On setting and flavor - Why I oppose some "player choice" options in the core.


Prerelease Discussion

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Malachandra wrote:
Alaryth wrote:
Malachandra wrote:
Alaryth wrote:

I think "go and play a Warpriest" is scalling quickly as my most hated sentence on this forums. If Warpriest had 4 spell levels and the necessary full BAB, maybe. As is, Warpriest has nothing mecanically on common with paladin.

As an exemple, recently I made a character whose 3 central points where...
- Highly religious, and with good standing on her religion, even chosen by her deity.
- Centered on being the very best with her weapon.
- The deity was CN.
Finally, I had to take antipaladin and made the character CE. I vastly had prefered some CN holy warrior. But no, CN has not that right. And please...no more "play warpriest", please.
But my problem with that is that you want the mechanics but not the flavor. That's cherrypicking. If I said "I want to play a monk who's lazy and never practiced, I just sit on the couch and have cool monk abilities"... that doesn't make sense. Seems like people want the benefits of being a holy knight without actually being a holy knight. Paladins get their abilities BECAUSE they are LG.

I do not want a "knight on shinning armor, a guide to all" of any alignment. I just want a full-BAB class (or equivalent warrior style, now with no BAB) with some divine powers from the deity. Is that too much to ask?

Edit: Normally I say that I find that the only alignment restriction with some kind of sense is the Paladin. But anytime I see more and more "only the perfect and difficult LG has the right to have divine warriors. The rest, inferior alignment are unworthy". That, or tradition for its own sake.
That kind of arguments, to me at least, only put me on "no alignment restrictions" more and more.

But that's not what I'm saying at all. It has nothing to do with "the perfect and difficult LG" or being superior. As I mentioned, that's not how I've EVER seen it played. Seems to me you want a sack of stats without paying the roleplaying price. A holy knight (or maybe a better term...

Oh, I'm not saying that the paladin player sees itself as superior. I am saying that the forum users that defend that position see LG as superior to all others.


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Quote:
Simple as that. I'll find another game. There were games before Pathfinder, there will be games after Pathfinder. You're the one asking to change something to suit you, I'm only asking things to be kept as they are.

But really why?

Especially in your home game with friends.
If mechanics of PF2 suits you, and some changes of Golarion lore not... why not play mechanics and tweak setting to your likening.
Why do you need Jacobs, Mona and Stevens agreement to how play Pathfinder properly.

Quote:

Not really - Mine isn't a psychological issue, it is simply an issue of the following:

You said it would make you physiologically sick.

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I can name at least 20 players who would disagree with you, whom love when I show up, and who's characters are only still around due to my Paladin. So... I'm sure they would miss me terribly.

I'm sure they will refuse to play non-LG paladins when playing with you if they like you so much.

And with 20 players it seems you should be able to complete PFS table without caring about some lore-neutral barbarians wanting to play paladins of Pharamsa, huh?


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Megistone wrote:
Dracoknight wrote:

I dunno about the "Power of the Paladin is balanced by their strict conduct" is that good of an argument, i mean you basically can lose Your Powers by the drop of a GMs hat for something that is subjective opinion. Though Paladins are powerful they are still outclassed by a lot of other classes with far less extensive means of keeping their Powers or have no conduct to adhere to.

Agreed again. It's not like Paladins are mechanically superior to all other classes, and so they need the balancing measure that is their code of conduct.

The code is there because it makes sense, it's part of the Paladin class just like ill temper is part of the Barbarian.
So, different alignment/deity = different (but equally harsh) code.

Well, they were originally designed to be overpowered, but the code kept them from getting out of control and was more strict (Couldn't save up money or gear). Just read the Complete Paladin's Handbook and it has 30 pages of the entire code in full detail, including optional stuff depending on your type of paladin (yes, there's more than 1 type!)

