What can paladins do, 'for the greater good'?


Rules Questions


Good day.

I have a situation, in which the paladin uses bluff to pose as a legitimate person from the Chelish authority, to get a rebel/freedom fighter out of jail.

Shortly afterwards, there will be a part where the group will have to obtain a docked ship. Be it from an evil aligned captain, but it is the only vessel docked, they can get to their objective with. Naturally, said captain does not voluntarily hand over their ship.

I have not before run into this, so i don't know if this causes problems with their paladin powers.

Thanks in advance, and happy new year.


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It may be elucidating to look at the 2e Paladin, which has a priority for "what rules take precedence over other rules". To be specific here "do not allow innocents to come to harm when you could reasonably prevent it" is more important than "do not lie."

1e is a different game, but I've always tried to draw the line so that a Paladin should not deliberately speak untruth, but a Paladin is also not obligated to be forthcoming with damaging information. You can omit information, phrase things in a misleading way, answer a question with a question, let someone else talk for you, etc.

Like it's the difference between "there are no fugitives hiding in the attic" (a lie) and "I certainly don't know of any fugitives currently hiding in the attic" (since they could have left since you last saw them, and there's no expectation that you would be aware of everybody in the attic at every point in history) or "Do you really think I would be so foolish as to try to hide fugitives from as thorough and diligent an agent of the law as yourself?" (a question, not a statement.)

The important thing about Paladins is that you always try to do the right thing in the right way. If you're making an effort in this direction, you are probably fine.


Paladin of which deity?


yeah, the deity in question matters a lot. Some deity's will be more ok with lying, but others might have a major issue with it.


The goddess is Sarenrae.


Why send the paladin and not someone else?
If it must be the paladin, why it has to be Bluff instead of another solution?

But ok, let's roll with it. A paladin could lie (no matter the codex) and afterwards ask for atonement. Because he sincerly blames himself for not being able to come up with a better solution, and he will strive to improve.


Why does a Paladin of Sarenrae even have enough skill points in Bluff for this to be a feasible plan? A rogue wearing fullplate has a better chance of actually succeeding in such a lie.

Anyway, the Sarenrae specific code has this tenet:

• I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.

Theoretically, you could say that lying to an enemy is a way of combating evil.

I'm more of the opinion that the paladin is lying to avoid confronting evil. Yeah, Sarenrae would disapprove, but I don't think I'd make someone fall for it either.


That tenet's interpretation is a good one.

Thank you.


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For the second situation simply have the paladin pay to use the ship. The paladin can probably make it seem like he is bribing the captain on the ship, but in reality, he is renting it. Just make sure to return the ship and pay for any damages. Use Diplomacy instead of bluff to pull it off. It might seem like this is skirting the code, but in reality, the paladin is paying a fair price for the service. Strictly speaking the paladin has not committed any wrong. Keep in mind that paladins are lawful good, which means they are going to be fairly good and figuring loopholes.

Did the paladin actually state he was the authority figure, or was it just implied? That might be nitpicking a bit, but strictly speaking it is not a lie. Paladins and other lawful alignments are often good at skirting restrictions without actually breaking them. Saying I am a <insert title> and order you to release the prisoner is different than saying are you going to refuse the order of a <insert title>, especially when the paladin has never outright stated he is a <insert title>. He may have implied he held the title, but never outright stated it.

Part of Sarenrae's paladin code is that I will redeem the ignorant by my words and actions. If they will not turn to the light, I will redeem them by the sword. From the sounds of things, the paladin has been following this. He tries to use a non-violent method first. Sarenrae would not have problems with this.


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GM Chyro wrote:

I have a situation, in which the paladin uses bluff to pose as a legitimate person from the Chelish authority, to get a rebel/freedom fighter out of jail.

Shortly afterwards, there will be a part where the group will have to obtain a docked ship. Be it from an evil aligned captain, but it is the only vessel docked, they can get to their objective with. Naturally, said captain does not voluntarily hand over their ship.

I have not before run into this, so i don't know if this causes problems with their paladin powers.

As described, you’re talking about a Paladin of Sarenrae engaging others under false pretenses to free someone from an evil, unjust authority, and then commandeering a vessel from an evil-aligned captain. You’re asking whether someone of that alignment, and who follows that goddess code of conduct, might run into issues if they do the above things.

