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Also: Everyone may as well stop talking about alignment detection/hiding. In the long run this strategy *will* fall apart, whether due to the paladin directly witnessing something, an unfortunate hit from a dispel magic, etc. And the undead themselves? That's proof of continued evil behavior right there.
There is no point in masking alignment as a "solution" to the OP's problem since that won't actually solve it. An undead-using cleric cannot hide.
Much better to make the alignment not matter, which requires that either the Paladin and Cleric share the same faith and thus the cleric is given a pass on the no-evil thing, or that they are working together against a greater foe (whose defeat marks the end of the campaign). Both require at least a touch of DM assistance/hand-waving.

Blake's Tiger |

Easy:
1. Don't stand between the paladin and anything he might be concerned about being evil. Detect Evil is a cone emination, so unless the paladin routinely scans everyone he meets, he'll never scan you. Make sure your GM knows the shape and range too.
2. Never be overtly evil in front of tbe paladin. Become good at making up goodly reasons to do what you want the party to do. I'd say creating undead is out, unless you have a way for the paladin to never see you corpse stealing or using them.
Un-asked for advice: I also agree it's a bad idea to be mix evil and paladin. Best compromise is to bring the paladin in on the situation; tell the paladin player your character is evil and work out together how you'll trick him.

GreenDragon1133 |
1) Work it out with the other player and the GM.
2) Paladins can work with evil characters against a greater evil. For example, if a major Rovagug sect is working to awaken the Tarrasque or one of its siblings, a priest of Asmodeus would be an ally.
This falls to the GM to assist. Does he have an overarching plot?
3) Why are you playing evil? Are you wanting to be Chaotic Stupid "I'm EVIL!! WATCH ME BURN ORPHANAGES!!!"? Or a more subtle evil? Such as a Hellknight, or an Antihero type? This will greatly influence whether you can work together with a Paladin.
Mostly, can you and the Paladin player (and everyone else at the table) work together so everyone can have fun? If the answer to this is yes, then the rules don't really matter.

Fernn |

I've been given the go ahead to play an evil Cleric in an upcoming campaign. I just found out there would be a paladin in our group, and I'm wondering how to hide my aura of evil from him from the start. I'm hoping my bluff skill, I picked trickery as a domain, will be enough to keep the paladin at bay, but I'd like some ideas on how to keep it from him.
The issue is compounded by the fact I was intending to raise and control some undead minions. I can always try and bluff that as well, but I'm not sure how often "I was able to save their life and they've devoted their lives to serve my church. Also they've taken a vow of silence" will work.
I'm open to both role playing and mechanics ideas.
I am all thumbs up for an evil character. As long as you don't betray your team.
Remember This is from the Actual Paladin Description
"Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good."
I don't see why you cant specifically play a character you want to play just because someone rolled up a paladin.
Alternatively, beg your dm to give you a ring of mind shielding. or maybe a lesser version of it that gives you a constant nondection.

Neils Bohr |

Thank you to all of those giving suggestions.
To fill in a little of the character, he is an ex-cleric of iomedae, who has made a bargain with azmodeus to have a twisted version of his powers returned.
He fell because he began leveraging the power of his religion to increase his own personal power. He still acts in line with what is expected of a cleric of iomedae, but does it for selfish ends to elevate himself.
He is dedicated to law, both because it protects him and because it's the way he wants it when he is making the laws.
He will not be burning orphanages, but building them, just for the wrong reasons.
The way I understand it the paladin is either having a crisis of faith, or is becoming apathetic/less vigilant, but has not fallen.
The party is pretty all over the place alignment wise, so we're looking at some interesting dynamics across the board, both the paladin and I may have problems with the chaotic neutral character for instance.
I'm not sure the specifics of the campaign, the gm usually presents the problem and leaves it to us to decide why we adventure together.