Speaking of the Full BAB warrior with powers from their deity. Have you considered the Prestige Class that does this? It's called like... Sentinel (Inner Sea Gods) or something, though it doesn't get normal spellcasting it does get different powers for EACH DEITY (No 2 are the same, even with same alignment).


Wicked Woodpecker of the West wrote:


Quote:


If I had to think of a similar version that resonates more with me (since I care little about Golarion, let alone it's version Paladins), it would probably be like someone having a game of Dark Heresy where suddenly every class could just pick up Mechanicus Implants and their associated talents rather than it being exclusive to tech-priests and their affiliated alternates. Does it offer more options to people who wanted a Sororita with cogboy implants (to pick the most ludicrous example off the top of my head)? Sure. But it certainly takes a hatchet to the background and setting's (Warhammer 40k) flavor that many players (me included) would view as not worth the trade compared to adding a few options for players.

I'd say - in case of WH40k this is setting implement.

If you made homebrew world on WH40k mechanics you could easily change it, and change the world.

Pathfinder is not really bound to Golarion so much, just as D&D is not bound to Faerun.
Many people play homebrews or half-homebrews.

Also: TBH while lore of WH quite neatly explains history of Mechanics and their unique standings, I'd say - Golarion sinkhole kinda closs over it's metaphysics and physics strongly.

It's just is there for sake of it's D&Dness.

Well as per dev comments, PF2 is heading toward the direction of PF being about Golarion rather than semi-generic fantasy chassis so that's a thing. I highly doubt the mechanics are going to end up as tightly bound to the setting like the 40k RPs, or Shadowrun, or Legend of the Five Rings but Paizo is pretty obviously making a push for the game to be identified with its core setting with all the baggage that entails.

Even then, I don't see why it would be a big deal if in Pathfinder2, which is now about Golarion, they say Paladins are only LG. As you said, don't like something, change it. It's about as easy to say "Well in my setting, there's Avengers, Blackguards, Samaritans, Fence-Sitters, and Malfactors to cover the other alignments along with Paladins" as it would be to Dark Heresy to allow Sororita Tech-Adepts or whatever.

You're right that Golarion is basically a dyed in the wool theme-park setting that makes virtually no sense when looked at with any form scrutiny but it's still a setting and (in Paizo's eyes) is worth enough to people to market it more strongly in their new edition.

Silver Crusade

Athaleon wrote:
ThePuppyTurtle wrote:
A Ninja Errant wrote:
ThePuppyTurtle wrote:
My evidence for this is that people who want to make chaotic good paladins a thing often talk about it as though it were an act of inclusion, like there's some class of lawful good challenged people finally being allowed to indulge in one of the game's classes from which they had previously been unfairly excluded, like this were the equivalent of building a wheelchair ramp.
I've played LG, I've played Paladins. It's fun in its own way, but CG is more my style. I don't see why I can't be a CG Holy Crusader of say Milani. Granted Warpriest fills that role, but how long did it take for us to get a class that does? Besides the Warpriest is basically a redesigned Paladin that doesn't have to be LG. So why not make Warpriest default and call the Paladin what it should be: a subclass of Warpriest.

You should, but that class should be flavored around subterfuge, protection, and subversion of more powerful forces. The lawful good Paladin we have is flavored around supporting one's allies, taking blows for them, and healing.

The essence of chaotic good is just more like a rogue than a tank. A chaotic good Rogue/Paladin hybrid would be a wonderful thing that I would love to see in the game.

Why? Not all Chaotic forces in the world are infiltrators trying to bring down Lawful regimes from the inside.

Not all of them are, but disproportionally many of them are going to be, and even those who just act like Knights errant or something are still frequently going to subvert lawful orders around them. The tools most useful for doing that or not necessarily the tools most useful for seeking out and smiting less entrenched forms of evil.

Having them be Rogues is just one idea. What is kind of important to me is that their abilities reflect the alignment they have.


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Does anyone else see chaotic characters with a strict code as an oxymoron? Let's have a game with some logical consistency.


