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I have a character concepts and a couple of general ideas how to approach it. I would be thankful for any guidance.

I am thinking of Making a Dhampir that hunts for the church Deamons or Vampire with his holy guns. He is not like in the church because of his race but they keep him because he is useful.

Anyway I am thinking the best way to get this concept across is via a Gunslinger/Inquisitor. We start at level 5, so I was thinking of starting 3 levels in Gunslinger and 2 in Inquisitor.

There was also a part of me who though of Gunslinger/Ranger to get the favored enemy bonus.

I am not going to make a Holy Gun Paladin.

Thanks for suggestions or Archetypes that I might have missed.


I have played plenty of Paladin and just some quick advice.

Killing everything evil on sight

1. Communication - There is nothing in the books wrong per se for trying to kill everything that is evil. However, I think a good GM should tell the Paladin things that they should know about Detect Evil.

2. Evil can sometimes mask themselves.
3. There are multiple reasons why people might have an evil alignment. (i.e. race, country).
4. Paladin should know that Detect Evil is not foolproof.

For me it seems to me that you should explain that because of game mechanics he should know that Detect Evil is not 100% accurate. It would make more sense for a Paladin to figure out whether his Detect Evil was accurate before slaying the person.

His character would know this information and therefore he make make of it what he will. If he is a reasonable person he would understand that smithy everything that glows red will end up wasting his smite evil into people and creatures that are not evil. (Personally I would draw up an encounter where this happens)

I disagree that killing evil people on sight makes you Chaotic. I think the answer depends on the GM and player.

Whether slaying people looses his Paladinhood or not comes down to how you feel.

II. Retreat Scenario

1. Be Fair. Make sure to tell him that retreat is an option for his Paladin. Remember Paladin is a trained class meaning the character probably put years of their lives on being a Paladin. Should have a decent tactical IQ, he is a Paladin not a Barbarian (Sorry Barbarians)
2. Give a warning. Let him know that he is placing his character in needless peril. (This can be a vision from his God or a Celestial Messenger)

III. The Code

Use the Code as a flavor more than a strength jacket. Best GM that I have seen actually rewards Paladin's for using the Code. So you have the carrot approach.

This means if the Paladin does something really right (i.e. Bury an honorable foe, protect the weak, go out of his way to do something lawful) he should be rewarded.

The biggest mistake is that the Code is used as a Negative, do X Y or Z or you will loose your powers that takes the fun away. I rather be the player figuring it out that if you are a Paladin and if you act accordinly your God might smile more upon you and give you something. That way he is also rewarded for using the Code.