True Neutral Paladin?


Pathfinder First Edition General Discussion

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Liberty's Edge

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I would agree about the alignment restrictions if the OP was talking about playing standard D&D. Your pretty much stuck with the alignment restriction and rightfully so in that case imo. In a home game espcially a homebrew campaign setting I don't see why one cannot have a non-lg paladin. Or a similar character with the same abilites.


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Phasics wrote:

Can such a thing exist ?

A class all about maintaining the balance between good and evil law and chaos ? could such a class even function or would the paradoxical decision required drive most True Neutral Paladins Insane ?

with "Smite Other" ;) anything outside of a true neutral is fair game for balancing hehehe.

Or is a True Neutral Paladin just another name for an existing class ? if so which class would you consider to be a True Neutral Paladin if such a thing can even exist.

From 3.5 Dragon magazine #110 there is an article "Champions of the Divine Paladins of other alignments" by none other than James Jacobs which has a true neutral pally known as the Incarnate.

Instead of detect magic they can detect creatures with an alignment subtype.
they get some basic elemental attack abilities rather than healing
they get to smite any extreme alignment
they can rebuke outsiders
they get an elemental companion rather than a mount
they get commune with nature as a spell like ability
& they get a more Druid like spell list


Create Mr. Pitt wrote:


Just to be clear, in your games if the paladin gets one of these missions and his/her party wants to do something else, how does it get handled?

Also not clear on why these effects can only apply to a paragon of LG other than your pre-conceived notions of a paladin?

Well, for one, I am very structured when I run. I usually restrict alignments to Good or Neutral alignments under the impression that the party has a good lean.

Usually there are rewards offered to the non-Paladins to entice them, however if they don't want to go I see no reason to force it. Though in most of these cases the town would react very unfavorably toward a party of adventurers who refused to help in a crisis. They'd notice that some shops would refuse to sell to them, or the prices would go up.

The Paladin can offer to go off on his own and complete the mission if he thinks he can. If so I deal with it the same way I would any character going off solo.

Edit: It is important to note I don't run sandbox style ever, I'm a narrative and plot-driven DM.

They only apply to a Paragon of LG because there are no other kinds of Paladins, not in Pathfinder at least. Now, a non-Paladin might be able to get the same discount as a Paladin if they completed a task for the town (such as rescue someone) and then refused a (substantial) reward...

But with Paladins its simply assumed that they do what they do, everyone else has to prove it.

Liberty's Edge

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We are agreement about being passionate about Paladins. I refuse to play them as boring Lawful Stupid stick in the mud in terms of alignment. I'm not going to charge blindly towards a live dragon if my Paladin can attack him asleep in his lair. It might not be heroic but I don't play suicidal characters lacking in tactics either. I also dislike those who play them like Dirty Harry with Sword and Shield.

I just felt like some in the thread were shooting down the Op idea because he wanted to think outside the box. 99% of the time I play and most of the players I game with do play a LG Paladin. I don't see why the other 1% who want to try a non-Lg is a bad thing.


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HWalsh: You can't just say there are no other kinds of paladins (other than in a game you GM), that's your definition, not everyone's. I am sure you find this frustrating because of your vision of what a paladin is vs. others; but you cannot create ownership of a term either through sheer will of force or tradition. For some paladin simply means a warrior of special devotion. For you it's fine as long they don't call themselves paladins. For others calling themselves paladins is the starting point, the alignment they devote themselves to is part of that experience.

So you'll need a better reason it needs to be LG. Moreover, your vision doesn't apply to all types of games as you admitted above, in sandboxier games a paladin would be a real problem. What if your player has a different conception of LG than you?


memorax wrote:

We are agreement about being passionate about Paladins. I refuse to play them as boring Lawful Stupid stick in the mud in terms of alignment. I'm not going to charge blindly towards a live dragon if my Paladin can attack him asleep in his lair. It might not be heroic but I don't play suicidal characters lacking in tactics either. I also dislike those who play them like Dirty Harry with Sword and Shield.

I just felt like some in the thread were shooting down the Op idea because he wanted to think outside the box. 99% of the time I play and most of the players I game with do play a LG Paladin. I don't see why the other 1% who want to try a non-Lg is a bad thing.

I'll try to explain it...

You are treating Paladin just like a "normal class."

Which is the problem. Even the book states that they are rare. The idea, the actual MECHANICAL idea behind the Paladin is EXACTLY what you described.

The Paladin, in the end, will take the Dragon head-on. They are given the powers that they are given because that is how they have to handle situations.

The "Honorable combat is stupid" types, that you admittedly prefer, don't need to be Paladins. They aren't worthy of being Paladins. Any Warrior, Warpriest, Cleric, or Magus could sneak into the Dragon's lair and kill it while it is weak and vulnerable.

Those aren't the types of heroes that inspire though. Paladins, specifically, inspire people with their heroics.

In our current game I actually *did* straight up kill the Dragon. Head on. In one round. (It was a CR 9 Green)

The Dragon got overconfident and didn't understand the capabilities of our party and paid the price with his life. I did something he had no way to know I could do and I was able to strike it down before it had a chance to realize it had made a fatal error.

And no. It wasn't a badly played Dragon, in any other situation, under any other circumstance, what it did would have worked fine. However it fell victim to not realizing that Druids of the Feather Domain cast Fly a little differently than normal or how Stagger-Proof Boots work.

Regardless... Your comment about how you would act as a Paladin is exactly what breaks the Paladin balance-wise.

Everyone says that Paladins shouldn't be balanced by that, but they should be, and they are. The Paladin gets what they get because they have to, as you put it, "fight stupid."

Those bits and bobs they get are because they don't have other options.

A Lawful Good Fighter can still be lawful good if he sneaks into the lair of the Wyrm and slays it while it slumbers. A Paladin cannot be a Paladin if he sneaks into the lair of the Wyrm and slays it while it slumbers.

