Alignment
Different
action will gain you Good or Evil, Law or Chaos points. Opposing points
work against each other so you can't have opposing points or negative
points. Each alignment has four stages: neutral, standard, exceptional,
transcendent. While you are neutral all
points count for their given value. Once
you have any alignment you have that standard alignment and opposing points
count as double value, while points of your alignment are cut in half. If you reach exceptional, then cut the points
of your alignment to a quarter what is given and quadruple the value of
opposing points. If you reach transcendence of an alignment you can no
longer gain points of your transcendent alignment, but points opposed to your
alignment grant you decuple points.
For
each alignment: 0-99 is Neutral; 100-299 is standard for that alignment
(Chaotic, Evil, Good, Lawful); 300-499 is exceptional (Canonical Lawful, Exalted Good, Liberated Chaotic, Vile
Evil), at which point you gain DR 3/ opposing alignment and any attack you make
is considered to be of the same type as the alignment of which you have reached
exceptional and magic, also any spell with a same descriptor of you alignment
you cast is at +1 caster level; finally 500 is transcendence you have become as
true as they come to this belief system {Atman (Chaos), Brahmin (Law), Nefast
(Evil), Saint (Good)}. Of course no alignment
is beyond change, no one is beyond corruption, or salvation for that matter.
If
you ever get Neutral points, which I expect to be really rare, they are always
the given value in a movement to 0 on both axes.
Starting
for new characters
Take
150 on any axis of which you believe you will be playing or 0 if neutral on an
axis.
ATMAN
No matter the form, atmans are always comely and delightful
to the senses, but it is an intuited perception. The atman appears no different then as an
atman from how they appeared after.
The atman must always perform actions that are chaotic,
rebellious, adaptive, romantic, and individualistic. If these come in conflict
the atman must perform as many as possible in any given circumstance.
CREATING AN ATMAN
“Atmanship” is an acquired
template that can be added to any living, corporeal creature with an
Intelligence score of 3 or higher and Non Law but with the ability to be
chaotic alignment (referred to hereafter as the base creature).
A atman uses all the base
creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to
outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves.
Size is unchanged. Atmans are normally native outsiders.
Speed: same as before.
Armor Class: the atman gains a sacred bonus to his AC
equal his Wisdom Modifier.
Special Attacks & Qualities: A
atman retains all the special attacks of the base creature and also gains the
following special abilities.
Anarchic Aura (Su): a atman
has an aura of chaos which is twice as strong as that of a cleric of the same
level.
Blessings (Su): Atmans can bless anything or anyone (as the spell) as well, this blessing places
a half strength protection against Law
(as the spell) on a touched object or person, at will.
Smite Controling (Su): Once
per day a atman can make a normal attack this attack gains a sacred bonus to
his attack roll equal to his spirit modifier and deals extra damage equal to
its HD against anyone they determine need to be smote in order to protect
Freedom. However, if the atman is wrong
(which should not be often) this smite fails and the
atman cannot use this or any smite which uses the spirit mod for a week.
Sense Law (Su): can see Law aura as per the spell detect Law which counts as if it were at
cast for three rounds in an instant, the Atman’s HD count as twice their value
in caster level for resisting powerful auras.
Liberating Aura (Su): anything that touches the
atmans is liberated as it were cast
by a cleric of the same level. It takes
no effort on part of the atman. If the
atman’s step liberate the ground even if the he is
wearing foot wear.
Romantic Aura (Su): This aura is unique in that it need
not always be up. At the atman’s
discretion it can be lowered or raised.
This Aura emits a low light for thirty feet which can only be seen by
chaotic creatures or if the Atman wishes a bright light with blinds all Law
characters within 10ft per hd
(DC 12+HD+Spirit Mod). This aura acts a shield (as per the spell) and a double
strength Protection from Law spell
and nimbus of lights. It grants a bonus
to diplomacy and bluff checks with non Law creatures and a bonus to intimidate
checks made against non chaotic characters equal to wisdom modifier.
Anarchic Man (Su): The DC of all the
atmans special attacks (include spells) increase by +2. The atman’s unarmed attack becomes chaotic
aligned. All melee and ranged attacks
made by the atman gain bonus anarchic damage {1d6 (if HD 1 – 6), 2d6 (if HD 7 –
12), 3d6 (if HD 1 – 18), etc}, but if the target is an
Law outsider, Law undead, or brahmin then the d6s
become d8s. This damage stacks with anarchic weapons.
