Post by anomalousresult on Jan 3, 2007 15:33:20 GMT -5
Finser's Notes on the Paladin's Code (translated from the dialect of Renfall):
You're fearless, not clueless; don't plunge into fights you can't win just because the enemy is evil.
A battle is not a duel; giving up tactical advantage to known enemies in the name of fighting fair doesn't make you more honorable, it makes you more likely to lose.
Evil must be destroyed, but we're not going to get all of it in one day.
Evil must be destroyed, but sometimes you'll need reinforcements.
A live paladin who falls back is liable to do more good than a dead one who stands his ground.
You're a holy warrior: you know it, they know it; now shut up about it.
If your party is already in combat, don't bother detecting evil.
Remember that for most people "them and us" trumps "good and evil."
Don't hold other people to your standards of honor and generosity; you're a paragon, not a benchmark.
You'll lose your powers the moment you do anything evil, but most deities offer more flex when it comes to the occasional act of chaos.
Relax; nowhere in the paladin's code does it say you must keep a stick up your behind at all times.
Sometimes good is best served by you keeping your mouth shut, looking like hired muscle, and letting the bard lie your way out.
Respect other people's gods; so long as they're not evil, there's a place for them.
Ask the wizards and sorcerers up front to please, please not create any abominations.
Unless you're helping her flank or she needs you for a distraction, don't think about what the rogue is doing.
You can't just butcher helpless humanoids, so work out what you're going to do if someone drops their weapons in advance, and discuss it with the rest of the party. Depending on which god you serve, a few ranks of Profession (barrister) and about fifteen feet of rope might be all you need.
Blackguards, assassins, most abberations, clerics of evil gods, undead, chromatic dragons and especially fiends don't get to surrender; what they are is crime enough to warrant an immediate death sentence.
You're fearless, not clueless; don't plunge into fights you can't win just because the enemy is evil.
A battle is not a duel; giving up tactical advantage to known enemies in the name of fighting fair doesn't make you more honorable, it makes you more likely to lose.
Evil must be destroyed, but we're not going to get all of it in one day.
Evil must be destroyed, but sometimes you'll need reinforcements.
A live paladin who falls back is liable to do more good than a dead one who stands his ground.
You're a holy warrior: you know it, they know it; now shut up about it.
If your party is already in combat, don't bother detecting evil.
Remember that for most people "them and us" trumps "good and evil."
Don't hold other people to your standards of honor and generosity; you're a paragon, not a benchmark.
You'll lose your powers the moment you do anything evil, but most deities offer more flex when it comes to the occasional act of chaos.
Relax; nowhere in the paladin's code does it say you must keep a stick up your behind at all times.
Sometimes good is best served by you keeping your mouth shut, looking like hired muscle, and letting the bard lie your way out.
Respect other people's gods; so long as they're not evil, there's a place for them.
Ask the wizards and sorcerers up front to please, please not create any abominations.
Unless you're helping her flank or she needs you for a distraction, don't think about what the rogue is doing.
You can't just butcher helpless humanoids, so work out what you're going to do if someone drops their weapons in advance, and discuss it with the rest of the party. Depending on which god you serve, a few ranks of Profession (barrister) and about fifteen feet of rope might be all you need.
Blackguards, assassins, most abberations, clerics of evil gods, undead, chromatic dragons and especially fiends don't get to surrender; what they are is crime enough to warrant an immediate death sentence.