Character Creation — Paladins and their kits


Art by Wayne ReynoldsPALADIN
Race: Human
Alignment: Lawful Good

Description: Paladins are holy warriors who have sworn their lives to the service of a particular god, to do his bidding unquestioningly, for as long as he may require their service. Theirs are lives of duty, piety, righteousness, honor, and unswerving obedience, and they constantly strive both to uphold their god's virtues and to serve as an example to others. Their skill in combat is not quite so great as that of a pure Fighter, but in return for their faith and devotion their god blesses them with unique gifts: They can cast spells and Turn Undead much as a Cleric of the same deity, and they have the ability to sense the presence of Evil, in a manner similar to the detection of a foul odor.

STRENGTHS:
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Has a -2 bonus to all Saving Throws, compared to a Fighter
Can cast a limited number of Cleric (and shared) spells, from Spell Levels 1 through 4
Can Turn Undead at a level 2 points below his own EXP Level
Special Ability of Lay On Hands, usable 1x/day: Heals 2hp/level on a single target in touch range
Special Ability of Detect Evil, usable 1x/day per level (with 3 additional uses given at Level 1): Causes all Evil creatures in the map area to briefly glow red
Special Ability of Protection from Evil, usable 1x/day per level: Grants the recipient -2 bonuses to AC and Saving Throws against attacks made by Evil
          creatures for 1 turn
Guaranteed stats of at least 12 Strength, 9 Constitution, 13 Wisdom and 17 Charisma
WEAKNESSES:
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Restricted to Specialization (**) in any weapon proficiency
Gains EXP levels approximately 15% slower than a Fighter
Cannot be combined with any other class
FUN RATING: 6.3 / 10

Notes: The "Strengths" and "Weaknesses" listed for each base class are intended both as a general description of the class, and compared to the other classes of the same superclass. In the descriptions of the kits, however, the Advantages and Disadvantages are always directly relative to their base class.


The name "Paladin," as a class, would more correctly be "Crusader." In PnP, gods of all alignments—not just Lawful Good—can sponsor holy warriors, and these types of Crusaders are named according to their individual alignments (which almost always match that of their deity). Only LG Crusaders are called Paladins, just as CE Crusaders are termed Blackguards.


In the table to the right, the columns are as follows—
Level: The Experience Level of the Paladin.
EXP: The Experience Points required for a Paladin to reach that level.
Hitpoints: The hitpoints that a Paladin would gain at that level. "+CON" means the additional hitpoint bonus from having a high (or possibly low) Constitution stat.
THAC0: The base THAC0 (before any modifiers) of a Paladin at that level.
ApR: The base Attacks per Round (before any modifiers) of a Paladin at that level.
Profs: The number of Proficiency Points a Paladin would gain at the given level.
Saving Throws: The Saves—given in this order: vs. Death, vs. Wands, vs. Polymorph, vs. Breath, and vs. Spell—of a Paladin at the indicated level.
Spells: The number of spellslots (of each spell level) that a Paladin of the given level would have.
Level
EXP
Hitpoints
THAC0ApRProfsSaving ThrowsSpells
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
0
2,250
4,500
9,000
18,000
36,000
75,000
150,000
300,000
600,000
900,000
1,200,000
1,500,000
1,800,000
2,100,000
2,400,000
2,700,000
3,000,000
3,300,000
3,600,000
3,900,000
4,200,000
4,500,000
4,800,000
5,100,000
5,400,000
5,700,000
6,000,000
6,300,000
6,600,000
6,900,000
7,200,000
7,500,000
7,800,000
10+CON
1D10+CON
1D10+CON
1D10+CON
1D10+CON
1D10+CON
1D10+CON
1D10+CON
1D10+CON
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
20
19
18
17
16
15
14
13
12
11
10
9
8
7
6
5
4
3
2
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
1
1
1
1
1
1.5
1.5
1.5
1.5
1.5
1.5
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
4

