So if creating mindless undead through necromancy is still evil in 2e...


Prerelease Discussion

201 to 250 of 457 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Shadow Lodge Contributor, RPG Superstar 2010 Top 8

2 people marked this as a favorite.

Nurgal is a Demon Lord of warfare and the sun.
Nergal is an Infernal Duke of wartime atrocities.


Ryan Freire wrote:
Tarik Blackhands wrote:
That's presuming that the whole sun = good, dark = evil thing is actually a cosmological rule in Pathfinder which it isn't. You've got good and evil (and neutral probably) examples for all of them and nothing in their portfolios even remotely suggests "Well Nergal could have been a Greater Deity, but the Sun part of his portfolio messes with that" or what have you. It's a lot of reading between the lines and headcannoning in reasons.

Id view pulling examples from companion splats as a bit more reading between the lines and headcannoning.

Also, on checking, the only thing nergal has in common with "the sun" is that his banner is a sun rising over a battlefield. Its not part of his portfolio in any way.

Might help if I actually spell his name right. Nurgal. That said, a quick glance at his portfolio shows his areas of concern to be Deserts, Senseless Warfare, and the Sun. Worshipers include dragons, mercenaries, those who fear the sun, and warlike desert nomads. Nurgal certainly doesn't have a superficial connection to the sun, it's built into his domains, worshipers, and areas of deific concern.


A link pointing him out deliberately as an exception to a rule doesn't dispute that a rule exists

Edit Link fixed


Just saying, your link is a dead one.


Also he's not the only non-good deity with the Sun domain or the Sun as part of his portfolio, there's also Aldinach (CE), Iaozrael (LE) and Azathoth (CN).

There's also Neutral and Good with Darkness: Count Ranalc (CN), Ashava (CG), Benorus (NG), Kelinahat (LG), Tanagaar (LG) and Yog-Sothoth (CN).

Also, you should really read the sources in that article instead of just believing it is correct. This is the actual Nurgal article from Lords of Chaos:

Spoiler:

Not all who worship the sun do so with joy and kindness in
their hearts. Those who venerate the Shining Scourge worship
out of fear or awe. Nurgal embodies the destructive aspects of
the sun, and his minions walk without fear in the full light
of day. His lower body is that of a golden lion with a draconic
tail. His torso is deeply tanned and masculine, and he is rarely
seen without a heavy mace, the head of which appears to be a
miniature sun, held in one four-fingered, taloned hand. His
head is that of a lion as well, and blinding light spews from
his eyes and mouth.

Nurgal’s faith was quite strong in ancient Azlant, and not a
few Azlanti ruins bear evidence of this connection in carvings
that depict a fanged mouth around a sun or the presence of lionlike
monsters. Today, his worship has lessened, and is limited to
the deserts of northern Garund, Qadira, and ruined Ninshabur.
His Abyssal realm is known as Kuthan, an expansive region of
alternating desert and dry savannas under a vast red sun that
never moves from its noontime height above. Narrow gorges
hundreds of miles long connect Kuthan to its neighboring
realm, the Sea of Whispering Sands, where Nurgal’s lover,
Areshkagal, used to rule before being banished to the Blood
Clefts by her sister. Nurgal is also believed to be the half-brother
of Socothbenoth, but this relationship is not friendly, and the
two have been at war for as long as they both have existed.

Funny how it doesn't make a single mention of exceptions....


1 person marked this as a favorite.
Tarik Blackhands wrote:

That's presuming that the whole sun = good, dark = evil thing is actually a cosmological rule in Pathfinder which it isn't. You've got good and evil (and neutral probably) examples for all of them and nothing in their portfolios even remotely suggests "Well Nergal could have been a Greater Deity, but the Sun part of his portfolio messes with that" or what have you. It's a lot of reading between the lines and headcannoning in reasons.

Also Nergal is a Demon Lord, not an Infernal Duke /nitpick

Nurgal is a Demon Lord of the sun, Nergal is an Infernal Duke. They are the two halves of an evil Azlanti god of the sun, who was a full deity.

EDIT: Looks like I was responding to old posts, and my clarification was already made. But the Azlanti Nurgal was an evil deity of the sun, although I agree that is only an exception to the existing rule.


At one point, I looked through all availible deities for trends relateing to a few of my interests.

