| MrSin |
| 1 person marked this as a favorite. |
Mythic has an ability for it.
There is a trait for assimar that opens up a few monk alignments.
Additionally the game doesn't explode if you just toss out most alignment restrictions, so you can always talk with your GM about it. You can also toss out alignment with a few houserules, but that's a little extreme.
GhostwheelX
|
Right--but I'm creating an NPC White Necromancer who I'd like to be evil (not because they've got evil intent, but because they've twisted themselves into a semblance of the undeath they so revere that is basically an abomination against nature and thus evil) and I'd prefer to do it through the rules.
If necessary I'll create a feat like that, but I'd much rather find some way to do it that doesn't require me creating homebrew material.
| Kazaan |
The only options are for Monks. IIRC, there is a book with Paladin options for all 9 alignments, but you're limited to the alignment you choose (ie. a LE Paladin falls if he acts out of LE). I forget what the book is called, though. Clerics are hogtied by their deity and Druids by their neutrality. Barbarians lose the ability to Rage and take further levels in Barbarian if they go Lawful, but all other abilities, they retain.
Regarding Monks, there are three options.
1) You retain all Monk abilities if you are not Lawful; the only thing you lose is the ability to take further levels in Monk. So if you take all the levels you intend to, feel free to swap alignment.
2) Martial Artist archetype drops the Lawful alignment restriction but, afaik, it doesn't mesh with any other main-stream archetype (possibly some of the racial ones, though).
3) Aasimar have the Enlightened Warrior trait that expands the Monk alignment restriction to include NG and TN. If you're not an Aasimar, you'd have to spend your social trait on Adopted in order to take this option.
GhostwheelX
|
Again, not really looking for a way for monks to be un-lawful... but thanks for the advice anyway.
So the only way to do it is through a homebrew feat?
Basically benefit would be: Choose a class and an alignment upon taking this feat. You are considered to be whatever alignment you chose for the purpose of that class, regardless of your actual alignment.
| SAMAS |
According to Blood of Angels, an Agathion-blooded Aasimar(sp) has a trait that allows her to be a monk despite being Neutral (Good) and maybe Chaotic. And of course there's the Martial Artist archetype After that, the alignment restriction is meant as a way to show the discipline required to be a monk, in much the same way a Paladin is always Lawful Good, and Assassins are nongood.
With Gods, the idea is that a cleric or other Divine spellcaster can be within one step of their Deity's aligmnent. For example Imrijka, the iconic Inquisitor serves a True Neutral Goddess but is Neutral Good herself. So a servant of a Chaotic Good Deity can be Neutral Good or Chaotic Neutral. Otherwise, why follow that particular God/Goddess?
| Baron Ulfhamr |
I don't get it: White Necromancers are a 3rd party class to start with, already a rules allowance at many tables, and the whole point of them is to be a non-evil necromancer... yet you want an evil one. Just make a necromancer that can actually cast necromancy spells and forget the "white" archetype altogether.
| Zhayne |
I don't get it: White Necromancers are a 3rd party class to start with, already a rules allowance at many tables, and the whole point of them is to be a non-evil necromancer... yet you want an evil one. Just make a necromancer that can actually cast necromancy spells and forget the "white" archetype altogether.
Best guess: He wants his mindless undead to be neutral instead of evil (which they should be in the first place, considering that a mindless creature can't make moral choices).
| Baron Ulfhamr |
Best guess: He wants his mindless undead to be neutral instead of evil (which they should be in the first place, considering that a mindless creature can't make moral choices).
I'm of two minds on this. As you say, mindless creatures make no moral distinctions, the power that animates them is evil, as is the descriptor of spells that grant undeath.
That notwithstanding:
Mindless undead resulting from white necromancy are of neutral alignment. The alignment of intelligent undead exactly matches the white necromancer’s alignment.
This is self defeating were this the intent, as he stated he wants an evil white necromancer.
LazarX
|
Right--but I'm creating an NPC White Necromancer who I'd like to be evil (not because they've got evil intent, but because they've twisted themselves into a semblance of the undeath they so revere that is basically an abomination against nature and thus evil) and I'd prefer to do it through the rules.
Why not just make him a Necromantic Sorcerer and be done with it? there isn't that much difference between the classes.
| Zhayne |
I'm of two minds on this. As you say, mindless creatures make no moral distinctions, the power that animates them is evil, as is the descriptor of spells that grant undeath.
Which is ridiculous, of course, because energy can't make moral choices either (only the people who use it), but bleah.
| Lord_Malkov |
I have always felt that mindless undead should be neutral
THe magic that makes them might be evil, but you may as well call a sword evil... it is a mindless thing, the only evil will come from the person using it.
I could summon mindless undead to build an orphanage. They are essentially constructs.
The act of creating them might be seen as evil, depending on religion and cultural viewpoints, but how it the thing itself innately evil? That is like saying that if some race is created by a Good-Aligned deity that they should all necessarily be good.
| SAMAS |
Baron Ulfhamr wrote:Which is ridiculous, of course, because energy can't make moral choices either (only the people who use it), but bleah.
I'm of two minds on this. As you say, mindless creatures make no moral distinctions, the power that animates them is evil, as is the descriptor of spells that grant undeath.
In our world, yeah. In RPG worlds, Good and Evil are literal and tangible forces. You can even become effectively infected with Good or Evil. It's part of the reason why even good people can turn bad if they become undead, and various spells, formulas, or magic items can turn you Good or Evil.
| MrSin |
Zhayne wrote:In our world, yeah. In RPG worlds, Good and Evil are literal and tangible forces.Baron Ulfhamr wrote:Which is ridiculous, of course, because energy can't make moral choices either (only the people who use it), but bleah.
I'm of two minds on this. As you say, mindless creatures make no moral distinctions, the power that animates them is evil, as is the descriptor of spells that grant undeath.
Actually in dnd energies still don't make moral choices, nor do the mindless constructs made by them.
| Zhayne |
Zhayne wrote:In our world, yeah. In RPG worlds, Good and Evil are literal and tangible forces. You can even become effectively infected with Good or Evil. It's part of the reason why even good people can turn bad if they become undead, and various spells, formulas, or magic items can turn you Good or Evil.Baron Ulfhamr wrote:Which is ridiculous, of course, because energy can't make moral choices either (only the people who use it), but bleah.
I'm of two minds on this. As you say, mindless creatures make no moral distinctions, the power that animates them is evil, as is the descriptor of spells that grant undeath.
1. Not all RPG worlds.
2. That doesn't make it a not-retarded concept. If you're forced to become 'good' or 'evil' against your will, it doesn't count because you're being forced to do it. You're not responsible for your actions.3. This is why I don't use those spells, formulas, or magic items in my games. They're also irrelevant because your actions determine your alignment, not the other way around. Thing turns you Evil? Just act good and you turn back eventually.
Weirdo
|
GhostwheelX wrote:And since you make the rules, no problem.Zhayne wrote:Since alignment is BS, just ask your DM to throw it out.I am the DM :-P
But I'd still like to play by the rules.
This. I understand a desire not to cheat when designing NPCs, but waiving alignment restrictions is not the same as, say, ignoring feat pre-requisites. It doesn't increase the power of your NPCs at all - alignment restrictions are a flavour thing, and campaign flavour is a GM's playground.
Just be open to players asking for alignment restrictions to be waived for PCs.