By default, per the Core Rulebook, a Lawful Good character “combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

Lawful good combines honor with compassion.”

Digging deeper into Ultimate Campaign’s alignment rules, a Lawful Good character’s relevant core tenets include fairness, honor, property, right, and truth. She “believes in honor” and “would rather die than betray [her] faith.”

Finally, Sarenrae demands that her Paladins are fair to others, that they do not abide evil, but that they try to get people to do the right thing via words before resorting to violence.

With that all that in mind:

1. A Paladin of Sarenrae should not use dishonesty as a means to achieve her goals. Dissembling, omissions of truth, and white lies may work fine for people who aren’t Paladins who want to justify not acting as Paladins would. A Paladin of Sarenrae would either not act this way, or, if she absolutely had to, would seek atonement after the fact.

2. A Paladin of Sarenrae would not allow the whims of an evil ship-captain get in the way of freeing people from an unjust regime. She would pay that captain fare wages for his assistance, seek to convince him to do the right thing if coin did not suffice, but would not shirk from seizing his vessel by (preferably non-violent) force if it was the only way of saving the innocent/delivering justice to them.

Quote:
Thanks in advance, and happy new year.

Happy New Year to you, as well!


Maybe overly simplifying the answer here but... A Paladin can do ANYTHING 'for the greater good' and still retain their powers, EXCEPT performing an Evil action. And if they do things that 'grossly violate' their oaths, they might find themselves cut off from their power anyway. Gross violations is a fluid and not-fully-defined level of action, as it should be. Paladins CAN lie, they CAN cheat, they CAN steal, etc, etc. Their oaths (and their own beliefs) make them opposed to doing so. At the very least, a Paladin should be morally conflicted after engaging in such behavior and seek to atone (if not mechanically, but narratively). If they are not conflicted with such behavior, this indicates a potential shift in their core alignment and might be a more serious issue to tackle.

One thing to remember is that D&D does not get into the complexities of real world morality to the extent some people like. Doing Evil in the name (or pursuit) of a 'greater' good is still Evil, and your Paladin will lose their powers. Their path is a narrow one and it is HARD to stay balanced on it.


with Paladins, Clerics and such (deific agents) their faith and diety sets the goals modified by alignment. The worst(generic) case is where the player has chosen a philosophy where there needs to be a discussion about what his goals are.
Do not get sucked into the 'weeds' (details) too early.
With Paladins in particular players need to write down their oath and both player and GM need to agree that it has sufficient details and commitment. Having it on paper allows review so everyone can stick to 'the plan' and keeps it from being nebulous and ever-changing.

With your generic opening this nebulous area is where you are at. Get the oath on paper and Fix it.


1st just because you have at will detect evil does not mean it is constant, even then if a character is low level enough they might not even register as evil (the cut off is level 5 for non cleric). Point being the paladin simply might not know the boat captain is evil.

2nd as far as the "don't abide evil, but first talk it out" that means that you cannot stand evil and wont accept evil decisions, rules, and promises without attempting to convince by word or sword to change their ways.

3rd lying and lying by omissions is not in itself evil. The evil comes entirely from what and why you are lying. Lying to save an innocent person is probably at the very edge and could easily go either way.


Remember Paladins are also lawful, and it may not be as chaotic to lie as it is evil to blindly murder, but you do have to both maintain lawfulness and goodness at the same time.

This to me ultimately comes down to specific deity's paladin's code how lenient they will be, and for one major reason. Some paladin codes just wish to see evil destroyed and don't allow for the "opportunities of redemption" that say Sarenrae and Shelyn offer. At the same time, just saying "repent or I will kill you" is very unlikely to ever be successful, especially as opposed to the stereotypical paladin's fall to a clever evil guy twisting their point of view. A paladin presented with someone that has no reason to fight them who is evil and has evil aims need not be turned into a hostile over taking them on a journey to show the follies of their evil, even if that requires a bit of light deception or leading.


Situation 1: paladin using Bluff to spring a freedom fighter from Chelish prison

Bluff isn't a Class skill for paladins, but Cha is one of their key stats. If this paladin has ranks in Bluff and wants to take this course of action, I'm guessing the PC was built specifically with these kinds of actions in mind; the player WANTS to be the bluffing paladin. I think Kaosh has the right of it with the tenet of Sarenrae; while the goddess would disapprove, I don't think she'd cast the paladin out of her Grace.