Much as I hate to admit it, only 2% of LE and CE and 0 NE deities have the Sun domain, compared to 12%LN, 5% CN, 0% N, 10% LG, 6% NG, and 10% CG. Darkness however is most numerous in CN with 20 of available deities offering the domain, followed by NE at 17%. Interestingly, the number of LG deities with one of these domains is the same, at 3. No true neutral deities have Void, Sun, or Darkness listed.

Of course, the real kicker is that there are no non-evil deities to offer the insect subdomain.

Edit: I use percentages because the massive number of archfiends skews any comparison of absolute numbers towards Evil (205 Evil to 93 Good and 53 neutral on that axis in the data)


Ryan Freire wrote:

A link pointing him out deliberately as an exception to a rule doesn't dispute that a rule exists

Edit Link fixed

This post reminds me that the phrase "The exception proves the rule" is supposed to mean "the fact that some cases do not follow a rule proves that the rule applies in all other cases" not "the fact that some cases do not follow a rule invalidates the rule completely."


In my campaign settings there are these two planes
The Negative plane
and
The Positive plane

One is life affirming while the other is life reducing. Casting spells that require healing, restoring life, curing diseases, require being able to tap into the Positive plane, doing the opposite requires taping into the Negative plane

Inanimate objects can be animated by taping energy from either plane
Animating a corpse will always draw the attention of the spirit of the former occupant of that corpse, and if the realm where that spirit is residing is under the control of a “Deity” that is in agreement with the animation of the corpse then all is good (typically in my campaign settings, “good” aligned deities are not in agreement with lesser magic that only animates the corpse but does not return the spirit to the body in some way, and this type of spell casting often fails, while “evil” aligned deities delight in seeing the bodies of the spirits they now have dominion over being put to use in the material universe for nefarious reasons, and often this furthers their agenda, so these types of spells will generally work).

Using positive energy to cast raise dead, is not likely to work, while using negative energy is very likely to work. Some types of magic, when used to create more powerful types of undead, will work no matter which energy is used, and even when an undead is created with negative energy, if it is a highly intelligent undead, it can still, in time, alter its connection to the negative energy that keeps it viable, and if the deities are in favor of such things, grant undead-positive energy based existence.

Undead created from negative energy are evil in my campaign setting
Undead created from positive energy are good in my campaign setting
There are two Lichs in my campaigns, one is the Lich baroness It’Dupree, the other is the Eye of the Lakadorak, both are Lawful Neutral (having begun their existence as Lawful Evil, and after centuries in one case, and millennia in the other, have managed to connect their existence to sources of positive energy that equals the negative energy that originally created them). It is conceivable, in these settings, that if these creatures continue to make choices, decisions that result in life affirming results, the positive connections may grow stronger over time, which in my settings will ultimately result in a “good” deity sending an avatar to deal with the situation – most likely ending the existence of the lich, but opening up the possibility of freeing the trapped spirit (trapped on an “evil” aligned plane).


1 person marked this as a favorite.

Interstingly, negative energy is less inherently unstable and destructive than positive energy. Positive-aligned creatures need to continuously take in new positive enrgy, often by killing and eating other positive-aligned entities entities to survive (unless they are tied to an Outer plane moreso than anywhere else). Undead are not required to eat (many can and do eat, but they can experience continued existence without it). Massive amounts of negative energy cannot kill an undead, but massive amounts of positive energy can kill living creatures. Unholy water (made with negative energy) only harms the primary target of opposed outsiders, while holy water also damages all negative-affinity creatures.

Positive energy is nasty stuff.


1 person marked this as a favorite.

Okay, I'm gonna break down, mechanically, why I think it makes sense for animate dead to be evil.

First, you can create non-evil animated corpses with "Animate Object". This is a lot clearer of an example of differentiation between evil and neutral animation. These difference, demonstrated mechanically., implies a lot more of the mindless undead than simply locomotion. The basic undead, as mindless as they are, are still different from a simple animated corpse. They are undead.

Now, while animate object can be used on anything inanimate, animate dead requires certain things. It requires something that was once alive. You can't fashion a bunch of dirt and twigs into a shape of a person and make a zombie. Remains of constructs and undead cannot be used, either. This implies some manipulation of life and the soul.

Then, there is the nature of negative energy. While sure, it isn't inherently evil, it is something from which no good is going to come. It is anti-life, and should probably stay on its own plane.

A lot of the rules creates a delineation between animating an object through necromancy or transmutation. Not making that difference significant is boring above all else. Making necromantic animation evil is flavorful and interesting. I feel it is justified both in rules and setting.


