WARRIOR-PALADIN Class Description: The Paladin is a warrior of noble and heroic character, a symbol for all that is right and true in the world. A Paladin is zealously dedicated to the ideals of law and goodness, and such deeds are their meat and drink, even their very lifeblood. They strive to maintain these ideals at all times and in such a way as to sway the masses of humanity to rededicate themselves to the betterment of society for all and to renew their faith in the divine powers that make 'the good life' available to all. Many brave and heroic soldiers have tried and failed to live up to the high ideals of a Paladin, but it is not an easy task. The discipline and rigor required by a Paladin's devotion are very difficult to maintain, and many would-be Paladins simply 'burn out' before completing their training. Restrictions: Paladins use the Paladin/Ranger advancement table and gain ten- sided hit dice, gaining 3 hit points per level over 9th. Paladins begin with 4 weapon and 3 non-weapon proficiency slots and gain a new slot in each every 3 levels. They use the saves, THACO, and multiple attack progression of Warriors. Paladins must be of absolute and unswerving lawful good alignment. Only humans and aasimar can become Paladins, and they must have Strength and Wisdom scores of at least 13, Constitution of at least 9, and Charisma of at least 17. Weapons & Armor: Paladins can wear use any type of armor or shield and can become proficient in any weapon. Special Benefits: Paladins can gain weapon specialization with any weapon as a Fighter can, but a Paladin cannot begin play specialized in a weapon and can only specialize in one weapon during his or her career. In addition, weapon specialization costs two proficiency slots per level of specialization. A Paladin can learn shield proficiency and specialization at the normal cost. Aura of Holiness: Paladins radiate a protective aura that wards him or her and all within a 10' radius from both evil and chaotic creatures, and granting a +1 bonus to saving throws and Armor Class against attacks from such creatures. Against chaotic evil foes, these bonuses are doubled. The saving throw bonus is also doubled versus mind-affecting attacks. Note that creatures affected by this aura can easily detect the source of the Aura of Holiness, even if the Paladin is disguised or invisible. A Paladin's Aura of Holiness also has the property of dispelling evil magic of the Paladin's level or less within a 10' radius. Any time a magical effect is directed at the Paladin or his or her immediate vicinity by an evil spellcaster (or an evil creature using a magical item) that is the Paladin's level or lower, the Paladin is entitled to attempt a dispel magic roll against the spell (11 or better on 1d20, with a +1 bonus per level by which the Paladin's level exceeds that of the evil spellcaster, though a natural 1 always fails). If the roll succeeds, the spell is negated only within the area of the Aura of Holiness; if the spell's area of effect encompasses some area outside of the Aura of Holiness, that portion of the spell functions normally. Note that magic from non-evil characters is unaffected by this property, as is magic from casters of higher level than the Paladin. Note that this protection does not affect magical item discharges except from items that are themselves evil, regardless of whether they are wielded by an evil character (e.g., a wand of lightning in the hands of an evil mage would not be affected, but a spell cast by an evil magical sword could be blocked). If a Paladin possess a holy avenger or equivalent holy weapon or item, this dispelling power applies to all hostile magic directed at the Paladin, and the area of effect is expanded to a 30' radius. Call Mount: A Paladin can call for a special mount upon reaching 4th level or at any time thereafter. This faithful steed is most often a special warhorse, but in fact it can be nearly any sort of creature that is appropriate for the character (as decided by the DM). A Paladin can attempt to call for a specific type of mount, though success is not automatic and the chance of the Call Mount ability succeeding in this case will depend upon the type of mount requested, the level of the Paladin, and the proximity of the Paladin to terrain in which such a creature might be found (DM's discretion as to difficulty). A Paladin's mount is a very special creature, bonded by fate to the Paladin. It should be noted, however, that Call Mount does not summon the creature into the Paladin's presence; rather, the Paladin has a vision or sense of whether the call has been heard and what must be done in order to find his or her steed, usually involving a quest of some sort appropriate to the Paladin's level of ability. If this mount is slain, he or she must wait