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, Wis +2, Cha +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, Wis +2, Cha +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

 

 

Hosted by www.Geocities.ws

1