True Neutral Paladin variant


Homebrew and House Rules


This is my attempt at building a paladin variant for a diety in a campaign that is true neutral and has reign over the elements of fire and lightning.

https://www.icloud.com/iw/#pages/BAIStj-lOW7yrdpXFnaBvFo2MsvAFYR6Oa2F/Palad in_of_Qatesh

Over powered? Under powered? Questions, comments, concerns?


No comments?


I'm on my phone so I can't check it out, but does it have cool elemental smiting abilities? Everyone knows that evil is opposed to good, chaotic is opposed to lawful, and neutral is opposed to neutral. A well crafted neutral "paladin" would be hunting down and destroying those who are doing neutral wrong.


My personal opinion is that asking the GM "May I smite?" every time I want to smite is
1) wasted table time
2) gives too much control to the GM. I think a class feature should be activated by the player's will, not the GM's will.

Compare with the Paladin - When paladin smites, he says so, and it happens. The player chooses how he influences narration by deciding whether to smite. No asking for permission.*

In your homebrew class, I feel the character is half controlled by the player, and half-controlled by the GM. I think this goes against the nature of Tabletop RPGs where narration is a cooperative effort from all players / GMs.

* Paladins can fall, but that's another can of worms entirely. For the purpose of activating class abilities, the player has full control over his own character.


I created the class, the GM is enforcing the rule to ask permission from a deity.

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