Kin wrote:
On a final note, you want to talk about never fleeing from battle. Well do this, if you get hit with a fear spell and flee, how about seeking the nearest priest / Paladin of your faith and atoning for your sin of breaking you vow? It leads to some nice RP. Again, no one is fearless, no matter how mighty they act.
Paladin: "Hey, I fled from a necro again while he was slaughtering children and eating their limbs in front of their parents, then killing their parents."
Priest: "Oh, that's completely understandable and acceptable, I mean AFTER ALL, necros -are- pretty dang scary!"
Paladin: "Thanks, I knew you'd understand! I know that I've already done this countless times before because other necromancers have cast fear on me, thanks for letting me continue in the faith despite my repeated failure to run like a pansy from necromancers! I mean, that's just a small part of my vow anyway, it's okay to break it because I get a spell cast on me, right?"
Priest: "No you @#(*ing moron. You're blemished. AGAIN. Go and prepare a note to the country in which you fled from the necromancer in, AGAIN, apologize to everyone who died because of your cowardice, AGAIN, and to all those who heard about and witnessed your pansy butt fleeing, and then return here. Afterwards, we'll give you a wakizashi for you to kill yourself and then we'll junk your things, AGAIN, and maybe you'll be atoned after that. Just make sure to roll better on your fear save next time, okay? It's really getting old when you keep having to come back here every time that you fail a saving throw against a spell with a half round casting time."
Yeah, great RP indeed. What a load of bullcrap. Are you even thinking about what you write, seriously?
Dulrik Paladin Text wrote:
Greater Sins:
Performing an act of Evil.
Breaking Oath, Vow, Promise, or Word.
Using Dulrik's Favor to aid the cause of Evil.
Defiling the innocent or virtuous.
Greater Sins are decided upon by inquest and trial by any two Masters.
Deep and grievous is the wound, steep is the penance, hardship and
suffering shall accompany the guilty of a Greater Sin. Upon declaration of
guilt, the guilty is blemished, outcast, and charged with the quest of
redemption. Further, a public account will be made in the kingdom where
the crime was committed, and noted to the Faith. Redemption demands that
all wrongs be set right. Furthermore, should the penitent deem his quest
finished, he shall sacrifice his life and belongings in the Art of Release
before the Masters. Should the Masters forgive him, his burden is ended.
Should they demand more, his quest must go on.
For a paladin, fleeing from combat is not a freaking joke, or even a moderately bad thing to do. It's just barely one step below the WORST. Paladins aren't supposed to be some random dudes picked up out of the adventurer raffle who get to repeat some vows in order to get cool spells. It's their ENTIRE LIFE. It makes perfect sense that a paladin would spend -intense- training, bolstered by supernatural gifts, to remove any possibility of succumbing to fear, magical or not.