This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License
v1.0a.
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
|
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´ 10½
|
+2d10
|
120 lb.
|
× (2d4) lb.
|
|
Human, female
|
4´ 5½
|
+2d10
|
85 lb.
|
× (2d4) lb.
|
|
Dwarf, male
|
3´ 9½
|
+2d4
|
130 lb.
|
× (2d6) lb.
|
|
Dwarf, female
|
3´ 7½
|
+2d4
|
100 lb.
|
× (2d6) lb.
|
|
Elf, male
|
4´ 5½
|
+2d6
|
85 lb.
|
× (1d6) lb.
|
|
Elf, female
|
4´ 5½
|
+2d6
|
80 lb.
|
× (1d6) lb.
|
|
Gnome, male
|
3´ 0½
|
+2d4
|
40 lb.
|
× 1 lb.
|
|
Gnome, female
|
2´ 10½
|
+2d4
|
35 lb.
|
× 1 lb.
|
|
Half-elf, male
|
4´ 7½
|
+2d8
|
100 lb.
|
× (2d4) lb.
|
|
Half-elf, female
|
4´ 5½
|
+2d8
|
80 lb.
|
× (2d4) lb.
|
|
Half-orc, male
|
4´ 10½
|
+2d12
|
150 lb.
|
× (2d6) lb.
|
|
Half-orc, female
|
4´ 5½
|
+2d12
|
110 lb.
|
× (2d6) lb.
|
|
Halfling, male
|
2´ 8½
|
+2d4
|
30 lb.
|
× 1 lb.
|
|
Halfling, female
|
2´ 6½
|
+2d4
|
25 lb.
|
× 1 lb.
|