Jormengand
2014-03-07, 06:28 PM
There is no other world. Nor even this one. What, then, is there? The inner smile provoked in us by the patent nonexistence of both.
The Nihilist was a class made for a competition - unfortunately one which is yet to reach this forum - and I thought I might share it with you. To provide some context, the competition consisted of choosing three numbers from 1 to 10, representing difficulty level, and being assigned three tasks that your class must complete of the appropriate difficulty. I went for 6, 8 and 10, and got:
6: Make a True Neutral Paladin-equivalent which I'd actually want to play.
8: Create a class with no spells, and based around the idea of nothing.
10: Create a class that legitimately uses the concept of "AC: No," "Attack +Yes," "Fort Yes" and so forth.
For those interested, the contest was scored out of 30 for each of difficulty, flavour, balance, functionality and simplicity, each being the total of the 3 judges' opinions out of 10 (except difficulty, which was the combined difficulty of any criteria that the class completed successfully). The class ended up scoring 24 (6, 8, 10), 27 (8, 9, 10), 20 (5, 7, 8), 21 (7, 7, 7), and 19 (4, 7 and 8) for a grand total of 111/150, putting it in third place of eight contestants. Not bad, I guess... <.< >.>
Anyway, here it is, in all its glory, unless I've forgotten to copy something...
The Nihilist
LevelBABFortRefWillSpecial
1st+1+2+0+2No Aura, Detect Extremist, Smite Extremist 1/day
2nd+2+3+0+3No Name, Weightlessness, Reject Wounds
3rd+3+3+1+3No fear, No Blood, No Pain
4th+4+4+1+4Null Stance, No Accuracy 1/day
5th+5+4+1+4No Escape 1/day, Smite Extremist 2/day
6th+6/+1+5+2+5No Failure 1/day
7th+7/+2+5+2+5No Respite
8th+8/+3+6+2+6No Accuracy 2/day
9th+9/+4+6+3+6No Escape 2/day
10th+10/+5+7+3+7Smite Extremist 3/day
11th+11/+6/+1+7+3+7No Mind, No Limit
12th+12/+7/+2+8+4+8No Failure 2/day, No Accuracy 3/day
13th+13/+8/+3+8+4+8No Light, No Sound, No Escape 3/day
14th+14/+9/+4+9+4+9No Skill
15th+15/+10/+5+9+5+9Smite Extremist 4/day
16th+16/+11/+6/+1+10+5+10No Accuracy 4/day
17th+17/+12/+7/+2+10+5+10No Feeling, No Escape 4/day
18th+18/+13/+8/+3+11+6+11No Failure 3/day, No Limit
19th+19/+14/+9/+4+11+6+11No Body.
20th+20/+15/+10/+5+12+6+12Nothing Left, No Accuracy 5/day, Smite Extremist 5/day
{This is 3.5 material, and does not exist in Pathfinder.}
[This is Pathfinder material, and does not exist in 3.5.]
Alignment: True Neutral or no alignment (See "No Aura")
Hit Die: 1d8
Class Skills:
The Nihilist’s class skills (and the key ability for each skill) are {Concentration (Con)}, Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
{Skill Points at 1st Level: (4 + Int modifier) × 4}
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency: Unlike Paladins, Nihilists do not train with armour, as it swiftly becomes more of a hindrance than a help. However, they are proficient with all weapons, unless the specific weapon has a requirement that the Nihilist does not meet (Such as a Bastard Sword requiring 13 strength). Upon meeting such a prerequisite, the Nihilist gains proficiency with the weapon automatically.
No aura (Ex): The Nihilist, along with any items in the Nihilist's possession, have no aura, even if they normally would. They are also all considered to be constantly subject to an Undetectable Alignment spell (Caster Level = the Nihilist's class levels).
Further, the Nihilist is no longer considered to have an alignment, until such a time as the Nihilist does an act that would cause such an alignment change to take effect. The Nihilist is unaffected by any spell, item or ability which depends on the target's alignment, even if the Nihilist would be affected anyway (so Holy Word has no effect, even though the Nihilist is a nongood creature).
Detect Extremist (Sp): As the Paladin's Detect Evil ability, save that it detects Lawful Good, Chaotic Good, Lawful Evil and Chaotic Evil creatures, called Extremists. During the second and third rounds, the Nihilist determines the number of auras of any type possessed by Extremists, and during the third round the Nihilist determines not only the power and location of such auras but also to which alignment each aura pertains.
