Working around Lawful Good


Advice


Hello! I need your advice on the following topic.
A friend of mine is building a Paladin (Oathbound, charity); as usual, he's going Lawful Good, but we would like to find a way to make it less "annoying" for the party.

In other words, we are looking for ideas on how to justify actions (both made by him or the party members in his presence) that usually fall under the Neutral or even Chaotic spectrum (No evil acts).

Since the Lawful aspect of an alignment is quite open to interpretation (a lot more than Good), it's not impossible to "cheat" your way out of it, without actually changing alignment.

So which ways would you use to "transform" non-lawful acts (such as non-violent crimes) into lawful (good) ones?
Would you write a "code of conduct" yourself, instead of simply abiding the law of the land (or a specific order's code), and if so which points would you add to it?
How would you convince the paladin that what you did doesn't go against his code?

Any tip is appreciated!


What kind of actions are you looking to justify?


Non-Violent crimes sounds firmly neutral and possibly evil. I concur with Balkoth, needs more information.

Sovereign Court

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all this.


Paladin doesn't have to go around punishing every wrongdoer they see. A simple *tsk* *tsk* while refusing to directly participate in malfeasance while gently shepherding those around him to hopefully make better choices in the future.

A lawful character doesn't have to go around advocating everyone follow the rules all the time, any more than a chaotic character has to go around telling everyone to break the rules all the time. Mostly your alignment describes how you organize your own life, not the lives of those around you.

I've been in lots of mixed parties with Paladins and I've never found it to be an annoyance if the Paladin is played well (admittedly sometimes I'm the Paladin so I obviously wouldn't find it annoying, but I'd like to think I'm okay at it.)


allow non lawful good paladins and customizable oaths/codes of conducts and see if that would be something he is interested in?


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When I rolled up a Paladin, I wrote the following as an addition to the character's sworn Code in an attempt to avoid things that might be annoying for the rest of the party:

Quote:

-I recognize the limits of my power, and that I cannot do all things at all times. I am willing to set aside the immediate good if there is a long-term good that is more important, though I do not do so lightly or as an excuse to avoid doing what is right.

-I recognize that there are many solutions to problems, and that I do not know all things. My way is not the only way, and not everybody acts (or should act) as I do. I will listen thoughtfully to others, and if I have objections, they will be practical ones - not simply a desire to make others conform to my will.
-I recognize that true honor comes from my own behavior, and that neither fame nor fortune are my goals. However, I also understand the importance of my reputation, and I will live in such a way that none have cause to blame me.
-I understand the weight of my sword - and of my heart. Without righteousness, my blade is only useful for violence. My true strength is not the power of my blade, but the power of my heart.
-I will be temperate in my words and actions, not zealous, for a thoughtful mind finds it easier to avoid error. I will not be afraid to question myself, admit my errors, or seek new ways to improve - for I am not perfect, and I can always improve myself.
-In battle, I seek victory, for I cannot help others if I die. While I will fight fairly when the fight itself is fair, I will seek more practical measures when it is not - there is no dishonor in efficiency, especially if it preserves my strength or helps protect others.
-I believe in goodness above all else. The code I have sworn is only as valuable as the good it supports, for restrictions alone are meaningless. Should any part of my oaths ever cease to support goodness, or to be so ineffective in comparison to another action that I could not justify the inferior choice, I am no longer bound by them until they once more align with righteousness. This takes precedence over all other oaths I have made, or shall ever make in the future.


Think about it this way - most people, just being people, are Lawful Good. You do your best to not break the law while doing what you think is right.

The paladin is beholden to the basic code / code of deity / oath of charity. Law of the land should be respected, but it doesn't supercede.

Refuse to participate in theft, but only try to stop it if it's a malicious act: stealing from the poor, threatening the livelihood of the target, etc. Depending on the paladin's deity, it may be of utmost importance to protect your friends/traveling party. You may go with them on a heist, refuse to help commit the actual crimes, give them a short lecture before, about how chaos is not the way, then accompany to "watch over them" ensuring they neither succumb to too much greed or commit a truly evil act.

I have a hard time imagining good characters, even chaotic good, would be stealing from a benevelont person, lawful good society, etc. If you're robbing the poor, stealing from a temple of a good god/goddess, etc, you're looking at that character jumping into evil.

Here's an example: a Lawful good paladin is walking down the streets of Cheliax - a land that is ruled by evil. Does the paladin put following evil law above doing good and following the paladin code/code of the god? Maybe I'm more lax with Paladin rules, but IMO their highest authority is their deity/paladin code, then the oath of charity, then they should do their best to observe the laws of the land that are good and just. Let's assume the paladin follows Seranrae.If the party is stealing and the paladin goes along to keep things from going bad, protect friends, etc, but it still seems unlawful or non-good, maybe your paladin gets a little scorched or sunburnt, showing the goddesses disfavor, and must do a minor repentance or community service act.

