Paladin Variant

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The Paladin (DRAFT)

2.

Paladins are mystical warriors who have special powers in addition to being
formidable fighters. The principle attributes of the class are strength and
wisdom, and characters must have a minimum score of 13 in each ability and
also constitution and charisma of 9 or higher to become a paladin. If a paladin has both strength and wisdom in excess of 15, he or she gains the benefit
of adding 10% to the experience points awarded by the Dungeon Master.
This class of character bears a certain resemblance to religious orders of
knighthood in medieval times. The paladin has an eight-sided die (d8) per
level to determine how many hit points (q.v.) he or she has. The paladin is
dedicated to a deity, or deities, and at the same time a skilled combatant at
arms. Paladins may wear any armor and use any weapon.
The paladin can be of any alignment (q.v.) save (true) neutral (see Druid
hereafter) alignment, depending upon that of the deity the paladin serves.
All paladins have certain holy symbols which aid them and give power to
their spells. The paladin's spells are bestowed upon them by their deity for
correct and diligent prayers and deeds. If a paladin changes alignment, they
absolutely lose all of the special powers which are given to them.
Paladins have nearly as good a prospect of success in melee combat as fighters (the best in such situations). They move upwards in combat ability in
steps consisting of three ability levels. Similarly they make saving throws
(q.v.) against magical and poison attacks in like steps.

armor, 1 (suit)
shield, 1
weapons*, 4
any other magic items, 4
* these include daggers, swords, etc.; and such items as magic bows
and magic arrows are considered as but 1 weapon.
3.

An immediate tithe (10%) of all income be it treasure, wages, or


whatever must be given to whatever charitable religious institution (not a player character) of alignment matching that of the paladin.

4.

If a paladin ever knowingly performs an act which is contrary to the


paladin's alignment (law vs. chaos, good vs. evil), they must seek a
high-level (7th or above) paladin confess their deviation, and do
penance as prescribed. If a paladin ever knowingly and willingly performs an act opposed to both axes of his or her alignment (lawful
good vs. chaotic evil), he or she immediately loses the status of paladinhood immediately and irrevocably. All benefits are then lost and
he or she becomes a fighter with 8 hit dice.

5.

Paladins will have henchmen of their own alignment and none other;
they can join a company of adventurers which contains opposed
alignment (good vs. evil, law vs. chaos) only on a single expedition
basis, and only if some end which will further the cause of the paladin's alignment is purposed. They will never associate with those
whose alignment is opposed on both axis (lawful good vs. chaotic
evil, for instance).

6.

If possible, paladins will take service or form an alliance with characters whose alignment matches that of the paladin, whether players
or not, who are of noble status.

The benefits of a paladin are:


1.

Make all saving throws against poison and disease at +2 on the dice.

2.

The ability to "lay on hands," either on others, or on his or her own


person, to cure wounds; this heals 1 hit point of damage per level of
experience the paladin has attained, but laying on hands can be performed but once per day.

3.

The ability to turn away (or actually command into service) the undead and less powerful demons and devils. The undead are: ghasts,
ghosts, ghouls, liches, mummies, shadows, skeletons, spectres,
wights, wraiths, vampires, and zombies. These creatures, as well as
demons and devils. are detailed in ADVANCED DUNGEONS &
DRAGONS MONSTER MANUAL. The matrix showing what effect clerics of various levels have upon such creatures is for use by the Dungeon Master only. As a rule of thumb, a cleric is effective against any
undead monster whose hit dice are not greater than those of the
cleric. Only high level clerics have any hope of driving away or influencing demons or devils.

Furthermore:
4.

5.

At 3rd level the paladin gains the ability to cast mystical spells. A
study of the spells usable by paladins (see CHARACTER SPELLS) will
convey the main purpose of the paladin's mystic power. That is, they
serve to fortify, protect, and revitalize. The paladin also has a limited
number of attack spells, some of which are simply the reverse form
of curative incantations. Note that all spells must be spoken or read
aloud.
At 5th level or at any time thereafter the paladin may call for
his warhorse; this creature is an intelligent heavy warhorse, with 5+5
hit dice (5d8 plus 5 hit points), AC 5, and the speed of a medium
warhorse (18"); it will magically appear, but only one such animal is
available every ten years, so that if the first is lost the paladin must
wait until the end of the period for another.

6.

If a paladin has a "Holy Sword" (a special Magic Sword which your


referee is aware of and will explain to you if the need arises), he or
she projects a circle of power 1" in diameter when the Holy Sword is
unsheathed and held; and this power dispels magic (see CHARACTER
SPELLS, dispel magic) at the level of magic use equal to the experience level of the paladin.

7.

Upon reaching 9th level (Paladin), the paladin has the option of constructing a religious stronghold. This fortified place must contain a
large temple, cathedral, or church of not less than 2,500 square feet
on the ground floor. It can be a castle, a monastery, an abbey or the
like. It must be dedicated to the paladin's deity (or deities). The cost
of construction will be only one-half the usual for such a place because of religious help. If the paladin then clears the surrounding territory and humans dwell in this area, there will be a monthly revenue
of 9 silver pieces per inhabitant from trade, taxation, and tithes.

The following strictures apply to paladins:


1.

They will never retain wealth, keeping only sufficient treasures to


support themselves in a modest manner, pay henchmen, men-atarms, and servitors, and to construct or maintain a small castle.
(Your DM will give details of this as necessary.) Excess is given away,
as is the tithe (see 3. below).

They may never retain more than ten magic items; these may never
exceed:

PALADINS TABLE I.
8-sided
Dice for
Experience
Experience Accumulated
Points
Level
Hit Points
0 2,750
1
1
2,751 5,500
2
2
5,501 12,000
3
3
12,001 24,000
4
4
24,001 45,000
5
5
45,000 95,000
6
6
95,001 175,000
7
7
175,001 350,000
8
8
350,001 700,000
9
9
700,001 1,050,000
10
9+2
1,050,001 1,400,000
11
9+4

Level
Title
Gallant
Keeper
Protector
Defender
Warder
Guardian
Chevalier
Justiciar
Paladin
Paladin (10th)
Paladin (11th)

350,000 experience points per level for each additional level above the 11th.
Paladins gain 2 h.p. per level after the 9th.
SPELLS USABLE BY CLASS AND LEVEL PALADINS
Paladin
Level
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17

1
1
2
2
3
3
3
3
3
4
4
5
6
6
6
7

1
2
3
3
3
3
4
4
4
5
6
6
7

Spell Level
3
4

2
1
3
2
3
2
3
3
4
3
5
3
6
4
6
5
7
5

1
2
2
2
2
3
4

1*
2
2
2
2

* Usable only be paladins of 17 or greater wisdom


Paladins do not gain bonus spells for high wisdom.
NOTE: This form of the paladin is intended to replace standard forms of both
the cleric and the paladin in the original game. This paladin is not a sub-class
of the fighter, but is its own main class. The druid is to be considered a subclass of this paladin. In general, most rules not addressed in this document
that normally apply to clerics apply to this paladin.

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