Champion of Good (PWH)

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: "I have touched goodness. I've held it in my hand. On the Upper Planes it's there to see as clearly as a bubbling brook or a budding tree. Nothing else on any other plane call compare to that, and I'll do anything to preserve such a force."
Some say that the folks who live on the Upper Planes are the luckiest bashers on the planes. Others say just the opposite—that they're a boring lot of spoon-fed leatherheads and pampered addle-coves. The business end of a paladin's holy sword often proves the latter opinion wrong, but it doesn't prove the former right.
BACKGROUND: Born and raised on an Upper Plane or one of the gate-towns leading there, cutters who wish to be champions of good don't have to be paladins or even priests. They've had a taste of the good lands, or they serve one of the good powers, and now they're out to show everyone else the right path. Aasimar are often champions of good, as are bariaur, and, of course, humans. Tieflings rarely fill this role, but it's possible.
CHARACTER: These bashers try to defend the downtrodden and help the helpless. Sometimes they truly are the noble, caring, and giving souls they believe themselves to be; other times, they don't really understand the philosophies they represent and are simply eager to right what they perceive as wrongs. These latter berks are the kill-happy fools who so many folks hate for their over-zealotry and intolerance. Only the truly self-sacrificing and sincerely beneficent cutters gain respect and admiration in the long run.
MOTIVATIONS: Champions of good seem to be divided into two camps—those interested in helping the innocent, and those concerned with punishing the guilty. While their actions sometimes overlap, their motivations rarely do. Because "evil" is so overwhelming, champions often choose a particular enemy to fight or counter—an evil organization, a dark lord, the forces of a single gate-town, or another singular threat. A champion's got to choose her battles as well as her missions—does she help only the most visible innocent victims, or seek out those who no one knows about?
ROLE-PLAYING: Goodness is taught by example, so every champion should make sure that she's presenting the proper picture. Image is important, for it's a means of gaining honor and respect. Actions may sometimes speak louder than words, but words are also useful tools—let others know your beliefs and make them understand why they're clearly the correct ones.