RumpinRufus wrote:

Resurrection. Resurrection being made impossible is enough reason that necromancy is evil. Once someone's been reanimated as undead, Raise Dead is flat-out impossible on them. Even True Resurrection fails unless you destroy the undead creature inhabiting their body.

Even if someone willingly volunteered for their body to be made into an undead creature (which is definitely the only way necromancy could possibly be not-evil,) you don't know if some higher power might want for them to be resurrected at some point. If they've ever been reanimated, at the very minimum that's going to require Resurrection instead of Raise Dead, and if their body is still animated then it could require a Wish to summon the corpse so it can be destroyed before being resurrected.

But then whats wrong with animating animals?


1 person marked this as a favorite.
CorvusMask wrote:
...Please include reason for it in the core rulebook so I don't have to justify it to players through random forum comments or D&D era books :'D Because seriously, I get into a lot of semantics conversation about why its evil since mindless undead don't actually affect soul of the dead person as zombies and such are soulless.

I would bet the design team doesn't agree on the issue. Some of them probably don't think creating undead is evil, and the ones who do have different reasons for it.

Would explain why we get so much vagueness on the issue.


Albatoonoe wrote:
Then, there is the nature of negative energy. While sure, it isn't inherently evil, it is something from which no good is going to come. It is anti-life, and should probably stay on its own plane.

I'm going to disagree with this. If undead are anti-life, i"m going to make a comparison to anti-matter. The only time the distinction between matter and antimatter matters (pun intended) is when they directly interact with their counterpart. The universe may be matter-dominated, but that dosn't mean that antimatter is worse (in fact, it's a big question why the universe is matter-dominated in the first place). It's possible for antimatter-dominant regions to exist, and we would only notice at the active borders with matter-dominant regions.

Positive and Negative energy are the same way, except the symmetry is partially broken. We know that one of these is more inherently dangerous than the other, and that it's not just the bias of being in a region dominated by one. In fact, that bias is what projects the illusion of full symmetry, because the dominant energy is the more destructive one.


Wheldrake wrote:
But I also think that flesh golems should be intrinsically EVIL as well. I mean, instead of animating a corpse with magic, you are dismembering a half dozen or more corpses, sewing them together and then animating them with magic. That's gotta be at least as evil as animating undead!

Biological research scientist here thinks neither should be inherently evil, btw, if once the soul has gone on, the body is just matter.

Particularly if you can do the Uberstadt-like thing of passing a whole bunch of the nastiest brute labour your society needs off to mindless undead (with some supervision), thereby saving lots of human(oid) misery, which would seem to me pretty definitely Good.


Wheldrake wrote:
Buba Casanunda wrote:

a number of magic items are crafted from body parts of intelligent creatures (even humans). These items, and the crafting of them, are not called out as "an intrinsically EVIL act". Why not?

Heck, a number of ITEMS are crafted from body parts of semi-intelligent creatures - why isn't the crafting of leather items "an intrinsically EVIL act"? Perhaps we should label anyone dealing with dead thing as have severe social stigmas of kegare (穢れ or "defilement") attached to them?

Making a spellbook covered in human skin (or virtually any other use of humanoid body parts) should also be considered an evil act. You got me there.

People just need to stop saying this. It is not true according to the rules and it makes no sense. An act is neither good nor evil. This is why a lion or a robot that is simply following a program are incapable of evil acts. They. simply. are. not. capable; it's right there in the rules on p. 165, 1st column, fourth paragraph. Just stop saying it, fer cryin out loud!

Any act that is divorced from the intention to commit the act *cannot* be evil. If you find a wand and push a button, and it turns out the button is animate dead (you didn't know) and it actually animates some dead, the undead are evil, but you did not commit an evil act. If a robot is programmed to push a button that animates dead, the robot also did not commit an evil act. If a lion steps on a pressure plate that triggers an animate dead spell, the lion did not commit an evil act. If a three-year-old child drops a wand of animate dead, which triggers the spell, the child did not commit an evil act.

Philosophers have tackled this question from the start of civilization and the reasoning always led to the same conclusion. The terms that have been used for centuries are from Latin: actus reus (the act) and mens rea (the intent). Without mens rea, no culpability. In the Middle Ages, there was a period of time where mens rea was disregarded and you would be put to death if you accidentally killed someone (assuming you were a peasant and not a noble), but it was a brief and brutal departure from a more humanitarian philosophical underpinning of law. Even Hammurabi knew better centuries before.


the nerve-eater of Zur-en-Aarh wrote:
Wheldrake wrote:
But I also think that flesh golems should be intrinsically EVIL as well. I mean, instead of animating a corpse with magic, you are dismembering a half dozen or more corpses, sewing them together and then animating them with magic. That's gotta be at least as evil as animating undead!

