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