In order to help it the Paladin is granted special immunities.
In order to help it the Paladin is granted boosted saves.
In order to help it the Paladin is granted the ability to heal itself as a swift action.
In order to help it the Paladin is granted the ability to increase its combat prowess immensely by smiting evil.

This is all so the Paladin can fight honorably and take evil head on.

Taking that restriction away just turns them into very Charismatic Super-Fighters.

I mean, technically, a Paladin with an 18 Charisma can Smite Evil, and for all intents and purposes raise his effective level by 4.

Liberty's Edge

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HWalsh wrote:


Regardless... Your comment about how you would act as a Paladin is exactly what breaks the Paladin balance-wise.

Why because I use proper tactics and don't play a Paladin as Lawful Stupid. Attacking a sleeping opponent is tactics. A Paladin has to act honorably yes. I don't think that applies to evil creatures imo. I don't play suicidal characters either. Maybe you do I don't. A paladin is given special abilites to be used wisely and smartly against evil. Not to be thrown away on a pointless attack because it's the "heroic" thing to do. It's not to say as a Paladin I always ambush a enemy. I'm also not going to wake up a superior opponent and die. That works in stories and movies.

I'm not going to waste time writing up a character and give him a backstory. Only for him to die within ten minutes of a session because he did the honorable yet poor tactical choice.

HWalsh wrote:


This is all so the Paladin can fight honorably and take evil head on.

No where in the code does it says a Paladin has to stupidly and willingly throw his life away in a pointless heroic gesture. That's great you just yelled at the top of your lungs to wake up the sleeping dragon. It just cost the life of half or maybe the entire party. But hey at least it was "heroic".

The next edition of Pathfinder. The devs need to grow a pair and develop a actual code of what the Paladin can or cannot do. What is considered a evil enough act to make a Paladin fall. It's too damn unclear imo and prone to personal bias from both sides on the alignment issue.


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Okay, I think I understand your position a bit better. I think there is something impressive about a class that is based on being about paragon. I also agree that the requirements on the class should be extreme devotion for appropriate thematic bonuses and a difficult time navigating the narrative aspect of the game because of that. It enriches the experience and makes the class more interesting.

Why is paragon LG so critical? To up front, this ties in with my general dislike of alignment: it is too simplistic for a very subjective concept. Moreover, when someone's mechanics are tied to role play it can always be an issue for the party itself, because it forces them to put the player before the story.

However, unique concepts can be attach to any devotion. And I prefer creeds to broad alignments. A paladin could be someone who gives all for freedom but not need to be lawful. A paladin of balance and pragmatism is an interesting idea. If I play came to me with an appropriate code, I would balance that with fitting powers.

Ultimately, it comes down to actualize their visions. I understand this does comport with your vision of paladin. If all we're arguing about, though, is the use of the term as applied to concepts other than LG paragons (which itself is a subjective subset) then we're just a loggerheads. The term should just be limited to a very particular subset of character stereotypes that will be very fuzzy at the edges. I would rather actualize this notion of a paragon warrior of a certain virtue or belief. To me it is the singular mind devotion to a certain ideal that makes them paragons. Because bright, shiny hero of LG is just not an anchored concept to begin with; and as GM I don't want to arbitrate another person's understanding of morality and ideal. Sacrifice and singular devotion sure; of a particular concept of an alignment, no thanks.


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Does the game really need another class for people who just want to hit monsters and not think to hard about right or wrong? Not really. Morals can mean a lot of things, but without needing to adhere to a code of morals, what is the point of a paladin? Any worthwhile paladin code can be conceptualized as LG.

The worst thing that might happen is that players are going to make apathetic paladins, who just go around being shameless opportunists, doing jobs for tyrants and then saving orphanages all the while getting paid and paying lip service to "Balance", and of course they are contributing to 'balance' by not fighting consistently for one side. Or even worse saying "I'm TN, I just don't care. Oh look, monsters! I smite them!" This takes out the entire fun and point of the paladin class, which is to be zealous and moralistic, and the challenge of playing a paladin is to have a harder road to walk, and have deep convictions that aren't easy to live up to. Example, you are obliged to accept a surrender, even though killing will benefit you more. You are obliged to not steal, even though it would be so easy and profitable. That is what makes the class engaging to play. The paladin should not gain extra smiting powers and saves because they took the easy option of accepting payment for mercenary work and running away when it got too hard.

If a player came to my game asking to make a TN paladin, I would assume they want to be able to smite good and law and chaos as well, and have no actual moral restrictions or imperatives, which is a recipe for a s+%# character, both for storytelling purposes and for mechanical balance. They could have just as easily made a cavalier or a fighter, or a warpriest, but then chosen Paladin because it seems more powerful.

My stipulation for making such a TN paladin, which I would do very hesitantly, is that they need to pick a deity or ideology with a very strong, demanding and specific ideology, and that ideology must be relevant to the campaign at hand. Then the smiting only be opposed to that deity's specific portfolio. For example, a Paladin of Pharasma would get smite undead / Smite fateless. If we aren't playing a campaign about undead and or people who time travel to alter history and the future, where people create undead a lot and it is accepted and useful, then clearly your character isn't going to be relevant to the story. A paladin of the Green Faith should have "Smite Civilized", and being in town should be disgusting.

In these campaigns, we might as well have rearranged our morality so that being a good person meant acting in accordance with your fate, or tearing down civilization, no matter how enticing it might be go renegade. We can do this with many ideologies. Does a paladin need to be chaste? In some settings chastity is virtuous. You might conceptualize chastity as being denying of humanity and evil. It doesn't matter, but the campaign should have an idea of something to call "good", that should be difficult to live up to completely, and can be made up of enforceable edicts and ethics that can be turned into a code.

