I was trying to point out that your argument above was a very extreme situation that is outside the intended effects of the curse. A DM that puts players into a scenario where he knows their abilities are working against them and forces an oracle to burn every spell slot he has 3rd level and up or intentionally forces the oracle to stop fleeing from an enemy that he knows will kill him is abusing the mechanic and trying to ruin the oracle's ability to do things and stay alive. That's well beyond what the intentions of the curse and is a result of the DM working the system, not the intended mechanical penalties of the curse.
Flame Strike is an area spell and hence is not restricted.
That's me forgetting how Sanctuary works. Though there are damaging spells still affected by Sanctuary that would be prevented by this ability.
It says you can attack the enemy with it. Casting it on your ally was never restricted. I'm not seeing a problem with the wording. Perhaps you can elaborate?
This is also me making a mistake. I was still working under the idea that you must use your next action to inflict a condition or use an inflict spell or Touch of Corruption. In that case, being able to cast a cure spell as it's written implies that you can also use a cure spell on any enemy without penalty despite it making no sense.
Weirdly, coming to this realization makes me realize this version is way less restricted than I thought it was. I take back most of my previous commentary. This has the opposite problem RAW. As written, all it does is prevent you from inflicting direct damage by forcing you inflict a condition before attacking or use certain abilities to attack, but it doesn't actually force you to preform the harmful action. So if I decide I don't want to spend an action to harm a target, I can just turn around an leave with no penalty. With Merciful (and my version too) you must use your next action for the spell or ability that fulfills the requirements of your curse. There's no such restriction here, you're just prevented from using certain kinds of actions against the target until their afflicted with a status effect. That's barely restrictive at all.
| Saldiven |
Saldiven wrote:Honestly, I think your evil version is far superior to the base, good version. The base version might as well not have any drawback to the Curse at all. It's like a "curse" specifically designed for a Life Oracle so he doesn't have any drawbacks.I'm not sure you've fully grasped all the restrictions. If you are walking through a plague village, and someone asks you to help them, you might have to cast a spell or use a mercy. You could blow through your entire allotment of 3rd level spells in a matter of minutes.
If your party decides to beat a retreat from a rampaging demon, and a wounded, adjacent NPC asks you to help them, you will cure them instead of retreating.
Your fellow PCs can dictate that you will cure them instead of doing something else.
You cannot perform a coup de grace.
The amount of times those issues are likely to occur for the PC are vanishingly small compared to the other Curse drawbacks. Clouded vision is constant, but becomes less of an issue with levels. Deaf is a pain all the time, even with levels, due to being a constant RP liability for a Cha based character. Haunted hurts your action economy throughout your career. Lame is a speed reduction from the get go that never improves. Tongues hurts the Oracle in combat situations for trying to coordinate tactics. Wasting is constant, though not debilitating.
This "Merciful" is so easy to completely bypass that it's ridiculous because it's virtually 100% RP based with no mechanical penalties whatsoever. You go into a plague village and are compelled to heal? So what. If you're a Life Oracle, you're probably good aligned anyway, so that healing is what you would have done anyway. Don't want to be compelled to help adjacent people who request healing? Don't end your moves adjacent to any ally; that removes the compulsion to assist. Can't coup-de-grace? So what? You aren't compelled to help that enemy; instead, you can direct your attack elsewhere, or just use a normal attack against him.
Again, for a Life Oracle, it's like having no curse at all. The Life Oracle would just get to add Lay On Hands as additional healing ability. That Life Oracle in a single turn could cast any Cure spell as a Swift Action, use Quickened Channel to Channel-Heal as a Move Action, then Lay on Hands as Standard Action all in the same turn. Many already consider the Life Oracle's action economy for healing to be very strong, and this "curse" merely improves it with a "drawback" that is incredibly easy to avoid. If the requirement to Heal allies were any ally within 30' and included a requirement to help allies who were incapacitated even if they didn't request assistance, it might start to be a reasonable drawback.
| RJGrady |
This "Merciful" is so easy to completely bypass that it's ridiculous because it's virtually 100% RP based with no mechanical penalties whatsoever.
What exactly are you saying here? There is nothing in the curse that rewards or punishes you for roleplaying a certain way. It is written, like all the curses, to create specific limitations at specific times. It is entirely a mechanical penalty. You can be an Evil merciful oracle. Why that would be, I don't know, but it's definitely an option. As the restrictions are fairly narrow, the benefits are correspondingly light.
Merciful is written, as are all the curses, not to be a constant drag. On a fairly constant basis, it affects your choices and behaviors. Every so often, it hoses you in a memorable but usually recoverable way. That is my working understanding of what a curse should do.
| Emparawr |
Hmmm interesting change in the discussion idea. I guess since the original Curse "Merciful" was thus named because of the namesake Paladin Mercies that it uses that it would make sense for the evil version to be Cruel for its namesake cruelties. So now we have two different versions and I'm not quite sure which is the better path. What all of this really breaks down to is this.
