Difference between revisions of "Paladin (class)"

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[[File:Paladin (class).jpg|right|490px|thumb]]
 
[[File:Paladin (class).jpg|right|490px|thumb]]
  
'''Paladins''' are known throughout the world as great warriors, whose exploits of valour in defence of god and duty have been the substance of many tales. Songs of their deeds have been written as epic poems, told by [[Bard (class)|bards]] most any evening: Songs of '''William''' and '''Roland''', '''Gormond and Isembart''' form the substance of many a young fighter’s dreams, as they hope to perform well at their lessons to be recognized for their skill at arms and their faithfulness.
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'''Paladins''' are renowned across the world for their exceptional valour and unwavering dedication to defending their faith and duty. Their heroic feats have inspired countless tales, often retold by [[Bard (class)|bards]] during evening gatherings.  The stories of legendary paladins like William, Roland, Gormond and Isembart are the stuff of young men's dreams, motivating them to excel in their training, hoping to be recognized for their martial prowess and unwavering faith.
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To join their esteemed ranks, aspiring paladins undergo rigorous and demanding [[Training (sage field)|training]] shaping them into pious warriors with a moral duty to serve their religion. Whether acting independently or authorized by their kingdom, paladins are highly respected by law-abiding citizens and deeply reviled by those who thrive on chaos.
  
Such peers are prepared with more difficult [[Training (sage field)|training]] to become paladins, pious warriors who bear a moral obligation as holy warriors for their religion. Whether acting on their own volition or as duly authorized combatants for the kingdom’s welfare, paladins are often idolized by honest citizens and deeply despised by chaotic elements.
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It's a misconception that paladins must adhere strictly to notions of goodness or law. Some paladins defend the religious principles of evil cults or serve beliefs that are indifferent to concepts of justice and truth, casting them as formidable antagonists.  The path a paladin follows is a matter of personal conviction; the rules do not impose rigid guidelines dictating a paladin's beliefs. Each paladin defines their own code of honor and allegiance.
 
 
Contrary to myth, paladins need not be honourable to generally held principles of goodness or law. Many defend the religious ideals of evil cults or religious beliefs whose indifference to concepts of justice and truth makes a paladin in their cause a truly feared villain. Characters must make up their own minds what sort of paladin they are; there are no set guidelines in the rules that insist what a paladin believes.
 
  
 
== To Become a Paladin ==
 
== To Become a Paladin ==
 
 
The [[Primary Attributes|primary attribute]] of the paladin is [[Strength (ability stat)|strength]]. Paladins may be [[Human Race & Physiology|human]].
 
The [[Primary Attributes|primary attribute]] of the paladin is [[Strength (ability stat)|strength]]. Paladins may be [[Human Race & Physiology|human]].
  
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:* 17 [[Charisma (ability stat)|charisma]]
 
:* 17 [[Charisma (ability stat)|charisma]]
  
{| class="wikitable" style="float:left; margin-right: 15px; text-align: center; background-color:#d4f2f2;"
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== Experience Table ==
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{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
 
|-
 
|-
! Level !! Max. X.P. !! HD !! Level Title
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! style="width: 35px|Level !! style="width: 60px|Max. X.P. !! style="width: 35px|HD !! style="width: 150px|Level Title
 
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| 1st || 0 || 1 || gallant  
 
| 1st || 0 || 1 || gallant  
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|}
 
|}
  
[[Multi-class Characters|Multi-classed]] paladins must have a minimum strength of 16. To gain a +10% [[Experience (X.P.)|experience bonus]], the paladin must have both a minimum strength and wisdom of 16. The table shown describes the necessary experience to [[Experience Level|claim each level]] of the paladin, gaining [[Hit Dice|hit dice]] and further abilities. Each level above 12th requires 350,000 additional experience. Paladins gain 3 [[Hit Points|hit points]] per level above 9th, but as this is not an increase in hit dice, further constitution bonuses are not accrued. Paladins cannot progress beyond 26th level.
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[[Multi-class Characters|Multi-classed]] paladins must have a minimum strength of 16. To gain a +10% [[Experience (X.P.)|experience bonus]], the paladin must have both a minimum strength and wisdom of 16. The table shown describes the necessary experience to [[Experience Level|claim each level]] of the paladin, gaining [[Hit Dice|hit dice]] and further abilities. Each level above 12th '''requires 350,000 additional experience'''. Paladins gain 3 [[Hit Points|hit points]] per level above 9th, but as this is not an increase in hit dice, further constitution bonuses are not accrued. Paladins cannot progress beyond 26th level.
  
Paladins receive several benefits that no other class enjoys: ability to [[Detect Malevolence (spell)|detect malevolence]] on a continuous basis; benefit of +2 adjustment when making [[Saving Throws|saving throws]]; immunity from [[Disease|disease]], and to [[Cure Disease (spell)|cure disease]] in others, once a week to start (1st to 5th level), then twice a week (6th to 10th level), progressing at that rate until their maximum level.
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== Advantages ==
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Paladins receive '''several benefits''' that no other class enjoys: ability to [[Detect Malevolence (spell)|detect malevolence]] on a continuous basis; benefit of +2 adjustment when making [[Saving Throws|saving throws]]; immunity from [[Disease|disease]], and to [[Cure Disease (spell)|cure disease]] in others, once a week to start (1st to 5th level), then twice a week (6th to 10th level), progressing at that rate until their maximum level.
  