Smite Extremist (Su): The Nihilist may Smite Extremists in the same way a Paladin Smites Evil, meaning that the bonuses to attack and damage apply against all creatures who are in no way neutral.
No Name (Ex): From second level, the universe no longer considers the Nihilist to exist. The Nihilist is immune to any divination (Scrying) spells, and lacks a personal true name, meaning that utterances cannot incorporate such a name and the Nihilist is immune to the effects of the Unname and Ritual of Renaming spells.
Weightlessness (Ex): From second level, the Nihilist no longer has a noticeable weight. While unarmoured and not wielding a shield, the Nihilist is not considered to have a {Balance, Jump or Tumble bonus.} [Acrobatics bonus.] Instead, when making such a check, including taking 10 or taking 20 or even making an opposed roll, the Nihilist is always considered to have succeeded the check. If making a check with a DC more than 10, plus four times the Nihilist's level, the Nihilist must make the check normally.
In addition, the Nihilist does not fall, and may make Swim checks to move while airborne. Alternatively, the Nihilist may move around by self-propulsion through throwing an object, always moving in the opposite direction until a barrier prevents the Nihilist from moving further. The maximum distance that the Nihilist can jump in a single round is determined normally.
Reject Wounds (Su): The Nihilist can make such things as wounds cease to exist. This functions as the Paladin's Lay On Hands ability, save that as it is not positive energy-based it still heals undead instead of harming them.
No Fear (Ex): From Third level, the Nihilist no longer has any fear, and is immune to all fear-based effects.
No Blood (Ex): From third level, the Nihilist has no blood, thus becoming to such spells as Transmute Blood To Acid. Further, the Nihilist is also immune to poison and disease, even those which do not require blood to function, and no longer needs to breathe, eat or drink - due to the Nihilist's weightlessness, no energy is required to function.
No Pain (Ex): From third level, the Nihilist is immune to all effects that require pain to function, as well as the Dazzled, Disabled, Dying, Exhausted, Fatigued, Nauseated, Paralysed, Sickened, Staggered, Stunned, Turned and Unconscious conditions.
Null Stance (Ex): From fourth level, the Nihilist gains the ability to enter powerful Null Stances, causing the Nihilist to lose a particular statistic. However, the Nihilist can only be in one Null Stance at once.
No Accuracy (Ex): Once per day at fourth level, and every fourth level thereafter, the Nihilist may, as a free action, enter a Null Stance in which the Nihilist has no AC, including Touch AC, Flat-footed AC and Flat-Footed Touch AC. During this time, all attacks directed at the Nihilist that need to roll to hit miss automatically, and it is impossible to confirm a critical hit against the Nihilist even if an attack hits automatically. This state lasts one minute, plus one round per Nihilist level.
No Escape (Ex): Once per day at fifth level, and every fourth level thereafter, the Nihilist may, as a free action, enter a Null Stance in which the Nihilist has no attack bonus. The Nihilist is always considered to hit, but needs to roll to see whether or not a critical is threatened. If so, it is automatically confirmed. This state lasts for one minute, plus one round per Nihilist level.
No Failure (Ex): Once per day per six levels, the Nihilist may, as an immediate action, enter a Null Stance in which the Nihilist has no save bonus to a particular save. Instead, the Nihilist always passes any and all saving throws of that type. The Nihilist can still forego a saving throw whenever it would normally be possible to do so. This state lasts for one minute, plus one round per Nihilist level.
No respite (Ex): From seventh level onwards, the nihilist need not sleep. Any ability which requires rest must instead follow eight hours' quiet contemplation or meditation, during which time the Nihilist may only take free actions and may not move more than 30 feet from the Nihilist's starting location but is otherwise fully aware, or the Nihilist may choose to sleep as normal, regaining hit points in so doing.
No Mind (Ex): From eleventh level, the Nihilist's mind is a partial nonentity. The Nihilist is immune to mind-affecting abilities unless they are beneficial to the Nihilist. Further, the Nihilist chooses a single ability score from Intelligence, Wisdom and Charisma. For multiple purposes, that ability score ceases to be. The Nihilist always succeeds skill checks, so long as the skill DC is no more than 20 + the Nihilist's class levels (though the skill must still be trained, if needed), ability checks and saves pertaining to that ability score, and always ignores drain or damage to that ability score. Some skill checks, such as Profession, must be rolled for normally.
