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DESCRIPTION
ALIGNMENT
A creature’s general moral and
personal attitudes are represented by its alignment: lawful good, neutral good,
chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral
evil, or chaotic evil.
Alignment is a tool for developing
your character’s identity. It is not a straitjacket for restricting your
character. Each alignment represents a broad range of personality types or
personal philosophies, so two characters of the same alignment can still be
quite different from each other. In addition, few people are completely
consistent.
GOOD VS. EVIL
Good characters and creatures protect
innocent life. Evil characters and creatures debase or destroy innocent life,
whether for fun or profit.
“Good” implies altruism, respect for
life, and a concern for the dignity of sentient beings. Good characters make
personal sacrifices to help others.
“Evil” implies hurting, oppressing,
and killing others. Some evil creatures simply have no compassion for others
and kill without qualms if doing so is convenient. Others actively pursue evil,
killing for sport or out of duty to some evil deity or master.
People who are neutral with respect
to good and evil have compunctions against killing the innocent but lack the
commitment to make sacrifices to protect or help others. Neutral people are
committed to others by personal relationships.
Being good or evil can be a conscious
choice. For most people, though, being good or evil is an attitude that one
recognizes but does not choose. Being neutral on the good–evil axis usually
represents a lack of commitment one way or the other, but for some it
represents a positive commitment to a balanced view. While acknowledging that
good and evil are objective states, not just opinions, these folk maintain that
a balance between the two is the proper place for people, or at least for them.
Animals and other creatures incapable
of moral action are neutral rather than good or evil. Even deadly vipers and
tigers that eat people are neutral because they lack the capacity for morally
right or wrong behavior.
LAW VS. CHAOS
Lawful characters tell the truth,
keep their word, respect authority, honor tradition, and judge those who fall
short of their duties.
Chaotic characters follow their
consciences, resent being told what to do, favor new ideas over tradition, and
do what they promise if they feel like it.
“Law” implies honor, trustworthiness,
obedience to authority, and reliability. On the downside, lawfulness can
include close-mindedness, reactionary adherence to tradition, judgmentalness,
and a lack of adaptability. Those who consciously promote lawfulness say that
only lawful behavior creates a society in which people can depend on each other
and make the right decisions in full confidence that others will act as they
should.
“Chaos” implies freedom,
adaptability, and flexibility. On the downside, chaos can include recklessness,
resentment toward legitimate authority, arbitrary actions, and
irresponsibility. Those who promote chaotic behavior say that only unfettered
personal freedom allows people to express themselves fully and lets society
benefit from the potential that its individuals have within them.
Someone who is neutral with respect
to law and chaos has a normal respect for authority and feels neither a
compulsion to obey nor a compulsion to rebel. She is honest but can be tempted
into lying or deceiving others.
Devotion to law or chaos may be a
conscious choice, but more often it is a personality trait that is recognized
rather than being chosen. Neutrality on the lawful–chaotic axis is usually
simply a middle state, a state of not feeling compelled toward one side or the
other. Some few such neutrals, however, espouse neutrality as superior to law
or chaos, regarding each as an extreme with its own blind spots and drawbacks.
Animals and other creatures incapable
of moral action are neutral. Dogs may be obedient and cats free-spirited, but
they do not have the moral capacity to be truly lawful or chaotic.
THE NINE ALIGNMENTS
Nine distinct alignments define all
the possible combinations of the lawful–chaotic axis with the good–evil axis.
Each alignment description below depicts a typical character of that alignment.
Remember that individuals vary from this norm, and that a given character may
act more or less in accord with his or her alignment from day to day. Use these
descriptions as guidelines, not as scripts.
The first six alignments, lawful good
through chaotic neutral, are the standard alignments for player characters. The
three evil alignments are for monsters and villains.
Lawful Good, “Crusader”: A lawful good character
acts as a good person is expected or required to act. She combines a commitment
to oppose evil with the discipline to fight relentlessly. She tells the truth,
keeps her word, helps those in need, and speaks out against injustice. A lawful
good character hates to see the guilty go unpunished.
Lawful good is the best alignment you
can be because it combines honor and compassion.
Neutral Good, “Benefactor”: A neutral good character
does the best that a good person can do. He is devoted to helping others. He
works with kings and magistrates but does not feel beholden to them..
Neutral good is the best alignment
you can be because it means doing what is good without bias for or against
order.
Chaotic Good, “Rebel”: A chaotic good character
acts as his conscience directs him with little regard for what others expect of
him. He makes his own way, but he’s kind and benevolent. He believes in
goodness and right but has little use for laws and regulations. He hates it
when people try to intimidate others and tell them what to do. He follows his
own moral compass, which, although good, may not agree with that of society.
