It is recommended that a paladin have an above average Charisma (to better convert the unbelievers) and Strength and Health (to survive the rigors of their duties).

Paladins receive the same Hit Points and Evasion Points as a fighter and fight on the Fighter Table. Unless restricted by alignment or cult, they may wear any armor or fight with any weapon. Paladins receive one FSAM of their choice.

Paladins receive a +2 bonus to voice. Also, because of the central role of proselytizing, they receive special language training which enables them to have their Intelligence x 5 chance of learning languages (see skills).

Unique Miracles

Further, because of their unique connection with the deity (similar to that of a cleric), paladins receive certain Unique Miracles from the deity. Until a paladin is fully initiated in the splendor of her deity, he receives two Lay Unique Miracles:

  • Lay on Hands — cures 2 points per level of the paladin per day (day starting at sunrise)
  • Detect LAW/CHAOS — when concentrating, to detect alignments opposite the paladin within 30'.

When he receives initiate status, he gains further abilities of a miraculous nature:

  • Turn Undead — turning level starts at first on the Clerical Turning Chart and progresses to subsequent levels as a paladin progresses in level, so it benefits a paladin to receive initiate status at the earliest opportunity.
  • Holy Splendor — +2 on saving throws against magic based on an opposing Court. For NEUTRAL paladins +1 against spells of LAWful and CHAOS base.
  • Divine Confidence — Level x Wisdom chance of having strength flow into a paladin from his deity, doubling evasion points for 1/2 hour, but then thoroughly exhausting evasion points until 8 hours of rest can be taken. Paladins will refuse magical healing of this exhaustion. Usable once per day.
  • Holy Weapon — Once per day a paladin can make his weapon into a holy weapon. A holy weapon will be +1 to hit and damage and +5% to critical at level of starting initiateship. For each subsequent level add +1 to hit and damage and +5% to critical to a maximum of +5/+5 +25%. If the weapon is already magicked, the effects are not cumulative. Usable once per day.

The use of a Unique Miracle will give the Paladin 25 experience points once per day.
A paladin CANNOT use any Unique Miracle without a holy symbol.

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