I feel a lot about how a Chaotic character would happily break in somewhere, lie, or forge documents, or cheat in a competition assuming that the ends can justify the means.

So if we had a Chaotic Paladin, they should not be doing any of that- but in what meaningful sense is that person (who follows all the rules and norms, even when it's inconvenient) be chaotic?

Like if you wanted to play "stick it to the man- viva la revolution" Paladins, you can probably still do it at LG if you want to investigate the line between legitimate and illegitimate authority.


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Snickersnax wrote:
Does anyone else see chaotic characters with a strict code as an oxymoron? Let's have a game with some logical consistency.

I mentioned this earlier, but as was pointed out to me, Chaotic Cavaliers with strict codes is a thing. Any argument from a consistency standpoint left a long time ago.


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Malachandra wrote:
Alaryth wrote:

I think "go and play a Warpriest" is scalling quickly as my most hated sentence on this forums. If Warpriest had 4 spell levels and the necessary full BAB, maybe. As is, Warpriest has nothing mecanically on common with paladin.

As an exemple, recently I made a character whose 3 central points where...
- Highly religious, and with good standing on her religion, even chosen by her deity.
- Centered on being the very best with her weapon.
- The deity was CN.
Finally, I had to take antipaladin and made the character CE. I vastly had prefered some CN holy warrior. But no, CN has not that right. And please...no more "play warpriest", please.
That said, would the described Exemplar class work for you? I feel like this class idea can't have a neutral component. They are the pinnacle of a belief system, one which is not a compromise with another set of beliefs but has wholeheartedly devoted themselves to their cause... or something like that. Your character could have been a CG Templar or something.

I used to push the Exemplar angle, then I realized that A: PF1's Paladin's abilities fit Neutral Good BETTER than Lawful Good (and fit Chaotic Good just as well as LG) and that any CORE base class should be all inclusive of Character types to facilitate the most diversity.

Thus I now Favor the Champion, which includes the extremes as well as the Purifier (Neutral Good), the Judicar (Lawful Neutral) the Balancer (True Neutral in the Far Eastern angle rather than the ordinary person angle) the Anarch (Chaotic Neutral) and the Defiler (Neutral Evil)


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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Malachandra wrote:
Alaryth wrote:
Malachandra wrote:
Alaryth wrote:

I think "go and play a Warpriest" is scalling quickly as my most hated sentence on this forums. If Warpriest had 4 spell levels and the necessary full BAB, maybe. As is, Warpriest has nothing mecanically on common with paladin.

As an exemple, recently I made a character whose 3 central points where...
- Highly religious, and with good standing on her religion, even chosen by her deity.
- Centered on being the very best with her weapon.
- The deity was CN.
Finally, I had to take antipaladin and made the character CE. I vastly had prefered some CN holy warrior. But no, CN has not that right. And please...no more "play warpriest", please.
But my problem with that is that you want the mechanics but not the flavor. That's cherrypicking. If I said "I want to play a monk who's lazy and never practiced, I just sit on the couch and have cool monk abilities"... that doesn't make sense. Seems like people want the benefits of being a holy knight without actually being a holy knight. Paladins get their abilities BECAUSE they are LG.

I do not want a "knight on shinning armor, a guide to all" of any alignment. I just want a full-BAB class (or equivalent warrior style, now with no BAB) with some divine powers from the deity. Is that too much to ask?

Edit: Normally I say that I find that the only alignment restriction with some kind of sense is the Paladin. But anytime I see more and more "only the perfect and difficult LG has the right to have divine warriors. The rest, inferior alignment are unworthy". That, or tradition for its own sake.
That kind of arguments, to me at least, only put me on "no alignment restrictions" more and more.

But that's not what I'm saying at all. It has nothing to do with "the perfect and difficult LG" or being superior. As I mentioned, that's not how I've EVER seen it played. Seems to me you want a sack of stats without paying the roleplaying price. A holy knight (or maybe a better term...

