"Sense Evil"

Corlon

First Post
I've started using as a house rule in my campaign that instead of getting detect evil at will, the paladin can just "sense evil." That is, he gets exactly what the first detection of evil is, but he can't concentrate on it to determine the number or power level or whatever.

I think this gives it a much less tactical feel, and more of a cool cinimatic "there is evil here!" as well as a more paladin feel of "there is evil here, and it needs to be destroyed."

What do you guys think?
 
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The only problem I see is what will qualify as "evil"?

If the Paladin doesn't have a way to evaluate the level of evil, or where the evil is located, IMO, he'll sense evil constantly, but it won't do him a bit of good. He'll either turn into a paranoid freak, or diss his ability entirely.

AR
 

I would think characters/creatures with an Evil alignment would be sensed. Perhaps specific areas where incredibly diabolical acts took place would radiate evil as well.

It's largely left in the DM's hands, which is fine if done appropriately. It prevents the "detect n' smite" concept and keeps a Paladin player from divining alignments of important NPCs.
 

IMC I use it as a passive sense of supernatural evil within a 30ft radius, for just the kind of reasons you give; works very nicely.
 

When I tried to do something similar, my PCs edged close to certain people and eliminated them one by one. "Okay, I go talk to the Duke when he isn't with his wife and servant. Does my evil sense tingle?" It was tedious, and while I like the basic idea it can backfire in actual use.
 

Another idea that I considered but didn't end up using was making the Paladin make a "sense motive" check in order to detect evil - and the bad guys could oppose this with their bluff (but at a penalty if they were supernatually evil)

this would work better in 3e now that paladins get sense motive as a class skill :)
 


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D20 CoC- Academic feats?

In this thread Professor Phobos has a request seconded by myself. In having a feat with a flaw/cost/price it may remove some of the abuse stated in Pirate Cat's responce by Player Character's and maybe ideas may get added to that thread as well.

*rubs hands in greedy anticipation*

I am ahhh waiting as I am here on the site during high traffic...

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The problem I have with sensing "evil" is that "evil" isn't necessarily all that bad in the main campaign area. Somebody can be thoroughly black-hearted, but as long as he doesn't do certain transgressions, he can't be legitimately killed just for being "evil". Outlawry, on the other hand, merits being slaughtered on sight. However, one doesn't become an outlaw merely by being "chaotic".
 

Dogbrain said:
Somebody can be thoroughly black-hearted, but as long as he doesn't do certain transgressions, he can't be legitimately killed just for being "evil".
Depends on what you mean by legitimately, which depends on what local laws are. Though under a modern society, killing them out of hand without a trial would be Chaotic, besides being criminal.

Outlawry, on the other hand, merits being slaughtered on sight. However, one doesn't become an outlaw merely by being "chaotic".
Which could be construed as Evil. I jaywalked the other day, that's against the law, hence outlawry, and thus punishable by death?

To the matter at hand, I think it sounds like a perfectly good idea. Maybe you could give them both? A general constant "Sense Evil" and a more focused "Detect Evil".
 

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