Chosen of Mielikki Template

+6 Dex
+4 Wis
+4 Cha

+4 Survival
+4 Hide

Feats: Two Weapon Fighting, Create Portal, Forester

Spells At Will: At Will – Calm Animals, Barkskin, Obscuring Mist

Spells 5/day: 5/day – Hold Animal, Speak with Animals, Woodshape

Spells 3/day: 3/day – Call Lightning, Quench, Liveoak, Summon Nature’s Alley VI(unicorn only)

Spells 1/day: 1/day – Shambler, Command Plants, Earthquake

Immunities: Aging effects, fire, Poison, Disease

Unicorn Companion: Chosen of Mielikki may have a unicorn as an animal companion with level equal to the chosens combined ranger and druid levels

Defender of the Forest – When in an area with any native plant life (so pretty much not indoors and not desert) the Chosen of Mielikki recieves the following benefits: Extra Attack at full BaB (not not cancel other effects that add extra attacks); Weapon Focus and Specialization with whatever weapon the chosen is wielding; +6 Bonus to Strength, Constitution, and Wisdom; +5 Deflection Bonus to Armour Class; Permanent Use of True Seeing and Wind Walker Spells; All attacks considered to be Bane of Undead, Evil Outsiders, and Malarites; and takes an automatic 20 on Silent Move and Hide Checks.

Special: Once per month the Chosen is required to enact a ritual to call forth a dryad or treant and then to serve the creature by performing small tasks for them for a day

Chosen of Meilikki Template

Dex: +2
Con: +2
Wis: +5
Saves: +2 to all
DR: 5/-
Feats: Forester, Skill Focus(Wilderness Lore), Track
Spells – COnstant: Endure Elements(Acid, Cold, Fire, Sonic)
Spells – At Will: Detect Poison, Speak with Animals, Calm Animal, Speak with Plants
Spells 3/day: Wood Shape, Water Breathing, Entangle, Tree Slide
Spells 1/day: Azaken, Commune with Nature, Shape Change
Immunities: Aging Effects, Mind Altering Effects, Scrying(results in vague forest imagery)
Specials: Low Light Vision 60 feet, Dark Vision 60 feet.(having either of these already extends them an extra 30 feet)
Specials 1/Tenday: Summon a Treant
Specials 3/Tenday: Summon a Unicorn

LA/CR +2

Special: Once per month the Chosen is required to enact a ritual to call forth a dryad or treant and then to serve the creature by performing small tasks for them for a day

Chosen of Mystra

Special Qualities: A Chosen of Mystra retains all of the special qualities of the character and also gains the following:

Bonus Spells (Sp): The Chosen of Mystra may choose one spell, of each level one through nine, which she may use once per day as a spell-like ability. The caster level for these spells is equal to the Chosen’s character level or Hit dice; and saving throw DC’s are Charisma based. Once chosen, these spells cannot be changed.

Spell Immunity (Su): The Chosen of Mystra may choose one spell, of each level one through nine, which she is completely unaffected by as if protected by a Mystran Spellward spell (see New Spells below). Once chosen, these spells cannot be changed.

Weave Focus (Su): Upon gaining this template, a Chosen of Mystra is forever barred from ever taking the Shadow Weave Magic feat. In addition, all spells cast through the Weave by a Chosen of Mystra have a +5 bonus to their saving throw DC’s and +5 to their effective caster level (for purposes of determining level dependent spell variables, Dispel Checks, Spell Resistance checks, and opposed caster level checks).

Immunities (Ex): A Chosen of Mystra is immune to Blindness, Deafness, Disease, Disintegration, Fatigue, Exhaustion, Poison, and Sleep effects.

Immortality (Ex): Chosen of Mystra are naturally immortal and cannot die from natural causes. Chosen do not age, and they do not need to eat, sleep, or breathe. The only way for a Chosen to die is through special circumstances, usually by being slain in magical or physical combat.

Detect Magic (Su): line of sight.

Mantle of Mysteries (Su): A Chosen is immune to all Scrying and divination effects, and all effects that discern her thoughts or alignment. Likewise, a Chosen cannot be controlled or compelled by any magical, supernatural, or psionic abilities or effects, although a clever chosen may play along and pretend to be acting under an enemy’s charm or compulsion. In addition, a Chosen’s Truename cannot be discovered or discerned by any being unless the Chosen willingly chooses to reveal it to them.

