Mechanical Alignment


Pathfinder First Edition General Discussion


Is there a guide to the mechanical effects of alignment? If not, perhaps we compile one? It would help a lot to see all the aligned classes, archetypes, PRCs, feats, deities, spells, traits, equipment, and whatnot. If we had lists of things available to each specific alignment (LG, N, CE, etc.), each alignment on each axis (Good, Evil, [Good/Evil] Neutral, Law, Chaos, [Law/Chaos] Neutral), and other important groupings (1 step from True Neutral and all corner alignments).

Scarab Sages

My Self wrote:
Is there a guide to the mechanical effects of alignment? If not, perhaps we compile one? It would help a lot to see all the aligned classes, archetypes, PRCs, feats, deities, spells, traits, equipment, and whatnot. If we had lists of things available to each specific alignment (LG, N, CE, etc.), each alignment on each axis (Good, Evil, [Good/Evil] Neutral, Law, Chaos, [Law/Chaos] Neutral), and other important groupings (1 step from True Neutral and all corner alignments).

There are a lot of good options for using alignment in this book.


I'm mostly looking for a compilation of preexisting alignment-based restrictions, so I know everything I can access or I become vulnerable to with a specific alignment.


Anybody have directions? Or suggestions?


I dont think anybody bothered with this, as Alignment is secondary stuff.

There are very few times when it matters, and its mostly rare spells & effects where you get a bit more or less damage.


The only other time I think of it, as far as mechanics, would be classes.

Barbarians can't be lawful, clerics/inquisitors have to be within one step from their god, druids have to be within one step of true neutral, monks have to be lawful, paladins/antipaladins must be LG/CE.

It does make it awkward to multiclass as paladin/druid, or barbarian/monk. I don't know if it affects VMC but I still don't really get how it helps anyway and I usually like to just stay in one class to the bitter end anyway. (My first 3.x experiences? Monk (when you couldn't leave) and sorcerer (must not lose caster levels!).)


There's also the 1-step Deity restriction for PFS, Clerics, Inquisitors, and Warpriests, no? There are feats such as Deific Obedience that give pretty nice bonuses at higher levels, as well as allow access to alternate spells. Additionally, access to Evil/Good/Law/Chaos domains, and spontaneous casting/positive or negative channel.

Necromancy is a "no" for good-aligned characters.

There's also a funky Aasimar trait that lets you be a neutral Monk.

Some classes and PRCs require certain alignments.

I was mostly hoping someone had a whole document on this handy.


My Self wrote:

Necromancy is a "no" for good-aligned characters.

Is this for PFS?

"Does casting evil spells cause an alignment infraction?

Casting an evil spell is not an alignment infraction in and of itself, as long as it doesn't violate any codes, tenents of faith, or other such issues. Committing an evil act outside of casting the spell, such as using an evil spell to torture an innocent NPC for information or the like is an alignment infraction. For example: using infernal healing to heal party members is not an evil act."

So, in PFS you're just fine, and there's no precedent outside of PFS either. Mechanically speaking, good-aligned characters perform necromancy just fine.

Thematically this may cause huge issues with your campaign, mind.

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