Arch Lich Thoth-Amon
08-05-2009, 08:45 PM
http://paizo.com/image/content/PathfinderRPG/PZO1110-ClassesSpread.jpg
According to James Jacob's, Editor in Chief, Pathfinder:
Correct. A paladin and an evil PC can now be in the same party. The paladin would likely want to try to mitigate or stem the results of the evil PCs' actions and should certainly try to convert or redeem or otherwise help the evil PC find the light... that's something that's actually really neat and cool for a Paladin to do, and builds in a reason for a paladin to stick with a party that has an evil character AND allows for more fun roleplay opportunities.
But the main reason for this loosening of the paladin code is to allow paladins to take part in adventures and plots where the PCs have to pick the lesser of two evils to ally with in order to tackle a greater evil. This is a really cool plot element, and one that we use a fair amount in Paizo products. By loosening the code, we not only let the player of the paladin feel less guilty about these situations, but also let the GM know it's okay for the paladin to do this and, perhaps most importantly, that the non-paladin players know it and won't be as tempted to be jerks about picking on a paladin PC for putting up with something evil.
After all... what's the point of a paladin code if the code is SO RESTRICTIVE that you never get to test your faith or your convictions in the field, as it were?
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I've been playing this way since Paladins were introduced into DnD and have always allowed this under certain conditions.
So what say the rest of you.
What share you?
According to James Jacob's, Editor in Chief, Pathfinder:
Correct. A paladin and an evil PC can now be in the same party. The paladin would likely want to try to mitigate or stem the results of the evil PCs' actions and should certainly try to convert or redeem or otherwise help the evil PC find the light... that's something that's actually really neat and cool for a Paladin to do, and builds in a reason for a paladin to stick with a party that has an evil character AND allows for more fun roleplay opportunities.
But the main reason for this loosening of the paladin code is to allow paladins to take part in adventures and plots where the PCs have to pick the lesser of two evils to ally with in order to tackle a greater evil. This is a really cool plot element, and one that we use a fair amount in Paizo products. By loosening the code, we not only let the player of the paladin feel less guilty about these situations, but also let the GM know it's okay for the paladin to do this and, perhaps most importantly, that the non-paladin players know it and won't be as tempted to be jerks about picking on a paladin PC for putting up with something evil.
After all... what's the point of a paladin code if the code is SO RESTRICTIVE that you never get to test your faith or your convictions in the field, as it were?
----------------------------------------------------------------------
I've been playing this way since Paladins were introduced into DnD and have always allowed this under certain conditions.
So what say the rest of you.
What share you?