As long as you're not doing something bad enough to fully shift alignment or fall, toeing the line shouldn't break your game. Committing one minor neutral or chaotic act, such as looking the other way while your rogue steals from a slimy loan shark, doesn't undo a lawful character. If you rob the local food stores or temple, different story.

The Exchange

There are a lot of good ideas here. I look for, "probable cause", You could look it up in American law. There are a lot of websites about this and convert it to Pathfinder.

If there is noise or action in a structure that sounds violent, generally as a rule a GM may allow you to enter. Another example if there is blood going underneath the door a GM may allow you to enter. Look for a reason and that will allow you all to go in and enter a building justly.


Assuming the DM is not an extreme code-enforcer, it's all about the player.
I have played with some paladins (and an anti-paladin, too) and never had any problem. Of course if you mix paladins and hopless troublemakers in the same group, something bad is bound to happen; but otherwise just relax, play your characters and let the paladin player enjoy his class.

I have played a paladin too: my deity was Shelyn, and while I never bothered to read specific codes, my goals were clear and I sticked to them.
When two members of my group, a cleric of Pharasma and her equally-faithful brother, met some people who worshipped Pharasma too, but were doing strange experiments with undeath, they screamed at the heresy and wanted to execute them on the spot.
Those people didn't ping as evil, so I told my companions that I wasn't going to be involved in their holy wars and convinced them to escort them to the nearest temple of Pharasma and discuss the matter with the authorities there.
Everyone was reasonable and it worked out very well; you don't have to exacerbate every possible conflict just because there's a paladin in the group.
What if my buddies attacked anyway? Well, I would have walked away and maybe rejoin them later, as my character did know that holy wars are a thing although he didn't like them, and there was really no need to break the group at the first difference of opinions.


Plenty of good tips here!

I have to say I do not agree with those who say lawful good is the average person. In my experience, lawful and chaotic, just like good and evil, push the limits of the average.

A lawful character doesn't just follow a set of laws; he tries to enforce it. Not all the time, of course, but in some major cases he should.
Likewise, a chaotic character should not just ignore laws. He should, in some situations, try to literally break the rules, and for no reason he should work for those who make the rules (such as guards, kings, and so on).

On the good/evil side, you wouldn't say a "normal" person is good. Everyone does what's more convenient to them or what makes them feel better. They won't risk their lives for a stranger, nor they will kill an innocent just for fun. The "not killing someone who gave you trouble" often doesn't fall under not being evil, but rather under not breaking the law.

As for the paladin, writing his own code goes great lengths in RP and will help him decide in each situation what's the right call.

If the master doesn't allow for skill checks between players (I usually don't), bluff. Tell him it's for a greater good. You're stealing? Tell him the object was stolen from you in the first place, or that the owner is an evil man and deserves punishment for his greed, or whatever. You want to beat someone up? Tell him he started it, or that he hits kids, or make him the bad guy in some other way.

It's not always easy, and he should give you a hard time for some stuff. But if he trusts you (and he can't make a sense motive check), he should believe you are doing the right thing too.


So there's a couple issues here. One, your title is wrong. The issue is not Lawful Good. LG is just an alignment like any other. LG works with CG the same as LE works with CE, or LG/LE and CG/CE. They clash on some issues but agree on some general principle. Paladins are a whole different issue as they have a code of conduct based on LG principles that makes certain interactions more problematic (specifically Evil). Two, as other people have said, non-violent crimes are probably Evil. Theft is non-violent, that doesn't make it victimless. Someone is suffering for someone else's gain. Additionally, lying or misleading someone probably also falls under Evil, especially if you're doing it to avoid punishment or for personal gain. It's fraud, basically. Lying to the Paladin is a time-honored way for the game to fall apart when they finally find out. Don't do that.

So step 1: Holy @#$% don't actually be Evil. Your "non-violent crimes" better be against someone you can prove deserves it. The Paladin probably can't help you commit a crime and they're required to punish you if you're harming innocents.

Step 2: Don't do Evil either. Same as the last one, the Paladin doesn't like you harming innocents.

Step 3: There are no more steps. Seriously. The Paladin code does not require anything from a Paladin's companions. Every part of the Paladin code expresses something that the Paladin (and only the Paladin) is required to do. The only part that might include party members is: "punish those who harm or threaten innocents". That includes party members if they happen to be guilty of that (and probably makes working together much harder). Paladins can even work with Evil, so long as they feel it does more good than harm. Chaotic or Neutral can't be any worse.

Follow those simple steps and you'll do just fine. Again, the Paladin code only restricts the Paladin. You never need to convince the Paladin that your actions follow their code, just that they don't require the Paladin to smite you. Don't do Evil and you'll never need to justify yourself.