However, the lack of an intelligence does not cause infinite skill points - the Nihilist's real intelligence is used here. Similarly, Nihilist abilities calling for the Nihilist's Charisma modifier use the real value. In some sense, the ability score still exists, yet rolls which require it in some direct sense succeed automatically.
The Nihilist may switch which ability is affected by spending a single minute meditating. While meditating, the Nihilist can take no actions, and provokes attacks of opportunity once per round on the Nihilist's turn.
No limit (Ex): At 11th level, the Nihilist can enter a second Null Stance, and at 18th level, a third.
No Light, No Sound (Ex): From 13th level, as more and more of the Nihilist ceases to be, no light is reflected nor sound produced by the Nihilist most of the time. The Nihilist may become invisible and inaudible as a free action for up to a number of rounds equal to the Nihilist's class levels, but must then wait one minute before doing so again. See Invisibility won't reveal the Nihilist, who is after all not invisible in the conventional sense so much as transparent, but True Seeing will do so as normal.
No Skill (Ex): From 14th level, the Nihilist may momentarily enter a state of having no bonus to a skill, instead passing a single skill check automatically, so long is the DC is no more than 20 plus the Nihilist's level. The Nihilist cannot use this ability on opposed skill checks, and some skills, such as Profession, are ineligible to be used with No Skill - generally, if the skill has an unlimited, measurable degree of success dependent on the skill result, it cannot be used with No Skill. Further, the skill in question takes twice as long to complete - jumping 30 feet would take two move actions, while convincing an unfriendly NPC to become friendly would take 20 full-round actions instead of ten.
No Feeling (Ex): From 17th level, the Nihilist's body does not produce heat naturally, nor does it produce smells, nor can it be felt in any way. If a creature tries to move into the Nihilist's square while the Nihilist is invisible, the Nihilist may allow the creature to push the Nihilist away five feet in a random unblocked direction perpendicular to the creature's path (usually left, right and up), or allow the creature to drag the Nihilist forwards with them, otherwise the creature notices its sudden inability to move any further due to a Nihilist blocking its way, and the usual effect of walking into an invisible creature takes place.
No Body (Ex): From nineteenth level, the Nihilist's body becomes partially non-existent, and one of the Nihilist's physical ability scores ceases to be. This works exactly like the non-existent ability score from No Mind feature, save that it must instead be Strength, Dexterity or Constitution.
In addition, the Nihilist may become incorporeal as a free action for up to one minute per class level at will, but must remain corporeal for at least as long thereafter. If the Nihilist is in a solid object when the duration ends (or the Nihilist loses the class feature for some reason), the Nihilist is shunted into the nearest available space, otherwise the Nihilist may not end
Nothing Left (Ex): From twentieth level, the Nihilist may, as a free action, transcend existence entirely, becoming immune to everything but unable to affect the real world in any way. The Nihilist may travel to any location anywhere as a free action while in this state, though the Nihilist may only do so once per minute. The Nihilist ceases to age while in this state, and not even a deity can affect the Nihilist. For all intents and purposes save the Nihilist's own, the Nihilist has ceased to be.
Code of Conduct: The Nihilist must be true neutral or have no alignment (the Nihilist's alignment is lost at first level) and loses all class abilities if the Nihilist ever commits an act with the deliberate intention that it be lawful, chaotic, good or evil - merely performing such an act is not enough for the Nihilist to fall, the action must specifically be done out of respect for the law, to break down the law, for the purposes of good, to spread an evil god's rule, and so forth. Further, the Nihilist may never worship a deity.
Nihilists must also take care not to devote themselves to another path. A Nihilist who takes more levels in any one other class than Nihilist is considered to have broken the code of conduct. If using the Gestalt rules, this works as normal, meaning that a Nihilist who takes an single class on one side of the gestalt must take only Nihilist levels on the other.
Ex-Nihilists: A Nihilist who is of an alignment other than true neutral, or in any other way breaks the code of conduct loses all Nihilist abilities except for weapon proficiencies, and may not advance any further in Nihilist levels. A Nihilist wishing to rectify this must spend a week contemplating the concept of nothing to regain these features. If the problem pertains to multiclassing, the Nihilist must then take the next possible level in Nihilist (and any more needed to rectify the problem) to regain lost class features.
