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Paladins in 3.5, why?
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<blockquote data-quote="Corinth" data-source="post: 953552" data-attributes="member: 497"><p>Yes, it is. Destroying evil is good. A paladin that does what he's there to do can't go wrong.</p><p></p><p>Tough; that's what paladins are: divinely-invested crusading warriors of righteousness charged by their patron gods to smite evil in all its forms. If the evil ones repent, that's all well and good; otherwise they die at the paladin's hands. Evil beings fear paladins; good and neutral ones don't. Good and neutral beings gladly support paladins in rooting out the evils in their midst for that makes the community a better, safer place. </p><p></p><p>There's no room for waffling here; the only problem is if magic is somehow used to produce a false positive for <em>detect evil</em>, and that's it. As that is (a) not a common occurance and (b) indicative of the presence of an evil sufficiently powerful to be a threat to a community, such a tactic would do little more than tip off a paladin to such an evil being's presence. Then it's down to which agent of the cosmic forces of good and evil is stronger, and that is another issue entirely.</p><p></p><p>Fortunately for most, alignment in D&D is based--for those possessed of free will--upon a character's overall pattern of behavior. One evil act won't necessarily push a character over into being of evil alignment; that act has to be consistent with a pattern of evil behavior, which means that it takes time to shift to (or from) an evil alignment (barring magic).</p></blockquote><p></p>
[QUOTE="Corinth, post: 953552, member: 497"] Yes, it is. Destroying evil is good. A paladin that does what he's there to do can't go wrong. Tough; that's what paladins are: divinely-invested crusading warriors of righteousness charged by their patron gods to smite evil in all its forms. If the evil ones repent, that's all well and good; otherwise they die at the paladin's hands. Evil beings fear paladins; good and neutral ones don't. Good and neutral beings gladly support paladins in rooting out the evils in their midst for that makes the community a better, safer place. There's no room for waffling here; the only problem is if magic is somehow used to produce a false positive for [i]detect evil[/i], and that's it. As that is (a) not a common occurance and (b) indicative of the presence of an evil sufficiently powerful to be a threat to a community, such a tactic would do little more than tip off a paladin to such an evil being's presence. Then it's down to which agent of the cosmic forces of good and evil is stronger, and that is another issue entirely. Fortunately for most, alignment in D&D is based--for those possessed of free will--upon a character's overall pattern of behavior. One evil act won't necessarily push a character over into being of evil alignment; that act has to be consistent with a pattern of evil behavior, which means that it takes time to shift to (or from) an evil alignment (barring magic). [/QUOTE]
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Paladins in 3.5, why?
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