Thanks everyone for the tips.

A few things:
1. non violent crimes are not necessarily evil, and might even be good in some rare occasions. A few examples: beating up a criminal can be a neutral or even good act if he was going to hurt some innocents; stealing is evil if you ruin the life of someone, but if you snatch a few gold pieces from a rich merchant, his life won't change a bit, so it's neutral (and you could even make it good if those money were from a criminal and go to a good cause); if you forge a document to get in a building, or similar, nobody is getting hurt, so it's a neutral action at worse (again, or even good if it's to help someone). And so on.

2. I don't agree with the guy in the video. People are not LG usually. Take us for example: we don't commit crimes not because we believe firmly in the law, but because we fear the consequences. If we were sure we didn't get caught, 90% of the people here would commit some crime...

3. The DM doesn't allow non-LG paladins, so that's not an option :(

4. I really enjoy GM Rednal code of conduct, thanks for sharing it!

5. Bob bob bob, we have very different views. If even lying is an evil act, then the paladin should bash his party all day long, becoming a very annoying character to be around. As I said in point 1, many crimes can have different shades, depending on why you are committing it and who is the "victim". An evil lord deserves all its coming to him. We don't plan on robbing a poor beggar, but we might steal a few potions if we can't afford them... Nobody plans on him to do it, but we don't want him to call the guards either if he knows it, or even complain all the time. I know it will depend on how he plays, but that's another story.

Said so, thanks everyone for the tips! I'll have my friend read it before we start playing!


Lawful does not always mean that the character follow the "laws of the land". That is only one subset of the lawful basket of potential. A lawful character simply has rules that they follow in life to guide themselves. They set those boundaries and try to live with them.

One method to turn a "non-violent crime" into an acceptable lawful good behavior is to ditch the "law of the land" mantra and apply a different set of values to the lawful character.

Example: A lawful good character operating in a neighboring nation might raid and pillage a village to supply his own nation's army. However, he will not take all the food to starve the village, nor will he condone wanton torture or killing, nor will he allow burning or taking of things not needed by the army he supports.

Example: A lawful good character might break into a place to search for evidence or a kidnapped victim. However, they will do so with the least damage possible getting inside, won't steal anything that isn't their direct objective, and might even leave anonymous recompense if a mistake was made and it was the wrong house.

Your player could just have the charity oath-bound paladin validate (legitimately) the reasons why the non-violent crime must be committed and in good faith try to come up with other options, all before actually executing the non-violent crime.


My opinion is this: don't work around your friends, talk to your friend and GM and try to find a solution that will be fun for everyone. It is ok for your character to work around your friends character if he enjoys that kind of role play, but some players might not enjoy that. The GM may have a very rigid view on the paladin code, or they might be rather lenient.

I usually see Pathfinder as a cooperative story telling game, although I have played with very experienced gamers that would strongly disagree. You mention that your friend is playing LG again, is this their favorite alignment and if so has this made the game less fun for you and if so could you provide a few examples?

It seems odd to me that you give beating someone up as a non violent crime, beating someone seems like the definition of violent. :P Having said that to me most of the things you mention seem like common Pathfinder activities, like vigilantism (taking the law into your own hands) is common because for the game to work there are often several tropes to empower the players, such as the authorities are all totally incapable of doing anything for themselves, so if a villain must be stopped, then the PCs must do it.

Scarab Sages

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I really hate seeing threads like this (second one this week that I've seen). It isn't that party's CAN'T work with paladins, it's that parties assume stuff of paladins that are not nessissarily true.

1)Lawful bit. In pathfinder terms, 'lawful' doesn't mean 'follow the law.' It means organized. It means that your character is ruled by order, likes stuff being orderly, likes lists, and likes plans. You go with your plan vs. your gut. A thief who plans all his heists well in advance and has multiple contingencies is lawful in pathfinder terms.

2) Good bit. In pathfinder terms, good is respecting the sanctity of life when possible.", being selfless, and helping those in need. That's it.

3) Paladin code. Don't kill a surrendering foe (if he means it, that's what sense motive is for), don't lie, cheat, and/or steal. Done.

The real problem here is that some players want to have complete freedom and refuse to role-play the consequences of that. Give you an example:

I played a half-orc ronin once, who's village was killed for the crime of 'being half-orc' even though they were peaceful. Accordingly, one of her Ronin code was 'Judge everyone based on their actions, not their associations.

Then we came upon a group of cultists who were asleep. Now they were probably evil cthulian cultists, but they could have been brainwashed or whatever. Point is they didn't do anything to us. The rest of the party decides to murder them in their sleep. I try to convince them not to, don't participate in the fight, and then role-play trying to chastise them afterwords. My friend's response is to take it personally, then make plans to kill my character in his sleep because 'he was a bad character that limited his role-playing.'

