There are anti-paladins templates such as Paladin of Tyranny requires Lawful Evil and Paladin of Slaughter requires Chaotic Evil. Are there any Chaotic Neutral aligned anti-paladin type?
When I played AD&D 1e and 2e Orcs were listed as lawful evil in the Monster Manual. Lawful Evil as their alignment was consistent with other similar races like Goblins, Hobgoblins, and Bugbears. To my surprise the D&D 5e Monster Manual lists Orcs alignment as chaotic evil, with a description of how Orc tribes work. Why was the Orc alignment changed?
Plenty of AD&D 1e and 2e adventures had Orcs as mercenaries which fit the LE willingness to follow orders. Orcs as CE seem unsuited to organization beyond a tribe as they follow only the strong. The AD&D 2e Monster Manual even suggested that trade was possible with Orcs if you had a well defended enough settlement that trade would be easier than conquest.
I am taking part in a campaign supposed to be a normal hero adventure. One of our players, who is a first timer to DnD and never really claimed an alignment at the start of the campaign, has pretty much become a Chaotic evil character: stealing from absolutely anyone, attacking people unprovoked, refusing to help at all even when the story revolves around us helping others out.
When we started our campaign this character didn’t have any alignment listed at all. The chaotic evil actions surprised every single one of us including the DM, whom did say that we were supposed to be the heroes of this campaign. He’s even been trying to show her that her constant theft isn’t profitable giving her a few measly copper but her behavior hasn’t changed at all. A lot of us have been trying to talk her out of her actions but she continues to persist.
Since I am not the DM I’m not really able to take matters into my own hands but I am worried that this character will have a devastating effect on the campaign, especially when I see the other players’ frustrated reactions to her actions such as stealing in plain sight from NPCs we’re currently talking to.
We’ve even had our giant fighter try and grapple her just so she wouldn’t murder the guy we were currently talking to for no reason. Besides telling the DM about my frustrations is there anything I could do in game, in character to try and deal with this potentially destructive player and show her that her chaotic evil personality is becoming frustrating to the rest of the group?
In 2e Planescape material and the Monster Mythology accessory, the beholder gods are listed as chaotic evil. The Great Mother has a realm in the Abyss, and Monster Mythology specifically notes her antipathy to lawful opponents. However, I can’t find any reference to beholders ever being chaotic evil.
There are other oddities I’ve come across that can simply be attributed to differences in approach through the editions – for instance, the mind flayer gods using arcane magic rather than pure psionics – but this one is particularly curious because beholders are lawful evil in all editions, and the chaotic evil alignment is not corrected in 3rd edition. The Faiths and Pantheons appendix lists the Great Mother as chaotic evil, and Player’s Guide to Faerun still places her in a largely chaotic plane.
Does anyone have any insight as to how this happened? Whether it’s intentional or accidental, it’s a weird feature that I would like to better understand.
I am currently working on a 5e home-brew warlock otherworldly patron option for a campaign I am starting soon.
My idea is that you make a pact with chaos itself like the embodiment of the primordial void from Greek myth. However, I am at a loss as to what chaotic themed spells to add to the warlock spell list.
Does anyone maybe have a few suggestion as to some good chaos or luck themed spells that would be helpful?
I started playing a Blasting Wilder with the added nutso idea of using the chaotic wild surge from the base class. I realize there is a huge risk/reward that comes with that combination. Onto my specific question.
Blasting Wilder does not gain a bonus to manifester level during a wild surge, instead adding an additional damage die for each point of wild surge bonus to the surge blast. This effectively doubles the damage on surge blast.
The chaotic surge requires a d4 roll to determine what bonus (or penalty) you would receive to your manifester level. A roll of 1 takes whatever the standard wild surge bonus is and turns it into a penalty. A roll of 2 or 3 applies the bonus as normal, while a roll of 4 doubles the bonus.
During my last game I succeeded on avoiding psychic enervation, but my roll for the chaotic surge was a 1. My question is how that would interact with the Blasting Wilder archetype? By my math, it cancels out the damage of the surge blast. Wild Surge bonus of +2, Standard surge blast of 2d6, +2 applied as a penalty (in this case a penalty of 2d6), equals 0. So, the action is lost/wasted/fizzled? Is that correct?
My question is about the Surge Crystal, a psionic item from Psionics Augmented Vol 1 from Dreamscarred Press. The item itself is a headband-slotted item which grants the wearer a +1, +2 or +3 surge bonus when worn.
The exact writing includes the following:
While the crystal is active, the wearer gains the ability to manifest powers with a wild surge, as a wilder with the free surge type. (…) The wearer cannot manifest a power with wild surge if their power point pool is empty. A wilder who wields a surge crystal instead increases their wild surge by the wild surge level of the surge crystal, but does not increase the penalty from psychic enervation.
My question is regarding the bold text. The description says the wild surge levels increases. This means, if my wilder can already surge for a +2, this will give me a +5 when wearing the +3 Surge Crystal.
