Paladin 2

Class GroupWarrior
Ability Score RequirementsStrength 12
Constitution 9
Wisdom 13
Charisma 17
Prime RequisitesStrength, Wisdom, Charisma
Races Allowed

Humanoids

Alignments AllowedLawful Good
 
The Paladin Priest Spell Levels
Level XP Needed Hit Dice (d10) THAC0/BAB Attacks/Round Casting Level 1 2 3 4
1 0 1 20/+0 1/round
2 2,250 2 19/+1 1/round
3 4,500 3 18/+2 1/round
4 9,000 4 17/+3 1/round
5 18,000 5 16/+4 1/round
6 36,000 6 15/+5 1/round
7 75,000 7 14/+6 3/2 rounds
8 150,000 8 13/+7 3/2 rounds
9 300,000 9 12/+8 3/2 rounds 1 1
10 600,000 9+3 11/+9 3/2 rounds 2 2
11 900,000 9+6 10/+10 3/2 rounds 3 2 1
12 1,200,000 9+9 9/+11 3/2 rounds 4 2 2
13 1,500,000 9+12 8/+12 2/round 5 2 2 1
14 1,800,000 9+15 7/+13 2/round 6 3 2 1
15 2,100,000 9+18 6/+14 2/round 7 3 2 1 1
16 2,400,000 9+21 5/+15 2/round 8 3 3 2 1
17 2,700,000 9+24 4/+16 2/round 91 3 3 3 1
18 3,000,000 9+27 3/+17 2/round 91 3 3 3 1
19 3,300,000 9+30 2/+18 2/round 91 3 3 3 2
20 3,600,000 9+33 1/+19 2/round 91 3 3 3 3
1Maximum spell ability  

Class Features

Hit Points

Hit Dice (Levels 1-9): 1d10 + HP Adjustment per level
Hit Dice (Levels 10+): +3 HP per level

Starting Equipment

Start with 5d4 x 10 gp to purchase starting equipment with. Must return all gold excess of 3 gp prior to starting. Using the Alternate Starting Wealthhouse rule, the paladin can instead begin play with 120 gp or the following pre-selected equipment:

Combat Proficiency

  • Can wear any armor.
  • Can use any weapon.
  • Can use potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.
  • Cannot possess more than 10 magical items.
    • These may not exceed one suit of armor, one shield, four weapons (arrows and bolts are not counted), and four other magical items.

Proficiencies

Non-Weapon Proficiencies

  • Starts at Level 1 with 3 Non-Weapon Proficiencies Slots
  • Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18)
  • Can choose a Non-Weapon Proficiency at normal cost in the General, Priest, and Warrior categories.
  • Can choose a Non-Weapon Proficiency at +1 cost from any other category.

Weapon Proficiencies

  • Starts at Level 1 with 4 Weapon Proficiency Slots
    • -2 Penalty to hit with weapons without proficiency
  • Gains a Weapon Proficiency Slot every multiple of 3 levels (level 3, 6, 9, 12, 15, 18)
  • Can spend Weapon Proficiency Slots to choose a weapon from any category for allowed weapons

Spellcasting

At 9th level, a paladin can learn Priest spells of the Combat, Divination, Healing, and Protection spheres.
  • Gains and cast spells according to the rules given for priests.
  • Does not gain bonus spells for a high Wisdom score.
  • Not able to use priest scroll or magical items, unless specially noted otherwise.
  • Spell level and spell slots can be found by looking at the table at the top of this article.

Paladin Abilities

Detect Evil

A paladin can detect the presence of evil intent (including in non-evil aligned creatures) up to 60 feet away by concentrating on locating evil in a particular direction. They can do this as often as desired, but each attempt takes one round of intense concentration which shows visibly through the paladin's body language. This abilit detects evil monsters and characters.

Saving Throws

A paladin receives a +2 bonus to all saving throws. (Not included in table below)

Disease Immunity

A paladin is immune to all forms of disease. (Note that certain magical afflictions—such as lycanthropy and mummy rot—are curses and not diseases, and thus this ability grants no ability to avoid them.)

Lay on Hands

The paladin restores 2 hit points per experience level. They can heal themselves or someone else by touching the target. The paladin can use this ability only once per day.

Cure Disease

A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done 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.).

Protection from Evil

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.

Holy Weapons

A paladin using a holy sword projects a circle of power 10 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.)

