d20 Fifth Element Games Alignment Paragons.pdf

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MODULE 4
Alignment Paragons
Iain Fyffe
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A BRIEF NOTE ON ALIGNMENT
You should ask yourself “what is this character's
general outlook on the world, and how does he
behave?” The answers to these questions, and other
similar ones, determines which alignment should be
assigned to the character. Alignment is not a cause
of behaviour, it is an effect of behaviour.
Alignment plays an important part in the fantasy
d20 System TM game. Many spells deal damage,
reveal information, or provide protection based on
the alignment of the caster or the target, and some
classes have alignment restrictions. But alignment is
poorly understood by many players.
The reason there are no chaotic neutral paladins is
not the existence of an unrealistic, arbitrary
alignment restriction in the paladin class
description. It is because characters who are chaotic
neutral would not become paladins . Only those who
believe in certain things and behave in certain ways
would want to be a paladin, given how a paladin is
expected to behave. That is why all paladins are
lawful good.
These players often think of alignment as a
“straightjacket”, an unrealistic set of restrictions that
a character must follow. This is a misguided view.
Alignment
does
not
determine
behaviour;
behaviour determines alignment.
When creating a character, you should not ask
yourself “what alignment will this character be?”
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published
by Wizards of the Coast, Inc. ‘d20 System' and the 'd20 System' logo are trademarks of
Wizards of the Coast, Inc. and are used according to the terms of the d20 System License
version 6.0. A copy of this License can be found at www.wizards.com/d20.
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ALIGNMENT PARAGONS
Some gaming groups simple ignore alignment. This
presents several problems. Aside from rendering a
multitude of spells useless (or at least requiring a
great deal of revision), it also hamstrings the
paladin. How can a paladin smite evil if no one is
actually evil? If your group has declined to use
alignment due to the misunderstanding discussed
above, you should consider adding it back to your
game. You might be surprised to find what you've
been missing.
CONTENTS
Alignment Paragon Classes
2
Paragons of Good
Lawful Good (Crusader)
3
Neutral Good (Benefactor)
4
Chaotic Good (Rebel)
5
Paragons of Neutrality
Lawful Neutral (Judge)
7
eutral (
rbiter)
8
There is still, however, one legitimate problem with
the fantasy d20 System TM game's alignment system,
and it is one of definition. The dichotomy of law and
chaos is well-defined and well-understood by most
players. However, there is a good deal of confusion
about what is good, and what is evil. Most of this
confusion stems from the definitions that the fantasy
d20 System TM game provides for "good".
Chaotic Neutral (Free Spirit)
9
Paragons of Evil
Lawful Evil (Dominator)
11
Neutral Evil (Malefactor)
13
Chaotic Evil (Destroyer)
14
ALIGNMENT PARAGON CLASSES
Good is defined to include, among other things,
respect for life an concern for the dignity of sentient
beings. How is it, then, that good-aligned
adventurers routinely slaughter hordes of orcs and
goblins (who are all living, sentient beings) merely
for being evil? If evil creatures deserve to die simply
for being evil (according to good creatures), then
what is the difference between good and evil?
Characters in the fantasy d20 System TM game are
greatly defined, in game terms, by their race and
their class(es). While characters of the same
alignment will behave in similar ways, there are no
game mechanics that allow them to have similar
abilities, beyond what race and class coincidentally
provide.
Alignment paragon classes reflect the similarities
between characters of the same alignment. Lawful
evil overlords, for instance, can now have certain
abilities in common, whether they be human or
dwarf, or fighter or wizard.
In order to answer this question, one must reject the
above definition of good. It is misleading and
wrong. Instead, one must focus on another part of
the definition of good; that it involves altruism and
making personal sacrifices to help others. Evil
characters care only about themselves, while good
characters serve others as well as themselves. If
slaughtering orcs will save the lives of many good
people, then such slaughter can be a good act.
It may seem that lawful good and chaotic evil
already have paragon classes, in the guises of the
paladin and blackguard respectively. However,
these classes merely represent expressions of
alignment. Member of other classes may represent
one of these alignments at least as well, if not better,
than a paladin or blackguard. Therefore, alignment
paragons are presented to allow all characters the
benefits of epitomizing their alignments.
Good characters have loyalty and compassion for
their friends and others of similar alignment. Evil
characters have no compunction against turning on
their brothers and compatriots, as long as it furthers
their own ends. That is the real difference between
good and evil in the fantasy d20 System TM game. It
is, simply put, a measure of selfishness.