There is no contradiction between 'an unyielding exemplar of my beliefs' and 'Chaotic Good', nor does the Paladin have any abilities which are thematically inconsistent with Chaos.


Quote:
Well as per dev comments, PF2 is heading toward the direction of PF being about Golarion rather than semi-generic fantasy chassis so that's a thing.

I understand it more like - there will be examples in core books based on Golarion, than - we're gonna strictly bound two together. Which was done before - 3 edition rulebooks while setting neutral often have adnotations and examples from world of Greyhawk or Forgotten Realms, and I'm not even sure if later Bestiaries didn't reach Eberron data.

Quote:
I highly doubt the mechanics are going to end up as tightly bound to the setting like the 40k RPs, or Shadowrun, or Legend of the Five Rings but Paizo is pretty obviously making a push for the game to be identified with its core setting with all the baggage that entails.

Considering they are still bound to basic D&D rules and concepts... I do not see it... possible really.

Quote:
You're right that Golarion is basically a dyed in the wool theme-park setting that makes virtually no sense when looked at with any form scrutiny but it's still a setting and (in Paizo's eyes) is worth enough to people to market it more strongly in their new edition.

Sure but then there's question if this theme-=park sensibility will really allow for bound mechanics.

Quote:

Having them be Rogues is just one idea. What is kind of important to me is that their abilities reflect the alignment they have.

TBH I'd do it like this.

For any alignment or deity or at least four alignments (I'd gladly dump AL cosmic powers with their vague dilluted philosophies and make it just God-champions, but it probably won't happen) from a corners... you've got three types of Champion: Crusader, Defender and Avenger.

First is bound to actively spread cause - and his specific abilities are more like warlord like, second is tanking knight type bound to defend something valuable, third is assasin-like hunter of enemies and traitors.

clearly basic paladin will be LG defender

now there are magic abilities which are based on alignment - like mercies for LG, some tyranny mind-control for LE, all kind of plagues and hurting for CE, and some freedom based powers for CG

I think whether you're more tank champion or rogue champion should be indifferent from alignment - although probably obviously LG would have much more defenders, while CG much more avengers than other types.

But then you can have avenging champion of Erastil, as Holly Hunter type... or Defender of Desna bound by oath to protect travelers on some dangerous tracts.


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thflame wrote:
Snickersnax wrote:
Does anyone else see chaotic characters with a strict code as an oxymoron? Let's have a game with some logical consistency.
I mentioned this earlier, but as was pointed out to me, Chaotic Cavaliers with strict codes is a thing. Any argument from a consistency standpoint left a long time ago.

The Antipaladin has been officially released, and does have a code of conduct though it's more oriented towards evil than chaos.

Depending on the deity, chaos could be seen as freedom, wanderlust or anarchy. I'm sure that a more creative developer than me could write interesting codes of conduct for each case.


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PossibleCabbage wrote:

I feel a lot about how a Chaotic character would happily break in somewhere, lie, or forge documents, or cheat in a competition assuming that the ends can justify the means.

So if we had a Chaotic Paladin, they should not be doing any of that- but in what meaningful sense is that person (who follows all the rules and norms, even when it's inconvenient) be chaotic?

Why not?

Heck Lawful Good Paladins already break into places to kill monsters or evil people and take their stuff.

I don't see anything in the Paladin's code prohibiting him from lying to accomplish his goals (while in the act of opposong known evil anyway. Outside that context you might run into honor/alignment issues) or cheating in a competition (again, for The Cause)

The one sticky one is the forging documents because Paladins are expected to respect legitimate authority. If the authority is legitimate I suspect they would have trouble forging documents under its name.


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Quote:

Does anyone else see chaotic characters with a strict code as an oxymoron? Let's have a game with some logical consistency.

No... w don't. We have quite lot of devotion and discipline on Chaotic Side.

Go and tell Gorum as his priest - that you could totally bailed of and run from a field of battle because no code of condu... oh SMITE,.


