[Kingmaker Spoilers] Power hungry wizard needs some help.


Advice


**Spoiler Warning**

I'm playing kingmaker at the moment and after some amazing teamwork from our party we managed to kill the lich at the end of book 3. It disappeared into a cloud of dust, leaving his glowing red eye behind. Being the curious wizard I am, I pick it up to identify, resisting the immediate urge to claw out my own eye. I roll very well on the ID check and find out I have a minor artifact in my hands. The Oculus of Abaddon is what it's called.

Now my wizard isn't the wisest of the bunch and is very interested in trying to utilize this item to it's fullest, here however start my troubles. The other players have expressed that their characters wouldn't appreciate a member of their party using evil artifacts. IC they don't really have any way to detect that it's evil, or an artifact for that matter, but I like to cover my bases to prevent a slip up.

So what I'm asking basically is some help on how to deal with this kind of situation. I'm not trying to back-stab my party or anything, I would just like to explore what kind of roleplaying opportunity's this kind of situation gives. We just leveled and I'm able to pick up a feat, so I've considered just crafting some kind of mask or goggles to cover my eyes, but that seems like cheap solution.

Also, the oculus allows me to planar bind something from abaddon, which is the one evil plane I haven't really read into yet, anyone that could give me a rundown on the types of thing I could call or if they're the kill on sight kind of outsiders, that'd be useful to know too.


Quite the dilemma!

I recommend summoning a demon to give you some in-character advice.

^_^


Well, the first question, I guess, would be whether your wizard is neutral evil, or if he's planning on making the DC 30 Use Magic Device check to emulate that alignment.

Either way, though, I'd be upfront with your party about the fact that you're using it. I think it provides more interesting roleplaying opportunities, and less risk of causing pointless drama at a later point. You don't have to tell them it's evil, and if they find out later you can always claim that you didn't know.

Edit: Anyway, here's a list of some of the creatures you could call with the 1/week planar binding.

CR 12 - shira div
CR 10 - piscodaemon
CR 9 - leukodaemon, sangudaemon
CR 8 - druj nasu div, hydrodaemon, shaghal
CR 7 - elder cordulagaster, pairaka div, soul eater, suspiridaemon
CR 6 - ceustodaemon
CR 5 - genthodaemon, nightmare, venedaemon
CR 4 - aghash div, sarcovalt, vulnadaemon
CR 3 - lacridaemon
CR 2 - cacodaemn, doru div


Shira Div (CR 12): Fairly straightforward melee type with some stealth and a fondness for assassinating strong people.

Piscodaemon (CR 10): Melee with a bit of stealth and a little bit of crowd control and anti-buffing SLAs. Amphibious. They like to set up shop in sewers or swamps just outside of towns and cities and lure people in to kill.

Leukodaemon (CR 9): Greater Teleport + Contagion at-will means they're pretty decent at causing plagues. They also come with +1 composite longbows by default if one wants to farm planar bound outsiders for their gear. They can also apparently use their Contagion SLA through their longbows and have infinite ammo.

They like to cooperate with summoners to spread disease.

Sanguadaemon (CR 9): Melee type with a love for Bleed effects. Like to try to frame vampires for their serial killing.

Hydrodaemon (CR 8): Has a Desecrate SLA, so can be useful if you have no other way of providing Desecrate when creating undead. Otherwise, a low-AC melee type with some versatility in movement modes and a weak ranged SLA they can spam. Could be potentially useful for taking prisoners using their at-will sleep ability.

Shaghal (CR 8): Low AC melee with bubonic plague spreading and a non-lethal/debuff AoE. Potentially useful for taking people alive by dealing a bunch of nonlethal damage alongside regular damage so they're knocked out before they start bleeding out. Guard dogs but they can understand orders, and can cause some real problems if they take over enough packs of jackals.

Druj Nasu Div (CR 8): Decent scout with at-will Invisibility. Can also act as a sort of lieutenant by gathering up a force with its Animate Dead and Command Undead SLAs. It can also make you undead that are immune to fire damage. Have it make some Frostfallen for you and you've got some tough boys that are immune to both Cold and Fire damage, despite being covered in ice so anyone would expect them to be vulnerable to Fire damage. To control those yourself you'd need to burn Command Undeads on them, though. Over time they can also make you as many Huge-sized Necrocraft as you might want. A baseline, single one of those is an ACR 1/2 army on its own, and each Druj Nasa can control either 27 or 30 of them if just limited to their Command Undead SLA.

