How to make my bad thief good before he is damned to hell forever


3.5/d20/OGL


Ok before we get to the question how about a brief summary. Haun my thief is level 18. About two years ago he was sent to carceri for trying to deceive his evil goddess Ratri. He was there for two years and escaped with the help from his GOOD aligned group. That was two years ago and he had to take a class called free thief to cleans himself because he was a little confused about the whole good evil thing well I just found out that in the process of saving the world if in 6 levels he doesn’t show that he is indeed a good person he will be sent to a hell he cant escape no matter what.

So the question how do I turn good with out just waking up and being a good guy with warm fuzzy feelings?


Ask you DM for some help. try and get in some redemption in the adventure. otherwise, I'm afraid I have little advice.


Severe trauma can really make a person rethink his priorities. I'd think time in Caceri certainly qualifies! In an effort to avoid a return, maybe your character wants to 'act' good and constantly seeks advice from others on how to behave. As he 'apes' good behavior, he slowly starts believing in what he is doing; he needs less and less advice on how good people conduct themselves.


Check out the spell atonement.

Atonement
Abjuration
Level: Clr 5, Drd 5
Components: V, S, M, F, DF, XP
Casting Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject’s burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.
Atonement may be cast for one of several purposes, depending on the version selected.
Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.
Restore Class: A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.
Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric loses 500 XP for his intercession. If the transgression was unintentional, he does not lose XP.
Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.
Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.
Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.
Material Component: Burning incense.
Focus: In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.
XP Cost: When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above).

Emphasis mine.

If you want to it is an easy way to switch if your character wants to. After that just roleplay it.


Atonement is probably the best option.
Also you could engage in a quest on the behalf of a good-aligned church as part of your redemption and get Atonement cast on you at the end. If I was DMing that I'd judge you redeemed by that point.
Why are you going to hell for lying to an evil god?

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

If you want something of epic proportions, look for that single defining moment as your group tries to save the world. Discover one crystal clear thing in the world that your character believes should be saved...whether it's a person, a place, or whatever. And then, selflessly sacrifice yourself to ensure it's made safe. That should be enough to atone for plenty of past crimes and failures on his part. In the end, your character is retired and goes to an honorable rest...as opposed to spending an eternity of torment in a hell of the DM's choosing.

My two-cents,
--Neil


Both Arctaris and NSPicer have good suggestions I like. I just thought you would like to know about the spell. By no means though should a spell rule solve a rping "problem". Means to an end, means to an end.


Arctaris wrote:
Why are you going to hell for lying to an evil god?

it's probably that he once served the evil god that makes him evil. when he lied, he was put in the dungeon, he likely thought he was gonna die, so now he's worried that he'll go to the abyss when he dies before he can redeem himself.

Right?


Actually when I was worshiping Ratri it kind of gave Haun power, and I also had a ring that was once hers that made me what my DM called a Darkthief is was kind of like a class it gave me special abilities and such but the major big part was that it took sacrifice to get powers from her well I had to get painful tattoos that were made by ants and poison and my blood turned to sand and it was kind of like a spell component to all my special abilities Hauns voice was to be almost a whisper but nothing more and if I wasn’t 90 covered from the sun light I would die(she was the Goddess of the night). It really was all worth it, he got some really powerful stuff but then Haun started getting to power-hungry and greedy he was seriously starting to plan to take her down but she tricked him the whole time, she was slowly taking a part of his soul through all the levels and sacrifice and in the end she captured him cloned him into his original body before he turned into a sandman of sorts and but him with all the Darkthiefs she had in carceri well she needed 13 of them to do this ritual thing that would make her a mega powerful goddess better then her sister. Haun was the last one luckily my group came in for me and saved me which took forever but most of the damage was done Haun has only half a soul lost all 8 levels of his Darkthief levels and now had to take the Freethief levels to basically earn his right to keep the other half of his soul and not let it go to a hell nothing can escape from where his other half is Whew that was kind of long sorry but thanks for your help I’m going to do a combo of all your suggestions just was looking for a way that wasn’t just BAM now I’m good you know.


I like it. Defintely include something about stoping her from succeeding. Maybe break the others out of prison or go confess to her sister her plot and your part in it... etc.

Reminds me of a player who got an amulet that had dark spirits in it. It was slowly turning him into a powerful shade. The voices gave him helpful advice and then eventually told him (once he had tasted some of the power) that he could gain more quicker if he were to let his blood flow in the dark. They convinced him he would gain much power at the point that his mortal side died. They had a good chuckle when he died of blood loss.

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