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#lawful
helpful-writing-tips · 10 months
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Lawful: Rules matter more to me than individuals.
Chaotic: Individuals matter more to me than rules.
Good: Other people's well-being is more important than my own.
Evil: My own well-being is more important than other people's.
Neutrals: My opinion of what is more important is determined on a case-by-case basis.
So a Lawful Good character would be "I follow the rules because the rules keep the people safe, even if they are sometimes inconvenient or harmful to me or other individuals."
A Chaotic Evil character would be "Screw the rules and screw you."
credit:@mindfulwrath
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pathfinderunlocked · 1 month
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Gargantuan Linkserpent - CR11 Kyton
If you hear a chain rattling and feel the ground rumbling, it’s too late to run.
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Image generated on Artflow.ai.
I normally do my best to find an artist to showcase with each post.  For this one, though, I had an idea and couldn’t find any real artwork that was even remotely close, sorry.  It bothers me enough that I don’t think I’ll do it again.   It kind of makes sense, though, considering that the monster creates illusionary terrain that you could very easily flavor as looking like an AI-generated image.
This is a lower level version of a CR14 creature I made some time back, the Colossal Linkserpent. As the name implies, this weaker version is one size category smaller. If your adventure is a few levels lower, it might be more appropriate.
In the Shadow Plane, it’s perhaps fortunate at times that distances between location are fluid and long distance travel is somewhat dreamlike, because that leaves an infinite amount of space for the Gargantuan and Colossal Linkserpents to roam.  They never seem to reach settlements, but in the bleak and lifeless wilderness, Linkserpents hunt down travelers and torment them.  They are capable of causing a traveler’s journey in the Shadow Plane to stretch out endlessly by circling around them beneath the ground.
A relatively small number of these creatures are believed to exist - maybe a hundred or fewer in the world, although it’s impossible to tell for sure.  The animal-like intelligence of a Gargantuan Linkserpent is unusual among kytons, but this creature enjoys inflicting pain and torment just as much as the more intelligent kytons with humanoid appearances.
Unlike many kytons which wear the chains that were used to bind or torture them, a Garguantuan Linkserpent’s entire body except for its head is made of a great number of living metallic chains, which were given life and melded together by other kytons after being used to bind or torture other creatures. The difference between a Gargantuan Linkserpent and a Colossal Linkserpent is simply how many chains the kytons are able to gather when creating it.
Gargantuan Linkserpent - CR 11
Made of interwoven metallic chains stretching more than 30 feet long, this enormous serpent-like creature bursts from the ground with a rattling sound.
XP 12,800 LE Gargantuan outsider (evil, extraplanar, kyton, lawful) Init +3 Senses darkvision 60 ft., tremorsense 1 mile; Perception +15 Aura stretch terrain (120 ft.)
DEFENSE
AC 23, touch 9, flat-footed 20 (+3 Dex, +14 natural, -4 size) hp 138 (12d10+72); regeneration 5 (good weapons and spells, silver weapons) Fort +14, Ref +11, Will +8 DR 10/silver or good Immune cold SR 21
OFFENSE
Speed 40 ft., burrow 40 ft. Melee bite +18 (3d6+15) Ranged molten steel spit +11 touch (4d8 fire plus hardened steel, 30 ft. range increment, see text) Space 30 ft.; Reach 30 ft. Special Attacks constrict (4d6+21), enwrap, unnerving gaze (30 ft.; DC 16)
STATISTICS
Str 31, Dex 16, Con 22, Int 1, Wis 18, Cha 8 Base Atk +12; CMB +26; CMD 39 (cannot be tripped) Feats All-Consuming Swing, Cleave, Great Cleave, Improved Vital Strike, Power Attack, Vital Strike Skills Climb +20, Perception +15 Languages None
SPECIAL ABILITIES
Enwrap (Ex) As a standard action, a gargantuan linkserpent can coil its body around a creature at least two size categories smaller than itself, attempting to hold it in place.  This functions as a grapple combat maneuever, and provokes an attack of opportunity, except that if successful, the gargantuan linkserpent can maintain the grapple as a move action each round and can continue to make bite attacks.  A creature grappled in this way is moved into the center of the gargantuan linkserpent’s space, instead of adjacent to it as normal for a grapple.
