Requirements: Strength 12, Constitution 9, Wisdom 13, Charisma 17
Prime Requisite: Strength, Charisma
Allowed Races: Human
Paladins are allowed to use any weapon. They can wear any type of armor. Paladins get 1d10 hit points per level and gain a special Constitution bonus for hit points. Paladins gain one 10-sided hit die per level from 1st through 9th. After 9th level, paladins gain just 3 hit points per level and they no longer gain additional hit point bonuses for high Constitution scores.
PALADIN EXPERIENCE LEVELS
Hit Dice (d10)
Paladins gain the ability to make more
than one melee attack per round as they rise in level. The table below
shows how many melee attacks they can make per round, as function of their
PALADIN MELEE ATTACKS PER ROUND
|1-6||1 / round|
|7-12||3 / 2 rounds|
|13 & up||2 / round|
Only a human may become a paladin.
He must have minimum ability scores of Strength 12, Constitution 9, Wisdom 13,
and Charisma 17. Strength and Charisma are the prime requisites of the
Paladin. A paladin must be lawful good in alignment and must always remain
lawful good. A paladin who changes alignment, either deliberately or
inadvertently, loses all special powers--sometimes only temporarily and
sometimes forever. He can use any weapon and wear any type of armor.
A paladin who has Strength and Charisma scores of 16 or more gains a 10 percent bonus to the experience he earns.
Lawfulness and good deeds are the meat and drink of a paladin. If a paladin ever knowingly performs a chaotic act, he must seek a high-level (7th or more) priest of lawful good alignment, confess his sin, and so penance as prescribed by the priest. If a paladin should ever knowingly and willingly perform an evil act, he loses the status of paladinhood immediately and irrevocably. All benefits are then lost and no deed or magic can restore the character to paladinhood: He is ever after a fighter. The character's level remains unchanged when this occurs and experience points are adjusted accordingly. Thereafter the character is bound by the rules for fighters. He does not gain the benefits of weapon specialization since he did not select this for his character at the start.
If a paladin commits an evil act while enchanted or controlled by magic, he loses his paladin status until he can atone for the deed. This loss of status means the character loses all his special abilities and essentially functions as a fighter (without weapon specialization) of the same level. Regaining his status undoubtedly requires completion of some dangerous quest or important mission to once again prove his worth and assuage his own guilt. He gains no experience prior to or during the course of this mission, and regains his standing as a paladin only upon completing the quest.
A paladin has the following special benefits:
A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.
A paladin receives a +2 bonus to all saving throws.
A paladin is immune to all forms of disease. (Note that certain magical afflictions--lycanthropy and mummy rot--are curses and not diseases.)
A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.
A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience (once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.)
A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.
A paladin using a holy sword projects a circle of power 30 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the paladin's experience level (A holy sword is a very special weapon; if your paladin acquires one, the DM will explain its other powers.)
A paladin gains the power to turn undead, devils, and demons when he reaches 3rd level. He affects these monsters the same as does a priest two levels lower--e.g., at 3rd level he has the turning power of a 1st-level priest. See the section on priests for more details on this ability.
A paladin may call for his war horse upon reaching 4th level, or anytime thereafter. This faithful steed need not be a horse; it may be whatever sort of creature is appropriate to the character (as decided by the DM). A paladin's war horse is a very special animal, bonded by fate to the warrior. The paladin does not really 'call' the animal, nor does the horse instantly appear in front of him. Rather, the character must find hi war horse in some memorable way, most frequently by a specific quest.
A paladin may cast priest prayers once he reaches 9th level. He can cast only prayers of the combat, divination, healing, and protective spheres. The acquisition and casting of these prayers abide by the rules given for priests.
The prayer progression and casting level are listed in the table below. Unlike a priest, the paladin does not gain extra prayers for a high Wisdom score. The paladin cannot cast prayers from priestly scrolls nor can he use priest items unless they are allowed to the warrior group.
PALADIN PRAYER PROGRESSION
|Paladin Level||Casting Level||
Priest Prayer Level
The following strictures apply to paladins.
A paladin may not possess more than 10 magical items. Furthermore, these may not exceed one suit of armor, one shield, four weapons (arrows and bolts are not counted), and four other magical items.
A paladin never retains wealth. He may keep only enough treasure to support himself in a modest manner, pay his henchmen, men-at-arms, and servitors a reasonable rate, and to construct or maintain a small castle or keep (funds can be set aside for this purpose). All excess must be donated to the church or another worthy cost. This money can never be given to another player character or NPC controlled by a player.
A paladin must tithe to whatever charitable, religious institution of lawful good alignment he serves. A tithe is 10 percent of the paladin's income, whether coins, jewels, magical items, wages, rewards, or taxes. If must be paid immediately.
A paladin does not attract a body of followers upon reaching 9th level or building a castle. However, he can still hire soldiers and specialists, although these men must be lawful good in comportment.
A paladin may employ only lawful good henchmen (or those who act in such a manner when alignment is unknown). A paladin will cooperate with characters of other alignments only as long as they behave themselves. He will try to show them the proper way to live through both word and deed. The paladin realizes that most people cannot maintain his high standards. Even thieves can be tolerated, provided they are not evil and are sincerely trying to reform. He will not abide the company of those who commit evil or unrighteous acts. Stealth in the cause of good is acceptable, though only as a last resort.
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