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I wouldn't think so. Paladins fall because they do something in-game. Prior to playing in a scenario therefore, you can't have taken any actions to cause a fall.
Is there a reason you want to? I could imagine either running as a Paladin and then simply roleplaying that you don't have access to the abilities you'd lost (because it's your choice to use them) or to play level one as a fighter or something with that as your backstory.
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Was a back story consideration mostly.
I realize that starting as a fighter is the way to realistically go in a situation where you fail out of paladin school or screw up in someway before you go adventuring, but just thought I would ask?
It is ok to ask, I am just tired of people try to explain ridiculous mechanical choices with their character background. As written an ex-paladin is just plain worse than a fighter (I think the only real advantage would be the class skills).
Not quite 9 Int Wizard territory, but I am a little wary when it comes to things like this.
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I have a ton of ideas now for using this as a backstory for a character though. Like a lawful neutral monk who simply believed too strongly that sometimes the greater good required evil and couldn't hack it. Or a chaotic good armored hulk barbarian, whose rage at injustice was simply uncontrollable. Maybe a character who did something horrible in the past, something they've always regretted, and they gradually "earn" back their paladinhood in their own mind, which is mechanically represented by retraining lower levels into paladin gradually.
Sounds like an idea with a lot of mileage.
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Well you could think of it as different class skills and a free feat that is Iron Will(because of the +2 to will saves paladin gets instead of fighter), instead of the fighter bonus feat.
Good, you obviously have a plan for the character, that clears 99% of my problems with the concept.
As is starting with a character that no longer has the right alignment could work, whether it can be done before you have played is another matter(or rather, if a CG Palain is a legal character, since he would immediately fall one it actually plays a scenario).
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Just build a paladin and don't use detect evil or smite evil. Each session, be sure to commit chaotic acts until the GM gives your paladin a fall.
You want to avoid committing evil acts to fall because some GMs might rule your character dead. (They are supposed to warn you, but...)
PFS dms will probably think its par for the course....
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I've been considering doing the same thing. I want to make a Wayang Paladin of Kelinahat -- the LG Archon of Intelligence, Spies, and Stealth.
My first thought was that it would be easier to just go ahead and have her pre-fall than to wait for a GM to disapprove of her righteous spying ways.
But what I think I'm going to actually do is take 1 -- or maybe 2 -- levels of Paladin, with the rest being Infiltrator Inquisitor. And then when she does fall, I just won't worry about it.
Edit: Actually, just having posted this, I'm excited again about my original idea. Wayang Paladin, with a couple of levels of Ninja.
Renegade Paladin
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I've been considering doing the same thing. I want to make a Wayang Paladin of Kelinahat -- the LG Archon of Intelligence, Spies, and Stealth.
My first thought was that it would be easier to just go ahead and have her pre-fall than to wait for a GM to disapprove of her righteous spying ways.
But what I think I'm going to actually do is take 1 -- or maybe 2 -- levels of Paladin, with the rest being Infiltrator Inquisitor. And then when she does fall, I just won't worry about it.
Edit: Actually, just having posted this, I'm excited again about my original idea. Wayang Paladin, with a couple of levels of Ninja.
Nothing in the paladin's code disallows surveillance. :P My favorite character of all time (and the one this account is quasi-named for) put in seven levels of rogue before finding the light and going paladin. And that being 3.5, he took the Devoted Inquisitor feat and smote the thieves' guild from the shadows for the rest of his career.
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A character who could not reach the high standards of a paladin and 'dropped out' before being ordained is something I am working on. Probably a character that is pushed towards a knightly order but was born to the less rigid path of an Oracle.
As for someone who was a fully ordained Paladin and then fell, I'd imagine you'd have to engineer doing that in a scenario.