Biological research scientist here thinks neither should be inherently evil, btw, if once the soul has gone on, the body is just matter.

Particularly if you can do the Uberstadt-like thing of passing a whole bunch of the nastiest brute labour your society needs off to mindless undead (with some supervision), thereby saving lots of human(oid) misery, which would seem to me pretty definitely Good.

I completely agree.

actus reus: Animate Dead
mens rea: Reduce human misery (good)

Good intentions = Good alignment.

Now, the story I might tell as a DM is that you made a mistake because animating dead is risky, but if I want to tell a "road to hell is paved with good intentions" morality tale, that is another matter entirely.


Why are people so hung up on non-evil Nectomancers? Is it because Animate Dead is the easier/cheaper way to do it?


If they make animate object able to attain roughly the same result as animate dead with similar access points, then by all means I'll give up on animating the corpses of my enemies to eat the rest of my enemies.

There is a certain je ne sais quoi to animating the dead. Some jerk tries to stomp you into stinky toe-cheese, you kill 'em, animate their corpse into your newest scroll caddie and sort through their pockets for loose change.

That animate object is a divine spell has long been quite ludicrous, as is its current spell level of 6th. Not even the highest level caster can animate the largest objects ... and they are not particularly fearsome at the point a character can currently access this spell. Hopefully this changes promptly in PF2e.


Anne Radcliffe de Sade wrote:

If they make animate object able to attain roughly the same result as animate dead with similar access points, then by all means I'll give up on animating the corpses of my enemies to eat the rest of my enemies.

There is a certain je ne sais quoi to animating the dead. Some jerk tries to stomp you into stinky toe-cheese, you kill 'em, animate their corpse into your newest scroll caddie and sort through their pockets for loose change.

That animate object is a divine spell has long been quite ludicrous, as is its current spell level of 6th. Not even the highest level caster can animate the largest objects ... and they are not particularly fearsome at the point a character can currently access this spell. Hopefully this changes promptly in PF2e.

So, as I suspected, it has everything to do with the fact that Animate Dead is a cheap way to get a powerful effect. It always comes back to power.


HWalsh wrote:
Anne Radcliffe de Sade wrote:

If they make animate object able to attain roughly the same result as animate dead with similar access points, then by all means I'll give up on animating the corpses of my enemies to eat the rest of my enemies.

There is a certain je ne sais quoi to animating the dead. Some jerk tries to stomp you into stinky toe-cheese, you kill 'em, animate their corpse into your newest scroll caddie and sort through their pockets for loose change.

That animate object is a divine spell has long been quite ludicrous, as is its current spell level of 6th. Not even the highest level caster can animate the largest objects ... and they are not particularly fearsome at the point a character can currently access this spell. Hopefully this changes promptly in PF2e.

So, as I suspected, it has everything to do with the fact that Animate Dead is a cheap way to get a powerful effect. It always comes back to power.

Exactly. That is why it is so fun when a Good Necromancer raises a bunch of undead to further his good plans... then an Evil Cleric takes them over and wreaks havoc with what is now *his* Evil undead army. Fun for everyone.


totoro wrote:
HWalsh wrote:
Anne Radcliffe de Sade wrote:

If they make animate object able to attain roughly the same result as animate dead with similar access points, then by all means I'll give up on animating the corpses of my enemies to eat the rest of my enemies.

There is a certain je ne sais quoi to animating the dead. Some jerk tries to stomp you into stinky toe-cheese, you kill 'em, animate their corpse into your newest scroll caddie and sort through their pockets for loose change.

That animate object is a divine spell has long been quite ludicrous, as is its current spell level of 6th. Not even the highest level caster can animate the largest objects ... and they are not particularly fearsome at the point a character can currently access this spell. Hopefully this changes promptly in PF2e.

So, as I suspected, it has everything to do with the fact that Animate Dead is a cheap way to get a powerful effect. It always comes back to power.
Exactly. That is why it is so fun when a Good Necromancer raises a bunch of undead to further his good plans... then an Evil Cleric takes them over and wreaks havoc with what is now *his* Evil undead army. Fun for everyone.

"Powerful effect"?

