Several years ago, I wrote a brief series of articles about removing alignment-based mechanics from Pathfinder, focusing specifically on the Core classes, spells and magic items, and monsters. Since then, these posts have become some of the most popular parts of Intelligence Check, getting regular hits even after all of this time.
It’s because of that that I’m a little chagrined to have only recently realized that there’s an area of the Pathfinder Core Rules that I overlooked in my original series: the prestige classes found in the Core Rulebook.
Of course, the fact that no one ever bothered to point this out to me says, I think, something about how prestige classes are viewed these days. Even back during the heyday of 3.X, most prestige classes tended to be regarded with suspicion – at least insofar as their balance went – and a vague sense of frustration for how they seemed to nod in the direction of in-game story potential even as they were typically used for purely mechanical purposes.
Throw in the issues that come along with multiclassing, and it’s easy to see why archetypes – as introduced in the Pathfinder’s first major splatbook, the Advanced Player’s Guide – quickly replaced prestige classes as the go-to for how to customize your character (besides feats, races, etc.). But that doesn’t mean that they’ve gone away entirely. Should someone want to make use of a prestige class, whether for the mechanics or the story potential or both, the basic PrCs are right there in the Core Rules.
Now let’s see what they look like shorn of alignment.
Core Prestige Classes
Below are the changes necessary to remove alignment-based mechanics from the prestige classes in the Core Rulebook. Those PrCs that aren’t listed here have no such mechanics, and so require no changes.
Arcane Archer: Delete the “enhance arrows” ability gained at 9th level, replacing it with the following:
“At 9th level, every nonmagical arrow fired by an arcane archer gains the keen and bane weapon qualities. The keen quality functions even if the arcane archer fires arrows that deal bludgeoning damage. The creature type to which the bane quality applies may be changed once per day as per the arcane archer’s elemental and elemental burst qualities.”
The goal here is to grant the arcane archer a total of +2 weapon qualities to replace the alignment qualities he’s losing. Bane is the obvious choice to replace alignment-based additional damage, and since this narrows the range of foes that will be subject to extra damage, we can ameliorate this (at least somewhat) by adding in keen as well (along with a note so that the arcane archer isn’t penalized if using blunt arrows).
Arcane Trickster: Delete the alignment requirement for this prestige class.
Honestly, this particular restriction is so flimsy I’m surprised that it’s there at all. If rogues can be lawful, and wizards and sorcerers can be lawful, then why exactly can’t a rogue-wizard mashup be lawful? As such, we can get rid of this requirement without a second thought.
Assassin: Delete the alignment requirement for this prestige class.
You have to admire this particular restriction, as it managed to tick off both the story-gamers (who wanted to roleplay being a professional contract killer) and the power-gamers (who wanted the death attack power this PrC offered) by requiring an alignment that most GMs disallowed as a matter of course.
Shadowdancer: Change the second sentence of the “summon shadow” description to read as follows:
“Unlike a normal shadow, this shadow cannot create spawn.”
This removes the clause about the shadow having the shadowdancer’s alignment, which while a minor change (particularly with the removal of all other alignment-based effects), might still be significant if you want to place more emphasis on the shadowdancer having an undead familiar like this.
There wasn’t much to change here, but hopefully these alterations will be worthwhile if you’re looking at taking a Core prestige class in an alignment-free game. After all, why can’t the good guys have assassins too?