Zhangar |
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Everyone's on board? Okay, cool.
My advice as to hiding it is "don't bother." You're not going to be able to keep up the charade for long and to even attempt it you'll be wasting resources better spent elsewhere.
On the other hand, the sheer balls of "Yes Paladin, I'm a cleric of [insert evil god here.] Fortunately for both of us, I have no ill intentions towards you and yours. Instead of fighting each other, our efforts will be better spent fighting _____" may go a long ways to establishing some form of truce.
Now, an amusing way to tie you two together if you're going lawful evil - you could be armigers of the Hellknight Order of a Godclaw, which consists of a coalition of worshipers of Iomedae, Asmodeus, Torag, Abadar, and Irori, who are banded together to fight the forces of chaos.
There may be a lot that you don't see eye to eye on, but you'd have a common allegiance and common goals.
And you might have all sorts of goofy compromises, like the paladin allowing you animate the dead on the condition you'll put them back in the ground and lay them to rest yourself once the quest you needed them for is done.

GreenDragon1133 |
Something I was reminded of. Most Cleric spells require the prominent display/presentation of Holy Symbol. And those are pretty distinctive. Not going to be able to hide that.
Beyond that, I'll agree with Zhangar, if everyone is on board, work together out of character and find a way to make it work. One suggestion to you and the GM, since the Paladin may have to make compromises (and pay loot GPs for Atonements) it might be a nice offering to arrange for your character to face some penalty (even if it is a token one) for compromises of your own. By the rules, it isn't required, but something along these lines might make for better player relations.
Also, in character, Contract - written and witnessed by a LN cleric. The two are bonded by the contract toward a mutual goal. So long as they are both adhering to the contract, and the end goal is unfinished, Deity objections, and Atonements, should be kept to a minimum.

PossibleCabbage |

I think the solution is that if you want to play an evil character for concept reasons rather than mechanical reasons, you should just be really up front about it. Don't be a stupid evil, be a smart evil. Rationalize and defend your positions vociferously and challenge the Paladin on his or her "ethics" as often as you can. Be critical of the very notion of "good" and "evil", and point out that you follow your god not because they are evil but because you believe in the other things they stand for (pride on one's abilities, taking vengeance on those who have wronged you, the sanctity of contracts, the solemnity of death, etc.) Be confident and self-assured and consistently move the conversation away from "good and evil" to the clash of different values (e.g. freedom vs. security). The Paladin is most likely going to do a lot of things in the name of "good" that are frankly pretty awful, so you should be their moral conscience since you're above such petty concerns as "good" and "evil." Make sure your character's philosophy is well-considered and consistent as far as it can be and is attractive. See if you can get the other party members to stick up for you.
I mean, the text does say that the Paladin can ally with an evil character to stop a greater evil, so be a petty kind of evil. If you want to clear this with the player and the GM in advance, just suggest that the Paladin's deity would prefer the Paladin to "keep an eye" on you. If the Paladin starts looking at your actions closely to find pretense to murder you, you should watch their actions closely to find cause for them to fall. Unless this blows up, this likely eventually settles on detente.
Your real weapon as an "evil" character is that the nine point alignment system really doesn't hold up at all under scrutiny and real-world logic, and you should apply enough of that scrutiny in order to discomfit the paladin when needed.

phantom1592 |

Don't do evil things.
If the paladin has no reason to detect evil on every person he meets all day long, so as long as you play things careful he shouldn't know.
If you do something that gives him cause to doubt you before you have a way to hide it... that's bad planning.
Play smart or die young....

Trigger Loaded |

I support the advice that you shouldn't hide your alingment or your allegience. Doing so indicates you believe you have something to hide, and thus will result in problems when (Not if, when) the paladin figures it out.
Being upfront about it will also serve your purposes much better. By being honest of your faith, but being on your best behaviour, it can cast doubt on the paladin's belief, that maybe evil doesn't mean instant smite-target. And if even a supposed evil character can do good...