W
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I have a ton of ideas now for using this as a backstory for a character though. Like a lawful neutral monk who simply believed too strongly that sometimes the greater good required evil and couldn't hack it. Or a chaotic good armored hulk barbarian, whose rage at injustice was simply uncontrollable. Maybe a character who did something horrible in the past, something they've always regretted, and they gradually "earn" back their paladinhood in their own mind, which is mechanically represented by retraining lower levels into paladin gradually.
Sounds like an idea with a lot of mileage.
I actually have a LG monk who probably would've been a paladin if his Cha wasn't so terrible.
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I'd be fine with letting you do it, though making your paladin fall in-game is a better way of doing it, unless you have a really specific plan in mind that you know will work better.
A paladin who falls is just a paladin without some class features though. It's part of the game and doesn't send you packing out of PFS, so why not?
Take your fellow players into consideration, though - you're potentially weakening every party you play that paladin with.
Victor Zajic
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torrquan wrote:Was a back story consideration mostly.
I realize that starting as a fighter is the way to realistically go in a situation where you fail out of paladin school or screw up in someway before you go adventuring, but just thought I would ask?It is ok to ask, I am just tired of people try to explain ridiculous mechanical choices with their character background. As written an ex-paladin is just plain worse than a fighter (I think the only real advantage would be the class skills).
Not quite 9 Int Wizard territory, but I am a little wary when it comes to things like this.
Maybe you should be less judge-y about someone's character when they aren't asking for advice about how to build that character. If the person's concept bothers you so much, try not posting on the thread.
Back to the OP -
While I don't think you can technically start play as a fallen paladin. But you can say at the start of your first game that you forsake your paladin code and choose to fall, thus making your character's mechanics fit with your concept.
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Maybe you should be less judge-y about someone's character when they aren't asking for advice about how to build that character. If the person's concept bothers you so much, try not posting on the thread.
Maybe you should keep in mind this is a cooperative game, and someone who is trying to build a character to suck on purpose (the above mentioned 9-Int wizard) is violating the "Don't be a Jerk" rule by making the game harder on his party without their foreknowledge or consent. The OP, however, is aware of the limits to his character and seems like he will be able to make a viable character despite the roleplaying choice. Therefore "9 Int Wizard" doesn't apply to him. That's all Sebastian Hirsch was trying to ascertain.
Frankly, I think the hardest part of playing this character will be getting a GM to actually say you fall.
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Frankly, I think the hardest part of playing this character will be getting a GM to actually say you fall.
That part is quite easy. Before each game, just tell your GM that any of your actions that might seem like a violation of paladin code are actually meant to be a path to falling, and that you're totally ok if he thinks it's time for your paladin to fall.
I suppose there are a lot of GMs who will not have a paladin fall because they either don't want to hurt the character for things the player didn't mean to be violations or because they simply don't look too close at the paladin's actions because PFS is a bunch of murder hobos anyway (or both). Making these GMs aware of the fact that you actually aim at having your paladin fall can help a lot.
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I've been thinking about ex-paladin/draconic sorc/dragon disciple, who is slowly overtaken by the effects of red dragon blood used in the disciple initiation rituals. Freaky stuff.
Why would dragon disciple mean I had to fall?
Ok the dragon-blood slowly corrupting the goodly blood is ripe for RP options. :)
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need a fast way for your paladin to fall?
depending on the Judge just use the skill Bluff
LazarX
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Was a back story consideration mostly.
I realize that starting as a fighter is the way to realistically go in a situation where you fail out of paladin school or screw up in someway before you go adventuring, but just thought I would ask?
Then just say that you are an ex-paladin who retrained to Fighter.
Renegade Paladin
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need a fast way for your paladin to fall?
depending on the Judge just use the skill Bluff
That thread is so full of it. The paladin shouldn't run around flanking, what a joke. What was the knight's move spell in 3.5 for, then?
Ah well.
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I don't think there's a direct link between falling and dragons, but choosing a chromatic dragon to emulate while entering the class is a narratively rich decision. Exactly as you said.
I should have mentioned my dragon disciple is a paladin. I forgot that stuff, only shows up in PbP threads :)