Name and Song Attunement (Su): Whenever a Chosen’s name or the Rune of the Chosen is spoken, the Chosen hears it and the next nine words uttered by the being that spoke her name or recited the song. This ability does not inhibit or interfere with concentration, and can be suppressed or resumed as a free action.

Silver Fire (Su): All Chosen of Mystra can wield the Silver Fire (ability updated; see below).

Saves: +5 sacred bonus to all saving throws against spells and spell-like effects.

Abilities: +10 Constitution.

Skills: +10 insight bonus to Spellcraft checks.

Feats: Initiate of Mystra.

Spells: Same as the character, however a Chosen of Mystra with levels in any of the following spellcasting classes gains the following additional abilities:

Wizard: The Chosen may learn, scribe, and research new spells with much more ease than a normal Wizard. To study newly discovered spell or scribe a new spell into a spellbook only requires one hour instead of one day, and the material costs and time required to research new spells are halved

Sorcerer or Bard: once per day the Chosen may choose to remove a known spell from her known spell repertoire and replace it with a new spell of the same spell level from the appropriate class spell list. Removing a known spell in this fashion does not prevent a Chosen from relearning the same spell in the future.

Cleric: The Chosen may spontaneously cast any spell in the Spell, Magic, Illusion, Knowledge, Luck, or Good Domains and all Initiate of Mystra spells of any spell level that she can cast, using any cleric spell slot of the appropriate spell level.

Druid The Chosen gains access to all spells in the Spell, Magic, Illusion, Knowledge, Luck, or Good Domains and all Initiate of Mystra spells, and may prepare them in any druid spell slot of the appropriate spell level.

Paladin or Ranger The Chosen may select any two of Mystra’s domains, and may prepare and cast any spell upon those domain lists using any paladin or ranger spell slot of the appropriate spell level.

Unknown Powers: Many of the powers of a Chosen of Mystra may remain as of yet unrevealed, in some instances even to the Chosen themselves.

Level adjustment: +5.

Chosen of the Red Knight

Chosen of the Red Knight

Creating a Chosen of the Red Knight
“Chosen of the Red Knight” is a +4 template that can be added to any humanoid creature. A Chosen of the Red Knight uses all the base character’s statistics and special abilities except as noted. A Chosen of the Red Knight only has its power at the will of the Red Knight; should the Handmaiden of Strategy decide to remove Chosen status from a character, he or she reverts to their old abilities.

The Red Knight’s Chosen are highly integrated; some would even say that they are the living embodiment of her lance board passion. 

As a newly raised Demi-Goddess the Red Knight is aggressively pursuing a larger worshiper base by placing her powers within a larger group of chosen to more quickly spread her worship through word and deed. By strategically supporting followers with her chosen she intends to get the word out that the best laid plan… wins.

The Chosen concentrate on four main areas: 
– Establishing areas within existing churches of Tempus that the devout may come for worship, war gaming, and battle planning.
– Increasing the Red Fellowship through mentorship of young clergy, active leadership in the community and Church of Tempus.
– Supporting worshipers in battle or preparations for battle.
– Undermine and destroy followers of Cyric and Gargos. Keeping an eye on Anhur or any other potential threat to Tempus or her portfolio.

The Red Knight maintains six types of Chosen with varied powers that reflect her Faerunian Lance Board. 

8 Scouts, their piece is a “non-discrete” smaller piece that is often overlooked… until it’s in a strategic position.
2 Engineers are symbolized as a castle or fortification.
2 Lancers symbolized by a horse, pegasus or griffon, hippogriff rearing. 
2 Advisors are often symbolized by a scholarly figurine wearing a wizardly caps or high cleric headpiece.
1 Handmaiden who is represented by a female figurine wearing a circlet or simple crown. Some boards have her in armor. 
1 Warlord a figure usually male wearing a crown and holding a sword.

Each of the chosen has a special lance board with each piece corresponding to another chosen. These pieces allow the chosen to contact the others by concentrating on thier piece. Each chosen was presented their board from the Red Knight herself. The chosen will go to great lengths to recover these boards.

All Chosen of the Red Knight share the following abilities:

Special Qualities: Chosen of the Red Knight retain all their special qualities.

