Experience Points | Level Title | Level & HP (d10) | Attack Bonus |
---|---|---|---|
0 | Squire | 1 | 0 |
2,750 | Cavalier | 2 | 0 |
5,600 | Knight-Errant | 3 | +1 |
12,100 | Knight-Vigilant | 4 | +2 |
24,100 | Knight-Banneret | 5 | +3 |
45,100 | Knight-Gallant | 6 | +4 |
95,100 | Knight-Crusader | 7 | +5 |
175,100 | Knight-Templar | 8 | +6 |
350,100 | Knight-Protector | 9 | +7 |
700,100 | Knight of the Rose | 10* | +8 |
Ability Requirement: Str 12, Int 9, Wis 13, Cha 17
Race & Level Limit: Human U, Cyclopsman 8
Prime Requisite: Strength and Wisdom
Hit Dice: d10
Starting Gold Pieces: 50-200 (5d4x10)
Alignment: Paladins must be Lawful Good.
Weapons and Armor: Paladins may use all weapons, armor, and shields. They strongly prefer melee weapons over ranged and must wear the best armor available.
Forsworn: A paladin must defend the weak and infirm. A paladin cannot commit evil or observe evil with indifference. Severe alignment deviation strips a
paladin of all abilities and s/he reverts to a fighter.
Vow of Poverty: May not keep more than 100gp.
Platemail: Some Level 1 Paladins (10% or 1 on d10) are sponsored by their knightly order or religious temple and begin play with platemail and shield.
Possessions: A paladin may own one suit of armor, one shield, and no more than four magic items.
Lay on Hands: Once a day, a paladin may heal two hit points per level.
Cure Disease: Cure Disease once per day/5 Levels.
Immune: Paladins are immune to all forms of disease.
Detect Evil: Holy warriors may Detect Evil to 60 feet but only when stationary and concentrating (no other act).
Protection from Evil: A paladin radiates Protection from Evil (10 Foot Radius) at all times.
Saving Throws: +2 bonus on all saving throws.
Lance Specialist: A paladin receives a +1 to hit and damage with the lance while mounted/per two levels.
Turn Undead: At Level 3, paladins may turn undead as a Level 1 Cleric.
Summon Warhorse: At Level 4, a paladin may summon a warhorse (HD: 4+4, Morale: 1) every 10 years.
Henchmen: May only hire lawful good henchmen.
Heraldic Device: A paladin must create a heraldic device. The symbol may be inspired by family crest, epic deed, or religious order, but must be unique.
Cleave: Beginning at Level 7, if a paladin kills a target, s/he immediately receives 1 additional attack per two levels (one at Level 7, two at Level 9, three at Level 11, etc). Cleave applies to both melee and ranged attacks.
Cleric Spells: A paladin may cast cleric spells at Level 9
but cannot select the same spell more than once/day.
Ye Olde Paladin Fast Pack
Pack 1: Chainmail and Shield (AC: 4), Longsword (1d8), Mace (1d6), Lance (2d6), Silvered Dagger (1d4), Backpack, Holy Symbol, Torches (8), Flint & Tinder, Large Sack (2), Flask of Oil (2), Iron Spikes (12), Hammer, Waterskin, Rations (7) (154gp).
Pack 2: Chainmail and Shield (AC: 4), Broadsword (1d6+1), Spiked War Hammer (1d6), Dagger (1d4), Backpack, Holy Symbol, Lantern, Flask of Oil (4), Holy
Water, Flint & Tinder, Waterskin, Rations (7) (157gp).
Pack 3: Chainmail (AC: 5), Two-Handed Sword (1d10), Mace (1d6), Lance (2d6), Dagger (1d4), Backpack, Holy Symbol, Lantern, Flask of Oil (4), Flint & Tinder, Holy Water, Waterskin, Rations (7) (162gp0.