This system was introduced in the Pathfinder Unchained book and is a much more dynamic and practical way of understanding a character’s morality. In place of an alignment, a player must select at least 3 major Loyalties for their character. These loyalties could be anything that a character has a strong connection to. Ideals, people, and organizations are all normal choices for loyalties but a character could have any loyalty they deem to be important enough to them. Rank these loyalties from most to least important. One easy way to decide the order is to ask yourself what your character would do if these loyalties came into conflict. These loyalties then replace alignment as the standard by which characters’ actions are measured. Characters may have multiple minor loyalties as well but these have less effect on gameplay and are more associated with a character background.

While alignment has been removed from the game, the concepts of Good, Evil, Neutrality, Law, and Chaos still exist as possible loyalties. A character may have loyalty to one or more of these concepts if they wish but a character can never have loyalty to two diametrically opposed loyalties. Certain creatures automatically have loyalties to one or more of the alignment concepts. For example, outsiders are always considered to have loyalties to any alignment ideal they would have in normal play.

Any changes to the base rule that were made to incorporate the Loyalty system have been detailed on the pages where those changes took effect but are also repeated below for clarity.

Classes

Cavaliers: A cavalier has one major loyalty determined by their order.
Inquisitor: An inquisitor must have a major loyalty to their deity and/or their church.
Akashic: A lawkeeper must maintain the common welfare over personal causes, a monk who allows the needs of the few (or the one) to preside over needs of the many becomes an 'ex-monk'.
BattleSaint: A warpriest should have a greater loyalty to their deity, not necessarily the dogma to the pantheon the diety belongs.

Genre:
Savage: Barbarous characters should have a greater loyalty to personal causes that uphold individuals requirements, not ones that demand and depend on ubiquitous behavior.
Zealot: Faithful characters should have a greater loyalty to their deity, not necessarily to a church hierarchy or other clergy.
Pagan: Paganus characters should have a greater loyalty to organizations or causes that presume they are a part of an interdependent cycle with nature, not necessarily one that requires them to NOT be a predator in that cycle.