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Lawful Good assassins?
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<blockquote data-quote="Painfully" data-source="post: 181077" data-attributes="member: 601"><p>I suppose I should default them to Lawful Neutral, but I'm thinking of a secret society that is sworn to protect something of great value. Let's take a holy artifact as an example. They protect several different special locations throughout the land from graverobbers, adventurers, and the occassional farmer's kid who get's too curious of an old ruin.</p><p></p><p>Suppose it is their duty to protect and conceal the artifact and it's whereabouts. If they happen to kill a wandering adventurer who got too close would it be evil? Let's not count on a test of faith or alignment detecting magic for this scenario for now.</p><p></p><p>Movie examples of this are shown in "Indiana Jones and the Last Crusade," and also the more recent, "The Mummy."</p><p></p><p>I'm curious about creating the organization as a guild of sorts, but one that specializes in blending in to their surroundings (through professions and levels of expert perhaps) while still possessing the fine art of killing with a single critical strike at the right time (therefore, the assassin part).</p><p></p><p>At first I thought a modified paladin class would work, but I wanted to be able to make the idea flexible enough for different groups. And besides, paladins are too proud to hide behind many years of ordinary work.</p><p></p><p>And yes, killing is evil. But if there is no divine form of retribution for screwing up, and no angel sitting on their shoulder to tell them they might be doing the wrong thing, what's to keep them from thinking they are in the right to continue protecting what is in their charge?</p><p></p><p></p><p>I'd like to see some other viewpoints on this idea, and how else you might justify some of the hard questions that come up when you face this organization off with another one that might think they are in the right to explore and plunder an unmarked, but protected site.</p></blockquote><p></p>
[QUOTE="Painfully, post: 181077, member: 601"] I suppose I should default them to Lawful Neutral, but I'm thinking of a secret society that is sworn to protect something of great value. Let's take a holy artifact as an example. They protect several different special locations throughout the land from graverobbers, adventurers, and the occassional farmer's kid who get's too curious of an old ruin. Suppose it is their duty to protect and conceal the artifact and it's whereabouts. If they happen to kill a wandering adventurer who got too close would it be evil? Let's not count on a test of faith or alignment detecting magic for this scenario for now. Movie examples of this are shown in "Indiana Jones and the Last Crusade," and also the more recent, "The Mummy." I'm curious about creating the organization as a guild of sorts, but one that specializes in blending in to their surroundings (through professions and levels of expert perhaps) while still possessing the fine art of killing with a single critical strike at the right time (therefore, the assassin part). At first I thought a modified paladin class would work, but I wanted to be able to make the idea flexible enough for different groups. And besides, paladins are too proud to hide behind many years of ordinary work. And yes, killing is evil. But if there is no divine form of retribution for screwing up, and no angel sitting on their shoulder to tell them they might be doing the wrong thing, what's to keep them from thinking they are in the right to continue protecting what is in their charge? I'd like to see some other viewpoints on this idea, and how else you might justify some of the hard questions that come up when you face this organization off with another one that might think they are in the right to explore and plunder an unmarked, but protected site. [/QUOTE]
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