A atman has all the special
qualities of the base creature, plus the following special qualities.
—Perfect sight:
Dark vision and lowlight vision out as far as the normal eye can see this
allows the atman to see even in the most powerful magical darknesses.
—Immunity to disease even magical ones as well as
petrifaction and if the creature is normally harmed by light he is now immune
to the affects whatever kinds of light once harmed it.
—Immunity to fire
—Resistance to acid 15, electricity 15, and to sonic 15.
—Damage reduction: 5/magic (if HD 6 or), 10/magic (if HD 7 –
12), 10/ Lawful (if HD 13 – 18), or 10/lawful, magic, and cold iron (if HD 19
or more).
—A atman’s natural weapons are
treated as magic weapons for the purpose of overcoming damage reduction.
—Spell resistance equal to creature’s HD + 10 (maximum 35).
— +4 racial bonus on Fortitude saves against poison.
Spell-Like Abilities: A
atman with an Intelligence or Wisdom score of 8 or higher has two or more
spell-like abilities, depending on its Hit Dice, as indicated on the table
below. The abilities are cumulative
Unless otherwise noted, an ability is usable once per day.
Caster level equals the creature’s HD, and the save DC is Charisma-based.
|
HD |
Abilities |
|
1–5 |
Wild |
|
6–10 |
Freedom of movement at will, Remove Curse 3/day |
|
11–15 |
Storm of Vengeance 1/week |
|
16–20 |
Summon monster XI (Ashuran
only) |
Abilities: Increase from the base creature as
follows: Dex +2, Int +2,
Skills: A atman gains skill points as an outsider and
has skill points equal to (8 + Int modifier) x(HD +3). Do not include Hit Dice from
class levels in this calculation—the atman gains outsider skill points only for
its racial Hit Dice, and gains the normal amount of skill points for its class
levels. Treat skills from the base creature’s list as class skills, and other
skills as cross-class.
Challenge Rating: HD 5 or less, as base creature +1;
HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always chaotic (any).
Level Adjustment: none the role play requirement should be more than
enough
BRAHMIN
No matter the form, Brahmins are always comely and
delightful to the senses, but it is an intuited perception. The Brahmin appears no different then as a
Brahmin from how they appeared after.
The Brahmin must always perform actions that are lawful,
constant, judicious, discerning, and agapic. If these
come in conflict the Brahmin must perform as many as possible in any given
circumstance.
CREATING A BRAHMIN
“Brahminship” is an acquired
template that can be added to any living, corporeal creature with an
Intelligence score of 3 or higher and Non chaotic but with the ability to be
lawful alignment (referred to hereafter as the base creature).
A Brahmin uses all the base creature’s statistics and
special abilities except as noted here.
Size and Type: The creature’s type changes to
outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or
saves. Size is unchanged. Brahmins are normally native outsiders.
Speed: same as before.
Armor Class: the Brahmin gains a Classic bonus to his
AC equal his Wisdom Modifier.
Special Attacks & Qualities: A Brahmin retains
all the special attacks of the base creature and also gains the following
special abilities.
Axiomatic Aura (Su): a Brahmin has an aura of dharma
which is twice as strong as that of a cleric of the same level.
Blessings (Su): Brahmins can bless anything or anyone (as the spell) as well, this blessing
places a half strength protection against
chaotic (as the spell) on a touched object or person, at will.
Smite Chaotic (Su): Once per day a Brahmin can make a
normal attack this attack gains a Classic bonus to his attack roll equal to his
spirit modifier and deals extra damage equal to its HD against anyone they determine
need to be smote in order to protect the greater dharma. However, if the Brahmin is wrong (which
should not be often) this smite fails and the Brahmin
cannot use this or any smite which uses the spirit mod for a week.
Sense Will (Su): can see chaotic aura as per the
spell detect chaotic which counts as
if it were at cast for three rounds in an instant, the Brahmin’s HD count as
twice their value in caster level for resisting powerful auras.
Canonizing Aura (Su): anything that touches the
Brahmins is canonized as it were cast by a cleric of the same level. It takes no effort on part of the
Brahmin. If the Brahmin’s step canonize the ground even if the he is wearing foot
wear.
