Karma System

Within the confines of the intelligent mind, it is easy to determine right from wrong when presented with grand struggles of corrupt governments and rebellious citizens, or holy knights standing against a dragon incinerating the countryside. And as heroes fight against the forces of evil they will rise to the task and commit great deeds of heroism. However as they continue their quests, they will face situations in which things aren't nearly as black and white and the motives of either side may not be clear. Maybe the rebellious citizens are fighting their government for funneling money into relief funds for a foreign country that has been crushed by demon invasion, or the dragon was fighting to protect it's territory from encroaching urbanization which killed many of it's kind before. Or what if the scale isn't so grand? What if you're faced with stealing an amulet from a small child to save a city, but doing so will prevent the child from receiving it's restorative magics and cause him to succumb to the plague? Or what if players defeat a Nether Noble whom was stealing money from the poor demons in his employ, only to learn that he was  giving the money to a dangerous overlord who was threatening to destroy the village if he didn't receive his gold?

Events such as this require judgment, and such judgment is difficult to dole out on occasion in a tangible way. As such, this system is created to show players when they may have committed an evil act, and to also reward them when they commit good deeds. But just as in the real world, recovering from misdeeds can often be far more difficult than it was committing the evil deed in the first place.

All creatures gain a Karma Score. This Karma score begins at 0. Whenever a creature completes an evil action they gain 1 point of karma. For every 2 good actions they complete, their karma is lessened by 1.  The maximum amount of Karma a creature can obtain is 10 and the minimum is -10. A non evil creature who has a karma score of 10, that participates in 2 more evil actions, has their alignment slide 1 step closer to evil.

An evil creature with a karma of -10 who completes 4 good actions, has their alignment slide 1 step closer to good.

It's up to the DM to determine what actions are notable enough to be treated as a good or evil action, however the player will be notified whenever they receive or lose a point of karma.

Creatures gain a bonus to all damage rolls equal to 1/2 of their karma, however all creatures will always perceive them as 1 step less friendly for every 3 points of karma they possess, and they take a penalty to all of their relationship scores by an amount equal to their karma. If the character deals divine damage, they subtract the divine damage they deal by an amount equal to their karma, and deal an additional amount of unholy damage equal to 1/2 of their karma. If the creature is struck by a critical hit, they take an amount of additional damage equal to their karma. If they are in a holy area, such as holy grounds, or consecrated lands, they take damage equal to 1/2 of their karma every round. Creatures also subtract their karma from any saves they make against a corruption.

Creatures gain a bonus to charisma based skills equal to 1/2 of their Karma penalty rounded down. For example, if a creature has a karma of -6, they gain a +3 bonus to charisma based skills. Creatures will perceive those with negative Karma as 1 step more friendly for every -4 points of karma they possess, and they gain a bonus to all of their relationship scores by an amount equal to 1/2 of their karma penalty. If the character deals divine damage, they add 1/2 of their karma penalty number to the damage they deal as a positive. If they deal unholy damage, they subtract an amount from the unholy damage dealt equal to their karma score.

Creatures begin losing hero or villain points equal to 1/2 of their karma rounded down. They lose total villain point slots at negative karma and total hero point slots at positive Karma. DM's may allow creatures to begin gaining hero or villain points in exchange for the other.

Below is a handy table to remind you what does what.

# KARMA FEATS

The following are feats that are compatible with the Karma system.

**Dark Karma**

I’m sure everyone you treated horribly had it coming. Whenever you cast a spell with the [Evil] or [Darkness] Descriptors, it is treated as if it were 1 spell level lower for determining the spell slot needed to cast it. This makes 1st level spells cantrips or orisons. In addition applying meta magic feats to spells with the [Evil] descriptor is also affected by this, causing meta magic feats applied to these sorts of spells to be considered 2 levels lower. These effects only apply if your Karma is in the positive values.

**Light Karma**

Karma is only a bitch if you are. Whenever you cast a spell with the [Good] or [Light] Descriptors, it is treated as if it were 1 spell level lower for determining the spell slot needed to cast it. This makes 1st level spells cantrips or orisons. In addition applying meta magic feats to spells with the [Good] descriptor is also affected by this, causing meta magic feats applied to these sorts of spells to be considered 2 levels lower. These effects only apply if your Karma is in the negative values.

**Karma Chameleon**

You come and go. You come and go. Oh. Oh. Oh. You can choose to, as a swift action, temporarily increase or decrease your karma by 2 points in any direction. This can be used to qualify for Karma feats with different Karma value requirements. At any point you can reverse this and increase it or decrease it, sending it in the opposite direction, or you can remove the modifier of 2. For example, Gogo the Prinny has 6 Karma because he's a bad dude. He can choose to have 8 or 4 karma with this ability, depending on what he wants at the moment. This cannot make your Karma go beyond +10 or -10. This feat can be selected multiple times, gaining another 2 that can be allocated to the Karma score. Creatures you effect with this must make a sense motive check against you to tell if you’re lying or not. Using this could gain you positive Karma in certain circumstances.

**Karmic Ascension**

You have risen above the bullshit and are healthier for it. You are treated as having a number of additional hit dice equal to your negative karma value for the purpose of the mahaparinirvana and Parinirvana feats.

**Karmic Curse**

Be the bad Karma you wish to inflict on the world. Any curse you place on a creature has the DC to break it increased by an amount equal to twice your positive karma score. If your Karma is higher than 5, you can effect creatures who fail their saving throw against one of your curses with an additional effect from the bestow curse list on top of the first selection.

**Karmic Defense**

Wax on, Wax off, that is the key to smooth legs. Once per encounter, you can add your negative karma score to your armor class and saving throws for 3 rounds. If your karma score is positive this does nothing.

**Karmic Healing**

Your chakras are aligned, and the universe is accepting you, do you feel it’s cosmic vibratio-Oop that’s just my phone. Whenever you receive magical healing from a good aligned source, you heal an additional amount of health equal to your negative Karma. If the effect comes from a good aligned creature of the deity race this is doubled. This does not apply to fast healing or regeneration.

**Karmic Hero**

Your purity is deserving of strength beyond strength. You gain 1 additional hero point slot if your Karma is -5 or more. You gain an additional hero point slot at -10 karma.

**Karmic Impact**

Why you look both ways before crossing the street. Once per encounter, you can add your positive karma score to your attack and damage rolls for 3 rounds. If your karma score is negative this does nothing.

**Karmic Retribution**

Jesus said to turn the other cheek but the other guy said strike while the fire’s hot so you’re bout to get this HEAT. Whenever you land a critical hit on an enemy, you deal an additional amount of damage to that enemy equal to the difference in your Karma scores. This damage applies even if the creature is immune to critical hits, and is not it’s self multiplied on a critical hit.

**Tainted Soul**

Your personality is like an umbral blot on the canvas of reality. No matter how hard you scrub, that’s never coming out. Whenever a creature fails it’s saving throw against an [evil] or [dark] spell, it gains +1 Karma. This increases the spell level by +2. Each creature can only be effected by this feat once per day.