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Paladin Order: The Redeemers
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<blockquote data-quote="Vargo" data-source="post: 663448" data-attributes="member: 4436"><p>I'm playing a Paladin for the first time in a PBP game starting on Monday. I've never played one before, so I'm in for some interesting challenges. My DM asked me to come up with the character's beliefs, and this is what I've come up with so far. Thought I'd share it, solicit comments/thoughts/giant flaming bovines...</p><p></p><p>The Redeemers follow these beliefs:</p><p></p><p>1. Life is finite, but the soul is forever.</p><p>2. All life, including that which has slipped from grace, should have the chance to redeem itself, thus saving its soul from eternal fiendish bondage.</p><p>3. If a soul, having been offered a chance at Redemption, rejects that choice and instead threatens other souls, then with regret that soul should be severed from life, to prevent it from corrupting other souls.</p><p></p><p>In practice, how this works is thus:</p><p></p><p>The Redeemer states his purpose, his role, and demands that the individual or individuals repent their actions:</p><p></p><p>“I am Sandafëa, Redeemer! Cease your vile works and Repent!”</p><p></p><p>If the individuals in question then attack the Redeemer, he may fight without hold, until such time as there is no further resistance from the opposing party.</p><p></p><p>If individuals in the opposing party are in danger of dying, it is his responsibility to tend their wounds such that they will not bleed to death. If innocents are in danger, and time is of the essence, he does not need to take this step. If he is in possible, but not immediate danger, his responsibility for the safety of the wounded ends with that step. Otherwise, he will move them to a safe place and either personally heal them back to full health, or arrange for them to be cared for.</p><p></p><p>In any case, a Redeemer will leave a mark on the aura of the individual – viewable only by those who cast Detect Evil and know what to look for. Leaving the mark is a Supernatural ability that takes a standard action, and has a Will save of DC 10+(Paladin level)+CHA bonus. The mark can only be removed by a Remove Curse, Limited Wish, or Wish from a spell caster with a caster level higher than that of the Redeemer who placed the mark, or any Redeemer. The Redeemer can check the target’s aura to determine whether or not the target resisted the mark. Resisting the mark is grounds for raising the level of the mark.</p><p></p><p>A Redeemer who places a mark on one who has not, in the Redeemer’s perception, done anything to deserve the mark fails to place the mark automatically, and is in possible jeopardy of losing his status as a Paladin.</p><p></p><p>A Redeemer who removes a mark from one who the Redeemer does not believe should have the mark removed automatically fails to remove the mark, and is in possible jeopardy of losing his status as a Paladin.</p><p></p><p>There are three levels of the Mark of the Redeemer:</p><p></p><p>1. The Mark of the Remorseful</p><p>This mark is given to one who has transgressed in a minor way the laws of the land for no good reason. Stealing because one is starving is understandable, while stealing from the poor (or the starving) would be grounds for a Mark of the Remorseful. Property crimes tend to fall under this category.</p><p>2. The Mark of the Penitent</p><p>This mark is given to one who has transgressed in a major way the laws of the land for no good reason. This mark is also given to those who already have the Mark of the Remorseful and have once again been caught at their old ways. Assault, mugging, all violent crimes that do not end in death receive this mark.</p><p>3. The Mark of Finality</p><p>This mark is given to those who commit a violent act that ends in death. All Redeemers can sense an individual with this mark without having to use their Detect Evil ability. This mark is also given to any individual with the Mark of the Penitent who commits yet another crime.</p><p></p><p>The Redeemers are actually the enforcement branch of a larger organization known as the Forgiven. Any who bear a Mark given to them by a Redeemer may make their way to the order of the Forgiven, and they will provide any assistance they can reasonably provide in turning an individual’s life around, helping them find work, protecting their families from retribution, and in general helping them help themselves. The organization is Good, with a tendency towards Lawful action, but it has many Neutral Good members.</p><p></p><p>Redeemers do believe in upholding the law, but only Just law – if a law is unjust or unfair, they will ignore it, or if the law is enforced, they will as a whole fight the structure that tries to force it on the people.</p><p></p><p>This gets them in trouble with a lot of Lawful Neutral societies. Let’s not even get started on how Lawful Evil societies view them…</p></blockquote><p></p>
