Alignment

Wyrmspire Alignment Introduction
Foremost alignment was intended as a roleplaying tool to quickly assess a character's general attitudes and to serve to draw distinctions between different groups. Unfortunately, alignment in the Pathfinder Roleplaying Game is so coupled with mechanics that tracking a character's alignment becomes especially important as it has real and often serious mechanical implications (such as determining what sorts of spells or class features you have access to, or even removing your class features entirely), and it does a very poor job of handling nuanced character struggles with temptations or hardships.

Similarly, because a number of game mechanics are so tightly tied to alignment, it disrupts the game's meta in very large ways. For example, the game considers the spells protection from law and protection from evil to be equivalent, but due to the way adventures are designed and the meta of the game having far more evil-aligned antagonists than lawful antagonists, protection from law is all but worthless in most cases while protection from evil is a must-have spell. Similarly, the effectiveness of certain classes can have wild spikes in effectiveness in the same way, such as when dealing with smite evil and similar class features or abilities.

Of course, it does serve a fairly interesting mechanical benefit to the system. Smiting demons with holy power or sensing the power of a profane ritual is quite thematic and fitting to the genre, so the notion of removing alignment entirely isn't all that appealing and would require removing many classic tropes from the game, which feels a bit like throwing the baby out with the bath. As a result, Wyrmspire adopts a middle ground system that combines the two uses in a slightly altered way, making alignment less impactful on the game's meta but making it more impactful in ways when it does.

General Alignment Changes
Effects that inflict damage based on alignment (such as a holy sword or a paladin's smite evil ability) now function against Neutral-aligned creatures but half the modifier or number of dice rolled against such targets, rounded down. For example, a holy sword deals +0d6 bonus damage against Good creatures, +1d6 bonus damage against Neutral creatures, and +2d6 bonus damage against Evil creatures. A 3rd level Paladin's smite evil would inflict +0 bonus damage against Good creatures, +1 bonus damage against Neutral creatures (3 divided by 2, rounded down to 1), and +3 bonus damage against Evil creatures.

Character Alignment Changes
Most mortals are not so intrinsically tied to the primordial alignment forces as to actually exude auras or be affected by alignment based effects. This means that while a knight might be quite heroic, or an orc quite villainous, they aren't going to register on spells like detect good or detect evil, nor are they going to be particularly vulnerable or resistant to alignment based effects. Put simply, all creatures are treated as being Neutral-aligned for the purposes of mechanics, regardless of their actual alignment. To be treated as a particular alignment, you must have the associated alignment subtype (such as those possessed by angels and devils). This returns alignment for most PCs to its primary role as a roleplay aid.

Class Changes
Classes no longer have alignment restrictions. Their codes of conduct (if any) may still restrict based on alignment-based actions.

The Aura class features, such as those possessed by Clerics and Paladins now grants the associated alignment subtypes to the character and all that entails. This means that a cleric with an aura of evil is treated as Evil for all mechanical purposes and their attacks are treated as evil-aligned for the purposes of overcoming damage reduction.

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