[RPG] Can an evil character fool Detect Evil by doing good deeds

alignmentpathfinder-1espells

A player in my Pathfinder campaign has chosen Lawful Evil as their character's alignment. I've given this my blessing since Lawful Evil characters tend to disrupt the game the least in my experience, and the character has reached level 5 without causing a problem.

The character has always had Lawful Evil written on their character sheet, and runs a small band of thieves who steal from innocents and act as burglars-for-hire, while pretending on the surface to be good and altruistic in order to build popular support (not unlike some real-world gangs).

However, an adventure requires them to get past a paladin. My player is suggesting that they can fool the paladin's detect evil ability by spending some time intentionally doing good deeds, on the theory that doing good deeds is sufficient to fool the paladin's senses.

Now, as DM I've decided that detect evil is not so easily fooled in my campaign, and of course the group could use a dozen other methods to sneak an evil character past the paladin.

But I'd feel better if I had a rule to show my player so they know I'm not being unfair. By rules-as-written, with no speculation, subjectivity, opinion or theory, do the Pathfinder rules explicitly state whether a character who is Lawful Evil at heart, but does good deeds to fool others into believing they are Good, actually detect as Good (because they do good deeds and appear Good to others) or count as Lawful Evil (because that's what's truly in their heart)?

(Beware! Answers not strictly supported by rules quotes, or which offer DM advice or alternate plots to sneak a thief past a paladin will not be accepted for this question. Please do not give my rowdy players any ideas.)

Best Answer

The GM can refuse an alignment shift if the player is exploiting their character's alignment.

I looked through the GameMastery Guide chapter regarding player character alignment to see if there is any precedent on this. In short, it acknowledges that the traditional 3-by-3 alignment system is overly simplistic and can be interpreted in various ways. The GM should arbitrate and communicate with the players when dealing with morally gray cases.

Alignment is summarized on page 166 of the Core Rulebook, but the interpretations are endless, and ultimately lie with you as the GM at a mechanical standpoint, and with your players in how they define their characters’ morality.

It sounds like your player is trying to achieve a temporary alignment shift, with this logic: If their evil character does some good deeds, then their alignment will shift to good, and therefore they won't ping as evil for Detect Evil. After that, they can return to their evil ways, at no cost.

The following excerpts in the "Changing Alignment" section are relevant:

Aside from merely having misunderstood what a specific alignment means, PCs might seek to change their alignment in light of game events or to qualify for some alignment-related goal. How this change takes shape should be determined by the player and GM.

This means that both the player and GM should agree before an alignment change takes place. An evil creature can prompt an alignment shift by consistently doing good, but no alignment shift actually occurs if the GM disallows it. And the GM may disagree because...

Players should be sure of their decision, as changing alignment should be the result of an extraordinary effort, not a whim, and a PC with a shifting personality risks losing definition as a character and might begin to seem like he’s trying to exploit the rules.

The character is already evil, and intends to continue doing evil things in the future. The GM can decide that their attempts to score some cheap karma points are insufficient to change their character's alignment.

As GM, you should probably communicate your interpretations on alignment to your players, and explain this beforehand. It may seem unfair if they believe their character is non-evil and thus safe from the paladin, and suddenly the GM springs a "Surprise! You're evil!" on them.

Side note

Your player seems to be under a faulty premise about what Detect Evil does.

You can sense the presence of evil.

It does not detect the presence of good. If evil is in the area being analyzed, then the presence of good cannot trick the spell. Unless the good deeds were enough to shift the creature's alignment to non-evil, any good deeds are irrelevant for the purposes of this spell. The spell does what it says it does, and cannot be "fooled", unless one uses a spell or feature that explicitly says so.

Related Topic