For the purposes of balance, the positive abilities gained are an easy 1-1 transfer. Instead of getting Lay on Hands and Mercies you get Touch of Corruption and Cruelties. No balancing or other changes need occur here.
- One good point, although I'm not necessarily sure how well it fits, is that the Cruel version makes it so you can't make Coup De Grace, which is good in the sense that this is yet again a 1-1 balance transfer between the good and evil versions that does not need to be rebalanced.
- This leaves us with only one section that really needs evil conversion. To rephrase and simplify, what remains of the Merciful Curse is that,
"On the action following any Non-Enemy Character asking for help with any condition that you can heal, neutralize, or cure, you must use your action to do so."
So unless you have some kind of masochist who likes being hurt asking you to hurt them clearly the asking to be hurt needs to be reinterpreted. The easiest way to do this is by looking at it as, any creature who attacks you or an ally has asked to be attacked, through the act of attacking you. This as well is pretty established in either of the potential builds.
So this leaves us with the much more narrow downed question of interpreting what the evil version of healing someone of a condition would be. I think forcing the player to only attack people who are already suffering from some kind of a condition is quite a restriction, but then again curses are supposed to come with quite a restriction and it needs to be something that can equal the bonus of getting Touch of Corruption and 3 Cruelties. In a sense Cruel is definitely a step up on Sadistic because while sadistic requires you to continue attacking adjacent enemies until they are totally dead, even unconscious ones, Cruel forces you to attack them, and specifically with something that will inflict a status effect, unless they are already afflicted.
In a sense though, cursing someone with an affliction and letting them live is far more cruel than ever killing them. They can't suffer if they die. I mean the current setup of Cruel, does at least force the player to make his victims suffer before they die. This is a step in the right direction. I like that this still allows for area blasting since they are not being directly targeted, even though the character I'm using this on isn't really a caster. One thing that needs to change is the inflict or cure entry. That needs to be removed completely because it makes no sense. Instead I think it should be adapted to take into account that if you are fighting enemies and you have no abilities remaining for that day to use that you are still able to fight the creatures. Otherwise you could be forced to stand there and be killed because you dont have any abilities to make them suffer before you actually attack them. I think between that and the entry that allows you to attack normally when fighting creatures that are immune to these kinds of effects, specifically undead, and oozes, at least off the top of my head. Touch of Corruption being amongst the list of possible actions is repetitive because due to cruelties Touch of Corruption will always inflict a relevant status effect. Also this needs to be specifcally rephrased so that it only limits what you can do with actions on your turn, so that it doesn't limit things like AOOs.
I suggest the following rewrite. Let me know what you think. Also thank you again to everyone who has helped with this little project of mine. The great ideas just keep flowing :)
Cruel
You must make your enemies suffer before you can let them die.
Effect
If an enemy is not Bleeding, Helpless, Disabled, Dying, Staggered, Dazed, Stunned, Paralyzed, Shaken, Frightened, Panicked, Cowering, Fatigued, Exhausted, Sickened, Nauseated, Blinded, Deafened, Diseased, Poisoned, or suffering from Energy Drain or Ability Score Drain/Damage, the player cannot, on the players turn, attack them directly (as defined by the spell sanctuary) unless using a form of attack that would cause at least one of the targets of that attack to become afflicted by one of the aforementioned status effects.
Making a target helpless can mean inflicting any condition that causes them to become helpless, but not just hit point damage alone. Enemies who are immune to these effects, such as Undead, can be attacked normally. Also, if the player has already used all daily uses of abilities or spells that could inflict any of the qualifying status effects, then he may attack normally.
Also, you cannot perform a coup de grace. You gain the ability Touch of Corruption, as the Antipaladin ability, using your curse level as your Antipaladin level.
At 5th level, you gain a cruelty, as the antipaladin ability.
At 10th level, you gain a second cruelty, and can exchange your first cruelty for a different one.
At 15th level, you gain a third cruelty, and can exchange one of your existing cruelties for a different one.
| Emparawr |
Yeah I guess below 5th curse level you could kind of cheat it by just not taking any spells or abilities that inflict status effects because you dont have your first cruelty yet. Then again at lower levels you have to hack away at your enemies more anyways and Touch of Corruption would be less useful at lower levels so its a decent trade off balance wise.
| Emparawr |
Hmmm I guess actually that demoralize attempts via intimidate would be the fall back since they don't have a number of uses per day. It does eat up your actions though for sure. By the way its currently written actually I would think that it could require that if you have no way to inflict some other kind of status effect or they arent already afflicted since Shaken is on the list and you can do that with intimidate. Idk I think that is this was made official it would certainly require a very particular kind of build to use effectively but that is good because it is a damn powerful curse all on its own just for the upsides.
What part of the way its written now would make you think that it wouldn't require demoralizing attempts?