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.