Cel'Daren |

Perhaps be a Lawful Evil Cleric of Irori instead of Asmodeus. Irori accepts that a "Good" Path is not for everyone, and that the goal of Self-Perfection can be undertaken by those of any moral standing. This attracted your character's attention after they lost the patronage of Iomedae, and you never looked back.
Be strong and bold in the face of the Paladin, don't hide your nature. Come right out and tell him you are a Priest of Irori who believes in Might makes Right, that Self-Perfection comes from mastery of yourself and others. Alternatively you could keep being a Priest of Asmodeus and still follow these ideas with just some minor tweaking.
Hold yourself to your promises and Oaths given, for only those who are weak do not have the strength to follow through with what they declare. Offer a Contract with the Paladin, outlining the exact nature of your relationship and the reasoning you two are capable of working together during adventures.
Be zealous in destroying other evil; if only because they're muscling in on your territory. You know the reasoning behind it, the Paladin knows the reasoning behind it, but if you're competent enough the actions outweigh the intent, and the Paladin is actually morally obligated to give you a pass because you're reducing the total evil in the world. Be sure to underline this fact for the Paladin if they try and get uppity with you about your morals.
Let yourself be "guided" by the Paladin in public, as they are a person who has great mental strength and faith in their purpose, and have enough power to be respected, such as sparing downed foes at the behest of the Paladin or other such mercies. Yet in private make sure to hunt down and terminate those foes if you can do so without it reaching the Paladin's attention.
Consider holding off creating Undead until you reach a level where you can make "free-willed" Undead, and claim they have a desire to continue fighting after their deaths or wish to serve you willingly. Create Undead that are capable of speech so they can corroborate your story, whether it's truth or not (after all you can just mentally command them to say what you want).

master_marshmallow |

The paladin will eventually find out, so you should play on other aspects like an obviously more dangerous villain that needs to be defeated by the paladine before the evil party cleric.
A strong mitigating factor could be a common LN deity and the religious organization sponsoring the venture
This is good advice.

Doomed Hero |

Don't play an evil character in a party with a paladin.
Don't play a paladin in a party with evil characters.
Create characters as a group so that personalities and goals synergize rather than antagonize.
Discuss your Creative Agenda. Don't undermine your social contract with each other over a character concept.
You'll have more fun if you don't have to try to finagle your character's personality and goals to get around someone else's.

master_marshmallow |

Natan Linggod 327 |
My advice is, don't hide your alignment.
The Paladin code doesn't say they can never , ever group with Evil characters. Just that they avoid grouping with people who consistently offend their moral code.
So don't do evil things around the paladin.
Have a greater evil that you want to vanquish that you won't be able to until you are much much higher level.
If he castigates you for worshiping dark powers, play up the positive aspects of your faith. Admit to the unsavoury parts but downplay them in importance. Unless you're worshiping something utterly dedicated to ruin and corruption (in which case even non paladins would want to smite you), there should be some aspects of your god that can be seen as positive or at least neutral.
Make your character seem redeem worthy instead of smite worthy.

Natan Linggod 327 |
Oh, and don't do any undead raising anywhere near the paladin. Unless the Greater Evil is right in front of your faces, there's no way the paladin could ignore you a: using magic that is known to be/detect as evil b: performing an act that most societies consider wrong c: bringing Evil monsters into existence(ALL undead that you can create with the base spells are Evil.).

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The Paladin code doesn't say they can never , ever group with Evil characters. Just that they avoid grouping with people who consistently offend their moral code.
Actually, the line is, "While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code." So just being evil is a problem. It's the "and should end the alliance immediately should she feel it is doing more harm than good" that you really need to avoid. Also the "A paladin should seek an atonement spell periodically during such an unusual alliance" is kind of a pain for the Paladin as well.

Nathan Monson |

Easy:
1. Don't stand between the paladin and anything he might be concerned about being evil. Detect Evil is a cone emination, so unless the paladin routinely scans everyone he meets, he'll never scan you. Make sure your GM knows the shape and range too.
Actually, the Paladin Detect Evil ability is single target, so as long as you don't give him a reason to use it on you, you should be fine there.
as far as getting along with the paladin, figure out which diety he follows (bonus points if its Iomede) and make sure you actions follow said deities codes to the letter, this way, once they find out you are evil you can argue that your goals arnt and different you both want to stop (insert whatever evil you guys are fighting here)and point out that whily your metheds are different, and the paladin may not approve, they really cant afford to weaken the team and reduce their chances of success vs the big evil. Remember, IC the paladin cant know that if anything happens to you another adventurer of appropriate equipment and training will show up to continue the fight, has far has he knows, your all he's got(+ the other party members of course).

