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Paladins and Insanity
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<blockquote data-quote="irdeggman" data-source="post: 1856154" data-attributes="member: 16285"><p>I depends on whether the paladin is a paladin of principle or one associated with a deity - both are viable options.</p><p></p><p>In Birthright (a 2nd ed TSR game) all paldins had to follow a specific deity. Each of the 4 that had paladins had different aspects/philosophies that the paladins were expected to follow, as well as different abilities. In addition each deity had different temples that focues on different interpretations of the deity's philosophy - hence even more diversity.</p><p></p><p>One deity, Cuircean (god of battle and storms - not noble war which was his father) had paladins that had to be chaotic good, didn't gain spells or ability to turn undead but did gain the ability to specialize in a weapon as if a fighter.</p><p></p><p>These paladins were more likey to smite first and ask questions later while those of his father (the god of rulership and noble war) were more the typical paladin - negotiate and find the facts and then deal out the appropriate punishement - as such they were granted to ability to mete out justice as they saw fit (basically outside of the laws of the land, but due to their deity they basically followed the laws as long as they were just)</p><p></p><p>Unearthed Arcana also introduced paladins of different alignements (including evil). Basically changed the the general conception of the name paladin to correspond more to an extremely religious knight.</p><p></p><p></p><p>Back to your example - if the paladin in question has his detect evil going off on its own many questions arise. The asumption it is only the presence of evil (1st round benefit) and not the specific location (3rd round benefit). Which means that someone is evil in the rang of the detect - which triggers off the immediate meting out of justice (obviously based on the paladin's perceptions).</p><p></p><p>Colorful, but mechanically wise awkward. Reason for this being that it would be logical for players to want for their PCs to also have their detect spells in effect all the time (i.e., unconscious free actions). This could cause issues in the long run.</p><p></p><p></p><p>By the way here is the "official" 3.5 conversion of the Birthright paladins - for any inspiration it may inspire for you.</p><p></p><p>Also this is not OGC/OGL material. It is "free" as required by the "Official fansite" contracts with WotC, but it is IP of WotC and is jointed "owned" by WotC and the authors.</p></blockquote><p></p>
[QUOTE="irdeggman, post: 1856154, member: 16285"] I depends on whether the paladin is a paladin of principle or one associated with a deity - both are viable options. In Birthright (a 2nd ed TSR game) all paldins had to follow a specific deity. Each of the 4 that had paladins had different aspects/philosophies that the paladins were expected to follow, as well as different abilities. In addition each deity had different temples that focues on different interpretations of the deity's philosophy - hence even more diversity. One deity, Cuircean (god of battle and storms - not noble war which was his father) had paladins that had to be chaotic good, didn't gain spells or ability to turn undead but did gain the ability to specialize in a weapon as if a fighter. These paladins were more likey to smite first and ask questions later while those of his father (the god of rulership and noble war) were more the typical paladin - negotiate and find the facts and then deal out the appropriate punishement - as such they were granted to ability to mete out justice as they saw fit (basically outside of the laws of the land, but due to their deity they basically followed the laws as long as they were just) Unearthed Arcana also introduced paladins of different alignements (including evil). Basically changed the the general conception of the name paladin to correspond more to an extremely religious knight. Back to your example - if the paladin in question has his detect evil going off on its own many questions arise. The asumption it is only the presence of evil (1st round benefit) and not the specific location (3rd round benefit). Which means that someone is evil in the rang of the detect - which triggers off the immediate meting out of justice (obviously based on the paladin's perceptions). Colorful, but mechanically wise awkward. Reason for this being that it would be logical for players to want for their PCs to also have their detect spells in effect all the time (i.e., unconscious free actions). This could cause issues in the long run. By the way here is the "official" 3.5 conversion of the Birthright paladins - for any inspiration it may inspire for you. Also this is not OGC/OGL material. It is "free" as required by the "Official fansite" contracts with WotC, but it is IP of WotC and is jointed "owned" by WotC and the authors. [/QUOTE]
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