Paladin (class)

From The Authentic D&D Wiki
Revision as of 06:26, 15 July 2022 by Marcule (talk | contribs)
Jump to navigationJump to search
Paladin (class).jpg

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 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.

Such peers are prepared with more difficult 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.

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

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

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

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.

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 sage abilities. Players wishing to become a paladin should familiarize themselves with these characteristics.

See Also,
Holy Weapon
Player Characters