If paladin players aren't required to live up to a code, one which doesn't benefit them (and therefore can't really be called 'good' at a stretch), then you haven't added anything to the game, you've only taken away the thing that makes the paladin it's own thing. What good is that?


memorax wrote:


Why because I use proper tactics and don't play a Paladin as Lawful Stupid. Attacking a sleeping opponent is tactics. A Paladin has to act honorably yes. I don't think that applies to evil creatures imo. I don't play suicidal characters either. Maybe you do I don't. A paladin is given special abilites to be used wisely and smartly against evil. Not to be thrown away on a pointless attack because it's the "heroic" thing to do. It's not to say as a Paladin I always ambush a enemy. I'm also not going to wake up a superior opponent and die. That works in stories and movies.

Okay. Numero uno... Stop using the term "lawful stupid" and use the proper term, "honorable."

Those are different words with different meanings.

Quote:
I'm not going to waste time writing up a character and give him a backstory. Only for him to die within ten minutes of a session because he did the honorable yet poor tactical choice.

Then do NOT play a Paladin. Do not play the class that is built to be honorable and valorous. There ARE tactics that can be used by a Paladin, I know, I play an "honorable" Paladin all the time and I use PLENTY of tactics.

I just don't kill enemies in their sleep.

Memorax wrote:
HWalsh wrote:


This is all so the Paladin can fight honorably and take evil head on.
No where in the code does it says a Paladin has to stupidly and willingly throw his life away in a pointless heroic gesture.

It is only throwing your life away if you die. I've lived through 9 levels so far playing "pure honor" in one of the most hardcore, nightmarish, DM throws everything at you, pulls no punches, and frequently throws APL+4 enemies against you, games that I have ever seen in 27 years of playing RPGs.

We are kept under WBL, we face enemies way stronger than us, and we manage to survive while STILL being honorable.

Just because YOU can't figure out how to do it doesn't mean it can't be done.

Quote:
That's great you just yelled at the top of your lungs to wake up the sleeping dragon. It just cost the life of half or maybe the entire party. But hey at least it was "heroic".

There is a difference between honorable and stupid.

One, you don't wake up the sleeping Dragon without everyone being well aware of the plan and knowing to be ready. Two, you make sure everyone knows what is going to happen so that everyone is ready for it. Three, you gather intel about the target before you fight it so that you can prepare ahead of time to deal with it.

You make sure everyone has a toolbox that they can pull from with numerous avenues in case of eventualities and surprises.

Have strategies that are known that you can fallback on. Develop strategies for specific situations so when they come up nobody has to guess what to do. Trust your team and their abilities as they trust yours.

Quote:
The next edition of Pathfinder. The devs need to grow a pair and develop a actual code of what the Paladin can or cannot do. What is considered a evil enough act to make a Paladin fall. It's too damn unclear imo and prone to personal bias from both sides on the alignment issue.

That is simple:

"Evil enough" is still evil, if it is even the slightest bit evil that is too evil for a Paladin. Its VERY clear what is and isn't evil.

If you have to ask yourself, "Is this evil enough to fall." then the answer is "Yes."


HWalsh I sincerely hope these special snowflake Paladins you enjoy also have to be human, AND they have ability score requirements too otherwise it IS just another class. Years of multiple D&D editions have said there are PALADINS of other alignments and using them or being told to call them something else is a pretty disrespectful thing to say


nemophles wrote:

Does the game really need another class for people who just want to hit monsters and not think to hard about right or wrong? Not really. Morals can mean a lot of things, but without needing to adhere to a code of morals, what is the point of a paladin? Any worthwhile paladin code can be conceptualized as LG.

The worst thing that might happen is that players are going to make apathetic paladins, who just go around being shameless opportunists, doing jobs for tyrants and then saving orphanages all the while getting paid and paying lip service to "Balance", and of course they are contributing to 'balance' by not fighting consistently for one side. Or even worse saying "I'm TN, I just don't care. Oh look, monsters! I smite them!" This takes out the entire fun and point of the paladin class, which is to be zealous and moralistic, and the challenge of playing a paladin is to have a harder road to walk, and have deep convictions that aren't easy to live up to. Example, you are obliged to accept a surrender, even though killing will benefit you more. You are obliged to not steal, even though it would be so easy and profitable. That is what makes the class engaging to play. The paladin should not gain extra smiting powers and saves because they took the easy option of accepting payment for mercenary work and running away when it got too hard.

If a player came to my game asking to make a TN paladin, I would assume they want to be able to smite good and law and chaos as well, and have no actual moral restrictions or imperatives, which is a recipe for a s*%~ character, both for storytelling purposes and for mechanical balance. They could have just as easily made a cavalier or a fighter, or a warpriest, but then chosen Paladin because it seems more powerful.

My stipulation for making such a TN paladin, which I would do very hesitantly, is that they need to pick a deity or ideology with a very strong, demanding and specific ideology, and that ideology must be relevant to the campaign at hand. Then the smiting...

Tie it a code or deity. In an ideal world powers of a particular paladin could be tied to that ideal if they so choose. It would also be nice if clerics could be developed on the lines of their deific devotions too. Mechanical that doesn't work on a broad set of rules. In a home game I would work the players to ensure the powers would be tailored to an appropriate devotion and work with them to develop an appropriate creed.

A paragon of a virtue is all I need in a paladin. The idea of a warrior devote to a cause is enough for me. As long as they stick to a code and show both devotion and sacrifice for their cause.


nemophles: Smite is easily done as those that have no neutral alignment component. That means LG, LE, CE, CG. Only 1 more than smite good.

As to the rest, a code of conduct is a code of conduct no matter the alignment. I fail to see why LG would be the only valid one.

HWalsh: "lawful stupid" is often the other side of "honorable." It's the reason the same kind of people that love playing kender also love to play paladins. It's an excuse to roleplay in a way to disrupt the game. Borrowing the wizards component pouch by the kender ranks right up there along with wake up the bad guys before charging...


Diffan wrote:
HWalsh I sincerely hope these special snowflake Paladins you enjoy also have to be human, AND they have ability score requirements too otherwise it IS just another class. Years of multiple D&D editions have said there are PALADINS of other alignments and using them or being told to call them something else is a pretty disrespectful thing to say

Actually not a single "edition" of (Pre-5th) D&D had non-LG Paladins. There were issues of "Dragon Magazine" that had them. They were never part of the core book (or part of the core lore in any world) and were always a completely optional thing.