Bonus Spells (Sp): 
At will- Protection from Chaos, Calm Emotion, Remove Fear.
5/day – Dispel Magic, Status, (Additional spell varies per Chosen)
3/day – Magic Vestment, Hero’s Feast, (Additional spell varies per chosen)
1/day – Freedom of Movement, Greater Prying Eyes, Foresight.

Immunities (Ex): A Chosen of the Red Knight is immune to Poison and Disease. Has 5 resistances to elemental attacks from cold, fire (heat) and electricity. He or she is also immune to aging, does not age, and is effectively immortal.

Damage reduction: 5 / +1
Immune to Mind Affecting Abilities
SA: Chosen may communicate freely with one another for a number of minutes equal to their charisma modifier per ten day while holding the corresponding piece from their board.
SA: Low light vision and Dark Vision 60’.
+1 Leadership bonus
Skills: Spot, diplomacy, bluff as class skills.
Feats: Leadership, Battle collage (education feat; only for tactical knowledge’s) 
Abilities: +2 Con, +2 Int, +2 Wis, +2 Chr. Statistic increases listed below that are greater then the ones listed here DO NOT stack.
Alignment: Always Lawful
Bonuses granted to AC, saves, to hit, etc by the various Chosen DO NOT stack, the highest bonus applies.

Scouts (8): Scouts actively seek out information that the Red Fellowship can use against their opponents. They also specialize in rear area operations to disrupt the enemy. When not employed as scouts or saboteurs during a battle, the Red Knight’s scouts roam Faerun looking for signs of activity from followers of Cyric or Gargos. Two scout’s are always dedicated to gathering against these two deities.

A scout is usually paired with one of the other Chosen to provide needed intelligence and reconnaissance to augment their mission. 

A scout may mentally share information and memories with the other chosen when both are touching and concentrating.

Skills: +4 Spot, +2 Disable Device, +2 Gather Information. Gather Information as a class skill. 1 bonus skill per level.
Feats: 1 Bonus feat per 5 levels
Abilities: +4 Dex
Gather intelligence: Identical to Bardic Knowledge, based on overall character level.
+3d6 Sneak Attack, stacks with other sneak attack dice. Same rules as a Rogues sneak attack.

Bonus Spells (Sp):
5/day – Detect Thoughts
3/day – Prying Eyes 
1/day – Etherealness

Engineers (2): Are the logisticians and the master engineers of the Red Knight. They assist the clerics of Tempus prepare for offensive and defensive siege operations. They also analysis and prepare logistic requirements in advance of a campaign or as needed. Surprisingly, several wizards have held this position.

Withstand the siege: Their active presence re-enforces defenders Morale, To Hit, Damage and Saves by +2. Supplies last 25% longer. 

Take the fortress: Increases siege weapon range and damage by 33%. Decrease set up and construction time of siege weapons and towers by 50%. Increase sapper rate of dig by 20%. 

Skills: +4 Knowledge (Engineering and Architecture), +4 Knowledge Siege Warfare, +4 Knowledge (Logistics). 1 Bonus knowledge skill per level.
Weapons: All siege weapons and towers.
Feats: 1 Bonus feat per 4 levels
Abilities: +4 Con, +4 Int

Bonus Spells (Sp):
5/day – Soften stone and stone
3/day – Move earth
1/day – Elemental Swarm

Lancers (2): Are the commanders of two elite mounted mercenary companies within the Red Fellowship. These raiders harass the enemy as it moves, bivouacs or during battle. Experts at disrupting supply lines and attacking enemy rear areas they help ensure victory by disrupting the enemy’s ability to maintain logistics flow, effective communications or provide re-enforcements to the front lines. They are occasionally mounted on winged mounts.

Inspired strategy: With time to deliberately plan a mission, brief subordinates, simulate the battle plan with soldiers an entire force may receive the following benefits: +2 Morale, +2 To Hit, +1 Damage, +5 Movement Rate and +1 to saves.

Reap the whirlwind: If the Lancer uses either call lightning or whirlwind during an offensive action (formation charge or attack), the enemy suffers a –2 to Morale, saves and a –1 to hit and damage.

Ride like the wind: All riders under the control of a Lancer have their mount’s movement increased by +10. This does not stack with the movement bonus from inspired strategy, as it effects the mounts. The Lancer does not have to be present for this to function the rider simply needs to be sworn to him, the company or a member of the Red Fellowship working with him or her.