Quote:


I don't see anything in the Paladin's code prohibiting him from lying to accomplish his goals (while in the act of opposong known evil anyway. Outside that context you might run into honor/alignment issues) or cheating in a competition (again, for The Cause)

"a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents."


thflame wrote:
Snickersnax wrote:
Does anyone else see chaotic characters with a strict code as an oxymoron? Let's have a game with some logical consistency.
I mentioned this earlier, but as was pointed out to me, Chaotic Cavaliers with strict codes is a thing. Any argument from a consistency standpoint left a long time ago.

Well a second edition is a nice time to clean up old messes


Wicked Woodpecker of the West wrote:
Quote:

Does anyone else see chaotic characters with a strict code as an oxymoron? Let's have a game with some logical consistency.

No... w don't. We have quite lot of devotion and discipline on Chaotic Side.

Go and tell Gorum as his priest - that you could totally bailed of and run from a field of battle because no code of condu... oh SMITE,.

That sounds more like intimidation and fear to me than devotion and discipline to a code of conduct


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Snickersnax wrote:
Does anyone else see chaotic characters with a strict code as an oxymoron? Let's have a game with some logical consistency.

Ever hear of antipaladin?

Liberty's Edge

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Hrm. I reckon of your three player types, I'm definitely shackled sternly into Narrative. I'm a HUGE fan of the lore of Golarion, all my characters are from pre-existing places, I research anything that may matter to my character extensively before creating them, and I give my players the resources to do the same.

However, I disagree entirely with why 2e is bad for Narrative players. If anything, it's giving us /new/ lore to play with, new ways to expand the world that was getting a little stale. I think it's fantastic that Goblins are a player race (I know, shame on me), because it means that the Golarion of 2e has, pardon the buzz word, evolved from the Golarion of 1e. While once, Goblins were evil little buggers, they've now had their race expanded on: yes, there's the baby eating freakazoids from 1e still roaming, but we know now that there are also some decently good hearted ones. It's not a /retcon/, but an expansion. It stays true to the lore of 1e in some places, but gives us more lore to play with in others. In total, it allows us something big: it allows us flexibility with our storytelling, not just our mechanics. And honestly, I think that's an improvement of the Golarion of old. Same can be said for neutral Paladins- I've always thought that should you be within one step of your deity, like a Cleric, you should be able to be a Paladin- and fingers crossed, this is something they'll do for 2e, and again, it'll allow us to do things with our stories we couldn't do before.

In total, I reckon you've made this big rift between Narrative and Agency, but the truth is- Narrative players, myself included, can do with some Agency sometimes too.


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Wicked Woodpecker of the West wrote:

"a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents."

You know, I reckon that a Liberator's code would be very similar.

She would even swear to respect legitmate authority... starting from the very moment that she encountered any.


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Snickersnax wrote:


That sounds more like intimidation and fear to me than devotion and discipline to a code of conduct

It is a code of conduct. One that Gorum put forth to his followers that might makes right and weakness is to be derided and ignored.

All clerics by definition follow a code of conduct. It's just that the code itself is left up to the gm so writers don't have to write a new one for literally every god.


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Think the lawful thing comes from Paladins supporting all legitimate governments and working with authorities for the good of society. Old timey Paladins were more closely tied to feudal "Knights" that worked closely with their lords and would own lands and stuff. It's not just about the code.

CE Antipaladin, however, understands only power and fear. His minions are practically slaves and their relationship with their patron has a different dynamic. They will question authority and try and destroy it so they can have the power instead.

Codes of conduct have nothing to do with any alignment intrinsically, only by their content.


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I certainly do not envy the good people on Paizo who must write the Paladin. Whatever they do, many people will be very disappointed.


FaerieGodfather wrote:
Wicked Woodpecker of the West wrote:

"a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents."

You know, I reckon that a Liberator's code would be very similar.

She would even swear to respect legitmate authority... starting from the very moment that she encountered any.