This is plain enough, except when it comes to the Chaos Wilder archetype and its Chaotic Surge. The description of this feature includes the following:
Wild Surge and Psychic Enervation: The chaotic wilder unlocks ways to increase her manifester level beyond the dreams of most wilders, but doing so is even more dangerous. When the chaotic wilder invokes a wild surge, she rolls a d4.
If the result is a 1, the chaotic wilder’s power manifests at one manifester level lower than normal. (…) If the result is a 2 or 3, the chaotic wilder’s manifester level is improved by 1. If the result is a 4, the chaotic wilder’s manifester level is improved by 2. When the chaotic wilder’s wild surge improves (3rd, 7th, 11th, 15th, and 19th levels) or when using perfect surge, treat each bonus the same way.
In short, this means a 1d4 must be rolled to determine the true strength of the surge.
Now for my question: Does Wilder’s base surge level (+2) and the surge level of the Surge Crystal (+3) add before or after the 1d4 surge roll?
The results would then be the following
Before surge roll
- Roll 1: 5 manifester levels lower
- Roll 2-3: 5 manifester levels higher
- Roll 4: 10 manifester levels higher
After surge roll
- Roll 1: 1 manifester level higher
- Roll 2-3: 5 manifester levels higher
- Roll 4: 7 manifester levels higher.
I have had a recent interest in playing a Chaotic Evil character, but most campaigns I have run into are decidedly not Chaotic Evil-aligned. The Chaotic-aligned parties are usually also Good-aligned, while the Evil-aligned parties are usually also Lawful-aligned, and of course there are quite a few campaigns where the party is both Lawful- and Good-aligned, but few are Chaotic Evil-aligned for many, many obvious reasons.
Assuming I can find a GM willing to allow a Chaotic Evil character into their (likely) Good-aligned party, how should I go about integrating my character into that party in such a way that it is not disrupted?
For the purposes of this question, assume the following definitions of Evil and Chaos:
Evil: Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.
Chaos: Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.
Also assume that I am playing a Sorcerer, Bloodrager, or Bard. As of this writing, I am undecided.
I have seen several questions similar to this one closed for being too broad, but it certainly seems like an often-enough asked question that I will attempt to narrow the focus down such that it is both answerable and useful.
As an online GM in the past, I have had multiple players apply for my games with Chaotic Evil characters. I never accepted them, for all of the various reasons a GM running a heroic game would be wary of Chaotic Evil, but I have recently begun taking a closer look at the alignment to see if I would be able to craft a Chaotic Evil character capable of working with a heroic party.
As far as I can tell, such a character (not just for myself) would require the following at a minimum:
- A mature player who understands that this is a team-based game
- An in-character reason to work with the party
- The capacity to grow as a character
- A strong understanding of the differences between “Chaotic Evil” and “Chaotic Stupid”
I would like to allow my players more freedom to choose their alignments in the future, but I cannot guide them through the creation and play of a Chaotic Evil character if I do not know what kinds of challenges they will face.
In your experience, what challenges would a character who fits the above qualifications but is still Chaotic Evil have integrating into a heroic party, while retaining a Chaotic Evil alignment?
To clarify the type of answer I am looking for, I am not asking about whether or not Chaotic Evil could be integrated, or if it should be, or what “Chaotic Evil” means to you. Since those are all opinion-based, please speak from your experiences playing your version of Chaotic Evil, playing alongside another person’s version of Chaotic Evil, or GMing a heroic party with at least one Chaotic Evil character in it.
Also, please assume that any interpretation of what “Chaotic Evil” means is valid, assuming it is reasonably south of “Good” and “Lawful”. If the game was supposed to be primarily Lawful Evil, such experiences also work just fine from this different angle. Not unappreciated and close enough to be on-topic would be specific examples of how the experience playing, playing with, or GMing for the character was good or could have been improved, but I would ask that these be helpful anecdotes or examples instead of the answer.
On the off chance your answer depends on the system your experience occurred within, please identify the system. Else, I expect most answers to be universal between Pathfinder and the various versions of Dungeons and Dragons, possibly among other games using this alignment system.
I have long been annoyed by the inability of Chaotic Good warriors to become empowered by their unwavering faith in freedom and human decency, and so am considering a custom archetype that would allow for Paladins to be either Lawful Good or Chaotic Good, with appropriate fluff/mechanical changes as necessary.
However, I am concerned that with the shift of alignment, certain options not available to Paladins now will become both available and abusable, and I would rather the custom archetype not get a reputation for being the world’s most abusable build, particularly when it’s being created for Role Play purposes instead of Roll Play.
What abusable options would become available if a Paladin were to have a Chaotic Good alignment?
Due to the archetype not being built yet, assume that the mechanics of Paladin do not change with the exception of anything mechanically tied to Law swapping to an exact equivalent tied to Chaos (Axiomatic to Anarchic, etc.).