Vow of Peace Clarification


Advice

Liberty's Edge

I'm playing a 7th level Serpent Fire Adept that also has the Sensei archetype's advice feature and he also employs Vow of Peace, both for Ki and the flavor of helping guide even his enemies towards their true path of self perfection. A few questions.

He can never strike the first blow in combat. If attacked, he must use the fight defensively action or the total defense action for the first 2 rounds.

Does this preclude Inspiring allies (we have an Fire Bomber Alchemist, a Gunslinger and a Blackened Winter Oracle, so only the Rogue and I can do nonlethal)? Does my character have to be targeted by an attack to start the 2 round timer? Or could one argue that attacking my allies meets the if attacked condition?

He must always give his opponent the option to surrender, and cannot purposely slay another creature that could reasonably be influenced to flee or join a civilized society as a productive member (obviously this excludes many monsters).

How do I prevent the game from slowing down with sermons about redemption? The +3 bonus from Inspire Courage and Flagbearer to hit and damage on three other PCs that use primarily touch attacks has thus far spelled short work of the 2 combats we've been in but if I get nonlethal up on the enemy, they'll likely fall unconscious. Would a Wand of Detect Evil be useful here?


Pathfinder Rulebook Subscriber
Erushin Laaslir wrote:

I'm playing a 7th level Serpent Fire Adept that also has the Sensei archetype's advice feature and he also employs Vow of Peace, both for Ki and the flavor of helping guide even his enemies towards their true path of self perfection. A few questions.

He can never strike the first blow in combat. If attacked, he must use the fight defensively action or the total defense action for the first 2 rounds.

Does this preclude Inspiring allies (we have an Fire Bomber Alchemist, a Gunslinger and a Blackened Winter Oracle, so only the Rogue and I can do nonlethal)?

Inspire Courage/Competence is not an attack, so that shouldn't be a problem in itself. The bigger problem I would say is that the initial Inspiration is a standard action, which precludes using Total Defense. So if they attack you first, you can't start the inspiration until after two rounds of being attacked.

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Does my character have to be targeted by an attack to start the 2 round timer? Or could one argue that attacking my allies meets the if attacked condition?

That one seems like it HAS to be you.

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He must always give his opponent the option to surrender, and cannot purposely slay another creature that could reasonably be influenced to flee or join a civilized society as a productive member (obviously this excludes many monsters).

How do I prevent the game from slowing down with sermons about redemption?

Alignment isn't personality. You would be the one that makes it a sermon. "<whiff> OK, I just gave you swing number two. Try swing number three and your a$$ is mine" immediately comes to mind. I would personally go with taunting. "<Whiff> You know, we should really talk this out. <whiff> Has it become obvious that this is stupid? Let's get a drink."

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if I get nonlethal up on the enemy, they'll likely fall unconscious. Would a Wand of Detect Evil be useful here?

And the problem with making your foes unconscious when you have taken a vow of peace is?

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