Chaotic good is the best alignment
you can be because it combines a good heart with a free spirit.
Lawful Neutral, “Judge”: A lawful neutral character
acts as law, tradition, or a personal code directs her. Order and organization
are paramount to her. She may believe in personal order and live by a code or
standard, or she may believe in order for all and favor a strong, organized
government.
Lawful neutral is the best alignment
you can be because it means you are reliable and honorable without being a
zealot.
Neutral, “Undecided”: A neutral character does
what seems to be a good idea. She doesn’t feel strongly one way or the other
when it comes to good vs. evil or law vs. chaos. Most neutral characters
exhibit a lack of conviction or bias rather than a commitment to neutrality.
Such a character thinks of good as better than evil—after all, she would rather
have good neighbors and rulers than evil ones. Still, she’s not personally
committed to upholding good in any abstract or universal way.
Some neutral characters, on the other
hand, commit themselves philosophically to neutrality. They see good, evil,
law, and chaos as prejudices and dangerous extremes. They advocate the middle
way of neutrality as the best, most balanced road in the long run.
Neutral is the best alignment you can
be because it means you act naturally, without prejudice or compulsion.
Chaotic Neutral, “Free Spirit”: A chaotic neutral
character follows his whims. He is an individualist first and last. He values
his own liberty but doesn’t strive to protect others’ freedom. He avoids
authority, resents restrictions, and challenges traditions. A chaotic neutral
character does not intentionally disrupt organizations as part of a campaign of
anarchy. To do so, he would have to be motivated either by good (and a desire
to liberate others) or evil (and a desire to make those different from himself
suffer). A chaotic neutral character may be unpredictable, but his behavior is
not totally random. He is not as likely to jump off a bridge as to cross it.
Chaotic neutral is the best alignment
you can be because it represents true freedom from both society’s restrictions
and a do-gooder’s zeal.
Lawful Evil, “Dominator”: A lawful evil villain
methodically takes what he wants within the limits of his code of conduct
without regard for whom it hurts. He cares about tradition, loyalty, and order
but not about freedom, dignity, or life. He plays by the rules but without
mercy or compassion. He is comfortable in a hierarchy and would like to rule,
but is willing to serve. He condemns others not according to their actions but
according to race, religion, homeland, or social rank. He is loath to break
laws or promises.
This reluctance comes partly from his
nature and partly because he depends on order to protect himself from those who
oppose him on moral grounds. Some lawful evil villains have particular taboos,
such as not killing in cold blood (but having underlings do it) or not letting
children come to harm (if it can be helped). They imagine that these
compunctions put them above unprincipled villains.
Some lawful evil people and creatures
commit themselves to evil with a zeal like that of a crusader committed to
good. Beyond being willing to hurt others for their own ends, they take
pleasure in spreading evil as an end unto itself. They may also see doing evil
as part of a duty to an evil deity or master.
Lawful evil is sometimes called “diabolical,”
because devils are the epitome of lawful evil.
Lawful evil is the most dangerous
alignment because it represents methodical, intentional, and frequently
successful evil.
Neutral Evil, “Malefactor”: A neutral evil villain
does whatever she can get away with. She is out for herself, pure and simple.
She sheds no tears for those she kills, whether for profit, sport, or
convenience. She has no love of order and holds no illusion that following
laws, traditions, or codes would make her any better or more noble. On the
other hand, she doesn’t have the restless nature or love of conflict that a
chaotic evil villain has.
Some neutral evil villains hold up
evil as an ideal, committing evil for its own sake. Most often, such villains
are devoted to evil deities or secret societies.
Neutral evil is the most dangerous
alignment because it represents pure evil without honor and without variation.
Chaotic Evil, “Destroyer”: A chaotic evil character
does whatever his greed, hatred, and lust for destruction drive him to do. He
is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is
simply out for whatever he can get, he is ruthless and brutal. If he is
committed to the spread of evil and chaos, he is even worse. Thankfully, his
plans are haphazard, and any groups he joins or forms are poorly organized.
Typically, chaotic evil people can be made to work together only by force, and
their leader lasts only as long as he can thwart attempts to topple or
assassinate him.
Chaotic evil is sometimes called
“demonic” because demons are the epitome of chaotic evil.
Chaotic evil is the most dangerous
alignment because it represents the destruction not only of beauty and life but
also of the order on which beauty and life depend.