The only requirements to take a level in an
alignment paragon class are that the character is of
the appropriate alignment, and that he have at least
2
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ALIGNMENT PARAGONS
5 character levels. The character must be an
excellent example of the alignment in question, and
must have gained enough experience to show that
he truly is a paragon of that alignment.
A crusader makes a much better leader than a
follower. He is certain there is a single best way to
do things, and will not follow orders that deviate
from it. A crusader excels at formulating plans and
strategy, but struggles when these plans must be
changed in mid-execution.
If a character changes his alignment, he immediately
loses all benefits of his alignment paragon class. He
may later take levels in another alignment paragon
class, provided that he qualifies for it at that time.
A crusader makes the best hero because he defeats
evil without sacrificing the rule of law.
Levels in an alignment paragon class never result in
an XP penalty for a multiclass character.
Game Rule Information
The following game rule information pertains to the
crusader.
PARAGONS OF GOOD
Hit Die : d8.
LAWFUL GOOD PARAGON (CRUSADER)
Skill Points at Each Level : 2 + Intelligence modifier.
A crusader has a strict set of morals and ethics that
he follows. He strives to do good while staying
within these rules. He believes in the importance of
honesty and forthrightness with regard to other
good-aligned beings. A crusader has incredible
discipline, something which is needed to combat
evil without deviating from the principles of
righteousness.
Class Skills : Craft (Int), Diplomacy (Cha),
Intimidate (Cha), Profession (Wis).
Weapon and Armour Proficiency : A crusader is
proficient with all simple and martial weapons, and
with light and medium armour, and shields (but not
tower shields).
Some crusaders believe that lawful good is the only
“truly” good alignment, that neutral good and
chaotic good stray too often from the right path. But
a crusader can sometimes be afflicted with crises of
conscience; while a neutral good character would
simply do what is good, a crusader must remain
within the rule of law. He can therefore be very
deliberate in his actions; he must take time to
determine the best course of action among the
possibilities, and this can cause him pause.
Sworn Oath (Ex) : At any time a crusader may swear
an oath as to a deed he will accomplish or a vow he
will uphold. After swearing this oath, he receives a
+2 inspiration bonus to all rolls and checks which are
directly related to the accomplishment of the goal.
Any checks or rolls made while doing something
that delays or interferes with the vow or goal are
made at a -2 penalty.
For example, a crusader might swear an oath that he
will defeat the chief of a tribe of orcs which has been
Table 1: The Crusader
attacking his homeland. Any
checks or rolls he makes to find
the chief, or to fight members of
this tribe would receive a +2
bonus. If the crusader were to
divert his attention to another
quest, such as the retrieval of a
family heirloom, he would suffer
a -2 penalty.
Base
Attack
Fort
Save
Ref
Save
Will
Save
Level
Special
1st
+1
+0
+0
+2
Sworn oath
2nd
+2
+0
+0
+3
Aura of menace
3rd
+3
+1
+1
+3
Mercy strike
4th
+4
+1
+1
+4
Leadership
5th
+5
+1
+1
+4
Inspiration
3
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ALIGNMENT PARAGONS
NEUTRAL GOOD PARAGON (BENEFACTOR)
A crusader may have only one sworn oath at any
one time. If he changes his oath without replacing it
with a more noble goal, he suffers a penalty of 500
XP per character level. If he later accomplishes his
original goal, he regains one-half of the lost amount.
A benefactor is concerned with good above all else.
He seeks to help others whenever he can. He
respects the need for law and authority, and as such
prefers to bend rules rather than break them.
However, if a law stands between him and the
doing of good, a benefactor has no hesitation in
ignoring the law at that time.
Aura of Menace (Su) : At 2 nd level, a crusader
manifests a righteous aura when he is angered or in
combat. Any hostile creature within a 20-foot radius
of the crusader must succeed on a Will save against
DC 10 + the crusader's class level + Charisma
modifier to resist the effects. Those who fail take a
-2 penalty on their attacks, AC and saving throws
while within 20 feet of the crusader. The effect on a
particular creature is canceled when that creature
lands a successful blow on the crusader. A creature
that has resisted or broken the effect cannot be
affected again by the same crusader for a period of
24 hours.
A benefactor walks a thin line, and the
determination of what course of action would do the
most good in a particular situation can be a difficult
one. For the most part, a benefactor believes in the
principle of “live and let live”. However, the needs
of the many outweigh the needs of the few. This
belief may occasionally put a benefactor at odds
with his friends, in cases where he feels that the
needs of a village, for instance, outweigh their own.
