>Paladins in first edition D&D had to be humans
So one of the easiest ways to deprive Paladins of their power would be to just have some were-rat bite them in their sleep to infect them and turn them into more were-rats...
>Paladins in first edition D&D had to be humans
So one of the easiest ways to deprive Paladins of their power would be to just have some were-rat bite them in their sleep to infect them and turn them into more were-rats...
I'm pretty sure it didn't work like that
Also, aasimar and those goat centaurs whose name I don't remember.
Also picrel, go away.
>Aasimar and Bariaur
They weren't until 2e and weren't player options anywhere but Planescape.
Some of the elves of certain cultures in Dragonlance could be paladins, if you're going to bring in non-core races.
This still lends itself to the idea that paladins are something produced by the generic fantasy human culture (which is usually based heavily on Western Europe).
BECMI let rakasta and lupins become paladins in the Champions of Mystara boxed set, which predated Planescape by like 10 years...
Stop spamming furshit. This isnt even about anything you're just indulging your dogfricking tf fetish
yes, and that's exactly why b/x and ose are shit, thank you
Lets look at the rules shall we. Saying human only you're limiting it to the PHB and we don't even have to look in UA.
"all paladins must begin as lawful good in alignment (q.v.) and always remain lawful good." Initial condition and ongoing condition.
"To become a paladin a character must be human"
Initial condition. No ongoing condition stated.
Paladins have to begin as human but it doesn't say they have to stay human.
Immune to Disease, so infection won't do. Reincarnate might (if that was a thing back in 1e). But they still won't lose class levels because
Real way to reliably disable Paladin is Helmet of Opposite Alignment which won't cause fall immendiatly for becoming evil (again reasoning applies), but should cause fall soon, for their actions in accordance with their new aligment.
Better yet trick HoOA on one of the paladin's Good party members, this causes Paladin to fall immediately.
>should cause fall soon, for their actions in accordance with their new aligment
As soon as they become CE they are no longer LG and therefore no longer paladins, they don't have to do any action.
I wondered if the former paladin being now chaotic evil would count as willingly performing evil acts so no longer able by RAW to return to paladinhood ever. The DMG entry for the helm says that alignment can be restored by wish or alter reality, and then there's a special sentence for paladins to quest and atone to obliterate the curse. This makes it look to me like the RAW allow a former paladin affected by this helm to regain their paladinhood. Anyone disagree?
No, I'd allow that. Redemption stories are more interesting than some depressing slide into damnation.
That means you can polymorph a non-human into a human, become a paladin and then change back
Not in 1st or 2nd edition, character can't dual-class into (or from) Paladin, the class requires full dedication.
Yeah, that's what it looks like.
1) There's no need to dual class. Greyhawk Adventures, whose cover says it is compatible with first and second editions, allowed zero-level characters. Unless you can come up with a reason why
is wrong a player could start playing as a classless zeroth-level halfling, polymorph into human, achieve level 1 and become a paladin (halflings can roll the prereqs for paladin), then polymorph back.
To be clear looking for a rules-based reason, not an opinion like "I don't like it" or "it doesn't make sense to me" and "not in my campaign" which are all fine opinions.
2) The Character with Two Classes, as it was called in first edition, doesn't say that at all. It says the exact opposite when it explicitly includes paladins as able to do so:
>Note that nearly any combination of classes is thus possible, i.e. cleric & fighter, cleric & paladin, cleric & ranger, etc.
>PHB, p. 33
Second edition PHB does not contain such a list of examples but there is no mention of paladin being excluded in either the paladin section or the dual class section.
>Greyhawk
Ed Greenwood's degeneracy strikes again.
You couldn't be more right.
No they didn't, they just needed to be able to be a Law-aligned traveling Fighter of at least ninth level, something that humans, lupin, and rakasta could all achieve.
>Infect
>The class that was immune to disease at like level 2
Frick off and don't come back, tourist. You're not welcome here.
Lycanthropy in first edition DMG is called a disease, although it's dealt with in the character classes section not the character aging/disease section, and within three days of being bitten the person bitten can be cured by a remove curse spell but the same section gives the example of a paladin being bitten by a werewolf and contracting the disease.
It also says that the paladin can't be a paladin anymore because he's now impure. Presumably this would hold true for a wererat which is LE, and even for a wereboar which is neutral
in first edition D&D had to be humans
Even if you ignore the various Dragon magazine articles that was only true up to the release of Unearth Arcana. After that paladins could also be elf and half-elf and your plan falls apart as half-elves and elves are immune to lycanthropy: it only affects humans according to DMG and to Monster Manual.
"humans are the only beings able to contract lycanthropy"
- DMG, p22
"Lycanthropes are humans with the ability to assume animal form."
- MM, page 63, Lycanthrope entry, first paragraph first sentence.
On the other hand I'm specific as to that quote's location as it's contradicted by the first sentence of the second paragraph (ibid.) where "Any humanoid creature bitten ... is infected" which says elves and half-elves can be be affected by the disease.
>>The class that was immune to disease at like level 2
First edition paladins were immune to disease at first level. Same in second edition (where lycanthropy and mummy rot were called curses not diseases). In 3rd edition it was acquired at level 3 (including versus lycanthropy and mummy rot).
>tourist
Ironic.
This is why you wanna throw these random distinctions in the trash. Lycanthropy should be a curse and werewolf giants are pure kino
People flip 5e shit, but the older editions where so fricking stupid.
Hey I drew that. I changed that character. She's not cursed with fur anymore but is a V for Vendetta style burn victim with a Venetian style rat mask. It fit her better.
Aren't paladins immune to diseases?
Also she'd be a straight up rogue and not a paladin. In any case my apologies on OP's behalf, I think he doesn't really like this stuff but just finds it convenient to use 'cause he made a bunch of spammy OPs like that over time.
Were-rat? That's just a normal Elf.
jerk off before posting
bots can't jerk off
That shit doesn't matter anymore in 5e. As long as you don't violate your oath (and can rationalize to your DM why an action doesn't violate it.) My paladin just recently decapitated a grave digger and tossed him in the grave he was digging, then tied up a coffin maker and torched his shop with him in it. The justification was that they had been complicit in desecrating a church to steal some bones that protected it from vampires, which I got back. I also got away with killing and decapitating a crazy burgomeister and his guards, because they were oppressing innocent people and because it got our party in a good position to attack his rival who hired us (some b***h who runs a devil worshipping cult.)
all these actions look perfectly lawful good. a paladin would be able to do all these things without falling in any edition of the game.
Didn't they have divine health and immunity to disease?