Sometimes people just don't like it when other characters have codes that they stick to. And that's THEIR problem.


I feel like if your adventuring party needs to go around beating up low-lifes and stealing from especially rapacious merchants, you might find yourself having an easier time managing the Paladin if you provide something slightly more heroic for the party to do.

Which is to say, the Paladin works fine in a "break up the organized crime syndicate" story and may end up smashing up a number of appropriately ethnic restaurants in the process of seizing wealth gained through illicit behavior. The Paladin doesn't really work that well in "shake down Jimmy the Pickpocket" sorts of games.

The key to dealing with Paladins is less "how can I deal with the alignment" and more "how can I provide something this character can feel heroic about doing."


Pathfinder Starfinder Society Subscriber

In my current campaign, I am playing a LG character (a spellcaster, not a paladin). I went in fully expecting most of the rest of the party to be CG or CN and made plans for how to deal with any conflicts that might arise.

Fast forward a few months, and it appears that the party is all over the place in terms of non-evil alignments and tends to work very well together. I have very little trouble persuading my allies to take the heroic option whenever possible.


Lady Platypus wrote:
1. non violent crimes...beating up a criminal

I'm sorry...what?

Lady Platypus wrote:
2. I don't agree with the guy in the video. People are not LG usually....If we were sure we didn't get caught, 90% of the people here would commit some crime...

Most people are TN. That said, I don't think 90% of people would commit some crime, people aren't evil overall.

Lady Platypus wrote:
5. Bob bob bob, we have very different views. If even lying is an evil act

Whoa whoa whoa, how did evil come into this? If lying is an evil act, the Paladin would instantly fall (a single act causes a fall).

Lady Platypus wrote:
Said so, thanks everyone for the tips! I'll have my friend read it before we start playing

The main thing to remember is that overall, Lawful means you believe in an ordered society with rules for all. LG wants good laws to help people. LN just wants structure, period. LE wants to abuse laws (and thus laws with loopholes or evil laws are appreciated).

But...that's significantly different than blindly obeying the local law all the time. Lawful characters can violate specific laws for a variety of reasons, they just support structure and order overall as beneficial things, while a chaotic character thinks those are restrictive and unnecessary.


Balkoth wrote:


Most people are TN. That said, I don't think 90% of people would commit some crime, people aren't evil overall.

90% of people on this forum may have committed a crime today. Personally, I both exceeded the speed limit and jaywalked on the way to work.


Plausible Pseudonym wrote:
Balkoth wrote:


Most people are TN. That said, I don't think 90% of people would commit some crime, people aren't evil overall.
90% of people on this forum may have committed a crime today. Personally, I both exceeded the speed limit and jaywalked on the way to work.

I think alignments should allow for hypocrisy though. The person who believes that law enforcement can basically do no wrong, and that law and order is paramount is no less LN because they habitually ignore the speed limit, they're just a hypocrite.


Plausible Pseudonym wrote:
90% of people on this forum may have committed a crime today. Personally, I both exceeded the speed limit and jaywalked on the way to work.

To the best of my understanding, neither of those is a crime -- they're civil offenses (or traffic violations). Breaking the law and committing a crime are two different things.

This is important because criminal activity involves harm to others and thus is evil. Someone speeding is at most chaotic (and is distinguished from Reckless Driving).

PossibleCabbage wrote:
I think alignments should allow for hypocrisy though. The person who believes that law enforcement can basically do no wrong, and that law and order is paramount is no less LN because they habitually ignore the speed limit, they're just a hypocrite.

It's also important to remember there are degrees of lawful. If we imagine a 100 point scale where 0 is fully chaotic and 100 is fully lawful, the person you gave as an example might be 95 lawful. Someone who never speeds might be 100. Someone who has doubts about law enforcement but nevertheless thinks laws are important might be a 75. Etc.

Lawful wants rules/order.

Chaotic wants freedom/anarchy.

Neutral doesn't care either way.


Evil was mentioned because my advice consisted of "Don't be Evil" and "Don't commit Evil acts". Lying itself isn't inherently Evil (it's rarely Good, but mostly it's probably Neutral). Given the rest of what the OP was saying, they were probably using it in an Evil manner.

Their idea of a nonviolent crime is beating up a criminal. Or stealing from a rich merchant... unless they really need some potions, then they'll steal from anyone. Well, never from a poor beggar (I'm guessing only until they want whatever the beggar has). Oh, and they think the only reason people follow the law is fear of punishment.