And considering that she is Chaotic Good, she would be more tolerant of moderately oppressive regimes that genuinely try to help their people with the stolen resources (aka taxes) than the Anarch.


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ChibiNyan wrote:
Think the lawful thing comes from Paladins supporting all legitimate governments and working with authorities for the good of society. Old timey Paladins were more closely tied to feudal "Knights" that worked closely with their lords and would own lands and stuff. It's not just about the code.

The issue is a NG paladin could do that as well, they just might at point commit chaotic acts (like setting the bbeg house on fire after getting everyone out of it). Note that the paladin code of conduct only calls for the paladin to be a bastion of good.


willuwontu wrote:
Snickersnax wrote:
Does anyone else see chaotic characters with a strict code as an oxymoron? Let's have a game with some logical consistency.
Ever hear of antipaladin?

I have heard of anti-paladins. My understanding is that they start out as paladins, fall, do not seek redemption and turn to evil.

"Antipaladins become the antithesis of their former selves." PFSRD

At their core they are still being defined by their lawful good roots. Despite their (possibly deep) unstable and evil veneer. That's why characters like Darth Vader still have the potential for redemption.


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willuwontu wrote:
ChibiNyan wrote:
Think the lawful thing comes from Paladins supporting all legitimate governments and working with authorities for the good of society. Old timey Paladins were more closely tied to feudal "Knights" that worked closely with their lords and would own lands and stuff. It's not just about the code.
The issue is a NG paladin could do that as well, they just might at point commit chaotic acts (like setting the bbeg house on fire after getting everyone out of it). Note that the paladin code of conduct only calls for the paladin to be a bastion of good.

2E book had a good example for this:

A Palaidn pledged his service to a Lord (LG). The lord then later decides to wage war on the Paladin's home village. Then the paladin would be obligated to participate in this attack and treat even old friends as enemies. Granted, he's not obligated to kill anyone in this case, but if his lord is LG, he can't betray them.


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I hope the pally goes any good and the blackguard antipally goes any evil. I could swallow that as a guy in the pally is LG camp. To me the pally never should have been a full blown class and certainly didnt belong in core. That cat aint going back in the bag though.


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Planpanther wrote:

I hope the pally goes any good and the blackguard antipally goes any evil. I could swallow that as a guy in the pally is LG camp. To me the pally never should have been a full blown class and certainly didnt belong in core. That cat aint going back in the bag though.

6 alignments for one class. Somewhat restricted but it worked for Barbarians in the past.

Myself I favor all 9 or 8 of 9 (I can see a reasonable argument to exclude True Neutral


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Snickersnax wrote:
willuwontu wrote:
Snickersnax wrote:
Does anyone else see chaotic characters with a strict code as an oxymoron? Let's have a game with some logical consistency.
Ever hear of antipaladin?

I have heard of anti-paladins. My understanding is that they start out as paladins, fall, do not seek redemption and turn to evil.

"Antipaladins become the antithesis of their former selves." PFSRD

At their core they are still being defined by their lawful good roots. Despite their (possibly deep) unstable and evil veneer. That's why characters like Darth Vader still have the potential for redemption.

Yet they are Chaotic evil, with a strict code of conduct. Nor are all antipaladins fallen paladins.


Vader's Lawful Evil (original trilogy Vader not Episode 3 Vader) anyway.


TarkXT wrote:
Snickersnax wrote:


That sounds more like intimidation and fear to me than devotion and discipline to a code of conduct

It is a code of conduct. One that Gorum put forth to his followers that might makes right and weakness is to be derided and ignored.

All clerics by definition follow a code of conduct. It's just that the code itself is left up to the gm so writers don't have to write a new one for literally every god.

This isn't a code of conduct its an edict with a massive recursive flaw. If you are a follower, you're automatically weak.

The self-loathing in this guy's followers makes me sad.


