Holy Powers: How Alignment Got Its Groove Back

Tequila Sunrise

Adventurer
I like alignment to be more than a 1-2 letter note; so I came up with this idea:

If a Good PC wants to really stick it to Evil-doers, he can learn holy powers the same way that any character learns regular powers. Holy powers are nothing more than regular powers with the Holy keyword. Powers with the Holy keyword work better against Evil foes (+2 attack), but not so well against Unaligned foes (-2 attack) and poorly against Good foes (-6 attack). Now, this keyword is balanced on the assumption that PCs will fight roughly even numbers of Evil and non-Evil foes. In a campaign where PCs fight Evil foes exclusively, holy powers become no-brainer choices.

(For my purposes, Evil = E/CE and Good = G/LG.)

TS
 

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The regular penalty is on Unaligned people, not Good people. Animals, bar brawlers, many professional guards and soldiers, and bandits who are stealing to live and not out of malice would all be potential unaligned enemies.

One thing about the massive penalty against Good is it screws over any monster who forces you to attack your comrades. Don't forget that aspect.
 

PrecociousApprentice said:
Why are your heroes going to fight and kill good people? This creates a no brainer.
I didn't mean to imply that heroes should regularly fight other heroes; the -6 vs. Good is just my way of making holy powers more Good-y.


JoenotCharles said:
One thing about the massive penalty against Good is it screws over any monster who forces you to attack your comrades. Don't forget that aspect.
Good point; I hadn't thought of that. Maybe I'll drop the -6 and just make it -2 vs. non-Evil. Still kinda screws those charm powers, but not badly.

TS
 

bandits who are stealing to live and not out of malice would all be potential unaligned enemies.

"I am stealing the stuff that you worked to earn and need to live so that I can live" does not seem like an unaligned action (also, this is the problem with alignment).

I think this might be better:

Heart of the Crusade
Prerequisite: Channel Divinity class feature
Special: When you select this feat, choose an origin from aberrant, elemental, fey, immortal, natural, or shadow. This origin becomes your Opposed Origin.
You can invoke the power of your Deity to use the Heart of the Crusade power.

Channel Divinity: Heart of the Crusade Feat Power
You are the agent of your God's Wrath.
Minor Action Personal
Effect: Until the end of the encounter, any power with the Radiant or Implement keyword gains a +1 bonus to hit when targeting a creature of your Opposed Origin, and a -2 penalty to attack rolls when targeting any other creature. You can end this effect as a minor action.
 
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ghearus: Feats might end up working better, but I don't want to limit Good aligned attacks to any specific class.

Here is a different idea:

Smite Evil [Heroic]
Prerequisite: Good alignment
Benefit: You gain the Smite Evil power.

Smite Evil Feat Power
You channel universal righteous fury to scour wickedness from the world.
Daily
Free Action Personal
Special: You must be Good to use this power.
Effect: The next attack power you use this turn deals radiant damage. Additionally, if the target is Evil, that power deals an extra 1 damage per tier.
Special: You must take the Smite Evil feat to use this power.

Righteous Wrath [Paragon]
Prerequisite: Good alignment
Benefit: Add “Additionally, that power gains a +2 bonus to hit Evil targets.” to the Effect entry of Smite Evil.

No Rest for the Wicked [Epic]
Prerequisite: Good alignment
Benefit: Add “Additionally, if the target is Evil, that power inflicts a -2 penalty to defenses until the end of your next turn. If that power already inflicts a penalty to defenses, it inflicts an additional -2 penalty.” to the Effect entry of Smite Evil.

There is no Smite Good because:
1. It would discourage players from playing Good PCs.
2. Evil PCs have other advantages available to them.
3. Evil PCs fight non-good foes more often than Good ones, so very few villains would opt for Smite Good anyway.
 


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