The mindset is pure CE (do whatever you want whenever you want). The listed behaviors... really aren't much different. At best they're the awful "the GM banned CE so I'm CN but still behave like CE". Paying Evil to Evil is not Good or Neutral. Just the lesser of two Evils. Mugging Jimmy the Pickpocket and keeping his stolen money is a tiny fraction better than stealing from the people directly. That's usually not enough to make it "not Evil". Basically the same problem with robbing the merchant. Robbing a merchant because "I want money" isn't Neutral. Now, there's absolutely reasons you can rob a merchant for Good (or at least Neutral). The only reason the OP gave was "because they won't miss it".

Again, the Paladin code only applies to the Paladin. The only thing their party members have to do is not be the kind of people who deserve a smiting. That includes sophistry about how something "wasn't really Evil". Don't commit Evil acts and lie about them to the Paladin and you won't have any problems.


Balkoth wrote:
Plausible Pseudonym wrote:
90% of people on this forum may have committed a crime today. Personally, I both exceeded the speed limit and jaywalked on the way to work.
To the best of my understanding, neither of those is a crime -- they're civil offenses (or traffic violations). Breaking the law and committing a crime are two different things.

A crime is literally breaking any law that you can be punished for. If there's a fine, or imprisonment, or corporal punishment, it qualifies.


Plausible Pseudonym wrote:
A crime is literally breaking any law that you can be punished for. If there's a fine, or imprisonment, or corporal punishment, it qualifies.

When I hear "crime" I think "criminal." Do you disagree?

http://www.wisemantriallaw.com/blog/2012/august/the-difference-between-a-ci vil-traffic-ticket-ci/

"Civil Traffic Ticket

A traffic ticket is simply a form given to a motorist, or pedestrian, whom the officer has observed or believed has violated a civil traffic law such as running a stop light, speeding, making an illegal turn, crossing the street illegally, or committing a nonmoving offense like a parking meter violation.

Criminal Traffic Ticket/Citation

Unlike a traffic infraction, a criminal traffic ticket alleges that you have committed a criminal traffic violation. This includes alcohol-related driving offenses such as a DUI, which is a misdemeanor for your first offense. Other examples include the following:

Reckless driving
Driving with a suspended license
Driving without a valid license
Hit and run
Being a HTO or habitual traffic offender
Vehicular homicide or manslaughter
Careless driving
Leaving the scene of an accident
Attempting to elude law enforcement
"

If we look at those examples, and go back to Lady Platypus's quote...

Lady Platypus wrote:
If we were sure we didn't get caught, 90% of the people here would commit some crime...

That REALLY doesn't sound like just speeding to me. That sounds like LP thinks people will rob, murder, etc if they thought they could get away with it (criminal actions). Not go 3 MPH over the speed limit (civil offense).


Plausible Pseudonym wrote:
Balkoth wrote:


Most people are TN. That said, I don't think 90% of people would commit some crime, people aren't evil overall.
90% of people on this forum may have committed a crime today. Personally, I both exceeded the speed limit and jaywalked on the way to work.

You monster.


Ok, this is getting out of hand.

As for the Crimes vs Civil Offences, it just a matter of speaking.
What I intended is committing a crime = breaking a law. It can be a petty crime, such as disrespecting a guard or stealing an apple, or a serious crime such as murdering or torturing someone.

Of course each place will have his own laws, so what is and what isn't a crime will change depending on where we are.

My "90%..." example included everything, even speeding. Where I live speed limits are not enforced as much as in the US, so people usually go way above the limits unless they know there is a cop nearby or one of those machines that catch you if you speed. I'm not saying that 90% of the people would kill someone of course!

Back to the main topic:
My examples might have given you a wrong idea. Our group is NOT full of criminals, and usually we do not commit crimes. We haven't stolen stuff from a single merchant yet (or anyone, unless you consider looting a dungeon stealing from the monsters), nor have killed innocents and so on. The only borderline-evil act we have done is "kidnapping" a person in her own house. To be more specific, we were looking for her partner (because of a bounty on his head), and she caught us in their home; so we tied her arms and forced her to bring us to his hiding post (without physically hurting her). He escaped, but we got the stolen goods, so we brought her to the guards and gave them all the stolen stuff.

My examples, admittedly some bad ones, are just hypothetical stuff that might or might not happen in the future. We are not leaning towards evil acts, but nobody can say what will happen in the future, especially if someone dies and rolls in a new character.

Again, thanks for being willing to bear with me!


One of the fastest ways for a paladin to fall is for them to break their code of conduct. While one evil act also causes a paladin to fall, it's usually more clear about what is an evil act vs an act that breaks the code of conduct (although that also depends on how the GM views the evil alignment). To work well with a paladin you need to know the GM and players stance on the paladin code IMO.