ChibiNyan wrote:

2E book had a good example for this:

A Palaidn pledged his service to a Lord (LG). The lord then later decides to wage war on the Paladin's home village. Then the paladin would be obligated to participate in this attack and treat even old friends as enemies. Granted, he's not obligated to kill anyone in this case, but if his lord is LG, he can't betray them.

Paladins were quite different in 2e than PF (from my understanding, I didn't start playing dnd till 3e).

But yes, a paladin who pledged his service to a lord would be obligated to follow their orders (assuming the orders are non evil) as part of their acting with honor.


willuwontu wrote:


Nor are all antipaladins fallen paladins.

This seems to indicate that they are:

Antipaladin:
Although it is a rare occurrence, paladins do sometimes stray from the path of righteousness. Most of these wayward holy warriors seek out redemption and forgiveness for their misdeeds, regaining their powers through piety, charity, and powerful magic. Yet there are others, the dark and disturbed few, who turn actively to evil, courting the dark powers they once railed against in order to take vengeance on their former brothers. It’s said that those who climb the farthest have the farthest to fall, and antipaladins are living proof of this fact, their pride and hatred blinding them to the glory of their forsaken patrons.

Antipaladins become the antithesis of their former selves.


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I feel like the difference between "a code of conduct" and "lawful" is that a person can follow a code of conduct purely because they promised they would and they are unwilling to break said promise because of their belief in themselves. A la "nothing else is important and nobody else is trustworthy, but I said I would so I will."

Whereas the Paladin as lawful good exemplar is someone who keeps their word and follows a code *because* they believe things like social order, norms, mutually beneficial community structures, rules that apply equally to the powerful and the powerless, legitimate authority which is responsive to and protects the defenseless, etc.


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Voluntary beneficial community structures are very much things a chaotic good or neutral person would be interested in (and in the case of chaotic good likely support) as well.

Voluntary being the operative word.


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Actually, 'rules that apply equally to the powerless as the powerful' is how one maintains an element of chaos in what would otherwise become a totalitarian society when the wrong people eventually come to power.


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Snickersnax wrote:
willuwontu wrote:


Nor are all antipaladins fallen paladins.

This seems to indicate that they are:

Antipaladin:
Although it is a rare occurrence, paladins do sometimes stray from the path of righteousness. Most of these wayward holy warriors seek out redemption and forgiveness for their misdeeds, regaining their powers through piety, charity, and powerful magic. Yet there are others, the dark and disturbed few, who turn actively to evil, courting the dark powers they once railed against in order to take vengeance on their former brothers. It’s said that those who climb the farthest have the farthest to fall, and antipaladins are living proof of this fact, their pride and hatred blinding them to the glory of their forsaken patrons.

Antipaladins become the antithesis of their former selves.

And that's why the class requires 1 level of paladin to enter, except it doesn't. Flavorwise they're the antithesis of paladins and so it makes sense for fallen paladin to become one, but there should also exist individuals who are so bloodthirsty and chaotic that they become one.


Personally I would view "the rules apply to everyone equally" as lawful and "the rules apply to some people more than others" as chaotic. Since laws, norms, and rules are (at least should be) what protects people without power from being exploited by the powerful- this is specifically the danger of a chaotic state.

Shadow Lodge

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Just give paladins the cleric's code of conduct. The 1E paladin's mechanics aren't any better than a cleric's, and balancing mechanics with role playing is folly anyway.

In addition, the 1E paladin's mechanics are good, not lawful, and the anti-paladin's mechanics are evil, not chaotic. At the very least, the two classes should be opened up into any good/evil, if new abilities aren't going to be made for the law and chaos side.

There is no reason for there to be 9 base classes exemplifying a specific alignment, especially if they are all divine warriors. We don't have a different base class for illusionist, necromancer, evoker, abjurist, etc.


Law as a concept is all about structure, about every one in their proper caste


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PossibleCabbage wrote:
Personally I would view "the rules apply to everyone equally" as lawful and "the rules apply to some people more than others" as chaotic. Since laws, norms, and rules are (at least should be) what protects people without power from being exploited by the powerful- this is specifically the danger of a chaotic state.