A benefactor can act ruthlessly or reservedly,
depending on the situation. If he feels swift action
will be the most beneficial, he will rush to act. If he
feels patience is best, he will deliberate at length. A
benefactor will sacrifice his life, and even his morals
for the greater good. He is always mindful,
however, of not going to far, and straying into acts
of evil.
Mercy Strike (Ex) : At 3 rd level, a crusader is able to
defeat his foes with mercy. If he lands a blow that
reduces an opponent to -1 hit points or less, this
opponent automatically stabilizes and does not lose
any further hit points. This ability is useful in order
to take prisoners, rather than killing foes outright. If
the crusader so chooses, he can strike killing blows
without using this ability.
A benefactor makes the best hero because he does
what is best, no matter what the situation.
Leadership (Ex) : At 4 th level, a crusader gains the
Leadership feat, even if he does not meet the normal
prerequisites. If he already has the Leadership feat,
he instead gains a +2 bonus to his Leadership score.
Game Rule Information
The following game rule information pertains to the
benefactor.
Inspiration (Ex) : At 5 th level, a crusader is able to
inspire his allies with his words and manner. By
taking a full minute before a battle, the crusader
grants his allies an inspiration bonus to their attacks
rolls and saving throws equal to his Charisma
bonus, with a minimum of +1. The allies must be
able to hear and understand the crusader in order to
become inspired. The inspiration bonus lasts for the
duration of one battle.
Hit Die : d6.
Skill Points at Each Level : 2 + Intelligence modifier.
Class Skills : Craft (Int), Diplomacy (Cha), Heal
(Wis), Profession (Wis).
Weapon and Armour Proficiency : A benefactor is
proficient with all simple weapons, with light
armour, and with shields (but not tower shields).
4
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ALIGNMENT PARAGONS
Aid Another (Ex) : A benefactor
excels at providing aid to others.
When using the aid another action
with respect to a skill check, the
bonus granted increases to +4 if he
is successful on his check. When
using the aid another action in
combat, the attack roll or AC bonus
granted increases to +4 is he is
successful in his attack roll.
Table 2: The Benefactor
Base
Attack
Fort
Save
Ref
Save
Will
Save
Level
Special
1st
+0
+0
+2
+2
Aid another
2nd
+1
+0
+3
+3
Persuasive
3rd
+2
+1
+3
+3
Provide aid
4th
+3
+1
+4
+4
Mercy strike
5th
+3
+1
+4
+4
Crippling strike
Persuasive (Ex) : At 2 nd level, a benefactor becomes
a master of diplomacy. He gains a +4 bonus on all
Diplomacy checks. He is not above a little
deception, however, and as such also receives a +2
bonus on all Bluff checks. To a benefactor, the ends
justify the means.
CHAOTIC GOOD PARAGON (REBEL)
Above all else, a rebel values the freedom of good
peoples, and quick decisive action against
oppression and evil. He cares not for rules and
strictures; the only important thing is to do good,
however it must be done. A rebel does not actively
seek to defy laws, he merely finds them irrelevant.
Provide Aid (Sp) : At 3 rd level, a benefactor can use
aid once per day per class level, as the spell. He may
use this ability only on others, not on himself.
A rebel believes in good and that all good people
should be allowed freedom of body and freedom of
mind. He detests arbitrary strictures as much as he
hates evil. When confronting evil, a rebel challenges
it directly, often acting rashly, taking whatever
action seems advantageous at the time.
Mercy Strike (Ex) : At 4 th level, a benefactor is able
to defeat his foes with mercy. If he lands a blow that
reduces an opponent to -1 hit points or less, this
opponent automatically stabilizes and does not lose
any further hit points. This ability is useful in order
to take prisoners, rather than killing foes outright. If
the benefactor so chooses, he can strike killing blows
without using this ability.
A rebel makes an excellent friend and companion,
but a weak leader. He provides advice and support
for those he cares about, but does not feel
comfortable giving orders. A rebel can be an
effective member of a team if the team has a
common goal which he shares. He generally works
best as a scout or outrider, allowing him to work on
his own much of the time.
Crippling Strike (Ex) : At 5 th level, a benefactor can
make melee attacks designed to cripple opponents
rather than kill them. Up to five times per day, the
benefactor may declare that he is making a crippling
strike before making a melee attack roll. If this
attack deals damage, the target must make a
Fortitude save against DC 15 + the benefactor's class
level + Intelligence modifier. If this save is failed, the
target is helpless and unable to act for 10 rounds plus
1 round per benefactor class level. This effect is in
addition to the normal damage caused by the blow.
A rebel makes the best hero because he values
freedom above all else.
Game Rule Information
The following game rule information pertains to the
rebel.
Hit Die : d6.
5
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