 
Paladins also have the power to [[Lay on Hands|lay on hands]], on others or upon their own person, granting 2 [[Hit Points|hit points]] per level of experience, one time per day.  A continuous [[Protection from Malevolence (spell)|holy protection]] surrounds the paladin, extending outwards for two combat hexes, that any ally of the paladin can enjoy if within that radius.
 
Paladins also have the power to [[Lay on Hands|lay on hands]], on others or upon their own person, granting 2 [[Hit Points|hit points]] per level of experience, one time per day.  A continuous [[Protection from Malevolence (spell)|holy protection]] surrounds the paladin, extending outwards for two combat hexes, that any ally of the paladin can enjoy if within that radius.
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At 3rd level, paladins gain the ability to [[Turn Undead (sage ability)|turn undead]], though they lack knowledge in [[Dweomercraft (sage study)|dweomercraft]]. At 4th level, the paladin may call for a [[Paladin's Warhorse|paladin's warhorse]], which will behave like a loyal [[Henchmen|henchman]] towards the paladin.
 
At 3rd level, paladins gain the ability to [[Turn Undead (sage ability)|turn undead]], though they lack knowledge in [[Dweomercraft (sage study)|dweomercraft]]. At 4th level, the paladin may call for a [[Paladin's Warhorse|paladin's warhorse]], which will behave like a loyal [[Henchmen|henchman]] towards the paladin.
  
Paladins begin to receive [[Paladin Spell Acquisition|spellcasting]] abilities at 9th level. They also possess unique [[Paladin Combat Abilities|combat abilities]] and [[Paladin Sage Abilities|sage abilities]]. Players wishing to become a paladin should familiarize themselves with these characteristics.
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Paladins begin to receive [[Paladin Spell Acquisition|spellcasting]] abilities at 9th level. They also possess unique [[Paladin Combat Abilities|combat abilities]] and '''[[Paladin Sage Abilities]]'''. Players wishing to become a paladin should familiarize themselves with these characteristics.
  
  
See Also,<br>
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See also,<br>
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[[Character Background Generator]]<br>
 +
[[Character Creation]]<br>
 
[[Holy Weapon]]<br>
 
[[Holy Weapon]]<br>
 +
[[Multiple Attacks]]<br>
 
[[Player Characters]]<br>
 
[[Player Characters]]<br>
 +
[[THAC0]]
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 +
[[Category: Reviewed]]

Latest revision as of 23:18, 20 October 2023

Paladin (class).jpg

Paladins are renowned across the world for their exceptional valour and unwavering dedication to defending their faith and duty. Their heroic feats have inspired countless tales, often retold by bards during evening gatherings. The stories of legendary paladins like William, Roland, Gormond and Isembart are the stuff of young men's dreams, motivating them to excel in their training, hoping to be recognized for their martial prowess and unwavering faith.

To join their esteemed ranks, aspiring paladins undergo rigorous and demanding training shaping them into pious warriors with a moral duty to serve their religion. Whether acting independently or authorized by their kingdom, paladins are highly respected by law-abiding citizens and deeply reviled by those who thrive on chaos.

It's a misconception that paladins must adhere strictly to notions of goodness or law. Some paladins defend the religious principles of evil cults or serve beliefs that are indifferent to concepts of justice and truth, casting them as formidable antagonists. The path a paladin follows is a matter of personal conviction; the rules do not impose rigid guidelines dictating a paladin's beliefs. Each paladin defines their own code of honor and allegiance.

To Become a Paladin

The primary attribute of the paladin is strength. Paladins may be human.

To become a paladin, a character must have these minimum ability stats:

Experience Table

Level Max. X.P. HD Level Title
1st 0 1 gallant
2nd 2,751 2 keeper
3rd 5,501 3 protector
4th 12,001 4 defender
5th 24,001 5 warder
6th 45,001 6 guardian
7th 95,001 7 chevalier
8th 175,001 8 justiciar
9th 350,001 9 paladin
10th 700,001 9+3 knight paladin
11th 1,050,001 9+6 paladin of the blossom
12th 1,400,001 9+9 paladin of the holy order

Multi-classed paladins must have a minimum strength of 16. To gain a +10% experience bonus, the paladin must have both a minimum strength and wisdom of 16. The table shown describes the necessary experience to claim each level of the paladin, gaining hit dice and further abilities. Each level above 12th requires 350,000 additional experience. Paladins gain 3 hit points per level above 9th, but as this is not an increase in hit dice, further constitution bonuses are not accrued. Paladins cannot progress beyond 26th level.

Advantages

Paladins receive several benefits that no other class enjoys: ability to detect malevolence on a continuous basis; benefit of +2 adjustment when making saving throws; immunity from disease, and to cure disease in others, once a week to start (1st to 5th level), then twice a week (6th to 10th level), progressing at that rate until their maximum level.

Paladins also have the power to lay on hands, on others or upon their own person, granting 2 hit points per level of experience, one time per day. A continuous holy protection surrounds the paladin, extending outwards for two combat hexes, that any ally of the paladin can enjoy if within that radius.

At 3rd level, paladins gain the ability to turn undead, though they lack knowledge in dweomercraft. At 4th level, the paladin may call for a paladin's warhorse, which will behave like a loyal henchman towards the paladin.

Paladins begin to receive spellcasting abilities at 9th level. They also possess unique combat abilities and Paladin Sage Abilities. Players wishing to become a paladin should familiarize themselves with these characteristics.


See also,
Character Background Generator
Character Creation
Holy Weapon
Multiple Attacks
Player Characters
THAC0