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.