DM_Blake |
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There is a problem with "a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil."
Simply put, that's great for a one-shot adventure. "Hey, paladin, yeah, I'm evil but I'm not so bad; but that evil lich over there killing innocents is really bad. Let's call it a truce and destroy that lich". Well, that's all fine and good, but when the lich is destroyed, the paladin turns and says "OK, truce over. See ya, wouldn't wanna be ya."
See, it works just fine if that's the end of the one-shot adventure anyway. But if it's supposed to be a long-term campaign, well, this is basically the end of that group, or at least one character in it. Somebody is rolling a new PC, either the paladin or the evil guy.
And trying to follow it up with "But wait, now there's an evil dragon slaying innocents, let's team up again..." and after that "But now there are TWO evil liches killing innocents, let's team up a third time...", etc., is really stretching the paladin code as outlined in the CRB. It's also really stretching what many roleplayers would consider the boundary across which their paladins are not willing to step.

ccs |

Easy:
1. Don't stand between the paladin and anything he might be concerned about being evil. Detect Evil is a cone emination, so unless the paladin routinely scans everyone he meets, he'll never scan you. Make sure your GM knows the shape and range too.
2. Never be overtly evil in front of tbe paladin. Become good at making up goodly reasons to do what you want the party to do. I'd say creating undead is out, unless you have a way for the paladin to never see you corpse stealing or using them.
:)

master_marshmallow |

There is a problem with "a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil."
Simply put, that's great for a one-shot adventure. "Hey, paladin, yeah, I'm evil but I'm not so bad; but that evil lich over there killing innocents is really bad. Let's call it a truce and destroy that lich". Well, that's all fine and good, but when the lich is destroyed, the paladin turns and says "OK, truce over. See ya, wouldn't wanna be ya."
See, it works just fine if that's the end of the one-shot adventure anyway. But if it's supposed to be a long-term campaign, well, this is basically the end of that group, or at least one character in it. Somebody is rolling a new PC, either the paladin or the evil guy.
And trying to follow it up with "But wait, now there's an evil dragon slaying innocents, let's team up again..." and after that "But now there are TWO evil liches killing innocents, let's team up a third time...", etc., is really stretching the paladin code as outlined in the CRB. It's also really stretching what many roleplayers would consider the boundary across which their paladins are not willing to step.
It can work with overarching storylines, as in each of those scenarios was all leading to clues and/or confrontations with the greater evil.
Or they could simply have an alliance to go deal with things that are greater evils, and whenever one shows up, they decide to team up.
Who are you to tell anyone else how to role play?

DM_Blake |

Who are you to tell anyone else how to role play?
Nah, it's more like b+~%*ing about the paladin code in general. If you really RP that in a long-term campaign, then pretty much have to start at level 1 knowing who the BBEG of the whole campaign is, or you have to be fairly unlawful about adhering to that code (which is often a temptation for GMs to make paladins fall).
It can get really messed up, all because ONE FREAKING CLASS has a stupid line in there about not liking certain kinds of characters.
But that line exists, so either ignore or adhere to it - but adhering to it doesn't work when other PCs are evil. Except in one-shots or in campaigns where the BBEG is Darth Vader and you meet him in the opening scene and defeat him in the final scene.
IME, I've never yet seen a long-term campaign work where it goes basically like this:
Player 1: I wanna be evil!
Player 2: I wanna be a paladin!
Player 1: I won't give up my evil PC idea, nope, no way!
Player 2: I won't give up being a paladin either!
GM: OK, let's play this fun group all the way to level 20!
Never works. Seen it lots of times, watched it fail every time.
*In this case, "failure" includes having one of those character replaced along the way which is the most acceptable failure because that means the game might continue after that. Other failures include players angry at players and/or GMs and party in-fighting derailing the campaign to early retirement.