One rather inexpensive item that can help is the Phyactery of Faithfulness. This item is a lot more powerful than I remembered, it's main ability is this: "The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity." I had thought this was a once per day item, but there seems to be no limit to how often it can be used per day. The character in question will be able to make much more informed decisions on how to proceed with this item IMO, and it's only 1000 gold.

Concerning the paladin code, one important thing is that they must respect "legitimate authority". Therefore if you intend to oppose a certain government official, city, country and so on. The first step could be to convince the paladin character that they do not have legitimate authority.

For example, perhaps it's ok to break into the mayor's residence because he's secretly a member of an evil cult, the city freely allows the slave trade (either openly or does nothing about the slave trade if it's done behind closed doors) and what respectable city would do that? The country is Cheliax, dedicated to the Asmodius religion (a devil). These accusations could be true that you uncover through research and info gathering, or just told from a pC with a good bluff, I would guess some leg work would be preferred, but in a pinch having a PC that is good a the bluff skill would be great in a pinch.

Concerning the honor part of the code: just don't ask him to be dishonorable, have a different member of the group do that. Have some other PC talk to the city watch when they question you (for lying as an example).

Helping those in need is part of a paladins code, so bring that up early and often. You have to do chaotic things to help those in need, say it's for the greater good, the ends justify the means (although that sort of saying usually applies to evil acts it's not so or hopefully not so in this case).

As a final thought you may want to keep a scroll of atonement on hand, it's expensive though as a 5th level cleric / druid spell with a 500 gold component will set you back 1625 gold (standard price) and finding a 9th level cleric / druid to make it may be difficult depending on magic item availability. Finally you'd need to keep 2,500 gold in case the offending deed was done willingly. If the deed is done unwittingly this extra cost is waived. So in a previous example if you break into the mayor's house and you told the paladin he was a cultist, but he has actually a really nice guy and the paladin falls I'd hope the GM would count it as an unwitting offense and save you some money.


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ChaiGuy wrote:

One of the fastest ways for a paladin to fall is for them to break their code of conduct. While one evil act also causes a paladin to fall, it's usually more clear about what is an evil act vs an act that breaks the code of conduct (although that also depends on how the GM views the evil alignment). To work well with a paladin you need to know the GM and players stance on the paladin code IMO.

One rather inexpensive item that can help is the Phyactery of Faithfulness. This item is a lot more powerful than I remembered, it's main ability is this: "The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity." I had thought this was a once per day item, but there seems to be no limit to how often it can be used per day. The character in question will be able to make much more informed decisions on how to proceed with this item IMO, and it's only 1000 gold.

Concerning the paladin code, one important thing is that they must respect "legitimate authority". Therefore if you intend to oppose a certain government official, city, country and so on. The first step could be to convince the paladin character that they do not have legitimate authority.

For example, perhaps it's ok to break into the mayor's residence because he's secretly a member of an evil cult, the city freely allows the slave trade (either openly or does nothing about the slave trade if it's done behind closed doors) and what respectable city would do that? The country is Cheliax, dedicated to the Asmodius religion (a devil). These accusations could be true that you uncover through research and info gathering, or just told from a pC with a good bluff, I would guess some leg work would be preferred, but in a pinch having a PC that is good a the bluff skill would be great in a pinch.

Concerning the honor part of the code: just don't ask...

I just wish that the phylactery of faithfulness didn't look so stupid. You're literally tying a box to your head. How is anyone supposed to take you seriously?


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Ventnor wrote:
I just wish that the phylactery of faithfulness didn't look so stupid. You're literally tying a box to your head. How is anyone supposed to take you seriously?

For just 3,000 gold you can get the better looking version (with a few other benefits).


Ventnor: I can see how you could feel that way, perhaps a custom slightly oversized helmet could be made that could conceal the box? It depends on the size of the box too, how big is it, perhaps the size of a mobile phone 5" X 2" X 0.5"? A slightly oversized helmet should do, I'd guess.


Lady Platypus wrote:
3. The DM doesn't allow non-LG paladins, so that's not an option :(

Good for your DM - if people want the mechanical benefits of the core Paladin, they need to deal with the restrictions/drawbacks as well.

VampByDay wrote:
Sometimes people just don't like it when other characters have codes that they stick to. And that's THEIR problem.

I think VampByDay kinda nails most of the Paladin issues here - assuming the Paladin is being played well, they aren't the problem.


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Being Lawful does not mean you obey all laws, what it means is that you obey your own laws. Every culture and religion has its own laws. I am pretty much a lawful good person. I have to admit I broke the laws of three different religions at lunch yesterday. I ate at Carl’s Jr. and had a western bacon cheese burger for lunch. Eating bacon broke the laws of the Jewish and Muslim religions about eating pork. Since the burger was beef that broke the Hindu law against eating beef. I am sure I probably broke a few more laws of other cultures that I am not aware of at the same time. Was eating a burger from Carl’s Jr. a chaotic act? Did this cause my alignment to shift?