Classic Aura (Su): This aura is unique in that it
need not always be up. At the Brahmin’s
discretion it can be lowered or raised.
This Aura emits a low light for thirty feet which can only be seen by
lawful creatures or if the Brahmin wishes a bright light with blinds all
chaotic characters within 10ft per hd
(DC 12+HD+Spirit Mod). This aura acts a shield (as per the spell) and a double
strength Protection from chaotic
spell and nimbus of lights. It grants a
bonus to diplomacy and bluff checks with non chaotic creatures and a bonus to
intimidate checks made against non lawful characters equal to wisdom
modifier.
Axiomatic Man (Su): The DC of all the Brahmins
special attacks (include spells) increase by +2. The Brahmin’s unarmed attack becomes lawful
aligned. All melee and ranged attacks
made by the Brahmin gain bonus Lawful damage {1d6 (if HD 1 – 6), 2d6 (if HD 7 –
12), 3d6 (if HD 1 – 18), etc}, but if the target is an
chaotic outsider, chaotic undead, or nefast then the
d6s become d8s. This damage stacks with Lawful weapons.
A Brahmin has all the special qualities of the base
creature, plus the following special qualities.
—Perfect sight:
Dark vision and lowlight vision out as far as the normal eye can see this
allows the Brahmin to see even in the most powerful magical darknesses.
—Immunity to disease even magical ones as well as
petrifaction and if the creature is normally harmed by light he is now immune
to the affects whatever kinds of light once harmed it.
—Immunity to cold
—Resistance to acid 15, electricity 15, and to sonic 15.
—Damage reduction: 5/magic (if HD 6 or), 10/magic (if HD 7 –
12), 10/chaotic (if HD 13 – 18), or 10/chaotic, magic, and silver (if HD 19 or
more).
—A Brahmin’s natural weapons are treated as magic weapons
for the purpose of overcoming damage reduction.
—Spell resistance equal to creature’s HD + 10 (maximum 35).
— +4 racial bonus on Fortitude saves against poison.
Spell-Like Abilities: A Brahmin with an Intelligence
or Wisdom score of 8 or higher has two or more spell-like abilities, depending
on its Hit Dice, as indicated on the table below. The abilities are cumulative
Unless otherwise noted, an ability is usable once per day.
Caster level equals the creature’s HD, and the save DC is Charisma-based.
|
HD |
Abilities |
|
1–5 |
Canonize |
|
6–10 |
Death Ward at will, Bestow Curse 3/day |
|
11–15 |
Gate 1/week |
|
16–20 |
Summon monster XI (Deval
only) |
Abilities: Increase from the base creature as
follows: Str +2, Dex +2, Con +2, Int +2,
Skills: A Brahmin gains skill points as an outsider
and has skill points equal to (8 + Int modifier) x(HD +3). Do not include Hit Dice from
class levels in this calculation—the Brahmin gains outsider skill points only
for its racial Hit Dice, and gains the normal amount of skill points for its
class levels. Treat skills from the base creature’s list as class skills, and
other skills as cross-class.
Challenge Rating: HD 5 or less, as base creature +1;
HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always lawful (any).
Level Adjustment: none the role play requirement should be more than
enough
NEPHAST
No matter the form, nefasts are
always impressive and horrid to the senses, but this is an intuited
perception. The nefast
appears no different then as a nefast from how they
appeared after.
The nefast must always perform
actions that are evil, corrupt, ruthless, vindictive, and arrogant. If these
come in conflict the nefast must perform as many as
possible in any given circumstance.
CREATING A NEFAST
“Nefasthood” is an acquired
template that can be added to any living, corporeal creature with an
Intelligence score of 3 or higher and Non-evil alignment but with the ability
to be evil(referred to hereafter as the base
creature).
A nefast uses all the base
creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to
outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or
saves. Size is unchanged. Nefasts are normally native
outsiders.
Speed: Same as before.
Armor Class: the nefast
gains a profane bonus to his AC equal his Wisdom Modifier.
Special Attacks & Qualities: A nefast retains all the special attacks of the base creature
and also gains the following special abilities.
Unholy Aura (Su): a nefast
has an aura of evil which is twice as strong as that of a cleric of the same
level.
Malediction (Su): Nefasts
can bless anything or anyone (as the
spell) as well, this blessing places a half strength protection against good (as the spell) on a touched object or
person, at will.