Taku Ooka Nin |

I believe Paizo has already resolved this question in one of their APs. Paladins ~can~ work with evil characters if the paladin believes that he can reform the evil character.
The danger here is that raising the dead is considered one of the most evil things someone can do, short of destroying souls, unless you're doing it with the expressed intention of destroying the undead after they have served their purpose, but even then it is questionable at best. Paizo's flavor is that animating the dead is evil.
The other problem here is that eventually, you're going to slip up. You're going to eventually do something so unforgivably evil or commit so many evil acts that the paladin effectively gets an ultimatum from his god marking you for death.
At this point one of you is going to die.
At the end of the day there is a line in the CORE that basically says, and I'm paraphrasing, "These rules are all suggestions, if one of the rules doesn't work for your group, change it or ignore it."
There are some RP suggestions:
Paladin = Morgan from Dresden Files.
Evil Cleric = Dresden from Dresden Files.
Explanation:
The Paladin is waiting for you to make a mistake or do something he can punish you for, and then he's going to chop your head off. If you go this route, sit down with the Paladin and decide what the "laws" of his church are. Nail down what the rules technically are, then push them by finding technicalities that circumvent the laws. You can play it with him looking for a reason to execute you, and you making sure you never give him a reason.
Perhaps animating sentient mortals is against the rules, but animating animals is neither legal nor illegal.
The problem here is that you have to rely on technicalities, and sooner or later one of you is going to have to change.
Note: DM_Blake isn't B.S.ing you: this almost ~never~ works out long term. It is possible to have someone who is LG, CG, LE, CE in a party and go from lvl 1 to lvl 20, but it is extremely hard to do.

Bunnyboy |

Be open with evil aura and say that you have 'condition', curse or heritage, which makes you look like evil. Some feats or traits give evil aura even if your alignment is not, so you can say that you are marked by evil of your parents and you are nothing like them. Paladin might dubious, but play nice, so he wont get any evidence against you.

Guru-Meditation |
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To have any chance to not have a group breakdown in the middle of the campaign, both players need to compromise. It can work, but not if both are close-minded.
best case:
Both come from the same faith, like Abadar's church. One LG Paladin of Abadar and one LE Cleric of Abadar. Need to work together because the Pope/Bishop /Bossman tells them to. cant choose your colleagues.
2nd best:
Cooperating churches. then see above.
Any case:
Otherwise upplay the Lawful aspect of bringing order and fighting crime, while downplaying your own selfish reasons for doing so. Skill Diplomacy and Bluff.
And FORGET RAISING THE UNDEAD! this is not "smart evil", this is mustachio-twirling evil, i like being chased by pitchfork-wielding crowds. Thats evil with a capital E, not just being a self-serving prick.

Mysterious Stranger |

Since you came up with the character concept the primary burden to make this work should fall mostly on the paladin’s player but you will probably have to make some compromises. I agree with Guru-Meditation that worshiping the same lawful neutral deity is probably the best solution. Abadar has been mentioned by several people as a possible deity. Of the main deities he is probably the best one, but there is one who may work better. If you are open to worshiping a Osirion deity Anubis may be even better.
Anubis is a lawful neutral deity of death who has burial, the dead, funeral rites, mummification and tombs as his portfolio. His domains include death, earth, law, protection and repose. His subdomains are ancestors, defense, inevitable, metal, purity, and souls. This not only side steps the whole detecting evil situation, but also removes your deity as a problem as well.
As was mentioned to cast cleric spells you usually need to have a divine focus. If you worship an evil deity this is going to be nearly impossible to hide. But if you both worship the same deity this is not a problem. You could even borrow the paladin’s holy symbol if you need to. The idea of using a paladin’s holy symbol to command undead is just too bizarre to pass up.
Play up the lawful aspect and hide the evil as much as you can. As a priest of your deity you may even be considered a legitimate authority which would give you even more leeway.