1


1


1


1


1


1


1


1


1


1


1

12/14/13/15/15
12/14/13/15/15
11/13/12/14/14
11/13/12/14/14
9 /11/10/11/12
9 /11/10/11/12
8 /10/ 9 /10/11
8 /10/ 9 /10/11
6 / 8 / 7 / 7 / 9
6 / 8 / 7 / 7 / 9
6 / 7 / 6 / 6 / 8
5 / 7 / 6 / 6 / 8
3 / 5 / 4 / 3 / 6
3 / 5 / 4 / 3 / 6
2 / 4 / 3 / 2 / 5
2 / 4 / 3 / 2 / 5
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4
1 / 3 / 2 / 2 / 4








1
2
2/1
2/2
2/2/1
3/2/1
3/2/1/1
3/3/2/1
3/3/3/1
3/3/3/1
3/3/3/2
3/3/3/3
3/3/3/3
3/3/3/3
3/3/3/3
3/3/3/3
3/3/3/3
3/3/3/3
3/3/3/3
3/3/3/3
3/3/3/3
3/3/3/3
3/3/3/3
3/3/3/3
3/3/3/3
3/3/3/3



CAVALIER
Class: Paladin
Race: Human
Alignment: Lawful Good

Description: Cavaliers are perhaps the most aggressively combative—some might say foolhardy—members of the holy orders. Although they never shirk from fighting Evil in any form, they typically scorn encounters with "minor" monsters, regarding only challenging foes as worthy of their skills, and always aspiring to test their mettle against the most dangerous creatures in the Realms: Dragons and Fiends. If the beast is capable of destroying an entire town in one fell swoop, Cavaliers desperately long to be the one standing between it and the lives of innocents.

ADVANTAGES:
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Immune to Fear, Charm, and Poison
100% Fesistance to Poison damage
20% Resistance to Acid and Fire damage
-3 bonus to THAC0 and +3 bonus to Damage when attacking Dragons or Fiends
Special Ability of Remove Fear, usable 1x/day per level
DISADVANTAGES:
» Cannot use (or place proficiency points in) any type of ranged weapon
FUN RATING: 7 / 10

Notes: Because they also have melee components, the Axe and Dagger proficiencies are not treated as strictly ranged weapons.



INQUISITOR
Class: Paladin
Race: Human
Alignment: Lawful Good

Description: Lies and deception are the antithesis of what a Paladin stands for, and those Paladins who seek to combat these influences may be allowed to become Inquisitors, who sacrifice some of their versatility in order to better employ a different set of gifts—gifts that enable them to banish the trickeries of enemy spellcasters, and cast out all magical enhancements. Once the raniment of falsehood is cast off, things revert to what they really are, so that the truth may be percieved and justice done.

ADVANTAGES:
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Immune to Charm and Hold
Special Ability of True Sight, usable 1x/day per 4 levels (first use gained at Level 1, then every 4 levels thereafter): For one turn, all Illusion spells on Hostile
          creatures within the Inquisitor's sight range will be dispelled once per round.
Special Ability of Dispel Magic, usable 1x/day per 4 levels (first use gained at Level 1, then every 4 levels thereafter): Like a regular Dispel Magic, it can
          remove all active enchantments on creatures within 30 feet of the target point—except that its casting level is twice the Inquisitor's EXP level.
DISADVANTAGES:
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Cannot cast any Priest spells
Cannot Turn Undead
Cannot Lay On Hands
FUN RATING: 7.3 / 10

Notes: The Dispel Magic ability acts as a "nonmagical" spell—meaning it can affect creatures immune to certain spell levels, such as Rakshasa. It still counts as an Abjuration spell, however, and therefore can be blocked by Spell Immunity.



UNDEAD HUNTER
Class: Paladin
Race: Human
Alignment: Lawful Good

Description: The Undead are regarded as an abomination that must be completely wiped from existence (or at least from the Prime Material) by nearly every major faith in the Realms, and the churches of most Good-aligned gods are hardly likely to be an exception to this rule. Those holy warriors who most effectively and enthusiastically follow this letter of their deity's law are the Undead Hunters, who make it their mission to wipe out the foul, necromantic scourge once and for all.

ADVANTAGES:
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Immune to Hold and Level Drain
-3 bonus to THAC0 and +3 bonus to Damage when attacking Undead creatures
DISADVANTAGES:
» Cannot Lay On Hands
FUN RATING: 6.1 / 10





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