at least a year before calling another one. Charismatic Appeal: A Paladin's Charisma and personality are so strong and impressive that non-hostile encounter reactions with intelligent creatures of similar alignment (LG, LN, NG) are automatically considered 'Friendly' if of a level equal to or less than the Paladin's level (creatures with 9 or more levels or hit dice are immune), without the need for a reaction roll. Even creatures of higher level than the Paladin (or with 9 or more hit dice/levels) who have an alignment similar to the Paladin will never have a reaction worse than Indifferent, though a reaction roll is still necessary. Friendly characters tend to pay attention to the Paladin and to view what he or she says in a favorable light as long as it is not obviously harmful or contrary to local customs. With a minimum of encouragement, a friendly NPC will provide information to the Paladin, perform simple errands, make introductions to others he or she may know, and so on. A Paladin is a celebrity in the eyes of a friendly character, and he or she will continue to view the Paladin favorably unless he or she acts in hostile fashion toward him or her. In addition to this ability to induce friendship and cooperation, a Paladin's natural leadership, force of personality, and powers of persuasion can actually compel obedience and trust from friendly creatures of like alignment. A Paladin can make a suggestion (as the spell) to a friendly NPC if he or she can speak to that person privately for a few minutes. The NPC will automatically obey the suggestion if it does not involve risk, loss, or potential embarrassment; otherwise a save vs. spell applies (with a -4 penalty if the Paladin gives the NPC a gift or does a useful favor). If the save succeeds, the NPC breaks free of the Paladin's Charismatic Appeal permanently. Finally, there is a 1% chance per level of the Paladin that any intelligent creature of similar alignment and fewer hit dice/levels of the Paladin will be caught up by his or her Charismatic Appeal and devotion to the ideals of law and goodness that they will offer their services to the Paladin as a follower. Even if they do not take up service with the Paladin, they are almost certain to assist, cooperate with, or at least remain neutral toward the Paladin. There is a potential downside to a Paladin's Charismatic Appeal, in that if a Paladin spends an extended period of time (several hours at least) in personal contact with a single NPC who is susceptible to his or her Charismatic Appeal the DM can secretly roll a 5% per level chance that the NPC will form an almost obsessive attachment to the Paladin. If this occurs, that character will attempt to act on his or her love and admiration for the Paladin, and often these attachments can prove troublesome. A few possibilities are listed below: - Stow away in Paladin's baggage - Offer to serve the Paladin as a follower - Brags about their real or imagined relationship with their hero - Undertakes a dangerous task on behalf of the Paladin (with or without his or her knowledge or consent) - Unfavorably compares a powerful local figure (or even a deity!) with the Paladin - Steals a trinket or minor item from the Paladin - Seeks marriage with (or adoption by) the PC - Claims to be the Paladin's spouse, relative, or offspring - Presents PC with an apparently useless gift These types of reactions are most commonly seen with children, members of the opposite sex, and fellow warriors, but it is possible for characters of other types to demonstrate their admiration in this way. Chosen Foe: Paladins learn how to channel their faith and devotion on the field of battle, focusing their righteous wrath against their traditional enemies. A Paladin can select as a Chosen Foe any one evil or chaotic creature type (e.g., red dragons, vampires, gray slaadi, pit fiends, hill giants). This choice must be made prior to reaching 3rd level and cannot be changed thereafter. When battling his or her Chosen Foe, a Paladin gains a +2 bonus to attack and damage rolls and to saves vs. necromantic or mind-affecting attacks by such creatures. They are also able to use their ability to turn undead against their Chosen Foe at their actual level rather than the normal two-level penalty (assuming the creature type is undead or extraplanar). Finally, a Paladin is familiar with ways to defeat the magical defenses of his or her Chosen Foe, so they are able to reduce the type of magical weapon needed to hit such creatures by one 'plus' (thus, a Paladin can strike a creature needing magical weapons to hit with a non-magical weapon, using the strength of his or her faith in lieu of an enchantment on his or her weapon) and reduces their magic resistance against the Paladin's spells by 1% per level of experience. When