Molten Steel Spit (Ex) As a standard action, a gargantuan linkserpent can spit a glob of molten steel.  This is a ranged touch attack with a range increment of 30 feet which deals 4d8 fire damage.  A target struck by this attack is entangled, and its weight increases by 120 lbs.  Both the entangled condition and the additional weight last until the target removes the steel, which immediately hardens around the target.
A flying target struck by this attack must succeed on a DC 25 Fly check or immediately plummet, and takes an additional -10 penalty on Fly checks on top of any penalty it takes from the added weight.
The hardened steel has 10 hardness and 30 hit points, and can be removed by dealing enough slashing, piercing, bludgeoning, acid, fire, or force damage to break it apart or melt it.  Acid or fire attacks against the hardened steel also damage the entangled creature.
Stretch Terrain (Su) As a free action, while in an area of natural terrain on the Shadow Plane, a gargantuan linkserpent can cause creatures within 120 feet to be unable to escape a 120 foot radius around the gargantuan linkserpent.  Creatures and objects which attempt to move further than this distance away seem to be moving, but their distance from the gargantuan linkserpent never increases to further than 120 feet.  Even teleportation effects are unable to move further than this distance, although plane shifting works normally.
A gargantuan linkserpent must be able to take a free action each round to maintain this aura.  The aura ends at the end of the gargantuan linkserpent’s turn if it is helpless or otherwise unable to act.
Unnerving Gaze (Ex) A creature that succumbs to an gargantuan linkserpent’s unnerving gaze has all of its movement speeds reduced to 0 for 1 round as it imagines being strangled in the coiled chains of the linkserpent’s body.  This gaze effect has a range of 30 feet and is negated by a DC 16 Will save.  The save DC is Charisma-based.
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¿Which do y'all usually go for? ~Nico
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namusthetic · 1 year
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The Weird Relatives at the Family Reunion
Half the rumors at the dining table involve them, but they attend family reunions just to cause drama. Their alliance still stands, and gets stronger each gathering.
No.1 - The Chaotic
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Is made 70% out of anger issues and 30% out of spite
Does not care about people's opinions and judgement
Has no patience
Mom friend, scolds you first and then takes care of you anyway
Has their life organized, knows what they want
Only listens to a few selected people whom they trust
Devours sexists for breakfast
Their resistance to caffeine is the same as that of a 5-year-old to sugar
"Bold of you to assume I've reached my peak of dumbass"
Avoids physical touch
Their love language is food giving / cooking
A public danger when driving (and in general)
Eats cereals from the box
Falls completely silent when angry
Probably made a deal with the devil for clear skin
Hates the government with a passion
Listens to hard rock, metal and techno, not necessarily in this order
Helps children with mischievous plans
Ready to throw hands and chew people out if someone is getting bullied
Slapstick humor
Plots new, fun ways of causing mayhem
Catchphrase: "Improvise, attack, overcome."
Playlist:
Don't Stop Me Now by Queen
Istanbul (Not Constantinople) by They Might Be Giants
all the good girls go to hell by Billie Eilish
Cigarette Ahegao by Penelope Scott
LA ESPADA by Eternal Raijin
Scopin by Kordhell
Besos I by Bo Burnham
Supermassive Black Hole by Muse
My Ordinary Life by The Living Tombstone
Maneater by Nelly Furtado
spy? by WHOKILLEDXIX
Let's Groove by Earth, Wind & Fire
No.2 - The Neutral
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Always looks half asleep or annoyed or both
Sarcasm and dark humor
Done with everyone's shit
"save the bees, punch a racist"
comes off as kind and easy-going, but would watch the world burn and not bat an eye
Is inclined to tollerate you better if you offer them coffee or cookies or if you start talking about books
Will cover for you if they like you, tell on you if they don't, you'll never know which one it is until the last second
They'll sit down in a spot away from the family chaos to either ignore or judge everyone
Has a keen eye for body language and nonverbal communication
Bad at managing anxiety and stress
"binarism is for computers, do I look like a fuckin MacBook to you?"