Skills: +4 Ride, +4 Handle Animal, +2 Intimidate. Free ride skill per level.
Feats: 1 Bonus feat per 4 levels (DM’s should assign a set list of feats to choose from)
Abilities: +4 Dex

Bonus Spells (Sp):
5/day – Protection from arrows
3/day – Call Lightning Storm; increase length of the storm’s duration by the chosen’s level, increase lightning bolts by caster’s level.
1/day – Whirlwind; increase all dimensions by one foot per level, increase duration by caster’s level; increase range by 50%.

Damage reduction: 10 / +1
Immunity to electricity.

Advisers (2): Seeing is believing is the advisor’s motto. They assist the High Priests of Tempus, the other chosen usually the Handmaiden or Warlord, friendly ruler; their battle staff or commanders plan overall battle strategy and movements. They also monitor the battle and suggest changes to current strategies as the battle unfolds. The review tomes and works of strategy before they’re added to the battle collages curriculum 

Move the force: By analyzing the terrain, weather and the forces at hand. An adviser can increase friendly movement rate by 20%.

Monitor the battle: When concentrating, an adviser may project a real time simulation of an ongoing battle on a prepared map table or section of ground. The prepared area must represent the battle site with some realism; terrain depiction, battle positions, etc before this ability can be used.
Preparation takes one hour for visual effects, two hours for sounds and refined details and five hours to be able to identify specific people within the fray and their status. Each hour of preparation increases the battle area that can be monitored by one mile. Preparation time spent for details and area DO NOT stack. Temples in large cities will often have extensively prepared representations of the city and surrounding lands. If concentration is broken it takes one minute to establish an overview, then an additional minute for specific details. Advisers usually have their staff prepare a basic terrain model/map at the beginning of each bivouac, at a minimum one hour will be spent on detail and another two hours for range. If the camp will be maintained for more then one day the map board preparation will continue to improve.

Battle orders: An Adviser may communicate with all subordinate commanders a number of times equal to their wisdom bonus per day. Each communication can last one minute per point of wisdom. All members must concentrate to maintain the link; members may attempt to regain the link by concentrating. Within the link communications are open for anyone to speak, the longer one speaker talks though, the better impression of their surrounding situation the others get. 

Skills: +4 Diplomacy, +4 Listen, +4 Knowledge (Warfare) Diplomacy and Knowledge (warfare) free each level.
Feats: 1 Bonus feat per 4 levels (DM’s should assign a set list of feats to choose from)
Abilities: +4 Wis, +4 Chr

Bonus Spells (Sp):
5/day – Detect thoughts, True seeing
3/day – Teleport without error
1/day – Dictum

Handmaiden (1): Knowing that her divine duties would increase suffering if not tempered by compassion the Red Knight chooses her Handmaiden to temper suffering during war, heal those left in it’s wake and directly oppose the mindless bloodshed of Gargos. She oversees the creation of new shrines, hospitals and the coordination of forces. She coordinates the efforts of the other chosen and lends aid to the others as needed. 

Re-position the board: The Handmaiden may move herself or others to another chosen to aid them or bring them to her as a standard action. A chosen may be returned to their previous location. She may move as many people or animals as her charisma bonus. She may do this a number of times per day equal to her Wisdom bonus. 

Fight again another day: Her active presence in a hospital or where patients are being treated increases daily recovery of hit points and healing spells by +3.

Juggernaut: When actively leading a force the Handmaiden inspires heroics within allied troops. Allied troops receive bonuses to hit, damage, saves and AC based on their range from the Handmaiden. 
Within 30’: Followers receive a +4 bonus.
Within 60’: Followers receive a +3 bonus.
Within 120’: Followers receive a +2 bonus.
Within 240’: Followers receive a +1 bonus
They suffer no morale penalties. 

Skills: Free Heal and Diplomacy each level. +2 to heal and diplomacy.
Feats: 1 Bonus feat per 3 levels
Abilities: +4 Dex, +4 Wis, +4 Chr

Bonus Spells (Sp):
At will: – Cure light wounds: Only once per person per day. Range is 10’. Deathwatch.
5/day – Divine Favor, Regeneration
3/day – Heal, Dictum
1/day – Resurrection

Damage reduction: 10/+1
Leadership bonus: +3
Monk abilities as a monk of equal level.

Warlord (1): The Warlord at heart is the purest form of tactical deception. Knowing that her enemies would focus their efforts on capturing or eliminating the perceived strongest of her chosen she decided to distract them while the others maneuver to strike.