The Nihilist was a class made for a competition - unfortunately one which is yet to reach this forum - and I thought I might share it with you. To provide some context, the competition consisted of choosing three numbers from 1 to 10, representing difficulty level, and being assigned three tasks that your class must complete of the appropriate difficulty. I went for 6, 8 and 10, and got:
6: Make a True Neutral Paladin-equivalent which I'd actually want to play.
8: Create a class with no spells, and based around the idea of nothing.
10: Create a class that legitimately uses the concept of "AC: No," "Attack +Yes," "Fort Yes" and so forth.
For those interested, the contest was scored out of 30 for each of difficulty, flavour, balance, functionality and simplicity, each being the total of the 3 judges' opinions out of 10 (except difficulty, which was the combined difficulty of any criteria that the class completed successfully). The class ended up scoring 24 (6, 8, 10), 27 (8, 9, 10), 20 (5, 7, 8), 21 (7, 7, 7), and 19 (4, 7 and 8) for a grand total of 111/150, putting it in third place of eight contestants. Not bad, I guess... <.< >.>
Anyway, here it is, in all its glory, unless I've forgotten to copy something...
The Nihilist
LevelBABFortRefWillSpecial
1st+1+2+0+2No Aura, Detect Extremist, Smite Extremist 1/day
2nd+2+3+0+3No Name, Weightlessness, Reject Wounds
3rd+3+3+1+3No fear, No Blood, No Pain
4th+4+4+1+4Null Stance, No Accuracy 1/day
5th+5+4+1+4No Escape 1/day, Smite Extremist 2/day
6th+6/+1+5+2+5No Failure 1/day
7th+7/+2+5+2+5No Respite
8th+8/+3+6+2+6No Accuracy 2/day
9th+9/+4+6+3+6No Escape 2/day
10th+10/+5+7+3+7Smite Extremist 3/day
11th+11/+6/+1+7+3+7No Mind, No Limit
12th+12/+7/+2+8+4+8No Failure 2/day, No Accuracy 3/day
13th+13/+8/+3+8+4+8No Light, No Sound, No Escape 3/day
14th+14/+9/+4+9+4+9No Skill
15th+15/+10/+5+9+5+9Smite Extremist 4/day
16th+16/+11/+6/+1+10+5+10No Accuracy 4/day
17th+17/+12/+7/+2+10+5+10No Feeling, No Escape 4/day
18th+18/+13/+8/+3+11+6+11No Failure 3/day, No Limit
19th+19/+14/+9/+4+11+6+11No Body.
20th+20/+15/+10/+5+12+6+12Nothing Left, No Accuracy 5/day, Smite Extremist 5/day
{This is 3.5 material, and does not exist in Pathfinder.}
[This is Pathfinder material, and does not exist in 3.5.]
Alignment: True Neutral or no alignment (See "No Aura")
Hit Die: 1d8
Class Skills:
The Nihilist’s class skills (and the key ability for each skill) are {Concentration (Con)}, Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
{Skill Points at 1st Level: (4 + Int modifier) × 4}
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency: Unlike Paladins, Nihilists do not train with armour, as it swiftly becomes more of a hindrance than a help. However, they are proficient with all weapons, unless the specific weapon has a requirement that the Nihilist does not meet (Such as a Bastard Sword requiring 13 strength). Upon meeting such a prerequisite, the Nihilist gains proficiency with the weapon automatically.
No aura (Ex): The Nihilist, along with any items in the Nihilist's possession, have no aura, even if they normally would. They are also all considered to be constantly subject to an Undetectable Alignment spell (Caster Level = the Nihilist's class levels).
Further, the Nihilist is no longer considered to have an alignment, until such a time as the Nihilist does an act that would cause such an alignment change to take effect. The Nihilist is unaffected by any spell, item or ability which depends on the target's alignment, even if the Nihilist would be affected anyway (so Holy Word has no effect, even though the Nihilist is a nongood creature).
Detect Extremist (Sp): As the Paladin's Detect Evil ability, save that it detects Lawful Good, Chaotic Good, Lawful Evil and Chaotic Evil creatures, called Extremists. During the second and third rounds, the Nihilist determines the number of auras of any type possessed by Extremists, and during the third round the Nihilist determines not only the power and location of such auras but also to which alignment each aura pertains.