battling creatures of the same general type as his or her Chosen Foe (e.g., baatezu (pit fiend), undead (vampire)), a Paladin gains a +1 bonus to hit and damage but not any of the other benefits described above. When interacting with his or her Chosen Foe, a Paladin suffers a reaction penalty equal to his or her normal reaction bonus for Charisma. He or she also suffers this penalty (though it is halved) when dealing with any creature of the same general type as his or her Chosen Foe. Essence of Virtue: Because Paladins are so devoted to the pursuit of virtue, truth, goodness, and right, and their will and dedication to these ideals is so powerful that he or she is able to cling to life when others would allow it to slip away. First of all, Paladin receive a +2 bonus to all saving throws. In addition, if a Paladin is targeted with any attack form that causes death or permanent incapacitation (e.g., petrification, polymorph, energy drain), he or she is entitled to roll two saving throws and use the better of the two results. If the attack form normally allows no saving throw (e.g., death spell, power word kill), a Paladin instead gains one saving throw with all normal bonuses. This benefit does not apply versus attack forms that cause simple physical damage, but it does apply in cases where a physical attack also causes one of these effects (e.g., a sword of life stealing or vorpal sword would cause normal damage from a blow to a Paladin but allow a save to resist the special power of the sword because of his or her Essence of Virtue). In addition, any time an attack that inflicts damage would reduce a Paladin below 0 hit points, he or she may attempt an unmodified save vs. death magic (with a +2 bonus if the attacker is) to survive the attack with 1 hit point remaining. This ability cannot be used if a Paladin is already at 1 hit point. Paladins are also able to function at a negative hit point total equal to his or her level. A Paladin can only able to move and seek healing unless evil opponents are present, in which case he or she can fight normally (or use magical items of Faith Healing, but not cast spells). If a low-level Paladin's negative hit point total exceeds his or her level but has not reached -10, he or she will fall unconscious and begin bleeding as any other character would. Paladins reduced to -10 hit points are dead unless they are at least 10th level, in which case death at a negative hit point total that exceeds his or her level. As long as a Paladin remains functional at negative hit points, he or she can be healed back to positive hit points with normal curative magic and will not require bed rest to recover. Faith Healing: A Paladin can use his or her faith to purge themselves and others of injury and infection. A Paladin can heal by laying on hands, restoring up to 2 hit points per level to the creature touched. The Paladin can heal him- or herself or others, but it can be done only once per day, regardless of how many points of damage are healed. If a Paladin uses this ability on him- or herself can do so without interfering with other actions in the same round (e.g., combat), with the exception that a Paladin cannot cast a spell and lay on hands in the same round. A side benefit of Faith Healing is that Paladins regain double the normal amount of hit points with rest and time. A Paladin can also use Faith Healing to cure disease once per week for every five levels of experience (rounding up). Their faith is so deeply internalized that they themselves are immune to all forms of disease. It should be noted that a Paladin's Faith Healing does not apply to magical curses that manifest in the form of diseases, such as lycanthropy and mummy rot, unless the Paladin is at least 20th level, in which case their Faith Healing powers work normally with respect to such effects. Priestly Powers: Paladins are sanctified holy warriors and gain several powers normally restricted to priests as they advance in level. Paladins can select non-weapon proficiencies from the Priest list without penalty. Beginning at 3rd level, Paladins also gain the ability to turn undead as a priest two levels lower than their actual level. This is true regardless of whether Clerics of their faith have the ability to turn undead. In addition to this ability, Paladins begin to receive priest spells when they reach 9th level. Paladins have access to the All, Combat, Divination, Healing, Law, Protection, and Sun spheres. The acquisition and casting of these spells abide by the usual rules for Clerics, although unlike a Cleric a Paladin does not gain bonus spells for high Wisdom: Paladin Casting Priest Spell Levels Level Level 1 2 3 4 9 1 1 - - - 10 2 2 - - - 11 3 2 1 - - 12 4 2 2 - - 13 5 2 2 1 - 14 6 3 2 2 - 15 7 3 2 2 1 16 8 3 3 2 1 17 9* 3 3 3 1 18 9* 3 3 3 