Lord Twitchiopolis |
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Anubis is a lawful neutral deity of death who has burial, the dead, funeral rites, mummification and tombs as his portfolio. His domains include death, earth, law, protection and repose. His subdomains are ancestors, defense, inevitable, metal, purity, and souls. This not only side steps the whole detecting evil situation, but also removes your deity as a problem as well.
Um...in Golarion, Anubis is a servitor of Pharasma and has the same anti-undeath stance (and domain spell substitutions) as she does. Very bad choice.

Majuba |

I believe Order of the Stick has already definitively answered this.
Don't you know better than to link that comic here! Do you *know* how much time I wasted after clicking it?!? ;)
FWIW, don't do it, though siblings in the service to (not Anubis) sounds awesome. Bluff can certainly work to say, "no, I'm not evil, it's just my god," but there's no way to hide creating hordes of undead.

David knott 242 |

Idea #2, is there a god that allows paladins and evil clerics? since you would be of the same religion there must be a church approved way for him to tolerate it.
Most Lawful Neutral deities would work for this. Both of your characters would be allowed in various Hellknight orders and would be required by their order to get along to some extent.

Entryhazard |

Mysterious Stranger wrote:Um...in Golarion, Anubis is a servitor of Pharasma and has the same anti-undeath stance (and domain spell substitutions) as she does. Very bad choice.Anubis is a lawful neutral deity of death who has burial, the dead, funeral rites, mummification and tombs as his portfolio. His domains include death, earth, law, protection and repose. His subdomains are ancestors, defense, inevitable, metal, purity, and souls. This not only side steps the whole detecting evil situation, but also removes your deity as a problem as well.
really? As a true deity I would have thought Anubis wouldn't be directly subordinate to someone else

Mysterious Stranger |

According the PathfinderWiki Anubis is an ancient osirion deity with the domains and portfolio’s I listed. He has both repose and death as domains. Death gives animate dead as its 3rd level domain spell. This is also what the Archives of Nethys say. Admittedly there is not a whole lot more information about him.

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Lord Twitchiopolis wrote:really? As a true deity I would have thought Anubis wouldn't be directly subordinate to someone elseMysterious Stranger wrote:Um...in Golarion, Anubis is a servitor of Pharasma and has the same anti-undeath stance (and domain spell substitutions) as she does. Very bad choice.Anubis is a lawful neutral deity of death who has burial, the dead, funeral rites, mummification and tombs as his portfolio. His domains include death, earth, law, protection and repose. His subdomains are ancestors, defense, inevitable, metal, purity, and souls. This not only side steps the whole detecting evil situation, but also removes your deity as a problem as well.
Yeah, this seems odd to me as well. I couldn't find any info on Anubis aside from the basic stuff for cleric features. Him being anti-undead I could believe, but him just doing whatever pharasma says seems odd.
Either way, there's probably an LN god that will work somewhere. If not, drop the undead and suddenly things get a lot easier.

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Having an evil alignment is not as impacting as many take it to be. Walking around town the paladin, should he scan every human, would see evil people everywhere. Evil doesn't mean "I burn orphanages", it can simply mean "I don't care about the well-being of others, I would hurt others(physically, financially, emotionally) for my own benefit".
Evil is everywhere in Golarion. If a paladin PC decided to kill everyone who pinged as evil... well, they would also be an evil character.
Actions speak louder than alignment. Be like a thief who has a cop friend. When he's looking act like a law abiding citizen. It takes art to subtly corrupt the actions of a party but never overtly acting 'evil'. Your selfish reasons and a paladin's selfless reasons could still correspond to the same action. You'll need to talk to the GM though to help create situations where this can work.
Raising the dead is straight out, though.

Valandil Ancalime |

I've done the "paladin in group with evil character" as the paladin and it worked for a few reasons.
- I chose to misinterpret various evil, greedy and spiteful actions. Like while we were sneaking up on some monster, moving behind a pillar and screaming "something bit me" to cause combat.
- I decided I would only detect evil if I had a reason to do so, and she never gave me a reason to do so.
- She (the evil halfling thief, more greedy and spiteful evil) didn't do any overtly evil stuff in my line-of-sight.
In this case you are both bringing in the characters at the same time and are being up front about what you are playing. It doesn't seem like the usual "I'm playing evil to mess with the paladin" or vice-versa. My advice, just like a relationship, both of you need to work on this to make it work. So talk to the paladins player about what his goal is or how he sees this going. From your end, don't be overtly evil (no undead army following you around) where the paladin will have to respond. It will take both of you to make this not collapse into a flaming wreck of a campaign.