In fact none of them ever even made it to a single hardcover book that I can recall though there were a couple optional ideas for DMs in the 2nd Edition Complete Paladin's Handbook (they were on 1 page, and gave no actual class listings just ideas for DM's to home brew their own)

There were no non-LG Paladins prior to 2nd Edition either. 2nd came out prior to the Dragon Magazine and none of those, as mentioned, ever actually made it into a book.

As for non-Human Paladins, those actually did pop up in lore. Those were in certain setting books.

As far as Ability Score requirements go, they still are in there after a fashion. Paladin abilities are tied closely to Charisma, for example, making Charisma more-or-less a requirement.


Don't forget Unearthed Arcana also had variant Paladins for 3.0 :)


graystone wrote:

nemophles: Smite is easily done as those that have no neutral alignment component. That means LG, LE, CE, CG. Only 1 more than smite good.

As to the rest, a code of conduct is a code of conduct no matter the alignment. I fail to see why LG would be the only valid one.

HWalsh: "lawful stupid" is often the other side of "honorable." It's the reason the same kind of people that love playing kender also love to play paladins. It's an excuse to roleplay in a way to disrupt the game. Borrowing the wizards component pouch by the kender ranks right up there along with wake up the bad guys before charging...

And that doesn't matter. Honorably facing an enemy doesn't mean "Lawful Stupid" and I am VERY well aware of what Lawful Stupid means. There is a huge gulf between honorable and that.

Here is an example: (One from one of our games actually)

One of the PCs did something less-than-honorable (okay, straight up evil) and killed someone (an NPC we had interacted with) in exchange for power from an enemy of ours. (Basically the character could get in, where the enemy couldn't and assassinate the person.)

Note: One assassination doesn't automatically make someone evil (It did, however cause him to shift from good to neutral) instantly.

He eventually was found out.

The party (very angry mind you) surrounded him on the deck of our ship. Lawful Stupid would have killed him, on the spot. Instead, if I remember, my exact words were:

"Friend Luther, I am disappointed in you. You ended a man's life in exchange for power, and what did it bring you? Are you happy now? Surrounded by your allies, many of us holding back our anger so as not to spill your blood here and now? Nay. I have said before Friend Luther, and I shall say again, when you try to combat darkness with darkness it only begets more darkness. The only thing that can truly defeat darkness in this world is light. I hope you think of these words, and remember, that while you slew a man who had committed no crime, we have spared you despite your own."


ermak_umk3 wrote:
Don't forget Unearthed Arcana also had variant Paladins for 3.0 :)

As stated, those were optional, not part of the core rules or part of the core setting rules.


ermak_umk3 wrote:
Don't forget Unearthed Arcana also had variant Paladins for 3.0 :)

"These paladin variants aren't meant to be unique classes in and of themselves, but rather alignment-based variations of the paladin. They have the same Hit Die, skill points per level, weapon and armor proficiencies, and spells per day as the standard paladin. Their class skill lists are nearly identical, with exceptions noted below. Their spellcasting functions identically to that of the standard paladin (though their spell lists are somewhat different). When a class feature has the same name as a paladin class feature, it functions the same as the one described for the standard paladin."

RPG Superstar 2012 Top 16

I'll also kindly point out that James Jacobs doesn't use off-alignment paladins, and turned in that article basically because he had a job to do. He didn't like writing it and doesn't treat it seriously.

"Everything a paladin can do, with none of the alignment restrictions' is right up there with "Our archer can shoot 3 arrows a round at first level!"

Pure cheese.


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ermak_umk3 wrote:
Don't forget Unearthed Arcana also had variant Paladins for 3.0 :)

It was updated to 3.5 and there are 3 variants. Further there were specific paladin types written for Dragon (issue #106 Plethora of Paladins) and then there is the Antipaladin which is a Paladin in all their mechanics too. Then there's 4th and 5th editions where alignment isn't required either.

The notion of ONLY LG Paladins is a dying one.


Aelryinth wrote:

I'll also kindly point out that James Jacobs doesn't use off-alignment paladins, and turned in that article basically because he had a job to do. He didn't like writing it and doesn't treat it seriously.

"Everything a paladin can do, with none of the alignment restrictions' is right up there with "Our archer can shoot 3 arrows a round at first level!"

Pure cheese.

I don't see this as particularly relevant. What a paladin is a notion is an open debate regardless of how JJ personally handles it. This is a debate over the use of terminology. In the interest of accommodating all my players and their philosophical point of view and their notion of a paragon, I will actually paladins of all alignments and hold them to their code, not my view of what those alignments should be like. However, I would make certain their code was rigorous and sacrificial in some way. Power for devotion to a clear ideal deserves its own class. A narrow subset of a particular view of LG is not.


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Aelryinth wrote:

I'll also kindly point out that James Jacobs doesn't use off-alignment paladins, and turned in that article basically because he had a job to do. He didn't like writing it and doesn't treat it seriously.

"Everything a paladin can do, with none of the alignment restrictions' is right up there with "Our archer can shoot 3 arrows a round at first level!"

Pure cheese.

I don't think you know what cheese is, but it certainly isn't linked to the Paladin class, not even Pathfinders better version.


Diffan wrote:
Aelryinth wrote:

I'll also kindly point out that James Jacobs doesn't use off-alignment paladins, and turned in that article basically because he had a job to do. He didn't like writing it and doesn't treat it seriously.

"Everything a paladin can do, with none of the alignment restrictions' is right up there with "Our archer can shoot 3 arrows a round at first level!"

Pure cheese.

I don't think you know what cheese is, but it certainly isn't linked to the Paladin class, not even Pathfinders better version.

Paladins aren't cheesy.

Paladins without the restrictions of Paladins are pure cheese.


I'll give you two takes on what a paladin is: Paksenarrion Dorthansdotter and Bahzell Bahnakson.

