Paladin Archetype Concept: Swapping Code and some other abilities for Oracle's Curse


Homebrew and House Rules


The main goal I had in mind as it seems no matter what people can't escape the bad juju associated with the paladin's code, so I ahd an idea; since alot of people seem to be OK with oracle's Curses, enboguh to where alot of supplemental curses exist throguhout adventure paths and supplement books, I was thinking maybe it could be possible to circumvent the taboo associated with the Paladin's Code without heavy alteration to many class abilities by letting them take an oracle's Curse. Hwoever, Oracle's Curses usually have benefits; what class feature would be fair to drop for Oracle Curse benefits?


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Maybe divine bond? It's difficult to say what's fair, because some curses are way more restrictive or have way better powers than others, and some of them affect the Paladin very differently to the Oracle.

I suspect this is missing the point in the code. Yes, it does cause a lot of problems, but nearsightedness seems like a very strange alternative to having to be the good guy. They're very different kinds of restriction and Paladins with curses and no code make very little sense to me.

I just modify the code to be less restrictive and less ambiguous:

Paladin: You can only fall by changing your alignment, repeatedly violating your code (and ignoring warnings) or intentionally committing a serious evil act. You don’t need to get atonement cast on you when you associate with evil characters if it’s to resolve an emergency or try to redeem them.

Anti-Paladin: You aren’t required to “impose tyranny” or “punish the good and just”. Instead you must punish those who oppose you. You can only fall by changing alignment, repeatedly violating your code (and ignoring warnings) or intentionally committing a selfless act of sacrifice for a good cause.


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I agree with Mortuum, replacing the Paladin's Code doesn't make a variant Paladin so much a something completely different.

The Code, a requirement to behave in a certain way, is the whole point of that class. An Oracle's Curse just doesn't have the same effect.

Certainly, I would suggest making sure that the Code is understood between Player and DM expectations. Loosening it, or at least making sure the DM doesn't use any "Ha! Gotcha!" situations. Or even just re-write the whole thing for your game.

But the Curse just doesn't serve the same function.

Now, a Paladin with a Curse does sound like an interesting archetype, maybe replacing Divine Bond.


Mortuum wrote:

Maybe divine bond? It's difficult to say what's fair, because some curses are way more restrictive or have way better powers than others, and some of them affect the Paladin very differently to the Oracle.

I suspect this is missing the point in the code. Yes, it does cause a lot of problems, but nearsightedness seems like a very strange alternative to having to be the good guy. They're very different kinds of restriction and Paladins with curses and no code make very little sense to me.

I just modify the code to be less restrictive and less ambiguous:

Paladin: You can only fall by changing your alignment, repeatedly violating your code (and ignoring warnings) or intentionally committing a serious evil act. You don’t need to get atonement cast on you when you associate with evil characters if it’s to resolve an emergency or try to redeem them.

Anti-Paladin: You aren’t required to “impose tyranny” or “punish the good and just”. Instead you must punish those who oppose you. You can only fall by changing alignment, repeatedly violating your code (and ignoring warnings) or intentionally committing a selfless act of sacrifice for a good cause.

Samasboy1 wrote:

I agree with Mortuum, replacing the Paladin's Code doesn't make a variant Paladin so much a something completely different.

The Code, a requirement to behave in a certain way, is the whole point of that class. An Oracle's Curse just doesn't have the same effect.

Certainly, I would suggest making sure that the Code is understood between Player and DM expectations. Loosening it, or at least making sure the DM doesn't use any "Ha! Gotcha!" situations. Or even just re-write the whole thing for your game.

But the Curse just doesn't serve the same function.

Now, a Paladin with a Curse does sound like an interesting archetype, maybe replacing Divine Bond.

I'll keep these in mind. Thank you

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