The same is also true with respect to respecting legitimate authority. I am a citizen of the United States of America. I will obey the laws and government of my country, but I feel no need to obey those of other countries. While Khamenei may be considered the supreme leader of Iran, I don’t give a rat’s ass about what he says. I will freely ignore anything he says and would not lift a finger to help him in any way shape or form. A member of the American Military would also ignore anything he said if it conflicted with the orders of their superiors or the laws of united states.

The same will be true in the game. A Paladin from Andoran will not be concerned with the laws of Cheliax that require worshiping Asmodeus. He will not fall for failing to worship an evil deity, or disrespecting the authority of the church of Asmodeus. If some of the laws of Cheliax happen to be the same as the ones from Andoran he will obey those laws, but if the laws of the two countries conflict he will obey his own laws.


VampByDay wrote:
I really hate seeing threads like this (second one this week that I've seen).

This is why I NEVER play a paladin and try not to play with one. It's asking for trouble IMO. Between some DM's seeing a paladin and thinking it's their sacred duty to try to make them fall to no two people seeing alignment actions the exact same way. It's WAY easier to just say no. :P


Honestly, when it comes to alignments and roleplaying properly there is only one rule in my opinion: Don't mess with other party members. Let the LG paladin save the orc babies and let the CN throw a pie at the king. Make compromises if necessary but ALWAYS have your fellow players backs.


Mysterious Stranger wrote:
I ate at Carl’s Jr. and had a western bacon cheese burger for lunch. Eating bacon broke the laws of the Jewish and Muslim religions about eating pork. Since the burger was beef that broke the Hindu law against eating beef. I am sure I probably broke a few more laws of other cultures that I am not aware of at the same time.

Depending on how kosher you wish to keep, you also violated the Jewish law prohibiting eating the mixture of meat and milk. You horrible, horrible rulebreaker, you!

graystone wrote:
VampByDay wrote:
I really hate seeing threads like this (second one this week that I've seen).
This is why I NEVER play a paladin and try not to play with one. It's asking for trouble IMO. Between some DM's seeing a paladin and thinking it's their sacred duty to try to make them fall to no two people seeing alignment actions the exact same way. It's WAY easier to just say no. :P

Graystone, this criticism is not directed at you in any way.

I don't understand why people go so bananas over paladins and lawful good alignment. Almost any character (antipaladins, barbarians, druids and hunters aside) can be lawful good, and it's not a problem for them. The notion that a GM is going to restrict the play of a class simply because they must follow a particular alignment is absurd. If that's the case, then all classes that have alignment restrictions (such as the aforementioned antipaladin, barbarian, druid and hunter classes) should also be banned for the same reason.

I've played paladins before countless times with no problems, mostly because I don't play the Holy Pain (i.e. Lawful Stupid) or Vindicator roles. I've not had problems as a GM with them, either, but that's largely due to the fact that I feel that the gods that paladins are apt to follow are generally benevolent beings that aren't cosmic beancounters looking for opportunities for their servants to fail them. If a paladin does something particularly egregious, sure, they're going to fall, and they can have the opportunity to atone for their sins. I don't avoid it, but I'm not the jackass GM that explicitly looks for it, either.

It may be easy to say no to paladins, but then you're also saying no to player agency and player fun. That's something that's banned at my gaming table if it doesn't violate established rules (or mutually-agreed GM/player modifications).

Best wishes!


Bodhizen wrote:


I don't understand why people go so bananas over paladins and lawful good alignment.

You may have missed my point. I avoid them BECAUSE other "people go so bananas over paladins and lawful good alignment" and not because I personally have an issue with the alignment.

Bodhizen wrote:
Almost any character (antipaladins, barbarians, druids and hunters aside) can be lawful good, and it's not a problem for them. The notion that a GM is going to restrict the play of a class simply because they must follow a particular alignment is absurd. If that's the case, then all classes that have alignment restrictions (such as the aforementioned antipaladin, barbarian, druid and hunter classes) should also be banned for the same reason.

If it was a ban, that would be simple. No, it's the inevitable argument after the paladin has been put in the catch 22 scenario that requires him to fall no matter what he does. I've seen FAR, FAR too many issues like this, so I'm in no mood to see it again. That's why I just don't play in games with a paladin: it's not worth the hassle.

As to the other classes, those don't have the issues paladins do. SOme DM's just have a sadistic glee in trying to make a paladin fall or at least making his life hell if he doesn't. No other class see this: No one goes 'hey, that barbarian has been too lawful lately...' or 'that druid has been too CG...'.

