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Pathfinder Unchained / Removing Alignment

Classes

Source Pathfinder Unchained pg. 100
Certain classes depend on alignment features. Below is a list of changes you’ll need to make to the classes from the Pathfinder RPG Core Rulebook if you decide not to use alignment—you can use these as a guideline to change other classes as well. These assume that you’ve replaced the default alignment system with the aligned loyalties option outlined below under Creatures, Spells, and Effects—if you have gone further and removed even these basic alignment elements (as in the subjective morality option), then ignore all references to loyalty restrictions in the classes below.

Barbarian: Remove the alignment restriction. A barbarian may not have a loyalty to law, order, or any similar concepts.

Cleric: Remove the alignment restriction. Clerics must have a loyalty to their deity, though not necessarily to a church hierarchy or other clergy. Remove the restriction against casting spells of certain alignments (since such spells no longer exist), but create a list of spells that each deity would ban based on his or her portfolio and personality. For instance, the neutral good deity Iomedae would not tolerate spells involving consorting with outsiders from the Lower Planes. Remove the Chaos, Good, Evil, and Law domains from all deities’ lists, and replace them with appropriate domains so each deity has the same number of domains.

Druid: Remove the alignment restriction. Druids must have a loyalty involving nature or the druidic code of conduct.

Monk: Remove the alignment restriction. A monk who ever has a loyalty to chaos, imbalance, or closely related concepts becomes an ex-monk for as long as he has those loyalties.

Paladin: Remove the class’s alignment restriction. The paladin’s code of conduct becomes “A paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help in a way that betrays any of the paladin’s loyalties), and punish those who harm or threaten innocents.” Remove the Associates section under the code of conduct. A paladin must have a loyalty to the concept of good, and most paladins also have loyalty to a deity. For changes to the paladin’s detect evil ability, see the Creatures, Spells, and Effects section, below. Creatures whose loyalties are in opposition to the paladin’s gain no benefit from the paladin’s aura of justice ability.

The paladin’s smite evil ability works against any foe whose loyalties are directly contrary to the paladin’s highest loyalty. She can also recover one use of smite if she accidentally smites an invalid target. She can do this a number of times per day equal to her maximum uses per day of smite. This means the paladin isn’t punished for having to guess, but she also can’t use her smite class feature on every opponent as a de facto loyalty detector. If the paladin’s highest loyalty is to good, she can smite foes with a loyalty to evil, but if her highest loyalty is to her king, her smite might instead apply to foes with loyalties to the jealous baron’s rebellion. The GM has the final say on how the ability works, since only the GM knows the NPCs’ true loyalties—a mercenary who works for a cause might not have a loyalty to that cause, for example. The GM can decide to simply have smite work only on foes with a loyalty to evil, or to require the paladin’s highest loyalty be to the concept of good.