The animated dead are barely worth their CR, let alone their cost. Animated objects usually aren't worth anywhere close to the effort required to animate them as a 6th level spell. Both groups are little more than "blockers" and are often less effective than the foes one encounters with animated dead/objects in tow by a large margin, similarly to summoned monsters.

They come in handy for distractions, carrying heavy things when they're big enough and positioning themselves between me and the giants trying to stomp me into stinky toe-cheese.


Anne Radcliffe de Sade wrote:
totoro wrote:
HWalsh wrote:
Anne Radcliffe de Sade wrote:

If they make animate object able to attain roughly the same result as animate dead with similar access points, then by all means I'll give up on animating the corpses of my enemies to eat the rest of my enemies.

There is a certain je ne sais quoi to animating the dead. Some jerk tries to stomp you into stinky toe-cheese, you kill 'em, animate their corpse into your newest scroll caddie and sort through their pockets for loose change.

That animate object is a divine spell has long been quite ludicrous, as is its current spell level of 6th. Not even the highest level caster can animate the largest objects ... and they are not particularly fearsome at the point a character can currently access this spell. Hopefully this changes promptly in PF2e.

So, as I suspected, it has everything to do with the fact that Animate Dead is a cheap way to get a powerful effect. It always comes back to power.
Exactly. That is why it is so fun when a Good Necromancer raises a bunch of undead to further his good plans... then an Evil Cleric takes them over and wreaks havoc with what is now *his* Evil undead army. Fun for everyone.

"Powerful effect"?

The animated dead are barely worth their CR, let alone their cost. Animated objects usually aren't worth anywhere close to the effort required to animate them as a 6th level spell. Both groups are little more than "blockers" and are often less effective than the foes one encounters with animated dead/objects in tow by a large margin, similarly to summoned monsters.

They come in handy for distractions, carrying heavy things when they're big enough and positioning themselves between me and the giants trying to stomp me into stinky toe-cheese.

I meant "powerful effect" to be a storytelling theme. I was not judging the actual power of the spell. I like the idea of a Good Necromancer messing with the bull and getting the horns. (I would only do it to an NPC, though, not to screw over a player.)


Ah - okies. I do too, although I would 'screw over' a player who was careless with their mindless mini-onions if it is plausible/the timeline of the villains fairly permits yoinking said mini-onions. ;)


Anne Radcliffe de Sade wrote:
Ah - okies. I do too, although I would 'screw over' a player who was careless with their mindless mini-onions if it is plausible/the timeline of the villains fairly permits yoinking said mini-onions. ;)

Actually, I would, too, come to think of it.


4 people marked this as a favorite.
totoro wrote:
Philosophers have tackled this question from the start of civilization and the reasoning always led to the same conclusion.

This isn't true.

There is a school of philosophy called Deontology. Many of them would disagree with your view that an agent's intent is integral to determining the morality of its actions (some take the extreme view that an act is evil or good irrespective of not only intention but even outcome!)

Moral philosophy isn't simple. Nor is it settled.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

4 people marked this as a favorite.

My other favorite proposed explanation for why undead and creating undead are both evil is--it's Urgathoa's fault.

Urgathoa (NE goddess of undeath) was once a mortal woman who escaped the Boneyard and came back to the mortal world because she was greedy and hedonistic and craved more life. In doing so, she became the first undead creature, and brought disease into the world.

So maybe undead are in some sense descendants or reflections of Urgathoa, and so bear the metaphysical taint of her gluttonous and wicked nature.

They could make that connection explicit in PF2, since they're building in stronger ties to Golarion with the new edition.


1 person marked this as a favorite.

Thank you for that, Benchak! I didn't know about that particular bit of lore.

I've used a similar arrangement about Orcus in a previous game. In the early days of creation the undead were nothing more than a way for the departed to help and advise the living until Orcus managed to weave a bit of himself into the magic that fuels Necromancy. Once the Gods realized that was possible, they took safeguards against it happening again, but it was too late to completely undo what the demon lord of the undead managed. After that the undead were tainted by his malice.


Ckorik wrote:

No - channeling energy is a newish part of the game. Clerics didn't care about that stuff in the first two editions.

The roots of the game clerics only cared about being lawful or chaotic - those were the only two alignments. It was generally assumed all monsters were chaotic and everything else was lawful.

I know good and evil was already in the Dungeons & Dragons Basic Set, and channeling with alignment restrictions was around at least since Advanced Dungeons & Dragons 2nd Edition from 1988.