Bodhizen wrote:
I've played paladins before countless times with no problems, mostly because I don't play the Holy Pain (i.e. Lawful Stupid) or Vindicator roles. I've not had problems as a GM with them, either,

I've played paladins and Gm'd them before and sometimes there has been no issue. The times it IS an issue have be big enough blow-outs that I just steer clear. it's just not worth it: the game manages just fine without paladins.

Bodhizen wrote:
It may be easy to say no to paladins, but then you're also saying no to player agency and player fun.

I'm taking my "player agency" to pick games without that class for an extremely good reason. My fun[a player]. I'm not asking anyone to not play a paladin: I'm just saying if one is in a game, I'm not playing in it.


It's weird for me to constantly read these paladin horror stories.

In games I've played in the paladin has never been that annoying or disruptive and pretty let the other players do their thing. Hell, I was flat out playing a Chaotic Evil wizard in one game with a paladin in the party and we got along pretty well letting me do whatever the hell I wanted. I think that had a lot to do with fact that our GM didn't bother with enforcing the oath and never held fear of falling over the paladin player's head.


Delightful wrote:
I think that had a lot to do with fact that our GM didn't bother with enforcing the oath and never held fear of falling over the paladin player's head.

LOL Yeah, if you throw out alignment, falling, oaths and consequences then paladins are awesome! :P


graystone wrote:
Delightful wrote:
I think that had a lot to do with fact that our GM didn't bother with enforcing the oath and never held fear of falling over the paladin player's head.
LOL Yeah, if you throw out alignment, falling, oaths and consequences then paladins are awesome! :P

Exactly!


One of my favorite characters was a paladin. His general attitude was that he would lead by example. Whenever he saw something evil he went after it. Other than that he was just a laid back dude who healed anyone who was hurt. Whenever the party started doing something foolish he would just sigh and try to make things right. He didn't chastise or try and control anyone; he simply did what he thought was right. He really didn't mind anything anyone did that wasn't evil. Basically so long as the party weren't being murder hobos everything was a-ok


I think the problem of paladins is all in the mind of the players and GMs.
As graystone said, there are GMs who think: "How can I make her fall?" as soon as they see a paladin.
At the same time, there are players who think that playing a paladin means being lawful stupid and constantly messing with the rest of the group.

These behaviours can lead to interesting roleplaying and difficult choices that the group will remember for years, but could equally bring the campaign to disaster.

In most cases, I think you can just let the paladin enjoy her character and her class features (which could be exactly what the group needs, by the way), while keeping in mind that she's a champion of good.
Of course if the player abuses the class, wanting to smite evil while committing deliberate evil acts herself, a fall is in the air.

I say: treat paladins like any other class. If you challenge a paladin's morality, do the same with the other characters. Make a wizard have doubts about arcane magic, or create a situation where the barbarian needs to forget her chaotic instinct and resort to some kind of balance to solve the problem.
Do they 'fall'? Does the wizard disbelieve magic and lose her spells? Does the barbarian become lawful and lose her rage?
If you are willing to do something like this in your campaign, then of course give the paladin the same kind of attention.
Just don't center everything on her, just because of her class choice.


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Megistone wrote:
I say: treat paladins like any other class. If you challenge a paladin's morality, do the same with the other characters. Make a wizard have doubts about arcane magic, or create a situation where the barbarian needs to forget her chaotic instinct and resort to some kind of balance to solve the problem.

Most GMs don't do this.

Of course, most GMs don't treat alignment any differently for any other character class. If you have a lawful good fighter, they don't get challenged or punished for acting lawful good in a party with a chaotic neutral thief (mostly because there's no restriction for the class, but that's beside the point), nor does that chaotic neutral thief get challenged or punished for acting chaotic neutral in a party of lawful characters.

The druid in the party of good characters doesn't get dinged for always doing good works or always going along with what lawful characters in her party want to do. She might never act chaotically, or evil, and so she's effectively being lawful and/or good, despite bearing the neutral qualifier in her alignment, yet no one at the gaming table says a word because "neutral" characters can effectively be played just about any way you want as most GMs don't enforce balance for neutral characters. That druid who teaches her druidic language to someone else loses her class features too, but I've seen it happen at gaming tables with no word from anyone. The same druid, who spends years of in-game time away from nature (running around in cities and hanging out on in dungeons) doesn't become an ex-druid because the GM doesn't challenge the fact that the druid is no longer "revering nature". Totally different treatment than a paladin. How many threads do you see pop up about druids losing their class features and having to seek atonement? I've found less than a dozen on these forums, and they're all from years ago.

Monks acting outside of their "laws" or "code" or "rules" don't come up for discussion a lot, as they could end up being ex-members of their class, being unable to gain more monk levels. Don't see that happening too much, even though it's entirely possible.

I agree with Megistone that paladin + lawful good is only a problem for players or GMs because they explicitly make it so.

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