I am looking for a way to make people detect me as evil even though I am good, or people detect me as chaotic although I am lawful. I know there are ways to completely change a character's alignment[1][2], but that is not what I am looking for. I also do not want to be protected from spells like Nondetection. Is this possible? How?
[RPG] How to mask the alignment with another
alignmentpathfinder-1e
Related Solutions
In general in play they were ignored or just treated as an abstract language with no further comment.
As to where they came from, here's an answer from Gary Gygax on Dragonsfoot!
As D&D was being quantified and qualified by the publication of the supplemental rules booklets. I decided that Thieves' cant should not be the only secret language. Thus alignment languages come into play, the rational [sic] being they were akin to Hebrew for Jewish and Latin for Roman Catholic persons.
I have since regretted the addition, as the non-cleric user would have only a limited vocabulary, and little cound [sic] be conveyed or understoon [sic] by the use of an alignment language between non-clerical users.
If the DMs would have restricted the use of alignment languages--done mainly because I insisted on that as I should have--then the concept is vaible [sic]. In my view the secret societies of alignment would be pantheonic, known to the clerics of that belief system and special orders of laity only. The ordinary faithful would know only a few words, more or less for recognition.
In other words, it was supposed to be more like religious languages, but wasn't really well thought through. It disappeared in Second Edition and was not missed.
I'm working on the assumption that D&D alignment is an objective mechanic: in a world where alignments can grant magical power and create planes of existence, and a spell can tell the difference between a man who saves babies for Pelor and a man who eats babies for Pelor, alignment must be objective and intent counts for very little.
This is a social issue, not a mechanical one.
Mandating changes to a player's character is a Big Deal and can destroy the trust in a group if handled poorly. If he thinks his actions don't merit punishment, he will go on the defensive and there will be Bad Feelings in the group regardless of the mechanical outcome. Before you lay down a ruling like this that will so seriously impact his character, understanding must be reached. To this end:
First decide if it's worth it.
I've had at least one chaotic monk who I just let alone because of the group's social dynamics: the player was younger by several years at an age when that was significant; his actions were rarely negative for the party; and he actually made the group laugh.
Alignment, especially as a class requirement, isn't a balance issue. Although alignment is almost impossible to excise from the system, exactly which alignment a character has is largely irrelevant to mechanical balance. So if everyone's safe and happy, maybe just let it drop because the problem is entirely cerebral and not actually impacting the game as it's played. Assuming that's not the case...
Work with him to create a common baseline.
Many alignment debates spring from both parties feeling the definitions are obvious when in fact everyone has a different idea of what the alignments mean and look like.
Before you bring in the alignment hammer, sit down with him outside the regular session. A lawful character is probably acting in accordance with a code of some sort, so ask him to help you understand his actions by writing down his code. Come prepared to study the D&D alignment concepts together (not to lecture him on them). Work with him to make the code fit the D&D definition of lawful while still being as close as possible to his vision of the character.
This gives you both a clear idea of what is and is not lawful for that character; now your discussions can have a reference point you both agree on. You might even find that he has some vision or insight you didn't understand before.
Make it a story.
Now that you have common ground outside the game, give his PC a chance to make the change organically from within: whether he adjusts his behavior to match his code, or changes his alignment, if you make it a cool story instead of a decree from on high there'll be more buy-in from the player.
- He defies the outdated passiveness of his order and strikes off to be a vigilante hero; the Doctor in Doctor Who is a grand example of this concept.
- His respected mentor needs the party's help and while they work together the monk is reminded of the importance of an ordered life.
- He falls in love with a chaotic neutral druid and renounces his old life.
- He's been influenced by some subtle mind magic and must throw it off before it destroys him.
- An injustice that he feels personally about cannot be addressed through lawful channels; he still follows a personal code but disregards the societal structures that have failed him.
You get the idea: help him do something cool whatever the mechanical result is.
You're not the boss
Again, this is a social issue. The Game Master is rarely the leader of the social group and he's certainly not the High Judge of Fun. Remember this whatever you do, and remember that everybody needs to be safe and happy first. Only then can we worry about following the rules.
Best Answer
Aura Alteration spell
Aura Alteration can change your aligment aura, but will not make it show the diametrically opposed alignment (Good/Evil and Lawful/Chaotic). It has a day/level duration, though.
Vigilante class
The Vigilante class has a class ability called Dual Identity, which says your second identity's aligment has to be within one step of your actual aligment on each axis. So a Lawful Good character has a second identity that is either Lawful Good, Lawful Neutral, Neutral or Neutral Good.
(From Lawful Neutral to Neutral Good/Evil are actually two alignment steps, but since the wording on the ability is one step on each axis, that allows two total steps so long as the steps are on different alignment axes.)
But the Faceless Enforcer archetype learns an ability called Faceless Infiltrator, which allows you to assume a third identity that has to be within one step from either of your two identities.
Which means he can make a Good character appear as Evil, or a Chaotic character appear as Lawful, but he still cannot make a Lawful Good character appear as Chaotic Evil. He could make a Lawful Neutral character appear to be Chaotic Evil if his secret identity is Neutral Evil, or appear to be Chaotic Good if his secret identity is Neutral Good.
If you are a (True) Neutral vigilante, your secret identity could be of any alignment you want. If you take the archetype and has a Chaotic Neutral secret identity, you could create a fake identity as either Chaotic Good and Chaotic Evil (from your CN identity) or Neutral Good, Neutral Evil or Lawful Neutral (from your social identity) whenever you want, expanding even more your options.
Master Spy prestige class
A 2nd level Master Spy has the ability Mask Alignment, which allows her to fake her alignment as anything she wants, even become completely diametrically opposed of her own, so a Lawful Evil Master Spy could mask her aligment as Chaotic Good.
But this only affects detecting spells. Other spells based on aligment, such as Order's Wrath still affect her normally.