[Intelligence Check] Removing Alignment from Pathfinder


Homebrew and House Rules


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Recently, over at Intelligence Check, my Pathfinder blog, I finished a three-part series of articles going over how to remove all aspects of alignment from the Pathfinder RPG. I wanted to link to them here for anyone who'd be interested that hasn't seen them yet.

Part One: Classes

Part Two: Magic

Part Three: Monsters

I hope that these are helpful to people who want to run an alignment-free Pathfinder game! Enjoy!


Thanks, nice job. This is something I've been meaning to write up house rules for myself but haven't gotten around to the the spells and bestiary yet (pretty much figured out the classes and started on some of the spells). You just saved me some work. Again, Thank You.


Color me impressed, this is very thorough. Implementing this is easier if you're using Taint (Heroes of Horror, Unearthed Arcana) or a similar mechanic in your game, making this perfect for a horror campaign.


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Thanks for the kind words guys!

Freesword wrote:
Thanks, nice job. This is something I've been meaning to write up house rules for myself but haven't gotten around to the the spells and bestiary yet (pretty much figured out the classes and started on some of the spells). You just saved me some work. Again, Thank You.

You're very welcome! I'm glad that I was able to help out with something you'd been wanting to implement.

Necromancer wrote:
Color me impressed, this is very thorough. Implementing this is easier if you're using Taint (Heroes of Horror, Unearthed Arcana) or a similar mechanic in your game, making this perfect for a horror campaign.

Interesting idea. I hadn't thought about using the Taint rules, but I was considering something along those lines regarding possibly retaining alignment descriptors for spells. Taint works much better, though, if you want to have a force that's inherently corrupting to those who come into contact with it.

Grand Lodge

Nice indepth guide to it. I guess there's a little more to it in PF than in 3.5. My houserule was 'everyone is treated as neutral in all ways mechanical'.


Thanks, this is very helpful.

Concerning the problem you mentioned in regards to neutral evil monster damage reduction (part III), do you think simply allowing adamantine to overcome their damage reduction just like neutral good monsters would cause too much of a problem? Especially considered against the other solutions you suggested.


"At 10th level, the damage from the monk’s unarmed strikes count as being slashing, piercing, or bludgeoning damage, as the monk desires.

...the idea of a monk inflicting piercing damage by thrusting a finger straight through an enemy’s skull is just too cool not to have as a class feature!"

Wow! This is really cool. I can't believe someone hasn't come up with this before.


Lakesidefantasy wrote:

"At 10th level, the damage from the monk’s unarmed strikes count as being slashing, piercing, or bludgeoning damage, as the monk desires.

...the idea of a monk inflicting piercing damage by thrusting a finger straight through an enemy’s skull is just too cool not to have as a class feature!"

Wow! This is really cool. I can't believe someone hasn't come up with this before.

They have, but it was a non-core (dragon magazine I think) 3.5 feat. I like the idea of it as a class feature as well :)

(on topic, haven't read the links yet, but I plan to do so soon.)


Very very nice.

Now talk them into updating that into Pathfinder 2.0

in 10 years from now.


kyrt-ryder wrote:
Lakesidefantasy wrote:

"At 10th level, the damage from the monk’s unarmed strikes count as being slashing, piercing, or bludgeoning damage, as the monk desires.

...the idea of a monk inflicting piercing damage by thrusting a finger straight through an enemy’s skull is just too cool not to have as a class feature!"

Wow! This is really cool. I can't believe someone hasn't come up with this before.

They have, but it was a non-core (dragon magazine I think) 3.5 feat. I like the idea of it as a class feature as well :)

(on topic, haven't read the links yet, but I plan to do so soon.)

Well, spit in my face and call me Sally!

Thanks for the heads up.


Very nice, I like it.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Lakesidefantasy wrote:
Concerning the problem you mentioned in regards to neutral evil monster damage reduction (part III), do you think simply allowing adamantine to overcome their damage reduction just like neutral good monsters would cause too much of a problem? Especially considered against the other solutions you suggested.

There's certainly no mechanical problem with making Neutral Evil and Neutral Good monsters have DR/adamantine to replace their aligned DR. The bigger issue is thematic; that is, how do you explain in-game why creatures of inherent good and inherent evil are damaged by the same special material?

I suspect that won't be too much of a hurdle for a creative GM, but I didn't want to necessarily push that dilemma in the guidelines I wrote.


Possibly because they're so pure of Good/Evil their DR is a form of super-hardness derived from their extreme purity. And as far as I can tell adamantine is basically the "ultra-super-hardness" material, so it bypasses their DR by sheer brute strength.


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A simple alternitive solution could be to leave alignment in only for outsiders, gods, and planes. These are supernatural forces built on ideals and moral energies. This will leave use for the magic and weapon types relevant without mortal PCs restricting themselves to it. This is what I plan on implementing.


Thank you for this. We were just discussing removing alignment from our games and this is a very nice framework for it.


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I've written a small (and long overdue!) update to this series of articles, covering the Core prestige classes!

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