If that's "newish" to you, then... thank you, it's just a year younger than I am. It's nice that some people still think that's young.

But sure, channeling and good/evil probably weren't in the Chainmail war game D&D was based on or the original D&D. But the original D&D was released 1974 and the basic set with good and evil was released only three years later, and AD&D 2ed with channeling 14 years later. Good and evil have been with D&D for nearly its entire existence, and alignment-based channeling for easily two thirds of its time.
For me, that's a lot more "ish" than "new".


I know I'm late but there was talk about Reincarnation and how that goes against the Cycle of life and death back on Page 4, and I have 2 things to say
A) its life, death, judgement, outsider, life, repeat
B) there's an archetype for that: https://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo-druid- archetypes/reincarnated-druid
Reincarnation for Free everybody, this Druid is now Outside of the Cycle, so long as she doesn't die in the next week!(its even an Extraordinary ability, so no anti-magic zones can stop it)

I'd also like to reiterate a question johnlocke asked: But then what's wrong about animating animals?

Also to Albatoonoe: um weren't the twigs once alive? Were they not a part of a living tree? What's so different about reanimating a twig and reanimating an arm? Especially since Flesh Golems, which I believe people have said multiple times requires Animate Dead, also requires stitching body parts of various corpses together, so if I fashioned a treant out of sticks, wood, and leaves, of a once living treant and crafted them together, would I not then be able to use Animate Dead on it? (btw the spell does Not say it needs to be humanoid type or of the Kingdom Animalia, so treants and other plant creatures should totally be fair game) >.>

Edit: I now go to bed, Good night all!

Liberty's Edge

2 people marked this as a favorite.

Creating things that will go on a rampage and kill innocent creatures indiscriminately when you lose control of them (for example when you die) is pretty evil in my book

The Exchange

The Raven Black wrote:
Creating things that will go on a rampage and kill innocent creatures indiscriminately when you lose control of them (for example when you die) is pretty evil in my book

so... building fires in houses would be evil right? I mean, just because you do it in a fire-place/stove/heater/hearth/etc. doesn't mean it's not going to ever get loose, "go on a rampage and kill innocent creatures indiscriminately when you lose control of " it, right? Never happen...

Wait, wouldn't it be just as bad in the forest? I mean, it's got to be evil to just build camp fires out in the woods, anything could happen... you could easily "lose control of them (for example when you die) and they would break loose ""go on a rampage and kill innocent creatures indiscriminately" ...yeah.

Fire=Evil.

After all, it comes from a plane where you can't survive for long without magical protections... etc.

Liberty's Edge

2 people marked this as a favorite.

Flames do not go out of their way to kill people. Mindless undead do

The Exchange

Rajnish Umbra, Shadow Caller wrote:
Ckorik wrote:

No - channeling energy is a newish part of the game. Clerics didn't care about that stuff in the first two editions.

The roots of the game clerics only cared about being lawful or chaotic - those were the only two alignments. It was generally assumed all monsters were chaotic and everything else was lawful.

I know good and evil was already in the Dungeons & Dragons Basic Set, and channeling with alignment restrictions was around at least since Advanced Dungeons & Dragons 2nd Edition from 1988.

If that's "newish" to you, then... thank you, it's just a year younger than I am. It's nice that some people still think that's young.

But sure, channeling and good/evil probably weren't in the Chainmail war game D&D was based on or the original D&D. But the original D&D was released 1974 and the basic set with good and evil was released only three years later, and AD&D 2ed with channeling 14 years later. Good and evil have been with D&D for nearly its entire existence, and alignment-based channeling for easily two thirds of its time.
For me, that's a lot more "ish" than "new".

ah... I've been playing for a long time. (40+ years now... sigh), and I can remember how "Channeling" was a new part of PFS. Prior to that Clerics could "Turn Undead" but not "Channel Neg/Pos Energy". So... what are you talking about?

I can recall the biggest difference between Living Greyhawk clerics (that would be 3.5 rules) and PFS clerics was Channeling and the fact that Evil clerics could now "heal" undead - or "Channel" to harm living creatures. Just check out some of the older Scenarios (say Among the Living) to see older clerics that DON'T have the ability to Channel, but can use heavy armor. Because they were created under the 3.5 rule set, where clerics didn't have channeling - where in fact, channeling did not exist.


the nerve-eater of Zur-en-Aarh wrote:
Dasrak wrote:

And I certainly don't want to be stuck with rigid alignment rules that fall apart in any campaign that doesn't adhere to an allegorical good vs evil structure.

