What is your alignment?

merule27

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i'm hella into the alignment shit (For those of you who don't know what that is, google alignment chart) and I'm curious as to what you all got or get



Here's the link. Personally, I got Neutral Evil (Close tie with Chaotic Neutral) meaning I apparently betray others to further my own needs.
 

Your Creepy Stalker

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Chaotic Evil! I Win, *****es!

Chaotic Evil

A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can only be made to work together by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. The demented sorcerer pursuing mad schemes of vengeance and havoc is chaotic evil. Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil. Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but of the order on which beauty and life depend.
 

SIR HERDERP PRESIDERP SDO

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Lawful Evil has defeated Chaotic Evil ever since Asmodeus ascended to godhood and threw the Chaotic Evil realm of the Abyss to the depths of the Elemental Chaos thus putting the Blood War into indefinite hiatus. :sdo2:
 

chintu234

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Neutral Good

A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. The common phrase for neutral good is "true good." Neutral good is the best alignment you can be because it means doing what is good without bias toward or against order.
 

Your Creepy Stalker

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Lawful Evil has defeated Chaotic Evil ever since Asmodeus ascended to godhood and threw the Chaotic Evil realm of the Abyss to the depths of the Elemental Chaos thus putting the Blood War into indefinite hiatus. :sdo2:
The depths of the Elemental Chaos have Free Wifi, so i still view that as a win for Team Evil.
 

Ciao

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༶-༜-༶

Lawful Good "Crusader"
  • A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.
Neutral Good "Benefactor"
  • A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.

Chaotic Good "Rebel"
  • A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.
Lawful Neutral "Judge"
  • A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.
Neutral "Undecided"
  • A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil-after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.

Chaotic Neutral "Free Spirit"
  • A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

Lawful Evil "Dominator"
  • A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

Neutral Evil "Malefactor"
  • A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has.

Chaotic Evil "Destroyer"
  • A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.
༶-༜-༶​

i made this thread once upon a midnight dreary
 

Insidious Smile

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Chaotic Evil! I Win, *****es!

Chaotic Evil

A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can only be made to work together by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. The demented sorcerer pursuing mad schemes of vengeance and havoc is chaotic evil. Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil. Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but of the order on which beauty and life depend.
How are you still part of this world? You deserve V.I.P. in hell's pit.
 

SIR HERDERP PRESIDERP SDO

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Here are my stats: :sdo:

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SDO's Statistics:

Druid 20 / Cleric 20 / Ranger 8

Medium-Size Outsider (Lawful Good)

Divine Rank: 19

Hit Dice: 20d8+220 (outsider) plus 20d8+220 (Drd) plus 20d8+220 (Clr) plus 8d10+88 (Rgr) (1,308 hp)

Initiative: +11 (+7 Dex, +4 Improved Initiative)

Speed: 60 ft

AC: 81 (+7 Dex, +19 divine, +32 natural, +13 deflection)

Attacks*: +5 defending holy keen shock of grain +79/+74/+69/+64 melee; or spell +70 melee touch or ranged touch. *Always receives a 20 on attack rolls; roll die to check for critical hit.

Damage*: +5 defending holy keen shock of grain 2d4+34/18-20/X4; or by spell. *Always does maximum damage (shock of grain 42 points).

Face/Reach: 5 ft by 5 ft / 5 ft

Special Attacks: Domain powers, salient divine abilities, spell-like abilities, turn undead 16/day.

Special Qualities: A thousand faces, animal companion (up to a total of 20 HD), divine aura (19 miles, DC +2), divine immunities, DR 54/+4, favored enemies (aberrations +2, shapechangers +1), fire resistance 39, godly realm (100 miles Outer Plane, 1,900 ft Material Plane), nature sense, plane shift at will, remote communication 19 miles, resist nature's lure, spontaneous casting of divine spells, SR 51, teleport without error at will, timeless body, trackless step, understand, speak, and read all languages and speak directly to all beings within 19 miles, venom immunity, wild shape (Fine, Diminutive, Tiny, Small, Medium-size, Large, Huge, Gargantuan, Colossal, or dire animal 5/day, elemental 3/day), woodland stride.

Saves*: Fort +66, Ref +62, Will +75. *Always receives a 20 on saves.

Abilities: Str 24, Dex 24, Con 33, Int 24, Wis 50, Cha 36.

Skills*: Animal Empathy +83, Climb +39, Concentration +101, Diplomacy +60, Handle Animal +91, Heal +102, Hide +39, Intuit Direction +53, Knowledge (arcana) +49, Knowledge (geography) +49, Knowledge (nature) +97, Knowledge (religion) +72, Listen +62, Profession (farmer) +58, Ride (horse) +47, Scry +89, Search +46, Sense Motive +62, Spellcraft +89, Spot +62, Swim +49, Wilderness Lore +82. *Always receives a 20 on checks.

Feats: Brew Potion, Combat Casting, Combat Reflexes, Craft Wondrous Item, Create Portal, Dodge, Empower Spell, Enlarge Spell, Expertise, Extend Spell, Forge Ring, Heighten Spell, Improved Critical (shock of grain), Improved Initiative, Mobility, Persistent Spell, Power Attack, Quicken Spell, Scribe Scroll, Silent Spell, Still Spell, Track, Twin Spell.