1 19 9* 3 3 3 2 20 9* 3 3 3 3 * maximum effective casting level Note that a Paladin cannot cast spells from priest scrolls or use magical items restricted to priests until they reach 20th level. A Paladin of 20th level or above can make use of priest-restricted magical items and can read and write priest spell scrolls, being considered the equivalent of a 9th level spellcaster for scroll use purposes. Sense Evil: A Paladin's innate sense of goodness and rectitude makes him or her sensitive to the presence of evil in others. A Paladin can use this ability to detect the presence of evil intentions in one direction (90 degree arc) up to 60' away by concentrating for one round. A Paladin can do this as often as desired, but each attempt takes a full round. Note that this ability will not detect the presence of evil creatures or characters unless they are actively planning or performing evil acts or are supernatural creatures of some sort (including high-level priests of evil deities). Special Hindrances: Paladins draw power from their strict devotion to their principles and creed and the absolutely unshakable conviction that what they are doing is right. A Paladin that is true to his or her code gains an inner confidence and peace as well as divine favor that results in the ability to perform almost superhuman miracles. In terms of a Paladin's conduct and lifestyle, he or she must first and foremost be wholly lawful and good in all of his or her actions and in comportment. A Paladin must be generous, brave, loyal, and kind, living out through his or her life a shining example of lawful and good behavior to all he or she encounters. The specifics of a Paladin's creed may depend to some extent on their cultural background and their religious faith (e.g., a deity of motherhood and healing may require different things from his or her Paladins than a patron of warfare and valorous battle skill). As a rule of thumb, however, the following represents a sample 'Ten Commandments' of paladinhood: 1. Never retreat from combat unless allies have done so first (unless they are other Paladins) or unless commanded to do so by superiors in the hierarchy of your faith or other acknowledged leader. 2. Defend the weak and helpless whenever they are in times of need. 3. Always tell the truth, even to enemies, unless to do so would directly endanger those under the Paladin's protection. 4. Never engage in casual sex or other wanton immorality, and never drink or eat to excess. 5. Spread the faith of your deity wherever possible. 6. Always tithe at least 10% of income from any and all sources to your church, and this money must be paid immediately. 7. Never retain excessive wealth. Paladins may retain only enough wealth to support themselves in a modest manner, pay his or her henchmen, men-at- arms, and servitors at a reasonable rate, and construct or maintain a small castle or keep (funds can be set aside for this purpose). All excess funds must be donated to the Paladin's church or to a worthy cause or charity. 8. Depend on inner strength and do not become overly dependent upon magical items, possessing no more than one suit of armor, one shield, four weapons, and four other items. 9. Employ henchmen only of Lawful Good alignment or those who act in such a manner when alignment is unknown. Paladins will cooperate with characters of other alignments only as long as they behave themselves. He or she will try to show them the proper way to live through both word and deed, though he or she realizes that most people simply cannot live up to his or her high standards. 10. Enter into stable and lasting relationships and associations whenever possible, and do not renege on commitments. Seek especially to ally with others of similar bent and outlook. If a Paladin breaks his or her code, this bonus is lost until an atonement spell is cast on the Paladin's behalf and the appropriate penance performed (usually involving completion of a dangerous quest or important mission to once again prove his or her worth and at the same time assuage or expiate his or her feelings of guilt and remorse). This is true even if the Paladin is magically or psionically controlled at the time or if the act was accidental or unintentional. If a Paladin ever knowingly and of his or her own free will commits an evil act for any reason, the Paladin immediately and irrevocably loses his or her Paladin status and loses all special abilities except for weapon or shield specialization already learned, functioning essentially as a Fighter with an unfavorable experience point table (and none of a Fighter's special abilities). Preferred Proficiencies: Alertness, Armor Optimization, Bureaucracy, Debate, Etiquette, Heraldry, Language (Modern), Law, Monster Lore, Public Speaking, Religion, Riding (Land-based)