[QUOTE="Vargo, post: 663448, member: 4436"] I'm playing a Paladin for the first time in a PBP game starting on Monday. I've never played one before, so I'm in for some interesting challenges. My DM asked me to come up with the character's beliefs, and this is what I've come up with so far. Thought I'd share it, solicit comments/thoughts/giant flaming bovines... The Redeemers follow these beliefs: 1. Life is finite, but the soul is forever. 2. All life, including that which has slipped from grace, should have the chance to redeem itself, thus saving its soul from eternal fiendish bondage. 3. If a soul, having been offered a chance at Redemption, rejects that choice and instead threatens other souls, then with regret that soul should be severed from life, to prevent it from corrupting other souls. In practice, how this works is thus: The Redeemer states his purpose, his role, and demands that the individual or individuals repent their actions: “I am Sandafëa, Redeemer! Cease your vile works and Repent!” If the individuals in question then attack the Redeemer, he may fight without hold, until such time as there is no further resistance from the opposing party. If individuals in the opposing party are in danger of dying, it is his responsibility to tend their wounds such that they will not bleed to death. If innocents are in danger, and time is of the essence, he does not need to take this step. If he is in possible, but not immediate danger, his responsibility for the safety of the wounded ends with that step. Otherwise, he will move them to a safe place and either personally heal them back to full health, or arrange for them to be cared for. In any case, a Redeemer will leave a mark on the aura of the individual – viewable only by those who cast Detect Evil and know what to look for. Leaving the mark is a Supernatural ability that takes a standard action, and has a Will save of DC 10+(Paladin level)+CHA bonus. The mark can only be removed by a Remove Curse, Limited Wish, or Wish from a spell caster with a caster level higher than that of the Redeemer who placed the mark, or any Redeemer. The Redeemer can check the target’s aura to determine whether or not the target resisted the mark. Resisting the mark is grounds for raising the level of the mark. A Redeemer who places a mark on one who has not, in the Redeemer’s perception, done anything to deserve the mark fails to place the mark automatically, and is in possible jeopardy of losing his status as a Paladin. A Redeemer who removes a mark from one who the Redeemer does not believe should have the mark removed automatically fails to remove the mark, and is in possible jeopardy of losing his status as a Paladin. There are three levels of the Mark of the Redeemer: 1. The Mark of the Remorseful This mark is given to one who has transgressed in a minor way the laws of the land for no good reason. Stealing because one is starving is understandable, while stealing from the poor (or the starving) would be grounds for a Mark of the Remorseful. Property crimes tend to fall under this category. 2. The Mark of the Penitent This mark is given to one who has transgressed in a major way the laws of the land for no good reason. This mark is also given to those who already have the Mark of the Remorseful and have once again been caught at their old ways. Assault, mugging, all violent crimes that do not end in death receive this mark. 3. The Mark of Finality This mark is given to those who commit a violent act that ends in death. All Redeemers can sense an individual with this mark without having to use their Detect Evil ability. This mark is also given to any individual with the Mark of the Penitent who commits yet another crime. The Redeemers are actually the enforcement branch of a larger organization known as the Forgiven. Any who bear a Mark given to them by a Redeemer may make their way to the order of the Forgiven, and they will provide any assistance they can reasonably provide in turning an individual’s life around, helping them find work, protecting their families from retribution, and in general helping them help themselves. The organization is Good, with a tendency towards Lawful action, but it has many Neutral Good members. Redeemers do believe in upholding the law, but only Just law – if a law is unjust or unfair, they will ignore it, or if the law is enforced, they will as a whole fight the structure that tries to force it on the people. This gets them in trouble with a lot of Lawful Neutral societies. Let’s not even get started on how Lawful Evil societies view them… [/QUOTE]
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