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mid-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

Salient Divine Abilities: Alter Form, Alter Reality (save DC 52 for duplicated spells, temporary nonmagical objects last 19 days, temporary magic items or creatures last 19 hours), Alter Size, Avatar (up to 20), Call Creatures (up to 19 elementals serving simultaneously, each with up to 19 HD), Call Creatures (up to 19 fey serving simultaneously, each with up to 19 HD), Divine Blast (16/day, up to 19 miles, 32d12 points of damage), Divine Druid, Divine Earth Mastery (sense 19 feet), Divine Shield (14/day, stops 190 points of damage), Divine Spellcasting, Divine Weapon Focus (shock of grain), Divine Weapon Specialization (shock of grain), Extra Domain (Good), Extra Domain (Protection), Extra Domain, (Renewal), Gift of Life, Life and Death, Mass Life and Death (no two targets can be more than 19 miles apart), Mind of the Beast (awaken [up to 19 creatures/day], or slumber [For DC 42]), Possess Mortal (Will DC 42, up to 20 mortals at once), Power of Nature (19-mile radius, duration concentration + up to 19 minutes), Shapechange, True Shapechange.

Domain Powers: 19/day use animal friendship; turn or destroy air creatures, or rebuke or command earth creatures; cast good spells at +1 caster level; 19/day rebuke or command plant creatures; 19/day protective ward (touched subject gains +19 resistance bonus on next saving throw, maximum duration 1 hour); 19/day regain 1d8+13 hp if brought below 0 hp (but not to -10 hp or below).

Spell-Like Abilities: SDO uses these abilities as a 29th-level caster, except for good spells, which he uses as a 30th-level caster. The saves DCS are 42 + spell level. Aid, animal shapes, antilife hell, antimagic field, atonement, barkskin, blade barrier, calm animals, changestaff, charm person, command plants, commune with nature, control plants, creeping doom, dispel evil, dominate animal, earthquake, elemental swarm [earth], entangle, freedom, greater restoration, heroes' feast, hold animal, holy aura, holy smite, holy word, iron body, lesser restoration, magic circle against evil, magic stone, mind blank, plantgrowth, polymorph any object, prismatic sphere, protection from elements, protection from evil, reincarnate, remove disease, repel vermin, repel wood, repulsion, sanctuary, shambler, shapechange, shield other, soften earth and stone, spell immunity, spell resistance, spike stones, stone shape, stoneskin, summon monster IX (as a good spell only), wall of stone, wall of thorns.

Cleric Spells/Day (Levels 0-20): 6/11/11/11/11/10/9/9/9/8/4/4/4/3/3/3/3/2/2/2/2; base DC = 32 + spell level.

Druid Spells/Day (Levels 0-20): 6/10/10/10/10/9/8/8/8/7/4/4/4/3/3/3/3/2/2/2/2; base DC = 32 + spell level.

Ranger Spells/Day: 6/5; base DC = 32 + spell level.

Possession: SDO carries a shock of grain that functions as a +5 scythe with the defending, holy, and keen special abilities.

Caster Level: 25th; Weight: 12 lb
OTHER DIVINE POWERS

As a greater deity, SDO automatically receives the best possible result on any die roll he makes (including attack rolls, damage, rolls, and saves). he is immortal.

Senses: SDO can see, hear, touch, and smell at a distance of nineteen miles. As a standard action, he can perceive anything within nineteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. he can extend his senses to up to twenty locations at once. he can block the sensing power of deities of his rank or lower at up to two remote locations at once for 19 hours.

Portfolio Sense: SDO senses anything that affects agriculture nineteen tendays before it happens and retains the sensation nineteen tendays after the event occurs. Any plant in a tilled field can be the focus for SDO's remote sense and remote communication powers.

Automatic Actions: SDO can use Knowledge (arcana), Knowledge (geography), Knowledge (nature), or Knowledge (religion) as a free action if the DC for the task is 30 or lower. he can perform up to twenty such free actions each round.

Create Magic Items: SDO can create any magic item that summons or controls elementals, animals, or plants, or that affects earth, such as a staff of earth and stone.

AVATARS

Avatar of SDO: As SDO except divine rank 9; AC 61 (touch 39, flat-footed 54); Atk +69/+64/+59/+54 melee (2d4+24/18-20/X4, +5 defending holy keen shock of grain), or spell +60 melee touch or ranged touch; SQ Divine aura (900 ft, DC 32), DR 44/+4, fire resistance 29, SR 42; SV Fort +56, Ref +52, Will +65; all skill modifiers reduced by 10.

Salient Divine Abilities: Alter Form, Alter Reality (save DC 42 for duplicated spells, temporary nonmagical objects last 9 days, temporary magic items or creatures last 9 hours), Alter Size, Divine Druid, Divine Weapon Focus (shock of grain), Divine Weapon Specialization (shock of grain), Extra Domain (Good), Extra Domain (Protection), Extra Domain (Renewal), Gift of Life, Mind of the Beast (awaken [up to 9 creatures/day], or slumber [Fort save DC 32]).

Spell-Like Abilities: Caster level 19th, or 20th for good spells; saving throw DC 32 + spell level.

Spells: As SDO, except saves DCs against the avatar's cleric, druid, and ranger spells are 30 + spell level. The avatar has no spell slots above 9th level available.
 
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ROHAN

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My Alignment. :th:

Based on your answers to the quiz, your character’s most likely alignment is Neutral Good.

Neutral Good

A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. The common phrase for neutral good is "true good." Neutral good is the best alignment you can be because it means doing what is good without bias toward or against order.

--excerpted from the Player’s Handbook, Chapter 6
 

KcMSean

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I got Lawful Neutral. I can see that.
"A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government. The common phrase for lawful neutral is "true lawful." Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot."
 
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