Says they don't like kids but carries candy in their pockets for their nephews
Commitment and trust issues
Starts yelling when they get really mad
Their love languages are acts of service and quality time
Not easy to impress, unless you start the conversation quoting Shakespeare or Dante
Passive aggressive
Listens to literally anything except country music
Hates parents who don't take their children seriously, so they're always ready to lend a ear and give advice
Helps no. 1 plotting by giving technical details and suggestions
Catchphrase: "Oh, I haven't told them good morning simply because I don't think they deserve one"
Playlist:
These Times by Far Caspian
Treehouse by Alex G, Emily Yacina
Tired by beabadoobee
Summer Child by Conan Gray
Young by Vacations
Fourth of July by Sufjan Stevens
Heaven Knows I'm Miserable Now by The Smiths
The Adults Are Talking by The Strokes
O Children by Nick Cave & The Bad Seeds
Sex, Drugs, Etc. by Beach Weather
Bitter Taste by Billy Idol
Obstacles by Syd Matters
No.3 - The Lawful
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Sensitive, must protect
Love languages are words of affirmation and physical touch
Cannot cook for the life of them
Made of sunshine and rainbows
"Please, assume I have dignity"
Sweet but awkward
Wears sunglasses to hide the eye bags
Always rushing somewhere
Loves children
Takes things personally and thus gets hurt too often
Quotes cringy positivity lines
Hard working
Always brings something to eat
Is actually the most insecure about themselves and their body
No.1 and no.2 are ready to physically fight anyone who is mean to them
Cheers you up and has your back
Ready to forgive and forget, rarely blames people for stuff
Too willing to give second chances
Gives stern scoldings if they're mad
When something goes wrong they take it badly and get really sad
A cinnamon roll inside and outside
Knows how to play several instrument so they sing and play for children
Tries to keep no.1 and no.2 from achieving world domination
Catchphrase: "Even if the world is big, you're enough for it"
Playlist:
El Mismo Sol by Alvaro Soler
Brazil by Declan McKenna
OUR SUMMER by TXT
Baby I'm Yours by Arctic Monkeys
Hey Lover! by Wabie
Watermelon Sugar by Harry Styles
NIGHT DANCER by imase
HOME by BTS
Love Grows (Where My Rosemary Goes) by Edison Lighthouse
Bossa No Sé by Cuco ft. Jean Carter
Swing Lynn by Harmless
Promise by Jimin
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phoenixfangs · 3 months
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@sawtual @wii-snorkeling2006 ive been meaning to doodle them for a while now, so heres them and my oldest dnd oc, lawful ^_^
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daybreaksys · 24 days
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projectbatman193 · 1 year
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greetings-inferiors · 11 months
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i think you're a lawful chaotic :)
Hahaha that’s not how dnd alignments work /lh
There are two spaces, with three things that space can be.
The first is how you act towards rules and laws, and it can be lawful, neutral, or chaotic. Lawful means you follow rules, chaotic means you break rules, neutral is a bit inbetween. Obviously lawful characters can break the law and chaotic characters can follow it, it’s more referring to someone’s personality. If a lawful person is told how to do something they’d follow the instructions to a T, but a chaotic character might experiment with lots of different ways to do it, while a neutral character might follow the instructions but with some light variations where they see fit.
The second space is your morality, and there is good (if you’re good), evil (if you’re not good), and neutral (if you’re somewhere inbetween). Obviously a good character can do bad things and a evil character can do good things, but it’s more like a characters motivation - good characters are motivated by ‘doing the right thing’, evil characters are motivated by evil temptations, like greed, conquest, or just plainly causing suffering, and neutral characters do what they want, they’ll do the right thing but they won’t go out of their way to save someone.