See The Deed of Paksenarrion by Elizabeth Moon, and David Weber's "The War God" series: Oath of Swords, The War God's Own, Wind Rider's Oath. I figure both of these are LG.

Then there's "Paladin", Richard Boone's character in "Have Gun, Will Travel". Mercenary, gun for hire. Definitely not your classic paladin. Probably NG.

You want to have other than LG "paladins" in your campaign world, have at it. That's a non-starter for me. <shrug>


I invite you to check out my Aeonic Paladin


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HWalsh wrote:
Diffan wrote:
Aelryinth wrote:

I'll also kindly point out that James Jacobs doesn't use off-alignment paladins, and turned in that article basically because he had a job to do. He didn't like writing it and doesn't treat it seriously.

"Everything a paladin can do, with none of the alignment restrictions' is right up there with "Our archer can shoot 3 arrows a round at first level!"

Pure cheese.

I don't think you know what cheese is, but it certainly isn't linked to the Paladin class, not even Pathfinders better version.

Paladins aren't cheesy.

Paladins without the restrictions of Paladins are pure cheese.

Mechanically speaking, not even close...


Diffan wrote:


Mechanically speaking, not even close...

Mechanically speaking, they very much are.

Paladins are BALANCED around those weaknesses.

You take those weaknesses away and Paladins are getting something for literally nothing,


Ed Reppert wrote:

I'll give you two takes on what a paladin is: Paksenarrion Dorthansdotter and Bahzell Bahnakson.

See The Deed of Paksenarrion by Elizabeth Moon, and David Weber's "The War God" series: Oath of Swords, The War God's Own, Wind Rider's Oath. I figure both of these are LG.

Then there's "Paladin", Richard Boone's character in "Have Gun, Will Travel". Mercenary, gun for hire. Definitely not your classic paladin. Probably NG.

You want to have other than LG "paladins" in your campaign world, have at it. That's a non-starter for me. <shrug>

Cool, doubt we'd ever game together in the first place so I don't see a problem here...


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HWalsh wrote:
Diffan wrote:


Mechanically speaking, not even close...

Mechanically speaking, they very much are.

Paladins are BALANCED around those weaknesses.

You take those weaknesses away and Paladins are getting something for literally nothing,

Unfortunately they're not, especially with how other classes are built and how well they work. A well-built Fighter, with all their feat options, can work exceptionally well compared to a Paladin. Again, a Paladin isn't straight up better mechanically speaking than other classes of similar caliber (full bab, weapon-based classes) which render further punitive elements unnecessary


Diffan wrote:
HWalsh wrote:
Diffan wrote:


Mechanically speaking, not even close...

Mechanically speaking, they very much are.

Paladins are BALANCED around those weaknesses.

You take those weaknesses away and Paladins are getting something for literally nothing,

Unfortunately they're not, especially with how other classes are built and how well they work. A well-built Fighter, with all their feat options, can work exceptionally well compared to a Paladin. Again, a Paladin isn't straight up better mechanically speaking than other classes of similar caliber (full bab, weapon-based classes) which render further punitive elements unnecessary

You aren't really familiar with Paladins are you, especially at higher levels?

Paladins are, by far, more "powerful" than Fighters.

Better saves? Check.
Same HP? Check.
Same BAB? Check.
Immune to Disease?
Immune to Fear? Check.
The ability to remove status effects? Check.
Immune to Compulsions? Check.
The ability to effectively boost their level and bypass any DR? Check.
The ability to effectively increase their HP? Check.
The ability to add bonuses to their weapons? Check.
Limited spellcasting ability? Check.

Now, am I saying in every situation is a Paladin "better" than a Fighter? No. Certainly not. Fighters are very good in certain situations, and probably 1 on 1 will beat a Paladin 8 out of 10 times.

(Depending on the Paladin of course, some of them negate 40+ pts of damage per turn from LoH.)

Level 10 Example:
LoH heals 5d6 HP, +1d6 HP (greater mercy), +12 HP (Fey Foundling), +10 HP (possible through Teifling FCB) = 6d6+22 (avg of 21+22=43)) and they can do this each turn, every turn, as a swift action. Giving them a potential buffer vs a Fighter in a 1 on 1 of an average of 40 damage, and that is only for starters.

What I am saying, truly, is that with all of their bits and bobs in most situations that PCs tend to face, especially while adventuring, the Paladin tends to come out on top of the Fighter.

In general, between PCs, an equal level Fighter vs an equal leveled Paladin, I have noticed, assuming equal levels of optimization, it comes down to the Paladin winning 2:1. This tends to be due to negation strategies and the fact that the Paladin usually hits almost as hard as the Fighter does.

(Usually the Fighter will be 1-2 points up, unless it is an evil Fighter than the Paladin will obliterate it in these situations.)

The Paladin's advantage is that he just has to deplete the Fighter's HP, a limited resource that the Fighter usually has little way to replenish. Whereas in the same situation the Paladin has a blanket of HP (from LoH) and often times even an emergency supply of HP (Hero's Defiance) to call on.

But hey, if you want, you and I can each put together a character, level 10, and meet in Roll 20 and see how it goes.

RPG Superstar 2012 Top 16

Fighter and paladin face off.

Paladin notes fighter is skilled with armor, and wearing plate and a shield, just like him, likely has a somewhat higher AC.

Paladin makes his sword Brilliant with Sword Bond.

Cue Dead Fighter.

==Aelryinth


I've seen both at high level, both in 3.5 and PF and unless the target is evil the Fighter pulls ahead overall. The sheer amount of feats available plus things like weapon training and advanced weapon training and critical feats they have more access to AND it wrks against every and all targets.


Aelryinth wrote:

Fighter and paladin face off.

Paladin notes fighter is skilled with armor, and wearing plate and a shield, just like him, likely has a somewhat higher AC.

Paladin makes his sword Brilliant with Sword Bond.

Cue Dead Fighter.

==Aelryinth

Pretty much.

