Class

Prime Attribute(s): Strength, Charisma
Races Allowed: Only Human
Weapons Allowed: All
Hit Dice: 1d10

Paladins are elite warriors who battle in the name of Truth and Justice. Lawfulness and good deeds are their meat and drink, and they lead lives of such chaste piety that even clerics stand respectful. Paladins will not join a party that includes evil chaarcters. Like other high level fighter-types, paladins are able to attack more often with melee weapons, such as swords, than other types of characters.

In additional to skill in all types of arms and armor, paladins have several divine magical abilities conferred for their piety. Paladins have extra resistance to magical attacks and poison. Paladins are immune to all disease. Paladins can heal once per day (two points per level of advancement). They are always surrounded by a Protection Versus Evil aura that encompasses the entire party. All evil attackers suffer a small penalty to their attacks if a paladin is in the party.

Starting at third level, paladins can turn undead as a cleric two levels below their own. At ninth level, they gain the ability to cast certain cleric spells, although they can never use cleric scrolls. Paladins pray for their spells and cast them exactly as clerics.

Paladins can use the following cleric spells: Bless, Cure Light Wounds, Detect Magic, Protection from Evil, and Slow Poison.

LvlXP to
Reach Level
HPAvailable Spells
123
101d10
22,250+1d10
34,500+1d10
49,000+1d10
518,000+1d10
636,000+1d10
775,000+1d10
8150,000+1d10
9300,000+1d101
10600,000+32
11900,000+321
121,200,000+322
131,500,000+3221
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