How about rigid alignment rules that serve as a starting point for subverting and doing interesting things with an entirely literal good vs. evil structure ?

I'm not particularly on board with undead being always Evil, if nothing else because there are memorable ghosts in Pathfinder products who are far from evil. Negative energy being inherently anti-life, fine, but Good applications for that should be trivial (like zapping the nasty parasites infecting the hapless rescue-object villagers du jour with it.) On the other hand, if the moral basis of the universe decrees it as Evil anyway, that's just another way into a campaign about people who heroically disagree with the moral basis of the universe.

My only issue with that is that the rules of the game and the universe of the game are still going to label them as evil, meaning that they cannot 'heroically disagree with the moral basis of the universe' without being smote by every paladin in the land.

I feel that the 'evilness' of necromancy should be a purely fluff thing, that everyone and their grandma are going to think you're wholly evil even though you're saving lives with your charges

The Exchange

The Raven Black wrote:
Flames do not go out of their way to kill people. Mindless undead do

ok, just to double check I went to the write-up on skeletons, figuring that there had been a change to them in PFS and I was just letting my years of playing before PFS was written confuse me...

and I can't find where it says they "go out of their way to kill people." Where did I miss it? The closest I get to it in the Bestiary write-up on Skeletons is the note: "Skeletons are the animated bones of the dead, brought to unlife through foul magic. While most skeletons are mindless automatons, they still possess an evil cunning imparted to them by their animating force—a cunning that allows them to wield weapons and wear armor."
So... ah... Yeah, they have "an evil cunning" that lets them use weapons and wear armor... They are "brought to unlife through foul magic", check. Still... where is the note that they "go out of their way to kill people."?

edit: Wait - is it this part?
Alignment: Always neutral evil.

so they go out of their way to kill people because they are evil?

Silver Crusade

Zombie, Bestiary 1 p.288 wrote:

Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread disease or move with increased speed.

Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety.

Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims. Most zombies are created using animate dead. Such zombies are always of the standard type, unless the creator also casts haste or remove paralysis to create fast zombies, or contagion to create plague zombies.

The Exchange

Rysky wrote:
Zombie, Bestiary 1 p.288 wrote:

Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread disease or move with increased speed.

Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety.

Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims. Most zombies are created using animate dead. Such zombies are always of the standard type, unless the creator also casts haste or remove paralysis to create fast zombies, or contagion to create plague zombies.

AH! thank you! been looking for that.

So, Zombies - when left unattended - "tend to mill about in search of living creatures to slaughter and devour". And they are often unleased into an area "with no command other than to kill living creatures." Yep, give them the command to kill living creatures and they follow those orders. How about if they AREN'T given orders to kill living creatures, and instead are given orders to "protect the humans"? or something like that? or maybe just give them the order to make mud bricks and stack them over there.

But, how does this apply to Skeletons then? Do they then do the same thing? Why?

Silver Crusade

nosig wrote:
Rysky wrote:
Zombie, Bestiary 1 p.288 wrote:

Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread disease or move with increased speed.

Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety.

Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims. Most zombies are created using animate dead. Such zombies are always of the standard type, unless the creator also casts haste or remove paralysis to create fast zombies, or contagion to create plague zombies.

AH! thank you! been looking for that.

So, Zombies - when left unattended - "tend to mill about in search of living creatures to slaughter and devour". How does this apply to Skeletons then? Do they then do the same thing? Why?

Probably.

The Exchange

Rysky wrote:
nosig wrote:
Rysky wrote:
Zombie, Bestiary 1 p.288 wrote:

Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread disease or move with increased speed.

Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety.

Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims. Most zombies are created using animate dead. Such zombies are always of the standard type, unless the creator also casts haste or remove paralysis to create fast zombies, or contagion to create plague zombies.

AH! thank you! been looking for that.

So, Zombies - when left unattended - "tend to mill about in search of living creatures to slaughter and devour". How does this apply to Skeletons then? Do they then do the same thing? Why?

Probably.

what? Answer to short, sorry, I do not understand. It probably applies to skeletons? or they will probably do the same thing? again, why would they? And Golems would not.

sorry, I also added this to my post you quoted:

So, Zombies - when left unattended - "tend to mill about in search of living creatures to slaughter and devour". And they are often unleased into an area "with no command other than to kill living creatures." Yep, give them the command to kill living creatures and they follow those orders. How about if they AREN'T given orders to kill living creatures, and instead are given orders to "protect the humans"? or something like that? or maybe just give them the order to make mud bricks and stack them over there.