Spoiler:
I once had a situation where my Paladin faced off against a Fighter, the Fighter could do around 40 damage per shot (we were level 10 so we only had 2 attacks per round but both of us had 3 because of magic and/or magical items)

I had around 90 HP
He had around 108 HP

I cast Righteous Vigor on myself and let him come at me.

He charged, did around 35 damage.

LoH'ed myself for 25, then hit him, haste attack hit him again (those were all at full BAB), missed with the iterative: Total damage: around 92, he was still standing. I had gained 11 temp HP from RV.

He unloaded, all three of his attacks hit me, total damage was around 112-ish. I'd have been dead... But then Hero's Defiance went off. So I was at 90, at the beginning, then was dropped by 35 to 55, then was healed for 25 so I was back up to 80, then gained 11 temp, so 91.

Easy win for the Fighter yeah? He did 108 HP after all. I am at -21 HP. Dead right?

Nope.

Hero's Defiance for 24, I was at positive 3 HP. My turn... Hit. Hit. and no point in even trying the 3rd one.

Why? I already hit him for 29 then 28 damage in round 1. So that was 57 of his 108, leaving him at 51 HP. I did 54 damage and also regained 10 Temp HP in the process. He dropped. Fight over.

That is also using the bonehead strategy, much easier if the Paladin fights that a little smarter.


Diffan wrote:
I've seen both at high level, both in 3.5 and PF and unless the target is evil the Fighter pulls ahead overall. The sheer amount of feats available plus things like weapon training and advanced weapon training and critical feats they have more access to AND it wrks against every and all targets.

Okay. You build yours, I'll build mine, we can meet in Roll 20 and duel it out if you want to see. How are you overcoming the Hero's Defiance and the LoH HP advantage?


HWalsh wrote:
Diffan wrote:
I've seen both at high level, both in 3.5 and PF and unless the target is evil the Fighter pulls ahead overall. The sheer amount of feats available plus things like weapon training and advanced weapon training and critical feats they have more access to AND it wrks against every and all targets.
Okay. You build yours, I'll build mine, we can meet in Roll 20 and duel it out if you want to see. How are you overcoming the Hero's Defiance and the LoH HP advantage?

I never used rolld20

Heroes Defiance is a nice spell, but you over come it by slugging it out and hope for poor LoH rolls OR that they only prepare the spell a few times instead of in every slot. However simply using a polearm, trip+ attack 3 more times and move 5-ft rise + repeat has work easily in the past. Also getting initiative 1st and not letting off any spells is also a good option too. Nt to mention this gs like Power Attack + Vital Strike and Weapon enhancements.

Still, the idea here is that the Paladin isn't hands down better than the fighter as it was in pre-3e days and the alignment restrictions don't make them more in-line aND balanced with other classes now


graystone wrote:

nemophles: Smite is easily done as those that have no neutral alignment component. That means LG, LE, CE, CG. Only 1 more than smite good.

As to the rest, a code of conduct is a code of conduct no matter the alignment. I fail to see why LG would be the only valid one.

What kind of acts would make this Scion of Neutrality paladin fall? Doing the same thing too many times on a row? Or doing anything ever with any effect? I wouldn't use these dual extremity smites because it doesn't actually lend the class or the player a position other than apathy or opportunism. The players have to come up with an actual ideal, and "I just love neutrality" does not make for a good paladin code; It doesn't actually lend itself to any position on any moral dilemmas, and leaves the players the freedom to just do whatever. Smiting specific opposing ideologies is an effort to maintain actual flavour for a potentially deflavoured class.

Of course there are codes of conduct that aren't LG. I provided instances of codes that aren't LG in my post. It is a challenge to come up with a neutral paladin code that is worth having in your game. Go on, come up with some, like I did, and contribute the thread.

I reckon the value of the class, and the paladins code, is that it should be difficult and require sacrifice and vigilance and trials. My entire post was saying that you could come up with some, but most of the worthwhile TN codes you come up with are codes that could be called LG or CE if you adjust the setting slightly.


Diffan wrote:


I never used rolld20

Its great. Amazing place to find other players and games.

Quote:
Heroes Defiance is a nice spell, but you over come it by slugging it out and hope for poor LoH rolls OR that they only prepare the spell a few times instead of in every slot. However simply using a polearm, trip+ attack 3 more times and move 5-ft rise + repeat has work easily in the past. Also getting initiative 1st and not letting off any spells is also a good option too. Nt to mention this gs like Power Attack + Vital Strike and Weapon enhancements.

No Paladin would prep it in every slot that would be silly.

The strategy you outlined though can be easily beaten. Heck my current Paladin beats it.

Check it out:

So, lets assume you have init.

You come in to trip, you succeed (this is round 1 so you only get one attack), I cast grace, my movements no longer provoke, and I use my move action to stand up. (This is *if* you can get the trip to stick, which is bad as I learned early on how bad it messed me up so the boots are specifically there to stop it.) Depending on how the GM rules it you may be able to AoO me for standing. Then I close on you by making a 5ft step. I am now in melee range. You do not get an attack of op to me closing. I make an attack.

Your action, you 5ft step back so you can use the pole, step up kicks in and I step forward onto you. Now you are in trouble. You might be able to use one of the things from WM Handbook to use the weapon in close range, but that gives me the advantage as your attack bonus goes down, and given my standard cycle's AC there is a good chance that your iterative will miss.

The advantage is now mine, and you have made a tactical error that you can't really recover from as a Fighter. Your best option is to withdraw on your next action, but you are also about to suffer through a full attack cycle from me. You're going to be severely injured with no way to recover quickly enough and you are forced to either fight at a disadvantage or withdraw, which, in this kind of situation isn't good.


nemophles wrote:


What kind of acts would make this Scion of Neutrality paladin fall?

Ok, I just decided what makes them fall. It's if the TN paladin ever does anything nice to anyone while some authority figure tells them to, because that's lawful good. But also if the do anything nice to someone while someone tells them not to, because that's chaotic good. If they do something nice, they need to do it specifically while nobody has any opinion on whether they should or not.

