Neutral good
Neutral good characters can see both sides of the lawful-chaotic axis, understanding that some choices are indeed better for all, and others are better for individuals. Because supporting either extreme on the axis does not motivate them, neutral good characters are often considered the “true good” alignment. They seek to do the most good in the world to make it a better place and to help others when possible. Neither anarchy nor the need for strict order concerns them. Neutral good characters support laws that benefit all, but have no qualms about ignoring unjust laws or tyrannical rulers.
PHILOSOPHIES
Neutral good characters vary widely, especially in terms of their zeal for their beliefs. Some may be fanatical examples of the alignment, while others apply these ideals more loosely in their lives. They find slavery, whether legal or not, abhorrent, and may make it their goal to destroy such institutions wherever they find them. The following examples showcase just a few of the possible approaches to this alignment.
heaLers
Healers value life, seeing beauty and good in all living creatures. Healers offer their curative powers to those in need, regardless of their patients’ alignment, believing it’s their duty to use their skills and magic to maintain the purity of life itself. As life is all-important to them, they take oaths never to do harm to others or to take lives; when forced to fight, they protect themselves, but tend to employ abilities that hamper or entrap their enemies rather than killing them outright. After all, every being’s life is important to the universe, and the loss of any soul is a true tragedy to healers.
If you are a healer, you:
• Value life above all else.
• Use your curative knowledge and abilities to heal the sick and wounded.
• Fight defensively, and only to capture or weaken opponents.
Code: You seek to maintain the life and health of others, and do not take others’ lives.
m ediators
It is not possible for all members of a community to have their way; life is all about compromise, and mediators specialize in steering rational individuals to agreeable terms and favorable outcomes. When things go badly or they must deal with hostile people, mediators do not rashly pull their weapons on others, but instead offer alternative options for resolution through diplomacy or intimidation. Of course, many creatures lack enlightenment, and thus don’t accept compromise. When words fall on deaf ears, mediators resort to weapons to win the day.
If you are a mediator, you:
• Value balance and peaceful, beneficial resolutions.
• Are motivated by the desire to keep the peace and diffuse conflict.
• Attempt to use your wisdom and charisma when dealing with nonevil creatures.
Code: When conflict arises between reasonable creatures of either axis of your alignment, you offer your diplomatic skills to accomplish compromise or agreement.
r edeemers
Redeemers believe that with a few exceptions, most beings are capable of goodness. Beings not following the path of light need only be given a chance to renounce their wayward behavior and be enlightened to the true path of goodness, thus allowing them to redeem their souls and atone for their vile deeds. Redeemers believe in patience, knowing old habits are hard to break. Of course, those who refuse proffered redemption opportunities must not be allowed to continue along their destructive paths, so redeemers must permanently prevent them from doing further harm.
If you are a redeemer, you:
• Value life and are patient.
• Are motivated to bring others into the light, believing they deserve a second chance.
• Are willing to kill those who refuse redemption.
Code: The lost can be returned to the light if given the chance; you must offer it and show them the way.
ADVANTAGES AND CHALLENGES
Neutral good characters excel at seeing both sides of a situation, and they use this ability to inform their actions, doing what they believe will produce the most good. These characters seek balance and harmony in their dealings with others; they know to avoid conversations leading to heated topics, and keep their responses to the middle of the road. They understand the value of nature, and realize that expanding civilization into the wilderness is not always the most appropriate thing to do.
Because of their ability to see all facets of a situation, neutral good characters can sometimes have difficulty in choosing a side between other good beings. For this reason, others may label them as wishy-washy or not capable of serious conviction.
Dealing with other characters aligned along the lawful-chaotic axis can also be challenging, especially in mixed-alignment adventuring groups. The neutral good characters will not always agree with the lawful good characters’ meticulous need to plan their actions, control others, or prevent others from disobeying laws that interfere with the party’s goals—sometimes less-than- honest tactics are necessary, after all. Conversely, neutral good characters might find chaotic good characters a little on the uncontrollable side, not liking the wild bent of their ideas or actions. Too much freedom of thought and action, they believe, just makes one irresponsible.
Neutral good characters give great consideration to their actions before deeming them correct; some neutral good characters find it unfathomable that others cannot see their viewpoint as the most sensible.
OPPORTUNITIES AND ALLIES
Neutral good is an alignment common to the druid class, who must select any neutral alignment. Neutral good serves as an effective alignment for most any class, except the monk and paladin, who must be lawful.
Exploration and Preservation:
The neutral frontier lands of Varisia can hold significant interest for characters of this alignment. This fast-growing area is a great stepping-stone for characters wanting to do good, preserve beautiful works of art and history, and make names for themselves. Sandpoint makes a wonderful hometown for beginning good characters, and Magnimar is especially welcoming toward rising stars. Preservationists may also want to enter Galt to retrieve its relics and artifacts before the revolutionaries ravage them all, or might join the people of the Mwangi Expanse in their struggle against the depredations of the demon- worshipping Gorilla King and exploitation by would-be colonizers and treasure hunters.
Freedom Fighting and Andoran:
Neutral good characters may hail from Andoran or gain allies in Andoran’s Eagle Knights, and they may find the kingdom’s political views and ideals of freedom from slavery and tyranny particularly appealing. Neutral good characters might involve themselves in the fight to free slaves, and their assistance would be greatly welcomed. They might also join the organization, climbing its ranks as they gain experience and levels.
Peace, Redemption, and Refuge:
Neutral good characters, especially servants of Sarenrae, might find Golarion’s hotbeds of chaos ripe for intervention in the form of redemption and mediation. Such realms include Brevoy, where nobles war against each other for control; Galt, the blood-soaked land of revolution; Numeria, the dark-mage-run land of super science; the River Kingdoms, the land of mercenaries and bandits; Sargava, an oppressive former colony on the verge of rebellion; and the treacherous pirate isles of the Shackles. Mediators and redeemers could bring calm to these regions, and could even form their own refuge for redeemed souls.
TRAITS
The following traits complement characters of neutral good alignment.
Helpful (Combat): You always know the best way to assist your companions, be it assisting them with a task, defending them in battle, or helping them place a well- aimed strike. When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus.
Mediator (Social): You have a way with calming tempers, using cool logic to sooth heated disagreements, and you were always the one to settle arguments among your friends, family, and community. You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
Redeemer (Faith): You’ve always held the strong belief that morality is everyone’s choice, and that those who act in wicked ways have simply never been shown how their actions truly affect others. If they could be shown their errors, then they would accept a more positive course of action—and you have just enough patience to see this through. When acting as a sponsor for an evil creature seeking redemption (see page 18), your patience and kindness grant the creature a +3 bonus on its save rather than a +1 bonus.