I believe I’m Lawful Neutral, I follow instructions, rules, and laws to the best of my ability, even if I don’t entirely believe in them, because I feel that following them benefits me in some way, whether that is because following laws helps people, or simply that it keeps me out of jail or alive. I would help people out if it was on my way, but I wouldn’t go out of my way to make some people I don’t know’s days better. Lawful neutral might not be the most exciting alignment and it definitely isn’t the most revolutionary or radical, but I think it’s the best alignment for me and the people I love. Why should I worry about the suffering of people I can’t know, if I can’t do anything about it?
And the biggest thing is that alignments aren’t set in stone. Someone who’s lawful good absolutely can transition to chaotic evil. They also aren’t extensive, the alignments are designed to be a starting point for building dnd characters - two lawful neutral characters can have wildly varying personalities and experiences, as can any other of the 9 alignments.
Also you may notice that there are two neutrals, this wouldn’t be ‘neutral neutral’, it’s referred to as ‘true neutral’
I also think it’s quite difficult to pinpoint other people’s alignments, but that might just be because I’m really bad at reading people lmao. You could tell me you’re chaotic evil and I’d go ‘ehh I don’t see it but sure’
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ultrameganicolaokay · 1 month
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Lawful #1 by Greg Pak, Diego Galindo and Irma Kniivila. Cover by Qistina Khalidah. Variant cover by Miguel Mercado. Out in June.
"Magical meets modern in a walled city with strangely familiar architecture, where two small children with a sense of adventure get a grim reminder of reality…. Because every mistake one makes in this world will cause them to transform into a monster, bit by bit, and in the eyes of society, there's no distinction between the rules and what's right! Imperfection breeds monstrous consequences in this urban fantasy adventure with deep social commentary from renowned and award-winning writer Greg Pak (Mech Cadets, Darth Vader, Planet Hulk) and acclaimed artist Diego Galindo (Stranger Things: The Voyage)."
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visually-corrupted · 8 months
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Moral Alignment Test
I am
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Everything is Permissible
You say, “Everything is permitted.” But not everything is good for us. Again you say, “Everything is permitted.” But not everything builds us up. — 1 Corinthians 10:23 | New International Reader’s Version (NIRV) Holy Bible, New International Reader’s Version® Copyright © 1995, 1996, 1998 by Biblica. All rights reserved worldwide. Cross References: Romans 14:19; Romans 15:2; 1 Corinthians 6:12
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pathfinderunlocked · 7 months
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Conflagellant - CR6 Kyton
Nothing sounds as beautiful as the sizzling of a person's searing flesh.
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Artwork by warmtail on Adobe Stock.
Most kytons are creatures at home in the cold lifelessness of the Shadow Plane, but conflagellants seek the beautiful pain that all kytons desire in the flame.
Although fire heals a conflagellant, it still feels as much pain from the fire as any other creature. It just likes the pain. It would even be accurate to say that the pain is what makes it what it is - adding to its pain makes it burn brighter and faster, as represented by the fire healing.
Note that a creature which has both lethal and nonlethal damage heals both types of damage whenever it receives healing. This is relevant for how a conflagellant's Kyton Cut ability interacts with its regeneration and other healing abilities. It heals 3 both lethal damage and 3 nonlethal damage each round from regeneration, and heals both types of damage similarly with its other healing abilities, so it has minimal reason to avoid hurting itself with every melee attack.
I included a description of the uncommon feat Fire God's Blessing in its stat block.
Conflagellant CR 6
A human-shaped pyre stands, engulfed in a blazing inferno. What looks like the silhouette of a screaming person wrapped in spiked fiery chains, its flesh burning away into embers, can be seen within the flames.