Situation 2: paladin wants to commandeer a ship from an evil captain

This one's a bit more tricky. Even if the paladin knows for a fact this captain is evil; say, if the captain has 5 HD and an Evil alignment and the paladin has detected that aura, this still doesn't, in my opinion, warrant the paladin simply taking what they want from this captain.

If the captain attacks the paladin with lethal force, threatens to murder the paladin or the party, threatens NPCs in order to intimidate the paladin etc, then the paladin can take direct, aggressive action against the captain. Also if the ship is being used for truly evil, vile purposes, the paladin might "liberate" the vessel in order to spare innocent lives.

Otherwise, if the ship is just docked and the captain has an Evil alignment, the paladin has no right (again, in my opinion) to just saunter up and take it. Even if the paladin uses Bluff, lies, deceit or Enchantment magic to do so, that's not really ok. My advice would be for the paladin to either 1. work out a deal with the harbor authorities to take some kind of action against the captain and win the use of the ship as their reward, or 2. pay the captain whatever fee they needed, unless that payment involved some kind of act or favor that violates the paladin's oath.

Bottom line, if the player built the PC specifically to use the Bluff skill, chances are you'll be dealing with these gray areas a lot. Best to set yourself some ground rules, tell the player about them, and be ready to enforce those rules now before this becomes an even bigger issue down the road.


Short, not terribly useful answer: It really depends on how strict the GM is in their interpretation of the paladin's code, and if the GM allows varying codes depending on the type of paladin.

Slightly longer, possibly less useful answer:
The paladins in my game would probably have trouble with the first. One flat out refuses to lie in any way, so they would need to find another way of handling that situation. He might go so far as to just intimidate the jailors threats of violence and let people draw their own conclusions about why, but he would never lie or intentionally deceive.
The other might condescend to half-truths and misleading statements but would feel terrible about it and perform some form of atonement later (the spirit of the truth being more important than the letter).

In the second situation things would depend on whether they knew the captain was evil, and exactly how evil. If he was 'normal evil' they would probably just use their impressive Diplomacy, possibly Intimidate, to get the ship to go where they wanted for a fair price, with a stern warning that the captain better not try anything funny while they are around and wouldn't it be nice if he became a better person.
If he is fairly bad they might take the ship over by force and once they were clear of the city they would give the captain and crew a chance to surrender peacefully and try to reform.
If the captain is really bad, executions might be on the table.


Intimidating the jailors: so, sorry to nitpick but I gotta ask: WOULD the PC paladins, intimidating the jailors actually follow through on whatever threats they were using?

Paladin: open the rebel's cell, or else!

Jailor: or else what goody two shoes?

Paladin: I'm going to twist you into a pretzel, take the key from you and open the cell myself!

Now, if the paladin would, unprovoked, beat the jailor down like that and remove the prisoner against the jailor's will, they'd be the aggressor in the fight, breaking the law and using pain and fear as tools for righteousness. On the other hand, if the paladin WOULDN'T beat the jailor down, they're clearly lying about their empty threat.

Lying to get someone to do something in this system is handled by the Bluff skill.

Also, under the Coercion section of the intimidate skill is this:

Intimidate wrote:
By spending more time threatening or harassing a target, you can attempt to force a creature to act friendly toward you for 1d6 hours + 1 hour for every 5 points by which you exceed the DC. If you succeed at such a check against the same target at least once per week for 1d6 weeks (without ever failing any Intimidate checks against the target during that time), the duration of the coercion increases to 2d8 days. Coercion is overt, not subtle, and in most cases using coercion against a creature is an evil act.

Now, I get that this says "in most cases" but I'd be hard pressed to imagine a scenario where threatening a guard to release a prisoner or else would be a Good or Neutral act.


At the risk of sounding really obvious, “This isn’t evil” is not the criteria by which a Paladin defines his or her life. A Paladin’s code of conduct and oath are, invariably, a more specific version of Lawful Good.

Secondly, a Paladin may not be able to detect someone’s evil supernaturally, but “normal evil” is a misleading label. The entry level for ANY evil is a willingness to “take what he wants without regard for whom it hurts” and “to hurt others for their own ends,” or to “kill for profit, sport, or convenience” without concern for their victim, or to be “vicious, arbitrarily violent, and unpredictable” while doing “what his greed, hatred, and lust for destruction drive him to do.” So really, what we’te talking about is what scope of evil an NPC of evil alignment is capable, given their ability and available resources.

