Alignment benefits


Homebrew and House Rules


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as the game is now there are not to many benefits to alignment. In fact its generally a good idea to simply go true neutral so as to avoid being detected, smited or otherwise penalized for having an alignment for which your opponent has a bonus attack.

however I think that there should be some other benefit to alignment.

I think that while physical things such as weapons should have an increased bonus vs their opposite. mental effects should have a penalty.

Thus a good weapon deals bonus damage to an evil opponent.
but a good spell is more easily resisted by the evil opponent.

In other words I think characters should receive a +2 bonus to fort and will saves vs opposing alignments. If an evil creature attempts to charm a good one the very goodness of the character helps him resist the evil influence.

There is a growing movement to make alignment less relevant because of the way it is usually just a penalty. I think that adding benefits to alignment would help make it relevance gain.


There are spells that affect lawful characters as an example, but don't affect chaotic one. The same goes for the evil and neutral aligments. Being neutral means you still take some damage, and you never get a free pass.
Example:

prd wrote:

Chaos Hammer

School evocation [chaotic]; Level cleric 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration instantaneous (1d6 rounds); see text
Saving Throw Will partial; see text; Spell Resistance yes
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.

The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.


right. but like I said there are many things that allow you to do more damage to your opposed alignment and a few "protection from" spells but not much in the line of inherent benefits to the alignment.

In myth and religion for example being of great faith or being very good is a sort of passive general protection from evil, people are not susceptible to evil until they have a weakness or some sort of crisis of faith. In this game faith tends to make you a better target to the enemy.

for example think a lawful good ranger should have a +2 to will saves vs a charm effect coming from a chaotic evil caster. if the caster is lawful evil or neutral evil then the ranger would only get a +1 bonus to the save.

just an example


TN is overpowered. You're not affected by magic circle/ protection from X spells, many of you your SUMMONED MONSTERS are immune to protection from x spells (since the protection vs summoned monsters isn't universal in pathfinder)

Shadow Lodge

BigNorseWolf wrote:
TN is overpowered.

I wouldn't say it's overpowered, but there is certainly a mechanical benefit that other alignments do not get. It's also kind of boring, and basically the cop-out alignment, I think. This is less true for other N alignments. Personally, I just house rule that they count as other alignments, so a TN character is fully affected by all the Word Spells, and any Alignment based effect as if they are the alignment in question. Still get a save like normal.

Detection Spells work normally, (not revealing that they are Evil for Detect Evil), but do garner information on the 2nd round that they "are lacking" something (an aura, a complete soul, an anchor, a foundation, that little inner umph, something).

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