XP 2,400 LE Medium outsider (evil, extraplanar, kyton, lawful) Init +3 Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge) hp 52 (8d10+8); regeneration 3 (good weapons and spells, silver weapons) Fort +7, Ref +9, Will +3 DR 5/silver or good Defensive Abilities fire healing Immune fire, catch on fire Weaknesses vulnerable to cold, water repelled
OFFENSE
Speed 20 ft. Melee spiked chain +12/+7 (2d4+1 plus burn) Space 5 ft; Reach 5 ft. Special Attacks burn (1d4, DC 15), erupt in flame, kyton cut, unnerving gaze
Spell-like Abilities (CL 8th; concentration +10)     1/day—curse of burning sleep (DC 16)
STATISTICS
Str 12, Dex 17, Con 12, Int 9, Wis 12, Cha 14 Base Atk +8; CMB +9; CMD 23 Feats Dodge, Fire God's Blessing, Weapon Finesse, Weapon Focus (spiked chain) Skills Acrobatics +12, Craft (blacksmithing) +9, Escape Artist +12, Intimidate +13, Linguistics +3, Perception +12, Stealth -9; Racial Bonuses -10 Stealth Languages Common, Ignan, Infernal SQ bonfire Gear chain coat, spiked chain
SPECIAL ABILITIES
Bonfire (Ex) A conflagellant constantly sheds light as a torch, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area.
Erupt in Flame (Su) As a standard action, a conflagellant can create a burst of scorching flames centered on itself with a 20 ft. radius. The conflagellant is healed for 1d8 hit points, and all other creatures and objects within the radius take 3d8 points of fire damage and catch on fire. A DC 16 Reflex save halves the damage. The save DC is Charisma-based.
After using this ability, a conflagellant cannot use it again during the next 1d2+2 rounds.
Fire God's Blessing (Su) A conflagellant qualifies for the Fire God's Blessing feat without meeting its prerequisites.
When in combat, if a conflagellant deals fire damage to an enemy, it heals 1 hit point. It can only benefit from this healing once per round. Attacks that cause a target to catch on fire heal the conflagellant each round the target takes fire damage.
Fire Healing (Ex) Any attack that deals fire damage heals a conflagellant 1 point of damage for every 3 points of fire damage the attack would otherwise deal.
A conflagellant cannot be set on fire (at least, not any more than it already is) and thus cannot gain additional healing from being set on fire.
Kyton Cut (Ex) A conflagellant can choose to take 1d6 nonlethal damage before making an attack with a spiked chain. This damage cannot be avoided or reduced in any way. If the attack hits, its target takes an additional 1d6 points of nonlethal damage and a –4 penalty on concentration checks for 1 round. The penalty is a pain effect.
Unnerving Gaze (Su) A conflagellant can cause a creature that can see it within 30 ft. to become terrified of fire, psychosomatically making it feel the pain of burning flames whenever they are nearby. A target affected by this gaze must make a DC 16 Will save. On a failure, for the next hour, the target loses any fire immunity, fire resistance, and other protections against fire.
Additionally, any time another creature within 20 ft. of an affected target takes fire damage, the affected target must make another DC 16 Will save or take 25% as much damage as the other creature. The damage the target takes from this effect is untyped damage. This does not apply to area effects that already include the target.
This is a mind-affecting fear pain gaze effect. The save DC is Charisma-based.
Water Repelled (Ex) A conflagellant cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the conflagellant can step or jump over it.
Spells and other effects with the water descriptor deal 1d6 points of damage plus an additional 1d6 per spell level to the conflagellant (or just 1d6 points of damage for a non-spell effect).
Holy water counts as a water effect when used against a conflagellant, dealing an extra 2d6 damage. Note that, as Bless Water is a good spell, holy water also ends the conflagellant's regeneration for 1 round.
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rhokel · 6 months
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Huevember 2022deep purple
Owner: @BlackReign92 on twtr
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Devil Summoner Fan Projects, That You Might Be Interested In.
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Very interesting watch, I spent a lot of time on this
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