Introduction To The Paladin Class
What comes to your mind when you think of the word-Paladin? An
adverturous knight of the middle ages? A sworn warrior of life?
This introduction will explain the basic motivations, abilities, and
hindrances of a Paladin of TSRs AD&D game system.
The Paladin is a noble warrior who fights for the good of the
people. He is a true holy symbol. A Paladin NEVER knowingly commits
an act of violence or evil. A Paladin must be human (or be a demi-
paladin, explained elsewhere in my pages{coming soon!}). His
strength must be 12, his Consititution 9, his Wisdom 13, and his
Charisma 17. The prime requisites of a Paladin are Strenght and
Charisma. A Paladin is always lawful good. If a Paladin has both
prime requisites 16 or above, he gets a bonus of 10% to his
experience.
A Paladin has the following special abilities:
~Detect presence of evil intent.
~+2 bonus to all saving throws.
~Immune to all forms of disease.
~Heal by laying-on-hands.
~Cure disease.
~Surrounded by an aura of protection.
~Special benefits with a Holy Sword.
~Power to turn undead.
~Call for a bonded mount.
~Cast some Priest spells.
A Paladin has the following hindrances:
~Cannot posess more than 10 magical items at any given time.
~Never retains wealth.
~Must thithe (give) 10% of ALL income to his religious organization.
~Does not attract followers.
~May employ only Lawful Good henchmen.
Men have sworn faith to their religion
times to become known as a Paladin.