House Rules

Alignment System Changes

Alignments in Alvena: In Alvena the power of good, evil, law, and chaos can be harnessed into real tangible powers. These are similar to prime fundamentals of consciousness, and several beings either are born from these prime elements, or embody them through particularly strong devotions. Alignments are generally viewed based on traits they exhibit.

Good = Altruism, Love, and Kindness
Evil = Selfishness, Hate, and Cruelty
Law = Justice, Order, and Logic
Chaos = Freedom, Change, and Emotion

Certain creatures are naturally tied to these primal traits. Succubi for example are born of raw chaos and evil, and exhibit strong traits of selfishness, cruelty, emotion, freedoms, and so forth. Such creatures may break away from their fundamental aspects; such as a "Fallen Angel" acting with evil traits or even becoming a champion of darkness (see creature alignments, below).

Creature Alignments: Creatures without alignment subtypes are for all intents and purposes neutral. While a character may exhibit strong traits of the prime alignments, they lack enough of a connection for it to manifest in a way that reacts strongly to magic and effects based on alignment. For this reason, most humanoids will not register on spells such as detect evil; and likewise are only half-affected by effects that target extreme alignments. Characters who gain an alignment subtype (such as Paladins) are so strongly connected to the primal essence of that alignment that it manifests in physical ways (such being able to overcome damage reductions, and being detected by spells such as detect good).

Characters are therefor encouraged to play their characters as they feel is appropriate.

Class Alignment Restrictions: Barbarians, Bards, Monks, and Paladins do not have alignment or multiclassing restrictions. In the case of the Paladin and Monk, see their entries below.

Spells
Spells with alignment descriptors may be cast by characters of any alignment, even if they could not previously. A lawful good cleric may for example cast Deathwatch or Protection from Law. With the removal of this mechanical limitation it creates role-playing opportunities where characters have access to certain powers that may or may not be permitted by their own orders; and opens up opportunities for social intrigues - including rival churches subverting or infiltrating one another.

Casting spells with aligned descriptors merely reflects mechanical portions. They do not make you more or less of a particular alignment mechanically. The summon monster spells likewise may be used to summon creatures outside your given alignment at the caster's choice; but with social or religious repercussions as appropriate. For example, summoning fiends or undead within the Omas Region is strictly forbidden; regardless of intentions.

Clerics

Aura:A cleric's Aura class feature now grants them the appropriate alignment subtypes. This means the character is treated as being of that alignment for the purposes of spells and effects, and likewise the character's natural weapons and any weapon she wields are treated as aligned for the purpose of overcoming damage reduction.

Channel Energy: Clerics choose whether they channel positive or negative energy at 1st level. Those that channel positive energy can spontaneously cast cure spells, while those that channel negative energy can spontaneously cast inflict spells. The cleric's alignment does not dictate the energy type they channel. Each time the cleric gains a level, he may alter this choice if desired. The feats Command Undead and Turn Undead may be swapped when doing so.

Other Notes: Clerics may cast any spell on their spell list regardless of alignment. Some spells (such as blasphemy) carry social taboos or taboos within their own belief systems which result in clerics treating them as forbidden, and viewing those that do cast such spells to be walking a very dangerous path or slipping away from their ideals. It is rather hard to justify to your colleagues how casting blasphemy is a good idea, when you're supposed to be protecting the interests of good, for example.

Paladins

Alignment / Multiclassing: Paladins are not restricted to Lawful Good, but must have at least one non-neutral alignment (such as Chaos, Evil, Good, or Law) which determine the effects of several of the Paladin's abilities. Paladins must still adhere to a Paladin code (see below). Paladins may multi-class freely as desired.

Aura: Paladins gain an Aura associated with their alignment just like a cleric. This means the paladin is treated as being of that alignment for the purposes of spells and effects, and likewise the paladin's natural weapons and any weapon she wields are treated as aligned for the purpose of overcoming damage reduction.

Smite Enemy: Paladins have Smite Evil replaced with Smite Enemy. It functions in every way as Smite Evil except that it functions against the paladin's opposed alignments.

Lawful Paladins deal full smite damage against Chaotic enemies.
Good Paladins deal full smite damage against Evil enemies.
Chaotic Paladins deal full smite damage against Lawful enemies.
Evil Paladins deal full smite damage against Good enemies.

Lay on Hands, Channel Energy, and Mercies: Paladins must choose whether their Lay on Hands ability channels positive energy or with negative energy. If positive the paladin heals living creatures and harms undead, channels positive energy, and gains mercies normally. If negative energy, the paladin's lay on hands functions like an antipaladin's Touch of Corruption feature, channels negative energy, and gains cruelties as an antipaladin. In either case, the Paladin may always use her Lay on Hands (but not channel energy) to heal herself, regardless of the energy type.

Paladin Auras: Paladins may now choose between paladin and antipaladin auras as they gain levels. A paladin may change out one of their auras whenever they gain a level. The selectable auras are listed below for your convenience. In any case, a lower level aura may be taken in place of a higher level aura.

At 3rd level, a Paladin may select Aura of Courage or Aura of Cowardice.
At 8th level, a Paladin may select Aura of Resolve or Aura of Dispair.
At 11th level, a Paladin may select Aura of Justice or Aura of Vengeance.
At 14th level, a Paladin may select Aura of Faith or Aura of Sin.
At 17th level, a Paladin may select Aura of Righteousness or Aura of Depravity.
At 20th level, a Paladin chooses either Holy Champion or Unholy Champion. A Paladin that has Aura of Faith or Aura of Righteousness cannot take Unholy Champion. A Paladin that has Aura of Sin or Aura of Depravity cannot take Holy Champion.

Paladin Spells: Add the following spells to the Paladin's spell list (at the indicated spell level): inflict light wounds (1st), inflict moderate wounds (3rd), inflict serious wounds (4th). If the Paladin has an Aura of Chaos, add protection from law (1st) and magic circle against law (3rd), but remove protection from chaos and magic circle against chaos. If the Paladin has an Aura of Evil, add protection from good (1st) and magic circle against good (3rd), but remove protection from evil and magic circle against evil.

Paladin Code: All paladins must follow a particular code of conduct. The two sample codes of conduct are listed below. A Paladin may have a unique code of conduct, using the codes below as a guideline, subject to GM discretion. In general, a code of conduct is not something that the Paladin should attempt to bend or twist the meaning (such attempts automatically cause the Paladin to become a fallen Paladin and require atonement) and should not be so vague as to lack meaning.

Code of Conduct (Lawful Good): A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act. Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Code of Conduct (Chaotic Evil): An antipaladin must be of chaotic evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean that an antipaladin cannot take actions someone else might qualify as good, only that such actions must always be in service of his own dark ends. An antipaladin’s code requires that he place his own interests and desires above all else, as well as impose tyranny, take advantage whenever possible, and punish the good and just, provided such actions don’t interfere with his goals.

Monk

Since monks are no longer required to be of lawful alignment, they receive the following change to their Ki Pool ability.

Ki Pool (Su): At 10th level, a monk may choose an alignment subtype. As long as he has at least 1 point in his ki pool, he may overcome damage reductions as if he possessed the chosen alignment subtype.

Class Changes Skill Changes Combat Changes Equipment Changes Magic Item Changes Magic System Changes Special Qualities or Abilities Other Rules
Sorcerer Craft Skill - Weapon Size Rules Sundering Magic Items Magic Subschools Magic Damage Reduction Action Points
Weapon Revisions Average Healing
Armor Revisions
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