Smite Extremist (Su): The Nihilist may Smite Extremists in the same way a Paladin Smites Evil, meaning that the bonuses to attack and damage apply against all creatures who are in no way neutral.
No Name (Ex): From second level, the universe no longer considers the Nihilist to exist. The Nihilist is immune to any divination (Scrying) spells, and lacks a personal true name, meaning that utterances cannot incorporate such a name and the Nihilist is immune to the effects of the Unname and Ritual of Renaming spells.
Weightlessness (Ex): From second level, the Nihilist no longer has a noticeable weight. While unarmoured and not wielding a shield, the Nihilist is not considered to have a {Balance, Jump or Tumble bonus.} [Acrobatics bonus.] Instead, when making such a check, including taking 10 or taking 20 or even making an opposed roll, the Nihilist is always considered to have succeeded the check. If making a check with a DC more than 10, plus four times the Nihilist's level, the Nihilist must make the check normally.
In addition, the Nihilist does not fall, and may make Swim checks to move while airborne. Alternatively, the Nihilist may move around by self-propulsion through throwing an object, always moving in the opposite direction until a barrier prevents the Nihilist from moving further. The maximum distance that the Nihilist can jump in a single round is determined normally.
Reject Wounds (Su): The Nihilist can make such things as wounds cease to exist. This functions as the Paladin's Lay On Hands ability, save that as it is not positive energy-based it still heals undead instead of harming them.
No Fear (Ex): From Third level, the Nihilist no longer has any fear, and is immune to all fear-based effects.
No Blood (Ex): From third level, the Nihilist has no blood, thus becoming to such spells as Transmute Blood To Acid. Further, the Nihilist is also immune to poison and disease, even those which do not require blood to function, and no longer needs to breathe, eat or drink - due to the Nihilist's weightlessness, no energy is required to function.
No Pain (Ex): From third level, the Nihilist is immune to all effects that require pain to function, as well as the Dazzled, Disabled, Dying, Exhausted, Fatigued, Nauseated, Paralysed, Sickened, Staggered, Stunned, Turned and Unconscious conditions.
Null Stance (Ex): From fourth level, the Nihilist gains the ability to enter powerful Null Stances, causing the Nihilist to lose a particular statistic. However, the Nihilist can only be in one Null Stance at once.
No Accuracy (Ex): Once per day at fourth level, and every fourth level thereafter, the Nihilist may, as a free action, enter a Null Stance in which the Nihilist has no AC, including Touch AC, Flat-footed AC and Flat-Footed Touch AC. During this time, all attacks directed at the Nihilist that need to roll to hit miss automatically, and it is impossible to confirm a critical hit against the Nihilist even if an attack hits automatically. This state lasts one minute, plus one round per Nihilist level.
No Escape (Ex): Once per day at fifth level, and every fourth level thereafter, the Nihilist may, as a free action, enter a Null Stance in which the Nihilist has no attack bonus. The Nihilist is always considered to hit, but needs to roll to see whether or not a critical is threatened. If so, it is automatically confirmed. This state lasts for one minute, plus one round per Nihilist level.
No Failure (Ex): Once per day per six levels, the Nihilist may, as an immediate action, enter a Null Stance in which the Nihilist has no save bonus to a particular save. Instead, the Nihilist always passes any and all saving throws of that type. The Nihilist can still forego a saving throw whenever it would normally be possible to do so. This state lasts for one minute, plus one round per Nihilist level.
No respite (Ex): From seventh level onwards, the nihilist need not sleep. Any ability which requires rest must instead follow eight hours' quiet contemplation or meditation, during which time the Nihilist may only take free actions and may not move more than 30 feet from the Nihilist's starting location but is otherwise fully aware, or the Nihilist may choose to sleep as normal, regaining hit points in so doing.
No Mind (Ex): From eleventh level, the Nihilist's mind is a partial nonentity. The Nihilist is immune to mind-affecting abilities unless they are beneficial to the Nihilist. Further, the Nihilist chooses a single ability score from Intelligence, Wisdom and Charisma. For multiple purposes, that ability score ceases to be. The Nihilist always succeeds skill checks, so long as the skill DC is no more than 20 + the Nihilist's class levels (though the skill must still be trained, if needed), ability checks and saves pertaining to that ability score, and always ignores drain or damage to that ability score. Some skill checks, such as Profession, must be rolled for normally.