Turn Undead

A paladin gains the power to turn undead and fiends when they reaches 3rd level. They affects these monsters the same as does a cleric two levels lower—for example, at 3rd level they has the turning power of a 1st-level cleric. See the section on priests for more details on this ability. Turn Undead Mechanics
One important, and potentially life-saving, combat ability available to priests and paladins is the ability to turn undead. This is a special power granted by the character's deity. Druids cannot turn undead; specialty priests may be able to at the DM's option.   Through the priest or paladin, the deity manifests a portion of its power, terrifying evil, undead creatures or blasting them right out of existence. However, since the power must be channeled through a mortal vessel, success is not always assured.   When encountering undead, a priest or paladin can attempt to turn the creatures (remember that the paladin turns undead as if he was two levels lower). Only one attempt can be made per character per encounter, but several different characters can make attempts at the same time (with the results determined individually).   Attempting to turn counts as an action, requiring one round and occurring during the character's turn in the initiative order (thus, the undead may get to act before the character can turn them). The mere presence of the character is not enough—a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, turning is not like spellcasting and is not interrupted if the character is attacked during the attempt.   To resolve a turning attempt, look on the table below. Cross-index the Hit Dice or type of the undead with the level of the character (two levels lower for a paladin). If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter "T" (for "turned") appears, the attempt is automatically successful without a die roll. If the letter "D" (for "dispel") is given, the turning utterly destroys the undead. A dash (—) means that a priest or paladin of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are turned first.   Only one die is rolled regardless of the number of undead the character is attempting to turn in a given round. The result is read individually for each type of undead.   Turned undead bound by the orders of another (for example, skeletons) simply retreat and allow the character and those with him to pass or complete their actions.   Free-willed undead attempt to flee the area of the turning character, until out of his sight. If unable to escape, they circle at a distance, no closer than ten feet to the character, provided he continues to maintain his turning (no further die rolls are needed).   If the character forces the free-willed undead to come closer than ten feet (by pressing them into a corner, for example) the turning is broken and the undead attack normally.  

Evil Priests and Undead

Evil priests are normally considered to be in league with undead creatures, or at least to share their aims and goals. Thus, they have no ability to turn undead. However, they can attempt to command these beings.   This is resolved in the same way as a turning attempt. Up to 12 undead can be commanded. A "T" result means the undead automatically obey the evil priest, while a "D" means the undead become completely subservient to the evil priest. They follow his commands (to the best of their ability and understanding) until turned, commanded, or destroyed by another.   Evil priests also have the ability to affect paladins, turning them as if they were undead. However, since the living spirit of a paladin is far more difficult to quell and subvert, paladins are vastly more difficult to turn.   An evil priest attempting to turn a paladin does so as if the priest were three levels lower than he actually is. Thus, a 7th-level evil priest would turn paladins on the 4th-level column. He would have only a slim chance of turning a 7th-level paladin (7 HD) and would not be able to turn one of 8th level at all (using the level of the paladin as the HD to be turned). All "D" results against paladins are treated as "T" results.
LevelofPriest1
Type or Hit Dice of Undead12345678910-1112-1314+
Skeleton or 1 HD1074TTDDD2D2D2D2D2
Zombie131074TTDDD2D2D2D2
Ghoul or 2 HD16131074TTDDD2D2D2
Shadow or 3-4 HD1916131074TTDDD2D2
WIght or 5 HD201916131074TTDDD2
Ghast201916131074TTDD
Wraith or 6 HD201916131074TTD
Mummy or 7 HD201916131074TT
Spectre or 8 HD201916131074T
Vampire or 9 HD20191613107[/tdh]4
Ghost or 10 HD20191613107
Lich or 11+ HD—[/tdh]2019161310
Special320191613
1Paladins turn undead as priests who are two levels lower.
2An additional 2d4 creatures of this type are turned.
3Special creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.
 

Faithful Mount

A paladin may call for their 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 them. Rather, the character must find their war horse in some memorable way, most frequently by a specific quest.

Wealth & Goods

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. They may keep only enough treasure to support themself in a modest manner, pay their 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 cause. 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 they serve. A tithe is 10% of the paladin's income, whether coins, jewels, magical items, wages, rewards, or taxes. It must be paid immediately.

Strongholds & Followers

A paladin does not attract a body of followers upon reaching 9th level or building a castle.   However, they 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. They will try to show them the proper way to live through both word and deed. The paladin realizes that most people simply cannot maintain their high standards. Even thieves can be tolerated, provided they are not evil and are sincerely trying to reform. They 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.

Alignment

A paladin who changes alignment from Lawful Good, either deliberately or inadvertently, loses all their special powers—sometimes only temporarily and sometimes forever.   If a paladin ever knowingly performs a chaotic act, they must seek a high-level (7th or more) cleric of lawful good alignment, confess their sins, and do penance as prescribed by the cleric.   If a paladin should ever knowingly and willingly perform an evil act, they lose the status of paladinhood immediately and irrevocably. All benefits are then lost and no deed or magic can restore the character to paladinhood: They are 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. They do not gain the benefits of weapon specialization (if this is used) since they did not select this for their character at the start.   If the paladin commits an evil act while enchanted or controlled by magic or under duress (Such as being forced to commit an evil act in order to stop a greater evil with no other paths to avoid such an act), they loses their paladin status until they can atone for the deed. This loss of status means the character loses all their special abilities and essentially functions as a fighter of the same level. Regaining their status undoubtedly requires completion of some dangerous quest or important mission to once again prove their worth and assuage their own guilt. They gains no experience prior to or during the course of this mission, and regains their standing as a paladin only upon completing the quest.

Saving Throws

Experience LevelParalyzation, Poison, or Death MagicRod, Staff, or WandPetrification or Polymorph1Breath Weapon2Spell3
01618172019
1-21416151717
3-41315141616
5-61113121314
7-81012111213
9-108109911
11-12798810
13-1457658
15-1646547
17+35446
1Exlusing polymorph wand attacks.
2Excluding those that cause petrification or polymorph.
3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

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