Now we can debate all we want about how morality plays in the real world, but those are the actions that define evil in this fictional game. If someone pings as evil, they’ve either done seriously dark things or are well on their way to doing so—which is why a goddess like Sarenrae instructs her Paladins to not let evil go unopposed or unchallenged.

Hence why I would argue that Sarenrae would not be okay with deceit, and that if a player arguing he’ll be remorseful and will get an Atonement spell later might work for a real-world knight taking his cues from papal edicts against Albigensian heretics, but will get him no luck in Golarion. Conversely, I think a Paladin would—correctly—recognize that a person doesn’t simply register against his Detect Evil on account of having the wrong combination of adjective and noun on their NPC sheet. They SHOULD try to find a peaceful, redemptive resolution with the captain, but if he resists I don’t think they should feel bad about locking him in his own brig.


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Why has no one thrown out a Diplomacy check for either of these situations?

1. Jailor needs to release the rebel: is the jailor an Undead, Evil Dragon or Evil Outsider? Are they radiating palpable evil or otherwise have 5 or more HD gained through the selfish and malicious torment and oppression of others? If yes, then maybe combat. If not...

A City Guard in the Bestiary on PFSRD is listed as a Human Warrior 2 w/a N alignment. Maybe in Chelliax its NE, but if the guard is only a Warrior 2, they may not be some kind of brutal, heartless killer waiting to abuse the prisoner remanded to their custody.

They might just be a person with some military training, posted to a job; a job that pays 1GP/day I might add. If Cost of Living is 3 GP/month this guard, if they're frugal and single, might see 204 GP in a year. Bear in mind, that's if they do NOTHING but scrape by at the bare minimum of living.

Maybe they like to bet on the ponies, or enjoy a bit of pesh from time to time; perhaps they like to entertain hosts or hostesses of the evening; maybe they're even saving up for an audience with an imp to discern their future, who knows? Whatever the case, 100 GP might be about half their annual salary after expenses, maybe more.

Diplomacy isn't just etiquette and Gather Info. If the guard suffers the paladin to talk for a minute, even at a starting attitude of Hostile there's a chance, however slim, that the paladin can shift the guard's attitude 2 levels to Indifferent.

How many times do you see this in media? How often does a "flowery speech" from a hero to villain give the recipient the chance to do the right thing, make the right call? THIS is what Paladins are MADE for, in my opinion.

The PC is a paladin of Sarenrae right? Let's see...

Paladin: "ok, you caught me, I'm not an agent of the sheriff. My name is Sir Dawnsearlylight. I'm an agent of Sarenrae, here on a vital mission to free that man.

You're not an evil soul, I can tell, and you haven't drawn your weapon yet so you have left in you the compassion for another human being. Turn that compassion to your prisoner. Even now his wife is sick and dying, his children starve and his only crime, the REASON he is here is because the lords and ladies would rather thrill at the Opera than offer a pittance to save them.

This city... this whole country... it will eat us all alive. I know you've felt it, that lurking beast just over your shoulder. I speak not of devils or vile monsters, but of tax collectors, landlords, reeves and contracts; of the endless bureaucracy that surrounds us, beats us down, keeps us from breathing free.

He suffers in his cell, his family suffers in the cold corners of the city, because of this relentless horror. His only crime was to strive against it, to try and claw his way out of the darkness for his wife and sons. We all want to see the light, do we not friend jailor?

So I offer you this; 100 pieces of gold, and my word that if you free this man the light will find you as well. The Dawn is coming, a time when the people will stand on their own terms and not at the whims of their so-called betters. Will you take this money and my promise now, and free the rebel in your jail?"

Now, maybe that's a little over the top and if I were in the game I'd tailor it a bit more to the situation at hand, but hopefully you get what I'm saying here. Paladins are your Captain America types; they don't shy away from a fight but their first instinct is to appeal to the better angels of their enemy's nature.

That to me screams Diplomacy check. The paladin here isn't lying; they believe the rebel is freedom fighting to help themselves, their family and their country against the oppressive Chellish government. They embrace the coming light of Sarenrae the redemption that it brings. The paladin is invoking that faith, that conviction to demonstrate to the guard that...

There is another way. A better way. Put aside the weapons of evil and step into the light.


I assumed that the bluff thing was because it's the plan the party came up with.

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