Calculating the Path to Good: To alter its alignment toward good, a creature must pass through a number of stages, depending on its starting alignment. A creature with an evil alignment must first shift its alignment to neutral before shifting its alignment to good. To
make this shift, the creature must perform a number of penances equal to double its total Hit Dice. This number of penances must be completed for each stage of shift in alignment, from evil to neutral and again from neutral to good. If the creature seeking to become good gains additional Hit Dice or levels during the course of its redemption, the number of penances to be completed should ref lect its new total Hit Dice. For example, if a creature with a total of 7 Hit Dice completes 14 penances to shift from evil to neutral, but gains a level before completing its path from neutral to good, its total Hit Dice rise to 8 and it must now complete 16 penances in order to complete its path of redemption. For exceptionally evil creatures, a GM may wish to increase the required number of penances to ref lect a life
of utter depravity. For creatures with the evil subtype, their alignment is ingrained into their very soul, and the GM may rule that they are beyond redemption of this sort or at the very least a diff icult and exceptional series of tasks must be completed to facilitate the change
in alignment.

Penances: To pass through each stage of its path to good, a creature must perform a number of good deeds equal to double its total Hit Dice. The GM decides exactly which penances are appropriate, but examples of such acts are included below. When a creature completes the penances required for a stage, it must succeed at a Will save to overcome its nature. The DC of this save is equal to 10 + 1/2 the creature’s total Hit Dice + its Charisma modifier. If this save is successful, the penances have taken hold and the creature has completed another step toward becoming good. If the creature fails this save, it must complete another deed in order to gain a chance to attempt another save. It can continue to complete additional deeds after each failed save until it succeeds.

Sponsorship: It is far easier for a creature to change its alignment with the tutelage and support of another. Someone who wishes to become good can seek out the support of a good creature to improve its own chances of success. At each stage, a creature may enlist the help of a number of sponsors up to its Charisma modifier. Each sponsor aiding a creature on its path to redemption provides a +1 bonus on the creature’s Will save (or if the first save is unsuccessful) to complete that stage of its redemption. To be a sponsor, a creature must absolutely believe in the penitent’s ability and sincere intention to change its
alignment. This certainty may arise from friendship, divine guidance, the application of divinations or mundane interrogation, or any other source that results in absolute conviction that the subject desires to be good.saves,

Relapse: Each minor evil act a creature performs (casting spells with the evil descriptor, raying to an evil deity, using an evil magic device, mind controlling good creatures to commit evil acts, and so on) counts against whatever penances the character has already performed, effectively canceling one out. Any major evil act (knowingly slaying an innocent creature, spreading a disease among a community, inf licting pain on an innocent subject, or animating the dead) undoes all of the good work done for the current stage, and the creature must begin that stage anew. A GM may rule that a particularly heinous act reverses all work done, and shifts the creature back to its original evil alignment.


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