By that logic the most tyrannical state of affairs is the most Chaotic one.

Alignment, ladies and gentlemen!


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That sounds more like intimidation and fear to me than devotion and discipline to a code of conduct

Those elements are not mutually exclusive.

Gorum or his equivalent Tempus in FR code of conduct is barbarian warrior's honor.
It's clearly a code. Chaotic - because it's based on self-worth, not on overal structure.


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You know, I reckon that a Liberator's code would be very similar.

She would even swear to respect legitmate authority... starting from the very moment that she encountered any.

Hard to do when your core class ability is Smite Authority.

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CE Antipaladin, however, understands only power and fear. His minions are practically slaves and their relationship with their patron has a different dynamic. They will question authority and try and destroy it so they can have the power instead.

But then we have lot of CE demon worshippers and antipaladins who are truly devoted to their demonic patrons.


PossibleCabbage wrote:

I feel like the difference between "a code of conduct" and "lawful" is that a person can follow a code of conduct purely because they promised they would and they are unwilling to break said promise because of their belief in themselves. A la "nothing else is important and nobody else is trustworthy, but I said I would so I will."

Whereas the Paladin as lawful good exemplar is someone who keeps their word and follows a code *because* they believe things like social order, norms, mutually beneficial community structures, rules that apply equally to the powerful and the powerless, legitimate authority which is responsive to and protects the defenseless, etc.

The thing is many players use chaotic alignment to attach a rider to all their promises that goes something like this "... and I reserve the right to change my mind at any moment for any reason or even no reason at all with no consequences". At which point the promise begins to feel a lot less like a code and more like a whim or perhaps controlled folly.


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I have heard of anti-paladins. My understanding is that they start out as paladins, fall, do not seek redemption and turn to evil.

"Antipaladins become the antithesis of their former selves." PFSRD

At their core they are still being defined by their lawful good roots. Despite their (possibly deep) unstable and evil veneer. That's why characters like Darth Vader still have the potential for redemption.

I do not remember any antipaladin villains in various stories that would be fallen paladins.


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Myself I favor all 9 or 8 of 9 (I can see a reasonable argument to exclude True Neutral

Depends on deity - I can clearly see Pharasma could have undead hunter champions.


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Wicked Woodpecker of the West wrote:
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You know, I reckon that a Liberator's code would be very similar.

She would even swear to respect legitmate authority... starting from the very moment that she encountered any.

Hard to do when your core class ability is Smite Authority.

Since when has the Lawful Good Paladin had Smite Rebel?

CG Liberator has Smite Evil (or all Champions have Smite Enemy) and primarily uses it against slavers and despots.

Dark Archive

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Wicked Woodpecker of the West wrote:
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Myself I favor all 9 or 8 of 9 (I can see a reasonable argument to exclude True Neutral

Depends on deity - I can clearly see Pharasma could have undead hunter champions.

Nature champions of Gozreh (protecting the wilds and wilderness creatures and people who make their living by the wilds) and arcane champions of Nethys (promoting and defending arcane magic and arcanists) seem as viable.

Really, there's no in-game reason for pretty much any god that has clerics, inquisitors, etc. to not also have 'holy warriors.'

It's just a sacred cow that only the LG gods get a core class of holy warriors.

And, much like in 3.X, where the Blackguard was a Prestige Class was a rare honor that one had to earn, and Paladin was a base class that any schmoe could take (suggesting that evil had standards, and good did not), in Golarion, the Hellknight is a Prestige Class, only available to those who prove their worth to champion the cause, while Paladins are no more 'prestigious' or special than Rogues or Fighters (or Commoners or Experts).

It's a weird sort of flavor/mechanics mismatch, IMO, like Dwarves, a generally good PC race, having racial traits like Greed and Hatred, while more generally evil races, like Gnolls and Hobgoblins, do *not* have racial traits named after the seven deadly sins. :)

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