Occasionally and for short periods of time the Red Knight will infuse a mortal agent with great powers to aid a particularly devout follower or distract her rivals from a given operation being conducted elsewhere. This infusion usually lasts for a number of days equal to the agent’s charisma bonus. For campaign planning purposes, consider this agent to only be active for 2-4 ten days per year… usually spread out equally over the year to keep people guessing.

The other Chosen are immediately aware when an agent is imbued with the Warlord’s power. Because of the temporary nature of the Warlord, he or she cannot summon or compel the other chosen other then the Lancers, as listed below. 

Marshal the troops: The warlord may summon one or both of the Lancers and their entire unit to his location to fight. This ability can be used equal to the warlord’s charisma score / two per ten-day. The effect is similar to riding through a portal and takes a standard time for all riders to journey through the portal.

Unstoppable: Friendly troops within sight of the warlord suffer no adverse morale reactions or presences attacks and receive +3 to hit, damage, saves and AC. 

Frightful presence: Enemies within 20’ per level suffer the effects if they have fewer levels then the warlord. Effects and limitation similar to a dragon’s frightful presence (MM pg 69). 

Limited shape shift: The warlord uses this ability to keep rumors alive and keep those that watch the Red Fellowship guessing (and not acting). While infused the warlord will feel a compulsion to occasional make body shifts that are noticeable. A warlord may shift size by one category either way, usually used to increase his or her size and the number of troops that can see them and gain the benefit of being Unstoppable (as listed above). 

Skills: Free Intimidate and Diplomacy each level. +2 to intimidate and diplomacy.

Feats: 1 Bonus feat: This feat may be changed once per ten rounds. The Warlord also is imbued with the following feats: Improved critical, Improved Evasion, Improved Initiative, Whirlwind Attack, and Great Cleave.

Weapons: A Warlord’s weapons are considered lawful and wounding while he weilds them.

Abilities: +6 Str, +4 Con
Regeneration 5

Bonus Spells (Sp):
5/day – Dispel Magic
3/day – Heal (self only), Dictum
1/day – Summon Monster IX, Typically fallen warriors from Warriors Rest
Damage reduction: 10/+2

Chosen of Bahamut Template 3

+10 Charisma
+5 Holy AC

Immunities [Ex]: Chosen are immune to disintegration effects and death effects 

Shimmering Breath [Su]: Blessed by the Platinum Dragon himself, the Chosen are able to breathe a magical, shimmering gas. It can be a 100 ft. cone or a 150 ft. line and may be used to the following effects once per a round:
• Heal (Chosen Hit dice x Charisma Modifier) x 1.5 /day
• Add +15 Deflection bonus to AC for rounds equal to Chosen’s Charisma Modifier
• Disintegration 1 /tenday (Reflex DC 20+ Chosen Charisma Modifier, Fortitude DC 15+ Chosen Charisma Modifier)
• Create a Wall of Ice or Wind
• Act as a Ring of Warmth or Cooling
Act as a Rod of Flame Extinguishing with 20 charges per a day

Spell-like Abilities [Sp]: The Chosen chooses two spells of each level to be spell-like abilities usable 1 /day (except for ninth, which they only get one and it is 1 /week)

Doesn’t Age [Ex]: The Chosen gains no ill effects from growing old, but does receive bonuses. The Chosen never dies of old age, nor physically ages in any way. When Bahamut has deemed the service of the Chosen over, the Chosen is taken to Mercuria by Bahamut himself.

Doesn’t Need Sleep [Ex]: The Chosen never needs sleep, even when fatigued. They do still need the normal amount of rest to prepare spells.

LA/CR +4

Chosen of Bahamut Template 2

Each Chosen of Bahamut is immune to all fear effects (Ex, Su, Sp … etc).

Each Chosen of Bahamut is immune to sleep effects.

Each Chosen of Bahamut is immune to all paralysis effects.

Each Chosen of Bahamut is immune to disintegration.

Each Chosen of Bahamut is immune to all level drain effects.

The Chosen never needs sleep, even when fatigued. They do still need the normal amount of rest to prepare spells.

The Chosen gains no ill effects from growing old, but does receive bonuses. The Chosen never dies of old age, nor physically ages in any way. When Bahamut has deemed the service of the Chosen over, the Chosen is taken to Mercuria by Bahamut himself.