Or, they are doing something from an internal emotional state, which is chaotic. But if it helps anyone, then that's CG, so they fall. And if it hurts anyone, that's CE, so they fall. They need to only follow emotions that have no effect on anyone, or specifically hurts someone while helping someone. And of course, they need to include their own welfare in the equation, or else they could be acting self-interestedly, which is evil.

So, maybe they act emotionally, killing one person and saving another!
Oh, but you see, That is what adventurers do all the time anyways. Slay a dragon, get it's gold. Dragon loses, adventurers win. Rob a bank, get gold. Bank loses, PCs gain gold. Catch a bank robber. Robber loses, bank wins. Get into a bar fight. Win or lose, someone wins and someone loses.

Some things are not zero sum games. Trading for example. Everyone wins. That's good. But he can't smuggle, because that'd be chaotic. And if he doesn't smuggle, that'd be lawful. SO he has to smuggle sometimes. Just like every other opportunistic adventurer that ever existed in this game. Oh, what a strict and powerful code they must follow.


HWalsh wrote:

So, lets assume you have init.

You come in to trip, you succeed (this is round 1 so you only get one attack), I cast grace, my movements no longer provoke, and I use my move action to stand up. (This is *if* you can get the trip to stick, which is bad as I learned early on how bad it messed me up so the boots are specifically there to stop it.) Depending on how the GM rules it you may be able to AoO me for standing. Then I close on you by making a 5ft step. I am now in melee range. You do not get an attack of op to me closing. I make an attack.

So you take a double move and attack (stand up + an extra 5-ft step + attack)? How's that work?

HWalsh wrote:


Your action, you 5ft step back so you can use the pole, step up kicks in and I step forward onto you. Now you are in trouble. You might be able to use one of the things from WM Handbook to use the weapon in close range, but that gives me the advantage as your attack bonus goes down, and given my standard cycle's AC there is a good chance that your iterative will miss.

Sure but Step Up works once and if I have Lunge chances are I'm going to keep you out of range. But I wouldn't make a normal attack, I'd try to trip again (touch trips are easy to pull off with certain weapons). Rinse and repeat until you can't cast Grace and start provoking AoOs unless you have boots that allow double move + attach, which I don't know about.

HWalsh wrote:


The advantage is now mine, and you have made a tactical error that you can't really recover from as a Fighter. Your best option is to withdraw on your next action, but you are also about to suffer through a full attack cycle from me. You're going to be severely injured with no way to recover quickly enough and you are forced to either fight at a...

Or use Lunge and ways to keep you constantly moving to keep nullifying full-attacks.


Diffan wrote:
*snip*

First:

Your first action would be a trip. For this, you have to be at least within 1 square. If you are:

Ie:
You:
Move (move)
Trip (standard)

Me:
Grace (swift)
Stand (move) (boots so no provoke)
5ft step (since I didn't move)
Attack (standard)

-----

If you *did* Lunge:

Me:
Stand up (move) (boots so no provoke)
Grace (swift)
Use boots to move 30 ft (immediate)
Attack (standard)

-----

Now that I'm in melee no matter what you can't attack normally. You're in danger and have to get away without 5ft stepping.

Edit: yeah my current DM loves trips and reach enemies. It's one of the things I spec against.

In an emergency pinch use Angelic Aspect to fly to negate all trip attempts, which I can reliably cast defensively.


TOZ wrote:
Damn this NDA.

Did you break the NDA by acknowledging the NDA? That's a thing, you know.


ermak_umk3 wrote:
Phasics wrote:

Can such a thing exist ?

A class all about maintaining the balance between good and evil law and chaos ? could such a class even function or would the paradoxical decision required drive most True Neutral Paladins Insane ?

with "Smite Other" ;) anything outside of a true neutral is fair game for balancing hehehe.

Or is a True Neutral Paladin just another name for an existing class ? if so which class would you consider to be a True Neutral Paladin if such a thing can even exist.

From 3.5 Dragon magazine #110 there is an article "Champions of the Divine Paladins of other alignments" by none other than James Jacobs which has a true neutral pally known as the Incarnate.

Instead of detect magic they can detect creatures with an alignment subtype.
they get some basic elemental attack abilities rather than healing
they get to smite any extreme alignment
they can rebuke outsiders
they get an elemental companion rather than a mount
they get commune with nature as a spell like ability
& they get a more Druid like spell list

IN other words, they are actually a different class with different class abilities and actually, aside from the name of the article, a different class name? Aside from that they are a neutral Paladin?


HWalsh wrote:
Diffan wrote:
*snip*

First:

Your first action would be a trip. For this, you have to be at least within 1 square. If you are:

Within 2 squares as I'd be using a pole-arm (most likely a Fauchard)

HWalsh wrote:


Ie:
You:
Move (move)
Trip (standard)

Secondary attack (benefit of Greater Trip): Disarm

HWalsh wrote:


Me:
Grace (swift)
Stand (move) (boots so no provoke)
5ft step (since I didn't move)
Attack (standard)

You'd have to pick up your weapon, so your Standard Action would be to pick up that (which, isn't a move action and thus provokes an Attack of Opportunity which I'd use to trip). Also, what are these boots called? I looked through the Feet items and I didnt come across boots that allowed free movement actions (I did just quickly browse so it's quite possible I just didn't see it).

Me:
Power Attack (free)
Full-Attack (with Power Attack and Furious Focus and including another Disarm is possible)
5' step (free)

Rise and Repeat. Now you will eventually go through your spells OR I'll miss my trip + Disarm. It's possible I miss on all my attacks and it's possible that you roll a nat 20 and go first in the encounter.

There are a LOT of "if's" in this scenario. If we're talking 20th level with all assumed wealth-by-level then tripping is rather "meh" since we'd probably both be flying (you with Angelic Aspect and me with Winged Boots) and we'd both be hastened with either potions or items and what not.