They like spreading disease and causing famine, so if you can convince them of how war tends to spread both of those things, you've potentially got some useful catspaws or auxiliaries.

Suspiridaemon (CR 7): Some decent combat SLAs, and at-will Ghoul Touch and Ray of Enfeeblement aid in capture or just debuffing. Low AC for what you'd be running into, though. OK anti-caster grappler. Need to be disciplined in order to fight smart instead of just slowly strangling people. Needs supervision unless you just want to unleash it like a mad dog on an area.

Elder Cordulegaster (CR 7): Has some low-save control spells, but is otherwise a weak-ish bruiser and decentish grappler at your level. Could be unleashed to harass people's fishing villages and the like, I suppose. They have OKish UMD, though, I suppose.

Pairaka Div (CR 7): With that charisma score, social skills, shape-changing, and Charm Monster at-will, this is basically the Divs' answer to the succubus, but it also spreads disease. So you can get these to do all kinds of social plots for you, so long as they're ultimately to destructive ends.

Soul Eater (CR 7): Great for tracking creatures down, but if you try to get it to kill a target, then that can backfire and have it try to kill you. Not much use beyond that, unless you just want to command them to use their wisdom damage to put people into comas without eating their souls or want to have their souls nommed on so it's harder to bring them back from the dead.

Ceustodaemon (CR 5, 6, and 7): These are bruiser boys with a breath weapon and a few useful debuff SLAs, but they're not going to be that good fighting opponents that would be relevant to you. Real easy to planar bind, though. They like to serve as guardians for areas and buildings and things, though.

Venedaemon (CR 5): Constant Arcane Sight could be nifty. They are also low level Sorcerers, so could potentially help fill in your low level spells via scribing scrolls. May have information of interest. Decent UMD score.

Nightmare (CR 5): A Flying mount. Has Plane Shift 1/day for it and the rider. Can provide some minor concealment and debuffing action. Fairly straightforward.

Genthodaemon (CR 5): At this point the only combat relevant ability is probably its Trample ability. Nice partner for a crit-fisher, though. Outside of the box, their Move Earth SLA could be put to work making a canal or something.

Aghash Div (CR 4): At-will Bestow Curse can be useful enough, but otherwise there's not much of note with these ugly boys.

Sarcovalt (CR 4): Lesser Animate Dead lets them become a minor nuisance somewhere, I suppose, but for the most part there's not much reason to grab these.

Vulnadaemon (CR 4): Not much here, just some weak murder boys.

Lacridaemon (CR 3): Can harass traderoutes and cause people to become lost, I suppose. The only other thing they've got going for them is being able to spam Snare over time to make a bunch of traps.

Doru Div (CR 2): At-will Invisibility and 1/week Commune are the main things these floaty heads bring to the table. They're used to being messengers, too.

Cacodaemon (CR 2): Make some soul gems and have 1/week Commune. If you get some Antipaladins working for you, you could use a Cacodaemon as a communications relay with them after infecting them with its Cacodaemonia.


More on the subject of Necrocraft, they can get stupidly inflated CRs when made with extra Construction Points. As in, without going crazy with extra legs and attacks, you could get a CR 22 critter out of it.

While this could be exploited to make a tasty, tasty XP balloon (and Planar Binding fiends that you and your party then kill would also serve that purpose to some extent, too), it's most likely not desirable. I've only come across one decent proposed houserule on that front, though, but it's probably of interest.

If you go by that houserule, the max CR of a Huge Necrocraft the Druj Nasu Div can make is CR 14, so each one that's bound can come up with an ACR 10 army, given 625 bodies, or fewer, depending upon what the GM rules as the baseline size of body suitable for using as the building blocks to make one. If you had to buy them live, it'd cost 5000 gp to get 625 Donkeys to make it with, 2500 gp if Mules are Large size for you.

Of course, set loose on the enemy countryside, a creature like a Druj Nasu could easily convert wildlife and peasants into suitable stock to cause some trouble.

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