27.04.2013 Views

DnD/Class Handbooks/Paladins/Call of Duty - Paladin

DnD/Class Handbooks/Paladins/Call of Duty - Paladin

DnD/Class Handbooks/Paladins/Call of Duty - Paladin

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

<strong>Call</strong> <strong>of</strong> <strong>Duty</strong> – A <strong>Paladin</strong>’s Sourcebook: Chapter 2: Roleplaying <strong><strong>Paladin</strong>s</strong><br />

Associates: “While she may adventure with<br />

characters <strong>of</strong> any good or neutral alignment, a<br />

paladin will never knowingly associate with evil<br />

characters. A paladin will not continue an<br />

association with someone who consistently<br />

<strong>of</strong>fends her moral code. A paladin may only hire<br />

henchmen or accept followers who are lawful<br />

good.”<br />

Simply put, paladins only ally with heroes.<br />

<strong><strong>Paladin</strong>s</strong> will use their detect evil ability on<br />

prospective companions, and so will<br />

not foolishly ally with evil creatures.<br />

Nothing, however, prevents a<br />

paladin from having friends <strong>of</strong> good<br />

or neutral, or even chaotic,<br />

alignments. Many paladins will<br />

respect the opinions and advice <strong>of</strong><br />

such friends, even if they disagree<br />

on some or many points.<br />

<strong><strong>Paladin</strong>s</strong> will never approve <strong>of</strong><br />

dishonorable or chaotic behavior,<br />

and will not tolerate evil. They will<br />

not conveniently “walk away” when<br />

the party’s chaotic neutral rogue is<br />

interrogating prisoners or pilfering<br />

the temple c<strong>of</strong>fers. Lawful good<br />

does not mean “lawful stupid”;<br />

roleplay paladins according to their<br />

Intelligence scores, but do not<br />

compromise their integrity.<br />

If the other player characters<br />

consistently and flagrantly violate<br />

your moral code, talk to them and<br />

the DM out <strong>of</strong> the game, and try to<br />

find a solution. <strong><strong>Paladin</strong>s</strong> belong in<br />

heroic campaigns, and if that is not<br />

the type <strong>of</strong> game you are in, there<br />

will be problems. On the other<br />

hand, you cannot expect the other<br />

characters, even if they are lawful<br />

good, to follow the Code like a<br />

paladin, so try to show some<br />

tolerance, especially if the party is<br />

helping you fight evil and protect the<br />

innocent.<br />

Note that although paladins can<br />

detect evil, they have no magical<br />

way <strong>of</strong> determining whether a potential henchman<br />

is lawful good. It can be assumed that they only<br />

hire those that they know personally or by<br />

reputation, or depend greatly on detect good and<br />

detect law spells cast by a friendly clerical order.<br />

Violating the paladin’s rules on associates<br />

should be treated like a gross violation <strong>of</strong> the Code<br />

<strong>of</strong> Conduct. <strong><strong>Paladin</strong>s</strong> who do so should lose their<br />

special abilities until they atone.<br />

44<br />

<strong><strong>Paladin</strong>s</strong> and Chivalry<br />

<strong>Paladin</strong> orders (particularly<br />

those with a lawful neutral tilt)<br />

sometimes promote the ideals <strong>of</strong><br />

chivalry. Chivalry is defined as<br />

“The qualities idealized by<br />

knighthood, such as bravery,<br />

courtesy, honor, and gallantry<br />

toward women. “ It is best<br />

represented by the use <strong>of</strong> tenets.<br />

Suggested tenets for an order<br />

committed to chivalry include:<br />

• Always show courtesy to<br />

women (or men if you are<br />

female and your culture<br />

perceives men as the<br />

weaker sex) (cultural)<br />

• Always <strong>of</strong>fer a salute to your<br />

enemy before going into<br />

battle. A salute is a<br />

respectful gesture that takes<br />

a move equivalent action to<br />

perform (It is probably a<br />

good idea to take the Salute<br />

<strong>of</strong> Honor feat, see chapter<br />

1). (tactical)<br />

• Never surrender to the<br />

enemy (tactical)<br />

• Never run from the enemy<br />

unless the odds are<br />

overwhelming. (tactical)<br />

• Show proper respect for<br />

authority by always following<br />

formal rules <strong>of</strong> etiquette.<br />

(cultural)<br />

• Always wear brightly<br />

polished heavy armor <strong>of</strong> the<br />

highest quality and<br />

appearance. (tactical)<br />

Adding to the Code with Tenets<br />

Because the Code is part <strong>of</strong> the game balance for<br />

the paladin class, we do not recommend changing<br />

it. Making it less strict dilutes the paladin class.<br />

However, adding to the Code to reflect a religious<br />

or cultural aspect <strong>of</strong> your paladin is a good idea, if<br />

done in moderation. Additions to the Code <strong>of</strong><br />

Conduct are called tenets.<br />

The tenets <strong>of</strong> your organization may change<br />

over time. For instance, an invasion <strong>of</strong><br />

undead might prompt a paladin order<br />

to adopt a tenet requiring paladins to<br />

always destroy any undead<br />

encountered before any other<br />

enemies.<br />

Alternatively, your order may<br />

experience a schism, dividing into two<br />

sides with different tenets. They need<br />

not become sworn enemies or attempt<br />

to destroy one another, but may<br />

simply be rival churches with<br />

irreconcilable philosophical<br />

differences. Even lawful good<br />

organizations can bitterly disagree on<br />

some points.<br />

Tenets can be cultural or tactical<br />

in nature. Tactical tenets are the most<br />

restrictive, and include anything that<br />

restricts how the paladin behaves in<br />

combat or when adventuring. Cultural<br />

tenets are usually more religious in<br />

nature and impact roleplaying instead<br />

<strong>of</strong> combat. Some examples <strong>of</strong> tenets<br />

that could be added to the Code <strong>of</strong><br />

Conduct might include:<br />

• Undead (or some other<br />

specific foe, such as evil<br />

outsiders, drow, evil giants,<br />

blackguards, etc.) must be<br />

destroyed at every opportunity<br />

before any other enemies.<br />

(tactical)<br />

• <strong><strong>Paladin</strong>s</strong> must tithe to the<br />

temple or church (that is, you<br />

must donate 10% or more <strong>of</strong><br />

your wealth). (tactical)<br />

• <strong><strong>Paladin</strong>s</strong> may only own a certain amount<br />

<strong>of</strong> wealth. (tactical)<br />

• You may only own one or two magic items<br />

<strong>of</strong> each type. (tactical)<br />

• A paladin must remain celibate. (cultural)<br />

• A paladin must not eat meat, or a certain<br />

type <strong>of</strong> meat. (cultural, or tactical if food is<br />

scarce)<br />

• Mercy must always be <strong>of</strong>fered to a<br />

surrendering foe. (tactical)

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!