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Align Armament One ActionFeat 8

Source Pathfinder Core Rulebook
Prerequisites chaotic, evil, good, or lawful deity

Frequency once per round

You bring a weapon into metaphysical concordance with your deity's beliefs. When you select this feat, choose chaotic, evil, good, or lawful. Your choice must match one of your deity's alignment components. This action has the trait corresponding to the chosen alignment component.

When you use this action, you touch a weapon. For 1 round, that weapon deals an additional 1d6 damage of the chosen type to creatures of the opposed alignment. For example, if you chose good, the weapon would deal an extra 1d6 good damage to evil creatures. If you Align an Armament again, any previously aligned armament loses its additional damage.

Effect: Align Armament (Chaotic)

Effect: Align Armament (Evil)

Effect: Align Armament (Good)

Effect: Align Armament (Lawful)

Special You can select this feat a second time, choosing your deity's other alignment component. When you Align an Armament, you can choose either alignment component.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


This indicates abilities from the cleric class.


This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.


Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.