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The Paladin
The compassion to pursue good, the will to uphold law, and the power to defeat evil -- these are the three weapons of the paladin. Few have the purity and devoton that it takes to walk the paladin's path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholdy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished.

Characteristics:
Divine power protects the paladin and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. The paladin can also direct this power to help others, healing their wounds or curing diseases. Finally, the paladin can use this power to destroy evil. Even the least experienced paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. In addition, this power draws a mighty steed to the paladin and imbues that mount with strength, intelligence, and magical protection.
Alignment:
Paladins should be lawful good, and they lose their divine powers if the deviate from that alignment. Additionally, paladins swear to follow a code of conduct that is in line with lawfulness and goodness.
Religion:
Paladins need not devote themselves to a single deity. Devotion to righteousness is enough for most. Those who align themselves with particular religions perfer Heironeous, god of valor, over all others, but some paladins follow Pelor, the sun god. Paladins devoted to a god are scrumpulous in observing religious duties and are welcome in every associated temple.
Races:
Humans, Half-Elves, Dwarves, and Elves.
Special Abilities:
(Spells cast the same as an attacking roll)

Bless Weapon- At level 2 a paladin can make a weapon gain +1 bonus on dmg. Can only be done once to a weapon. (8 magic points)

Cure Light Wounds- At level 2 a paladin can cast this on one subject and they regain 1d8 hit points. (4 magic points)

Delay Poison- At level 4 this spell halts the effects of poisons for 1 hour. (6 magic points)

Dispel Magic- At level 6 this spell cancels the effects of any magic used as an offensive weapon. (8 magic points)

Neutralize Poison- At level 8 this detoxifies venom in or on a subject. (6 magic points)

Remove Blindness/Deafness- At level 10 this spell cures natural, or magical conditions. (12 magic points)


Paladin Starting Package:
Scale Mail
Large wooden shield (30 hp)
Longsword (1d8, crit x2, 28 hp)
Shortbow (1d6, crit x3)
Backpack with waterskin
One days trail rations
Bedroll
Sack
Flint and steel
Hooded Lantern
3 Pints of Oil
Quiver with 20 Arrows
Wooden Holy Symbol
Fist of Heironeous, god of Valor
24 gp
Paladin Starting Hit Points and Magic Points:
20 hit points and 10 magic points
Paladin Attack and Evade Bonus as per Level:
LevelAttack PercentEvade PercentDamage Bonus
130%20%+00
230%20%+1
335%25%+2
435%25%+3
540%30%+4
640%/25%30%+5
745%/25%35%+6
845%/30%35%+7
950%/30%40%+8
1050%/35%40%+9
1155%/35%45%+10
1255%/40%45%+11
1360%/40%50%+12
1460%/45%50%+13
1565%/45%55%+14
1665%/50%55%+15
1770%/55%65%+16
1870%/60%70%+17
1985%/70%75%+18
2090%/80%85%+19