Cult of Vorg |

Yeah, having the paladin player on board changes things. Talk to them and GM about acceptable behavior and subterfuges. #1 being he not ping you unnecessarily. If pally is iomedaen too, see if you can be set up above him in the hierarchy, and/or even pull off a ploy of having special dispensation to use undead in the service of good.
An option for the holy symbol is to pay for an intricate iomedae symbol with lots extra artwork around it, and incorporate the asmodious symbol in the extras.

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Alright, I can scrap animating dead, though I was looking forward to having my "flock" doing good in the community. That aspect of the character can be replaced with the leadership feat later.
Where would commanding undead fall on this spectrum?
Commanding undead should be fine. Just don't keep them around after combat. "Here mr paladin, evil for you to smite"

skizzerz |
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Entryhazard wrote:Lord Twitchiopolis wrote:really? As a true deity I would have thought Anubis wouldn't be directly subordinate to someone elseMysterious Stranger wrote:Um...in Golarion, Anubis is a servitor of Pharasma and has the same anti-undeath stance (and domain spell substitutions) as she does. Very bad choice.Anubis is a lawful neutral deity of death who has burial, the dead, funeral rites, mummification and tombs as his portfolio. His domains include death, earth, law, protection and repose. His subdomains are ancestors, defense, inevitable, metal, purity, and souls. This not only side steps the whole detecting evil situation, but also removes your deity as a problem as well.
Yeah, this seems odd to me as well. I couldn't find any info on Anubis aside from the basic stuff for cleric features. Him being anti-undead I could believe, but him just doing whatever pharasma says seems odd.
Either way, there's probably an LN god that will work somewhere. If not, drop the undead and suddenly things get a lot easier.
I don't see anything about Anubis being subordinate to Pharasma, but he has a very anti-undead stance himself. In fact, Adventure Path #80 states that paladins and clerics of Anubis try to eradicate undead whenever they find them. The spells in the domains he grants that relate to creating undead are replaced with other spells (animate dead -> speak with dead, create undead -> antilife shell, create greater undead -> symbol of death).

Zhangar |

Creating undead is pretty much the direct opposite of making sure the dead rest at peace.
So yeah, not surprised that Anubis is extremely anti-undead.
Abadar's a LN deity who's more likely to be casually fine with undeath - Abadar's church would probably accept people getting raised in undeath if that was the sentence for a crime.
(I.e., "You have been found guilty of [various horrible crimes.] Pursuant to our laws, you will be executed, and then reanimated to serve as a defender of the city for ten years. At the end of that time you will be entombed. If you perform well enough during your service as undead, you will be destroyed before your entombment.")
Though that might be an LE branch of Abadar's faith. The mainstream faith would probably balk at that.
(Anubis as a "servant" of Pharasma comes from Mr. Jacobs' threading, indicating that most non-evil death gods are allied or subordinate to Pharasma in someway. Pharasma might hold a "first among equals" position with such entities by virtue of being Alpha and Omega.)

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Creating undead is pretty much the direct opposite of making sure the dead rest at peace.
So yeah, not surprised that Anubis is extremely anti-undead.
A thing i always found weird is neither Skeltons nor zombies use the immortal part of a being. So raising one should not mess with anything a death god would care about. They are just animated physical remains, little more than animated objects that once contained a soul.

Zhangar |
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Anubis would be opposed to anything that resembles desecrating corpses.
Reanimated a corpse amounts to desecrating it about as hard as you possibly can.
(Also, they're incredibly murderous animated objects. A skeleton might have an Int of -, but it still has a burning desire to liberate everyone else's skeletons from their meat prisons. =P)