Smite Righteous(Su): Once per day a nefast can make a normal attack this attack gains a profane
bonus to his attack roll equal to his spirit modifier and deals extra damage
equal to its HD against anyone they determine need to be smote in order to
protect the greater evil. However, if
the nefast is wrong (which should not be often) this smite fails and the nefast
cannot use this or any smite which uses the spirit mod for a week.
Sense Good (Su): can see good aura as per the spell detect good which counts as if it were
at cast for three rounds in an instant, the Nefast’s
HD count as twice their value in caster level for resisting powerful auras.
Desecrating Aura (Su): anything that touches the nefasts is consecrated as it were cast by a cleric of the
same level. It takes no effort on part
of the nefast.
If the nefast’s step
consecrate the ground even if the he is wearing foot wear.
Profane Aura (Su): This aura is unique in that it
need not always be up. At the nefast’s discretion it can be lowered or raised. This Aura emits a low light for thirty feet
which can only be seen by evil creatures or if the Nefast wishes a bright light
with blinds all good characters within 10ft per hd (DC 12+HD+Spirit Mod). This aura acts a shield (as per the spell) and a double strength Protection from good spell and nimbus of
lights. It grants a bonus to diplomacy
and bluff checks with non good creatures and a bonus to intimidate checks made
against non evil characters equal to wisdom modifier.
Unholy Man (Su): The DC of all the nefasts special attacks (include spells) increase by
+2. The nefast’s
unarmed attack becomes evil aligned. All
melee and ranged attacks made by the nefast gain
bonus unholy damage {1d6 (if HD 1 – 6), 2d6 (if HD 7 – 12), 3d6 (if HD 1 – 18),
etc}, but if the target is an good outsider, good undead,
or saint then the d6s become d8s. This damage stacks with unholy weapons.
A nefast has all the special
qualities of the base creature, plus the following special qualities.
—Perfect sight:
Dark vision and lowlight vision out as far as the normal eye can see this
allows the nefast to see even in the most powerful
magical darknesses.
—Immunity to disease even magical ones as well as
petrifaction and if the creature is normally harmed by light he is now immune
to the affects whatever kinds of light which once harmed it.
—Immunity to acid,
—Resistance to cold 15, fire 15, and sonic 15.
—Damage reduction: 5/magic (if HD 6 or), 10/magic (if HD 7 –
12), 10/good (if HD 13 – 18), or 10/good, magic, and Adamantine (if HD 19 or
more).
—A nefast’s natural weapons are
treated as magic weapons for the purpose of overcoming damage reduction.
—Spell resistance equal to creature’s HD + 10 (maximum 35).
— +4 racial bonus on Fortitude saves against poison.
Spell-Like Abilities: A nefast
with an Intelligence or Wisdom score of 8 or higher has two or more spell-like
abilities, depending on its Hit Dice, as indicated on the table below. The
abilities are cumulative
Unless otherwise noted, an ability is usable once per day.
Caster level equals the creature’s HD, and the save DC is Charisma-based.
|
HD |
Abilities |
|
1–5 |
Unhallow |
|
6–10 |
Poison at will, Contagion 3/day |
|
11–15 |
Power Word Kill1/week |
|
16–20 |
Summon monster XI (Infernal only) |
Abilities: Increase from the base creature as
follows: Str +2, Dex +2, Int +2, Cha+2.
Skills: A nefast gains
skill points as an outsider and has skill points equal to (8 + Int modifier) x(HD
+3). Do not include Hit Dice from class levels in this calculation—the nefast gains outsider skill points only for its racial Hit
Dice, and gains the normal amount of skill points for its class levels. Treat
skills from the base creature’s list as class skills, and other skills as
cross-class.
Challenge Rating: HD 5 or less, as base creature +1;
HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always evil (any).
Level Adjustment: none the role play requirement should be more than
enough
SAINT
No matter the form, saints are always comely and delightful
to the senses, but it is an intuited perception. The saint appears no different then as a
saint from how they appeared after.
CREATING A SAINT
“Sainthood” is an acquired template that can be added to any
living, corporeal creature with an Intelligence score of 3 or higher and nonevil alignment (referred to hereafter as the base
creature).
A saint uses all the base creature’s statistics and special
abilities except as noted here.
Size and Type: The creature’s type changes to
outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or
saves. Size is unchanged. Saints are normally native outsiders.
