Paladin
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 his 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 points 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) cleric of lawful good alignment, confess his sin, and do penance as prescribed by a cleric. 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.
If the 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 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 week for each five levels of experience (once per week at levels 1 through 5, twice 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 cleric two levels lower—e.g., at 3rd level he has the turning power of a 1st-level cleric. 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 his war horse in some memorable way, most frequently by a specific quest.
A paladin can cast priest spells once he reaches 9th level. He can cast only spells of the combat, divination, healing, and protective spheres. (Spheres are explained in the Priest section.) The acquisition and casting of these spells abide by the rules given for priests.
The spell progression and casting level are listed in Table 17. Unlike a priest, the paladin does not gain extra spells for a high Wisdom score. The paladin cannot cast spells from clerical or druidical scrolls nor can he use priest items unless they are allowed to the warrior group.
*Maximum spell ability
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