Aura of Platinum Dragon [Su]: When in combat Chosen of Bahamut can activate one of the fallowing aura effects as a move action, once per round:
Aura of Dragon Courage – targets are immune to fear, sleep, paralysis (range 100 ft + 30 ft per CHA mod; duration 10 rounds + 1 round per CHA mod).
Aura of Dragon Valor – +2 holy bonus to all damage and attacks, +4 if fighting against evil dragons or worshipers of Tiamat (range 100 ft + 30 ft per CHA mod; duration 10 rounds + 1 round per CHA mod).
Warriors Hart Aura – Targets cannot retreat from combat until it’s over, Chosen of Bahamut deactivates this Aura effect or its duration ends (range 100 ft + 30 ft per CHA mod; duration 10 rounds + 1 round per CHA mod).
Each target within range can resist Aura Effects with successful Will Save with DC equal 10 + ½ HD + CHA mod.

Heart of Platinum Dragon [Ex]: Chosen of Bahamut receives +2 holy bonus to all damage and attacks, +4 if fighting against evil dragons or worshipers of Tiamat.

Platinum Wings [Ex]: Each chosen of Bahamut can fly on dragon wings and has fly speed of 80 ft (with perfect maneuverability) if he or she already has dragon wings its fly speed is doubled and maneuverability increases to perfect and cannot drop below.

Blindsight [Ex]: A chosen, if not already obtained, gains Blindsight 120ft. If the Chosen already has this or receives it later on from another source adds 30 feet to their maximum.

Keen Senses [Ex]: A chosen, if not already obtained, gains the ability to see up to four times as far as a human in low-light conditions and twice as well in normal light. If they do not already have it, they gain darkvision up to 100 feet, but those that do gain a 30 foot bonus. Furthermore Chosen of Bahamut receives +4 bonus to Spot, Listen and Search skills.

Spell Resistance (SR): 
Character: 10 + HD + CHA mod (min: 15) if character has SR please add + 5 + CHA mod
Dragon: Please add 10 + CHA mod to existing SR

LA/CR +4

Chose of Bahamut Template

Prerequisite: Must be good aligned Dragon, Half-Dragon, or Dragonblooded Individual. Must Worship Bahamut

+2 Int
+2 Wis
+2 Cha

+2 to all saves
Allies get +4 vs dragon fear.

Those without wings, gain wings and can fly at a good level. Those with wings have their flight quality increased by 1 tier.

Feat: Mobility

Scales turn platinum as per the Platinum Knight class.

Smite evil dragon kind as per the platinum knight class.

Spell Casters Gain 1 Bonus Spell Per Day Per Level of Casting, This Bonus spell must be spent in one of the Spells with the Good, Dragon, Air, Luck, Nobility, Storm, or Protection. See appropriate Cleric Domains. All Arcane Spells that are in the Draconomicon count as Dragon Spells.

Non-Spell Casters Gain the Ability to cast the Following spells at Caster Level equal to their Class Levels Once per day.
Earthbind (Flying Creatures are bound to the Earth, and cannot fly.)
Resist Energy

Voice of the Dragon (+10 Diplomacy, Bluff, and Intimidate. For 30 minutes Period.)

Non Spell Casters all Gain Weapon Prof, and Focus with Bahumuts favored Weapon. (A Heavy Pick or a Bite Attack if they do not already have such, if they do then they gain a one time only +1 to attack with the favored weapon, this is not a base attack, this is a misc.)

The Platinum Knight Prestige Class is found in the Draconomicon. As is all the Information on Bahamut himself and other Spells, Or Domains that I mention that you are not sure about.

CR/LA +4

What is good vs evil?

Alignment arguments are a huge cornerstone of D&D culture. There are a lot of arguments and lines that some people like to use, that are frankly horse shit. There are some clear and easy ways to define good and evil, law and chaos. The reason the topic becomes such a big argument is the Yabutts.

What is a Yabutt you ask? It’s an ass that wants to respond to every statement or opinion someone with a ‘yeah but what about x’ type of counter-argument, even when the original statement was not an argument, to begin with. When it comes to the topic of alignment arguments, some of the Yabutt arguments can lead to some interesting ideas. But the majority of them are just circle jerks. I honestly believe most people that argue alignment opinions do so, not because they have anything to contribute, but because arguing about it is the culture of D&D.

