Sejs said:
"Alhandra, a paladin who fights evil without mercy and protects the innocent without hesitation is lawful good."
I believe I covered that he can ignore mercy under the guise of law...but there is an
and there. What innocent did he protect? In other words, the paladin broke the good part.
“Good” implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
“Evil” implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing...out of duty to some...deity.
Sejs said:
Not counting Always X critters who are born with their alignment as is mentioned expressly, still no. That means all evil sentient beings arn't born good, they're born neutral.
ack...true....good catch.
delericho said:
While within the bounds of civilisation, the paladin will feel bound to accept the surrender of foes, and turn them over to the legitimate authorities for trial and punishment (unless the legitimate authorities are manifestly corrupt or grossly incompetent). And note that if the villain has repeatedly escaped from captivity to continue his evil deeds, the paladin may justly feel that the authorities are incompetent, and that the burden of administering justice does fall to her. At which point, if the just punishment is deemed to be execution, the paladin is free to carry out the sentence.
Isn't it better to work on finding out why the villians are escaping? I think I'd rather capture that escaped villian to figure out where the hole in the system is. What brings more order and good to the world, wiping up one drop (the escaped villian) or fixing the hole in the bucket (the criminal justice system?)
delericho said:
However, while in the wild (read: typical adventuring environment), the ability to transport captives to the legitimate authorities is curtailed. What's more, the paladin can consider herself to BE the legitimate authorities.
nope. Someone considers that their land and unless that paladin is part of that societies' justice system, they are just being vigilantes.
tonym said:
You knew darn well that the paladin wanted that orc dead, but you went ahead and put that paladin in a sticky situation.
When a paladin enters a party of adventurers, the party TACITLY AGREES that the paladin does not get put into sticky situation by jerky PCs. And if a jerky PC thoughtlessly puts the paladin in such a situation, the paladin should not be criticized for getting herself out of the situation.
actually I believe the player that put the paladin in that spot is CN. I am not sure what the other alignments are in the group. It is more likely that the paladin isn't in the correct group.
Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
DestroyYouAlot said:
The real thing that's standing out here, for me, is that she actually threatened your character simply for conversing in a language she doesn't understand - this paints her as nothing more than a run-of-the-mill bully, far from a divine champion of justice.
Agreed.
DestroyYouAlot said:
Again, the real problem here is not so much her conduct towards the orc, but towards the members of her own party. Unless this is an extremely short-lived alliance of convenience, a paladin should (ideally) hold few in higher regard than their brothers (and sisters) in arms, members of her order or not. And she is simply not honoring her fellow "soldiers", in any regard.
the player is CN/g so of course the paladin and him are not going to get along. It sounds like either the paladin or the chaotics in the party shouldn't be together.