Character Creation: Difference between revisions

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:; Chaotic Evil
:; Chaotic Evil
::A Chaotic Evil character believes that freedom and woe are the only true states of being. Goodness is a sop fr the weak-minded, and rules are abominations against the natural order of things. Chaotic Evil characters do whatever their greed, hatred, and lust for destruction inspire them to do. They recognize no social boundaries, except that their utter contempt for soft-hearted kindness often pushes them to inflict harm wherever they notice it. They are vicious, arbitrarily violent, and unpredictable, but often, uncomfortably smart about it. They may be surrounded by soft-bellied sheep, but a proper wolf knows how to stalk in the dark of night to maximize their fun.
::A Chaotic Evil character believes that freedom and woe are the only true states of being. Goodness is a sop for the weak-minded, and rules are abominations against the natural order of things. Chaotic Evil characters do whatever their greed, hatred, and lust for destruction inspire them to do. They recognize no social boundaries, and their utter contempt for soft-hearted kindness often pushes them to inflict harm wherever they notice it. They are vicious, arbitrarily violent, and unpredictable, but often, uncomfortably smart about it. They may be surrounded by soft-bellied sheep, but a proper wolf knows how to stalk in the dark of night to maximize their fun.


:: If a Chaotic Evil character is simply out for whatever they 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 likely to be 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.
:: If a Chaotic Evil character is simply out for whatever they can get, they are ruthless and brutal. If they are committed to the spread of evil and chaos, they are even worse. Thankfully, the plans of a Chaotic Evil character plans are frequently haphazard, and any groups they join or create are likely to be poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as they can thwart attempts at assassination.


::Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend.
::Chaotic Evil represents the desire to spread misery, cruelty, and woe, and allow utter freedom to do so.


Again, it's important to note that these are only guidelines, and each player can interpret how they want to role-play their alignment in their own way, as long as their actions don't seem to indicate that a different alignment would be a better fit.  Players should choose an alignment they'll find comfortable or interesting to play, and then write their backstory to fit this philosophy.
These Engaged alignment descriptions are presented only as guidelines, and each player can interpret how they want to role-play their alignment in their own way, as long as their actions don't seem to indicate that a different alignment would be a better fit.  Players who want this level of detail in their game should choose an Engaged alignment they'll find comfortable or interesting to play, and then write their backstory to fit this philosophy.


===Changing Alignments===
===Changing Alignments===
Once you pick your alignment, your character's actions are expected to fall within the guidelines of that alignment. Stray too far outside the guidelines, and your GM may make your character's alignment change to something more appropriate, based on those actions. It is also possible to deliberately change alignment by taking actions contrary to your current alignment.  This can have consequences ranging from an interesting development in your character's story, to a crisis of faith, leaving your character distanced from his god, or even the temporary (or permanent) loss of character abilities.  Needless to say, changing alignments can be a big deal.
Once you pick your alignment, your character's actions are expected to fall within the guidelines of that alignment. Stray too far outside the guidelines, and your GM may make your character's alignment change to something more appropriate, based on those actions. By far the most common alignment change is from an Engaged alignment to the Detached alignment. It is also possible to deliberately change alignment by taking actions contrary to your current Engaged alignment.  This can have consequences ranging from an interesting development in your character's story, to a crisis of faith, leaving your character distanced from his god, or even the temporary (or permanent) loss of character abilities.  Needless to say, changing alignments can be a big deal.
 
GM's are encouraged to provide lots of warning to players who are in danger of changing alignments, giving them ample opportunity to change their ways before it's too late. 


GM's are encouraged to provide lots of warning to players who are in danger of changing alignments, giving them ample opportunity to change their ways before it's too late.  This avoids problems caused by a Paladin suddenly becoming powerless because he butchered too many children while serving a Good-aligned god.  Of course, such a wretched example of a Paladin should certainly face consequences, even if he doesn't lose his god's favor altogether.  Maybe his Paladin order will seek his arrest, or banish him from their temples.  Maybe he'll be sent on a quest of redemption, or asked to make sacrifices to atone for his misdeeds.


==Character Backstory==
==Character Backstory==
The d20pfsrd has a great section on creating a detailed backstory for your character.  It can be found here: [http://www.d20pfsrd.com/basics-ability-scores/more-character-options/character-backgrounds Character Background]


In general, players should come up with as much backstory as they can stand, as backgrounds provide hooks for GM's to use to customize their campaign to the characters. This lets the characters feel more like a part of the story, and makes the story seem more like it couldn't have happened with just anyone who came along.
In general, players should come up with as much backstory as they can stand, as backgrounds provide hooks for GM's to use to customize their campaign to the characters. This lets the characters feel more like a part of the story, and makes the story seem more like it couldn't have happened with just anyone who came along. There are many, many resources on the Internet for generating a backstory, if you are stuck, or you can take inspiration from a favorite story, or movie.


That said, character backgrounds do not have any sort of game-mechanics effect on the character.  Just because your character has a former military career, or used to be a Raver of Puellor, doesn't mean you get bonuses in combat, or start with some scary magic item.  The story is there to help you get into the head of your character, and help the other players understand what motivates you.
That said, character backgrounds do not have any sort of game-mechanics effect on the character.  Just because your character has a former military career, or used to be a reluctant member in an evil cult, doesn't mean you get bonuses in combat, or start with some scary magic item.  The story is there to help you get into the head of your character, and help the other players understand what motivates you.


Be creative, but also remember to tailor your background to your current character level.  A first level character probably hasn't had much opportunity to become a famous dragon-slayer, for example.
Be creative, but also remember to tailor your background to your current character level.  A first level character probably hasn't had much opportunity to become a famous dragon-slayer, for example.

Revision as of 17:08, 9 December 2019