The point, however fun this exercise was (and I think it was :) ) is that a Paladin used to be flat-out better in almost every regard Class-wise prior to 3rd Edition to the Fighter. So then their alignment requirements, along with stat-requirements and racial requirements ALL went into making it more balanced. There were HUGE pitfalls for falling and it wasn't very easy to gain atonement (usually a perilous quest many levels above yourself) which gave people the idea that Paladins were rare.

Strictly from a character-building perspective they WERE rare because it was hard to hit the Stats of Wisdom and Charisma when you were rolling in order OR had DMs not allow you to reallocate your scores after they were rolled OR your stats were semi-OK but the MAD nature of Paladins made your character overall weaker and Pallys often died early on.

As 3rd edition rolled around (and later v3.5) Fighters, getting feats and Skills, along with the easy nature of Multiclassing (especially with classes like Barbarian and Cleric) it made playing a Paladin a rather "meh" affair. You had a guy who was a Barbarian 1/ Fighter 2/ Cleric 17 who got 9th level spells, Raged, bonus Fighter feats, Smite (if Destruction domain), Turn Undead, and could use divine wands compared to a Paladin who's horse was never very appropriate for every encounter AND they needed to invest resources (feats) to make their 1 feature better. their other feature (Smite) is only good against evil creatures so DMs, at least the ones I had, loved using Constructs and Animals to defend enemies, thus rendering one of my main attacks irrelevant.

Then 4th hit and Paladins were relieved of their Alignment duties. Sure the connotations therein pushed the "Just and Holy Warrior" aspect and there were consequences for abuse of your powers but they weren't black-and-white LOSS of powers for sneezing in front of the Bishop or Swearing when you lose at Cards (hyperbolic, I know). And 5th edition continued the trend of no hard Alignment requirements for Paladins based completely on feedback and surveys. When the Paladin playtest came out and it was required that you had to be Lawful (not even Good, but any Lawful) people lost their minds on the messageboards and feed-back surveys. Same thing with the Monk.

So if someone wants to make a Paladin of Neutrality and come up with a list of Dos and Don'ts for this alternate version, I'm all for it. I'm all for calling that a Paladin too. If it can detect specific enemies, smite, channel healing, wear armor and fight with swords and is generally considered the right-hand of their religion/deity/ideal then that's a Paladin. Alignment need-not apply

Liberty's Edge

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HWalsh wrote:


Okay. Numero uno... Stop using the term "lawful stupid" and use the proper term, "honorable."

Their a reason why that term now exists. Their also a difference between acting honorably. Another when a player does it to a degree that put himself and his party at risk. Hence the term Lawful Stupid. You want to portray the second that's fine. Take the risk on your own as a character. Nothing in the Paladin code requires the party to follow a player who wants to play a streotype to stupid degree.

HWalsh wrote:


Then do NOT play a Paladin. Do not play the class that is built to be honorable and valorous. There ARE tactics that can be used by a Paladin, I know, I play an "honorable" Paladin all the time and I use PLENTY of tactics.

Some us actually have a life outside of gaming and it requires more than making characters who die because of poor tactical choices. It's one thing if I do something dumb on purpose and my character dies. I'm not going to play Lawful Stupid only so that my character can die within ten minutes of a game session. I have give up my personal time to go to a game session. I want to have fun. Not spend time wasted on a new character.

HWalsh wrote:


I just don't kill enemies in their sleep.

I can respect that but that's your play style. Not everyone else. Respect that others don't play the game the same you do.

HWalsh wrote:


It is only throwing your life away if you die. I've lived through 9 levels so far playing "pure honor" in one of the most hardcore, nightmarish, DM throws everything at you, pulls no punches, and frequently throws APL+4 enemies against you, games that I have ever seen in 27 years of playing RPGs.

That some very convoluted logic right there. It's a good tactic as long as your character survives. What about everyone else at the table? To they get a say whether or not to have their characters possibly die. Or the Dms game falls part because the players all decided to follow the player using no tactics. Beyond "see evil enemy and charge". Again point to me where it says a Paladin is supposed to commit suicide in fighting evil. That everyone else character is supposed to do the same.

As for never dying because of poor tactical choices. Sorry but I don't beleive it. Not for one minute. Let alone a second. i have been playing almost as long as you have. Too often way too often I have seen both Paladins and non-Paladins dying because of charging straight towards the enemy. Waking up a enemy because it's dishonorable. Maybe luck enough to survive more than dying. But no deaths for 27 years. Sorry don't beleive it.

HWalsh wrote:


We are kept under WBL, we face enemies way stronger than us, and we manage to survive while STILL being honorable.

All well and good. But none of that requires poor tactical choices on the part of a player. None of that requires a Paladin to throw his life away in a futile but honorable gesture.

HWalsh wrote:


Just because YOU can't figure out how to do it doesn't mean it can't be done.

Translation if you don't play it the way I do and only the way I do your doing it wrong.

HWalsh wrote:


One, you don't wake up the sleeping Dragon without everyone being well aware of the plan and knowing to be ready. Two, you make sure everyone knows what is going to happen so that everyone is ready for it. Three, you gather intel about the target before you fight it so that you can prepare ahead of time to deal with it.

All well and good but your asking everyone to risk player death simply because you consider attacking a sleeping opponent dishonorable. One faces player death in every encounter. I refuse to lose a character because of a poor tactical choice. It's not fun for players or DMs. Now if the odds are in your favor with magic, items go for it. Going up against a Dragon that can TPK the party is the very defination of lawful stupid imo. You can;t always plan out every encounter. Want to make poor tactical choices a character YOU take the risk. Not everyone else

HWalsh wrote:


If you have to ask yourself, "Is this evil enough to fall." then the answer is "Yes."

No thanks but that's way too open to extreme personal bias on both the player and DM. We need a Paladin code written by the devs as to what is a evil act.


A "Paragon" class could be nice, with different names, codes, and abilities for different alignments. LG could be the most restrictive, and they're Paladins.

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