However, the lack of an intelligence does not cause infinite skill points - the Nihilist's real intelligence is used here. Similarly, Nihilist abilities calling for the Nihilist's Charisma modifier use the real value. In some sense, the ability score still exists, yet rolls which require it in some direct sense succeed automatically.
The Nihilist may switch which ability is affected by spending a single minute meditating. While meditating, the Nihilist can take no actions, and provokes attacks of opportunity once per round on the Nihilist's turn.
No limit (Ex): At 11th level, the Nihilist can enter a second Null Stance, and at 18th level, a third.
No Light, No Sound (Ex): From 13th level, as more and more of the Nihilist ceases to be, no light is reflected nor sound produced by the Nihilist most of the time. The Nihilist may become invisible and inaudible as a free action for up to a number of rounds equal to the Nihilist's class levels, but must then wait one minute before doing so again. See Invisibility won't reveal the Nihilist, who is after all not invisible in the conventional sense so much as transparent, but True Seeing will do so as normal.
No Skill (Ex): From 14th level, the Nihilist may momentarily enter a state of having no bonus to a skill, instead passing a single skill check automatically, so long is the DC is no more than 20 plus the Nihilist's level. The Nihilist cannot use this ability on opposed skill checks, and some skills, such as Profession, are ineligible to be used with No Skill - generally, if the skill has an unlimited, measurable degree of success dependent on the skill result, it cannot be used with No Skill. Further, the skill in question takes twice as long to complete - jumping 30 feet would take two move actions, while convincing an unfriendly NPC to become friendly would take 20 full-round actions instead of ten.
No Feeling (Ex): From 17th level, the Nihilist's body does not produce heat naturally, nor does it produce smells, nor can it be felt in any way. If a creature tries to move into the Nihilist's square while the Nihilist is invisible, the Nihilist may allow the creature to push the Nihilist away five feet in a random unblocked direction perpendicular to the creature's path (usually left, right and up), or allow the creature to drag the Nihilist forwards with them, otherwise the creature notices its sudden inability to move any further due to a Nihilist blocking its way, and the usual effect of walking into an invisible creature takes place.
No Body (Ex): From nineteenth level, the Nihilist's body becomes partially non-existent, and one of the Nihilist's physical ability scores ceases to be. This works exactly like the non-existent ability score from No Mind feature, save that it must instead be Strength, Dexterity or Constitution.
In addition, the Nihilist may become incorporeal as a free action for up to one minute per class level at will, but must remain corporeal for at least as long thereafter. If the Nihilist is in a solid object when the duration ends (or the Nihilist loses the class feature for some reason), the Nihilist is shunted into the nearest available space, otherwise the Nihilist may not end
Nothing Left (Ex): From twentieth level, the Nihilist may, as a free action, transcend existence entirely, becoming immune to everything but unable to affect the real world in any way. The Nihilist may travel to any location anywhere as a free action while in this state, though the Nihilist may only do so once per minute. The Nihilist ceases to age while in this state, and not even a deity can affect the Nihilist. For all intents and purposes save the Nihilist's own, the Nihilist has ceased to be.
Code of Conduct: The Nihilist must be true neutral or have no alignment (the Nihilist's alignment is lost at first level) and loses all class abilities if the Nihilist ever commits an act with the deliberate intention that it be lawful, chaotic, good or evil - merely performing such an act is not enough for the Nihilist to fall, the action must specifically be done out of respect for the law, to break down the law, for the purposes of good, to spread an evil god's rule, and so forth. Further, the Nihilist may never worship a deity.
Nihilists must also take care not to devote themselves to another path. A Nihilist who takes more levels in any one other class than Nihilist is considered to have broken the code of conduct. If using the Gestalt rules, this works as normal, meaning that a Nihilist who takes an single class on one side of the gestalt must take only Nihilist levels on the other.
Ex-Nihilists: A Nihilist who is of an alignment other than true neutral, or in any other way breaks the code of conduct loses all Nihilist abilities except for weapon proficiencies, and may not advance any further in Nihilist levels. A Nihilist wishing to rectify this must spend a week contemplating the concept of nothing to regain these features. If the problem pertains to multiclassing, the Nihilist must then take the next possible level in Nihilist (and any more needed to rectify the problem) to regain lost class features.