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Code of Conduct for Paladin of Erevan Ilesere
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<blockquote data-quote="Spatzimaus" data-source="post: 2567750" data-attributes="member: 3051"><p>To sum up what he said, I'll link to the <a href="http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinVariantsFreedomSlaughterAndTyranny" target="_blank">Hypertext d20 SRD</a> site. IMC, we've used a variant of this rule ever since 3E came out.</p><p></p><p>Really, an LG alignment just doesn't fit with this god at all, so if you want a Paladin, you'd need to allow the CG variant. The code of conduct doesn't need to be too drastically changed; the Paladin's "lawful" rules (respect legitimate authority) is simply replaced with rules like "protect personal liberty". Most of the other rules (no poison, protect innocents) can be viewed as part of the Good alignment. Now, that being said, a CG alignment is much easier to play than an LG, in my experience. One of the big drawbacks of the Paladin class is that an ultra-lawful philosophy just doesn't match well with the "kill all the bad guys, loot everything that's not nailed down, and bring a crowbar for that" attitude most adventuring groups favor; a CG Paladin shouldn't have nearly as many problems with that.</p><p></p><p>Since this is the House Rules forum:</p><p>One of the ways we altered this IMC was to tie fewer things to the good/evil axis. In the core Paladin, everything's Detect Evil, or Smite Evil. Even with the three variant Paladins, the good ones share abilities (Turn Undead, Remove Disease, Lay on Hands) and the evils share the opposites. So, for instance, we changed the Smites to be Smite Law or Smite Chaos. This reduces the Paladin's power a bit, although the Lawful types tend to come out ahead (CE and CN seem much more common than LE and LN).</p><p>We also removed the disease aspect entirely. Instead, the Paladin picks one domain; this domain can be one of his god's, or it can be the new Purification or Contagion domains. Divine Health (immune to disease at level 3) is replaced by the domain's granted power; the Purification domain power is immunity to disease, for instance. Instead of getting "remove disease X/week" abilities, the Paladin can simply swap any of his existing spells for the domain spell of the appropriate level, in the same way a Cleric swaps for heals.</p><p>We also rewrote the Mount rules, skewing them more to the law/chaos axis as well.</p><p></p><p>Anyway, point is, playing a CG Paladin variant is actually pretty fun, and works well overall. It's just a LITTLE overpowered at times, unless you make the code of conduct more restrictive than what an LG deals with.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2567750, member: 3051"] To sum up what he said, I'll link to the [url=http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinVariantsFreedomSlaughterAndTyranny]Hypertext d20 SRD[/url] site. IMC, we've used a variant of this rule ever since 3E came out. Really, an LG alignment just doesn't fit with this god at all, so if you want a Paladin, you'd need to allow the CG variant. The code of conduct doesn't need to be too drastically changed; the Paladin's "lawful" rules (respect legitimate authority) is simply replaced with rules like "protect personal liberty". Most of the other rules (no poison, protect innocents) can be viewed as part of the Good alignment. Now, that being said, a CG alignment is much easier to play than an LG, in my experience. One of the big drawbacks of the Paladin class is that an ultra-lawful philosophy just doesn't match well with the "kill all the bad guys, loot everything that's not nailed down, and bring a crowbar for that" attitude most adventuring groups favor; a CG Paladin shouldn't have nearly as many problems with that. Since this is the House Rules forum: One of the ways we altered this IMC was to tie fewer things to the good/evil axis. In the core Paladin, everything's Detect Evil, or Smite Evil. Even with the three variant Paladins, the good ones share abilities (Turn Undead, Remove Disease, Lay on Hands) and the evils share the opposites. So, for instance, we changed the Smites to be Smite Law or Smite Chaos. This reduces the Paladin's power a bit, although the Lawful types tend to come out ahead (CE and CN seem much more common than LE and LN). We also removed the disease aspect entirely. Instead, the Paladin picks one domain; this domain can be one of his god's, or it can be the new Purification or Contagion domains. Divine Health (immune to disease at level 3) is replaced by the domain's granted power; the Purification domain power is immunity to disease, for instance. Instead of getting "remove disease X/week" abilities, the Paladin can simply swap any of his existing spells for the domain spell of the appropriate level, in the same way a Cleric swaps for heals. We also rewrote the Mount rules, skewing them more to the law/chaos axis as well. Anyway, point is, playing a CG Paladin variant is actually pretty fun, and works well overall. It's just a LITTLE overpowered at times, unless you make the code of conduct more restrictive than what an LG deals with. [/QUOTE]
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