Fun with Feats 7: Alignment Feats
Pathfinder Unchained introduced a lot of experimental systems, some of which made their way into Starfinder and P2E. One such subsystem was the Shifts and Affirmations rules for alignment, which measured how individual acts alter the morality of the character, and how, once they’ve settled into a particular choice, they gain morale bonuses to be used later in the same day, themed around their alignment in question.
With these affirmations come a set of feats, one for each of the alignment options, which represent the character becoming a paragon of that alignment, to the point their behavior induces even more morale-related bonuses, and even minor magical effects, a sign of the character becoming an agent of that moral philosophy on the material plane.
Many of these feats allow you to accrue an even greater pool of affirmations, hold onto them indefinitely, and use them in a new way, as well as a bonus to attacks against foes of the opposing alignment.
This group of feats could be a lot of fun if you wish to have alignment grant more practical benefits aside from informing player actions and providing vulnerability or immunity to certain spells and powers.
Those who become Champions of Righteousness, paragons of lawful good, can burn affirmations to receive divine protection, causing magic that would affect them based on their lawful good alignment to only have as much effect as if they were neutral.
While not necessarily healers, the Champions of Grace can remove afflictions with their affirmations, appropriate for neutral good.
The Champions of Freedom can burn affirmation to be blessed with protection from effects magical and mundane that would impede them, if only briefly.
Champions of Tranquility believe in keeping the peace, and can calm emotions with their affirmations.
Unlike the others, Champions of Balance have no affirmation-based abilities, but are blessed with great skill in combat against all alignment extremes.
Finding order boring, Champions of Anarchy can disrupt the behavior of others, causing them to behave erratically.
Champions of Tyranny brook no opposition, and can use their power to hold the disobedient rooted in place.
Just as their neutral good counterparts can heal, the Champions of Malevolence can harm, inducing suffering with a touch.
Similarly, the Champions of Destruction have a power opposed to their counterpart, providing protection against magics that target chaos and evil.
Again, these feats are not necessarily useful to every campaign, but if you’re interested in having alignment play a bigger role and want to use the aforementions subsystem, this is a great way to include that.