Speed: A saint has feathered wings and can fly at
twice the base creature’s base land speed (good maneuverability). If the base
creature has a fly speed, use that instead.
Armor Class: the saint gains a sacred bonus to his AC
equal his Wisdom Modifier.
Special Attacks & Qualities: A saint retains all
the special attacks of the base creature and also gains the following special
abilities.
Holy Aura (Su): a saint has an aura of good which is
twice as strong as that of a cleric of the same level.
Blessings (Su): Saints can bless anything or anyone (as the spell) as well,
this blessing places a half strength protection
against evil (as the spell) on the object or person, at will.
Smite Wicked (Su): Once per day a saint can make a
normal attack this attack gains a sacred bonus to his attack roll equal to his
spirit modifier and deals extra damage equal to its HD against anyone they
determine need to be smote in order to protect the greater good. However, if the saint is wrong (which should
not be often) this smite fails and the saint cannot
use this or any smite which uses the spirit mod for a week.
Sense Evil (Su): can see evil aura as per the spell detect evil which counts as if it were
at cast for three rounds in an instant, the Saint’s HD count as twice their
value in caster level for resisting powerful auras.
Consecrating Aura (Su): anything that touches the
saints is consecrated as it were cast by a cleric of the same level. It takes no effort on part of the saint. The saint’s very steps consecrate the ground,
even if the he is wearing foot wear.
Sacred Aura (Su): This aura is unique in that it need
not always be up. At the saint’s
discretion it can be lowered or raised.
This Aura emits a low light for thirty feet which can only be seen by
good creatures or if the Saint wishes a bright light with blinds all evil
characters within 10ft per hd
(DC 12+HD+Spirit Mod). This aura acts a shield (as per the spell) and a double
strength Protection from evil
spell. It grants a bonus to diplomacy
and bluff checks with non evil creatures and a bonus to intimidate checks made
against non good characters equal wisdom score.
Holy Man (Su): The DC of all the saints special
attacks (include spells) increase by +2.
The saint’s unarmed attack becomes good aligned. All melee and ranged attacks made by the
saint gain bonus holy damage {1d6 (if HD 1 – 6), 2d6 (if HD 7 – 12), 3d6 (if HD
1 – 18), etc}, but if the target is an evil outsider, evil undead, or nefast then the d6s become d8s. This damage stacks with
holy weapons.
A saint has all the special qualities of the base creature,
plus the following special qualities.
—Perfect sight:
Dark vision and lowlight vision out as far as the normal eye can see this
allows the saint to see even in the most powerful magical darknesses.
—Immunity to disease even magical ones as well as
petrifaction and if the creature is normally harmed by light he is now immune
to the affects whatever kinds of light once harmed it.
—Immunity to electricity
—Resistance to cold 15, fire 15, and sonic 15.
—Damage reduction: 5/magic (if HD 6 or), 10/magic (if HD 7 –
12), 10/evil (if HD 13 – 18), or 10/evil, magic, and Epic (if HD 19 or more).
—A saint’s natural weapons are treated as magic weapons for
the purpose of overcoming damage reduction.
—Spell resistance equal to creature’s HD + 10 (maximum 35).
— +4 racial bonus on Fortitude saves against poison.
Spell-Like Abilities: A saint with an Intelligence or
Wisdom score of 8 or higher has two or more spell-like abilities, depending on
its Hit Dice, as indicated on the table below. The abilities are cumulative
Unless otherwise noted, an ability is usable once per day.
Caster level equals the creature’s HD, and the save DC is Charisma-based.
|
HD |
Abilities |
|
1–5 |
Hallow |
|
6–10 |
Restoration at will, Remove Disease 3/day |
|
11–15 |
True Resurection 1/week |
|
16–20 |
Summon monster XI (Celestial only) |
Abilities: Increase from the base creature as
follows: Str +2, Con +2,
Skills: A saint gains skill points as an outsider and
has skill points equal to (8 + Int modifier) x(HD +3). Do not include Hit Dice from
class levels in this calculation—the saint gains outsider skill points only for
its racial Hit Dice, and gains the normal amount of skill points for its class
levels. Treat skills from the base creature’s list as class skills, and other
skills as cross-class.
Challenge Rating: HD 5 or less, as base creature +1;
HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always good (any).
Level Adjustment: none the role play requirement should be more than
enough