I will not presume to say alignment is simple, but it is really not as complicated as some Yabutts try to make it seem. Good vs evil, and law vs chaos is pretty easy to define on the micro-scale.

Good is the act of attempting to act in a way that is beneficial to the common citizenry.
Evil is the act of attempting to act in a way that will inflict harm and suffering upon the common citizenry.

Law is holding one’s self to a defined set of rules, be they personal or crafted by a society.
Chaos is rebelling and resisting against any sort of defined set of rules.

Neutral is simply apathy to any of the above.

So why all the butthurt about alignment? Well one reason is if a person were to take the lines I wrote above, and that is the only thing they use to evaluate what an alignment is, then alignment becomes a weapon that shall always be used to hurt the player. It strips away freedom from the player if these basic definitions are used as iron walls that confine the player’s actions.

It is easy to define when most acts are good or evil.

A Orcs that attack a farm for the purpose of murder, rape, pillage and razing is evil. It is always evil. Even in times of war, savaging farmers is still an evil act. It cannot be justified as good by any measure. No amount of Yabutting can change the fact that this act involves inflicting massive amounts of suffering upon individuals that can’t possibly be a direct threat to their attackers.

Standing in the streets of a town, offering free healing magic to all who need it is certainly a good act. It can’t really be justified as evil when one is obviously helping others at no cost.

Torture is often context based. It’s one that is commonly cited as being something goodly heroes should never do. I would dare suggest context matters here. Are you torturing a faceless nobody grunt that was the lowest level pawn? Someone that didn’t even know what was going on? Certainly evil. Is your target the right hand of the BBEG that clearly was the top tier of the evil hierarchy? Well, you have all the justification you need. Unless of course, it’s in violation of your god’s teaching. More on that in a moment.

The next issue to remember is that alignment isn’t a two-dimensional construct. Acts can be defined as good and evil. People can be defined as good and evil. But an act does not define a person. An act does not define a person’s alignment in its own. A person’s alignment is the trend over a length of time. Religion aside, a good person can perform an evil act and not be instantly switched to evil. Assuming it is a single act. By the same notion, an evil person can perform a good act without suddenly becoming unconditionally good. Think of it in the same terms of climate vs weather. Florida can get snow once in a while, but it’s largely a state known for its fame as a summer vacation spot with warm and kind weather year round.

So, an act that conflicts with one’s typical alignment is possible if there is a reason for it or a genuine accident in some cases. It typically is easier for an evil person to justify betraying their alignment temporarily for the long game than it is for a good person.

An evil person can justify building an orphanage. Either as a distraction tactic to get people to trust him, or to gather lots of young people in one place that can be used for a ritual sacrifice, or be trained for a future task. Tiamat’s Nazi youth camps and all that. On the other hand, short of a child vampire cult there is really no way a good person can justify burning down an orphanage full of children.

Religion is perhaps the biggest and least flexible aspect of alignment. When it comes to religion it is almost never a case of good and evil, lawful and chaotic. Religions are constructs of gods, and gods tend to have more sophisticated moral restrictions.

For example, Mystra is a lawful neutral deity. She does tend to favor good actions over evil, but ultimately she is far more interested in the spread and growth of magic and will protect those that are following that mission. Even if those individuals are evil. So long as they are not taking magic and magical potential from others. She also doesn’t give a piss about the laws of mortal governments and doesn’t expect her followers to be lawful. So long as they are growing magic.

By contrast, there is Pelor. Pelor is a deity that has a raging erection for the idea of destroying undead. If you are a devout follower of Pelor following his every teaching until one day you decide to NOT destroy an undead, because that undead is an intelligent undead that devotes it’s unlife to protecting the innocent, you will lose your powers. Pelor demands the destruction of undead. There is no flexibility. There are no alternatives. Destroy them all, or you become fallen in the eyes of your deity.

So, Alignment is complicated and sophisticated. It’s not a restriction against the players, and it’s not a tool or weapon to harm the players. It is however like a thermometer to measure the morality of an action. I actually like the way Neverwinter Nights handles morality.

Imagine for a moment if you will, a Cartesian grid. Going from 100 on the left for good, too -100 on the right for evil. 100 on the top for lawful, to -100 on the bottom for chaotic. 0, 0 is true neutral. The lack of any moral choices. An evil act will shift you towards negative by a few points, but your next good act will earn you points into the positive. While it’s not a good way to actually handle alignment in actual D&D, it’s a good way to visualize alignment.