Silver Crusade

It mentions "evil cunning", so just like Zombies, they probably have an in innate sense to kill.

Golems are made differently (but can go berserk).

Interesting scenario, though I doubt you could give them a vague order like "protect the humans". Something simple like do this repetitive thing over and over would probably work.

Liberty's Edge

Why would mindless undead be Evil if not because they tend to do Evil acts on their own ?

A fire that would on its own try to kill people indiscriminately would be Evil too in my book

The Exchange

The Raven Black wrote:
Flames do not go out of their way to kill people. Mindless undead do

from the write-up on Fire Elementals

"Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire."
and
"Elemental, Fire - This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn."

sounds like Evil to me - but wait - they are neutral. So I guess it's ok to use magic to summon/create them...

The Exchange

The Raven Black wrote:

Why would mindless undead be Evil if not because they tend to do Evil acts on their own ?

A fire that would on its own try to kill people indiscriminately would be Evil too in my book

A = So because they are evil, skeletons will do evil acts if left with no orders...

and
B = Skeletons are evil because they do evil acts if left on their own...

wait...what?

Liberty's Edge

If you want creating mindless undead to be Not-Evil then you need mindless undead to be Not-Evil. A fantasy world where you can easily create Not-Evil mindless undead will be significantly different from most fantasy settings we know. Also it will make creating Golems mostly unneeded

I prefer mindless undead being Evil and golems being around

Also using the energy of destruction to create animated things does not sound that wholesome to me

The Exchange

Rysky wrote:

It mentions "evil cunning", so just like Zombies, they probably have an in innate sense to kill.

Golems are made differently (but can go berserk).

Interesting scenario, though I doubt you could give them a vague order like "protect the humans". Something simple like do this repetitive thing over and over would probably work.

so, because the word "evil" is used to describe the "cunning" they have that gives them weapon & armor proficiency... they will act like Zombies and attack living creatures (if they have no other orders)?

Grand Lodge

The Raven Black wrote:
If you want creating mindless undead to be Not-Evil then you need mindless undead to be Not-Evil. A fantasy world where you can easily create Not-Evil mindless undead will be significantly different from most fantasy settings we know. Also it will make creating Golems mostly unneeded

Golems are still more effective because the materials are easier to come by.

Liberty's Edge

TriOmegaZero wrote:
The Raven Black wrote:
If you want creating mindless undead to be Not-Evil then you need mindless undead to be Not-Evil. A fantasy world where you can easily create Not-Evil mindless undead will be significantly different from most fantasy settings we know. Also it will make creating Golems mostly unneeded
Golems are still more effective because the materials are easier to come by.

Are you sure about that ? Including the significant monetary amounts involved ?

I have seen far more PCs going for Necromancer and its minions rather then Construct-maker and its golems

Silver Crusade

2 people marked this as a favorite.
nosig wrote:
Rysky wrote:

It mentions "evil cunning", so just like Zombies, they probably have an in innate sense to kill.

Golems are made differently (but can go berserk).

Interesting scenario, though I doubt you could give them a vague order like "protect the humans". Something simple like do this repetitive thing over and over would probably work.

so, because the word "evil" is used to describe the "cunning" they have that gives them weapon & armor proficiency... they will act like Zombies and attack living creatures (if they have no other orders)?

The flavor text suggests that yes. Nothing in their writeup seems to suggest they simply stand around doing absolutely nothing if they have no one to give them orders.


1 person marked this as a favorite.
TriOmegaZero wrote:
The Raven Black wrote:
If you want creating mindless undead to be Not-Evil then you need mindless undead to be Not-Evil. A fantasy world where you can easily create Not-Evil mindless undead will be significantly different from most fantasy settings we know. Also it will make creating Golems mostly unneeded
Golems are still more effective because the materials are easier to come by.

I wouldn't say easier to come by. Even bottom tier golems require pretty hefty amounts of stuff. A Wax Golem (CR3) needs 7,000 gp worth of stuff and a 1,000 lb block of wax. A Junk Golem (CR4) needs 5200 random material, 250 lbs of rubbish, and 200gp worth of wiring.

Meanwhile Animate Dead needs 25gp per HD in an onyx gem and a corpse.

201 to 250 of 457 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Playtest / Pathfinder Playtest Prerelease Discussion / So if creating mindless undead through necromancy is still evil in 2e... All Messageboards