VITAL STATISTICS
AGE
You can choose or randomly generate
your character’s age. If you choose it, it must be at least the minimum age for
the character’s race and class (see Table: Random Starting Ages). Your
character’s minimum starting age is the adulthood age of his or her race plus
the number of dice indicated in the entry corresponding to the character’s race
and class on Table: Random Starting Ages.
Alternatively, refer to Table: Random
Starting Ages and roll dice to determine how old your character is.
Table: Random Starting Ages |
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Race |
Adulthood |
Barbarian Rogue Sorcerer |
Bard Fighter Paladin Ranger |
Cleric Druid Monk Wizard |
Human |
15 years |
+1d4 |
+1d6 |
+2d6 |
Dwarf |
40 years |
+3d6 |
+5d6 |
+7d6 |
Elf |
110 years |
+4d6 |
+6d6 |
+10d6 |
Gnome |
40 years |
+4d6 |
+6d6 |
+9d6 |
Half-elf |
20 years |
+1d6 |
+2d6 |
+3d6 |
Half-orc |
14 years |
+1d4 |
+1d6 |
+2d6 |
Halfling |
20 years |
+2d4 |
+3d6 |
+4d6 |
|
|
|
|
|
With age, a character’s physical
ability scores decrease and his or her mental ability scores increase (see
Table: Aging Effects). The effects of each aging step are cumulative. However,
none of a character’s ability scores can be reduced below 1 in this way.
When a character reaches venerable
age, secretly roll his or her maximum age, which is the number from the
Venerable column on Table: Aging Effects plus the result of the dice roll
indicated on the Maximum Age column on that table, and records the result,
which the player does not know. A character who reaches his or her maximum age
dies of old age at some time during the following year.
The maximum ages are for player
characters. Most people in the world at large die from pestilence, accidents,
infections, or violence before getting to venerable age.
Table: Aging Effects |
||||
Race |
Middle Age1 |
Old2 |
Venerable3 |
Maximum Age |
Human |
35 years |
53 years |
70 years |
+2d20 years |
Dwarf |
125 years |
188 years |
250 years |
+2d% years |
Elf |
175 years |
263 years |
350 years |
+4d% years |
Gnome |
100 years |
150 years |
200 years |
+3d% years |
Half-elf |
62 years |
93 years |
125 years |
+3d20 years |
Half-orc |
30 years |
45 years |
60 years |
+2d10 years |
Halfling |
50 years |
75 years |
100 years |
+5d20 years |
1 At middle age, –1 to Str, Dex,
and Con; +1 to Int, Wis, and Cha. |
||||
2 At old age, –2 to Str, Dex, and
Con; +1 to Int, Wis, and Cha. |
||||
3 At venerable age, –3 to Str, Dex,
and Con; +1 to Int, Wis, and Cha. |
HEIGHT AND WEIGHT
The dice roll given in the Height
Modifier column determines the character’s extra height beyond the base height.
That same number multiplied by the dice roll or quantity given in the Weight
Modifier column determines the character’s extra weight beyond the base weight.
Table: Random Height and Weight |
||||
Race |
Base Height |
Height Modifier |
Base Weight |
Weight Modifier |
Human, male |
4´ 10˝ |
+2d10 |
120 lb. |
× (2d4) lb. |
Human, female |
4´ 5˝ |
+2d10 |
85 lb. |
× (2d4) lb. |
Dwarf, male |
3´ 9˝ |
+2d4 |
130 lb. |
× (2d6) lb. |
Dwarf, female |
3´ 7˝ |
+2d4 |
100 lb. |
× (2d6) lb. |
Elf, male |
4´ 5˝ |
+2d6 |
85 lb. |
× (1d6) lb. |
Elf, female |
4´ 5˝ |
+2d6 |
80 lb. |
× (1d6) lb. |
Gnome, male |
3´ 0˝ |
+2d4 |
40 lb. |
× 1 lb. |
Gnome, female |
2´ 10˝ |
+2d4 |
35 lb. |
× 1 lb. |
Half-elf, male |
4´ 7˝ |
+2d8 |
100 lb. |
× (2d4) lb. |
Half-elf, female |
4´ 5˝ |
+2d8 |
80 lb. |
× (2d4) lb. |
Half-orc, male |
4´ 10˝ |
+2d12 |
150 lb. |
× (2d6) lb. |
Half-orc, female |
4´ 5˝ |
+2d12 |
110 lb. |
× (2d6) lb. |
Halfling, male |
2´ 8˝ |
+2d4 |
30 lb. |
× 1 lb. |
Halfling,
female |
2´ 6˝ |
+2d4 |
25 lb. |
× 1 lb. |