Lethal Mischief in Brasstar (The Attack on Gruntest)

“…You want to attack that place head on?”

“What–? No! What am I, insane?

A conversation that must have taken place sometime before the battle at Gruntest. Gruntest is a big city. One can’t really understate just how impossible it would be to simply roll over such a large city full of orcs ready to defend it and expect to get anywhere. At best, progress would take months just because of the sheer number of enemies an attacking army would have to displace before they could safely advance. Worse yet, Gruntest is a center of worship for deities more powerful than Lurue and Malar combined. Deities who would be most inclined to assist Malar when push came to shove.

That’s why Lurue’s followers did no such thing. They did enter the city, but not where any orcs could potentially observe them. Legend has it that they actually conscripted the use of Dire Badgers to tunnel underneath the city. They utilized divination magic to track Malar’s temple, and then they planted a ton of explosives below it. Before the actual battle even started, a series of planted Holly Bombs were remotely set off and an explosion rocked the city, upturning the earth beneath Malar’s Temple and causing massive damage to the site and nearby buildings. About fifty orcs were killed, mostly those who happened to be at the temple at the time of the attack, and about two hundred more were injured by the blast wave.

The temple was almost completely destroyed, with the ground it once stood on being rendered unsuitable for building due to the crater full of unstable earth and debris. While all of this was going on, the few orcs that were able to detect the oncoming disaster tried to rally a defense. However, Lurue’s followers were able to hold them off long enough to complete their objectives.  Casualties were relatively light on both sides as a result of Lurue’s tactics. However, it’s undoubtful that the orcs of Gruntest are already planning their revenge. A large force of orcs has been dispatched to track down the intruders utilizing warbeasts. The city of Gruntest has been wounded, but most of the city barely even feels the wound. Lurue achieved a victory here today, but not a decisive one.

New Rumor!

[Brasstar] A large force of enraged orc soldiers is on the move, attacking any strangers who don’t surrender on sight. They’re accompanied by warbeasts, and seem to be tracking down Lurue’s followers after the attack on Gruntest.

The Attack On Everheart City

One cannot count on Mother Nature to dote on them and make sure they’re taken care of like any other kind of mother. The druids of Everheart City are more aware of that fact than most. The Tree Top City of Everheart is well defended against attackers. The massive trees the city is built upon would take days to cut down a single one with a mere axe, and anyone trying to scale them would be forced to move in the open downwind of any defenders willing to take shots at them from the cover afforded to them up top.

Still, not all of the city is up in the trees and not all beasts are limited to the ground. When a legion came rushing from the underbrush to assault the city, massive birds of prey swooped down to terrorize the defenders from above. In the end, Everheart City was able to repel the attackers. However, the battle was bloody. Citizens bore witness to carnage unheard of in civilized warfare. Civilians and defenders alike were torn apart and devoured alive before their comrade’s eyes. Only children and pregnant women were spared Malar’s wrath. Legend has it that it began to rain blood amidst the carnage and that the rain did not subsist for an entire twenty-four hours.

The Temple dedicated to Lurue seems to have been a focal point of the battle, as unlike other areas of the cities beasts stopped to try and destroy the building itself. The building suffered moderate damage but remained structurally sound. Given time to replace or repair furniture and goods, it should once again find its former glory. Still, several clerics of Lurue and at least one unicorn were slain in the attack.

Malar’s forces were decimated as a result of their recklessly aggressive tactics, suffering large losses as a result of their unwillingness to retreat. The city, while still a very clear victor in this battle, is traumatized by Malar’s efforts. It’s unlikely that life will ever be the same for people who lost loved ones in such a brutal attack. Damage to the city itself was relatively mild, as Malar’s forces were somewhat hyperfocused on killing as many of their ‘prey’ as they could. Yet, quite a few houses now stand vacant, with no occupants left to claim them. A miasma of darkness fills the air around some of them, leading to a couple of neighborhoods being abandoned as residents proclaim them to be haunted.

New Rumor:

[Everheart City] Whispers of the dead rising on their own after the attack on Everheart City by Malar’s forces have lead to a neighborhood being abandoned. The presences haunting the area are described as being unseen but not always unheard and causing others to fall ill in their wake. The city is too pre-occupied tending to its wounds to launch a proper investigation on its own.

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