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Paladin
Paladins can fight with any armor or weapons and can cast a few clerical spells once they reach 9th level.

Paladins can have exceptional strength and gain additional HP bonuses if they have a constitution of 17+. They are more resistant to spells and poison, can turn undead creatures as if they were a cleric two levels below their current level, and are always surrounded by the equivalent of a Protection from Evil spell.

A paladin may heal two HP of damage per his level once a day. A Paladin may Cure Disease once a week at 1st-5th levels, twice a week at 6th-10th and three times a week at 11th-15th level. At 9th level paladins gain the ability to cast clerical spells.

A paladin will not adventure with any evil characters. Paladins must be of lawful good alignment and have ability scores of at least 9 in intelligence and wisdom, at least 12 in strength, and at least 17 in charisma. The prime requisites for paladins are strength and wisdom.


Weapons:
  • Paladins can use all weapons

Armor:
  • Paladins can use all types of armor

Shields:
  • Paladins can use shields

Advancement Table:

Level Experience Hit Dice Attacks
per Level
Cleric Spells per Level
1 2 3 4
1 0-2,750 1d10 1/1 - - - -
2 2,751-5,500 2d10 1/1 - - - -
3 5,501-12,000 3d10 1/1 - - - -
4 12,001-24,000 4d10 1/1 - - - -
5 24,001-45,000 5d10 1/1 - - - -
6 45,001-95,000 6d10 1/1 - - - -
7 95,001-175,000 7d10 3/2 - - - -
8 175,001-350,000 8d10 3/2 - - - -
9 350,001-700,000 9d10 3/2 1 - - -
10 700,001-1,050,000 9d10+3 3/2 2 - - -
11 1,050,001-1,400,000 9d10+6 3/2 2 1 - -
12 1,400,001-1,750,000 9d10+9 3/2 2 2 - -
13 1,750,001-2,100,000 9d10+12 2/1 2 2 1 -
14 2,100,001-2,450,000 9d10+15 2/1 3 2 1 -
15 2,450,001+ 9d10+18 2/1 3 2 1 1