Paladin Class Abilities
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- Improved Saving Throws: The paladin uses a more favourable saving throw table than other classes.
- Cure Disease: Paladins can cure disease (as the clerical spell) by touch, once per week. Paladins of higher than 5th level may do so twice per week, and those higher than 10th level thrice per week. Paladins themselves are completely immune to disease.
- Detect Evil: A paladin may detect evil at any range up to 60 ft at will, provided he or she concentrates on doing so.
- Protection from Evil: A paladin radiates an aura within a 10 ft radius, equivalent to the clerical spell *protection from evil*.
- Lay on Hands: Once per day, the paladin may heal 2 hit points per level to any creature touched (e.g., a third-level paladin would heal 6hp with this ability).
Advanced Abilities
- Turn Undead (3rd level): Paladins of third level and higher gain the ability to turn undead as a good-aligned cleric does, but as a cleric of two levels lower than the paladin’s level.
- Summon Warhorse (4th level): At fourth level, the paladin may summon a special Paladin’s Warhorse, a heavy warhorse with enhanced hit points, intelligence, and movement speed. Such a destrier may be called only once every ten years.
- Bonus Attacks (8th level): Paladins gain additional attacks as fighters do, but less swiftly. A paladin has one attack at 1st to 7th level, 3/2 attacks at 8th to 14th level, and two attacks at 15th level and above. If the optional weapon specialisation rules are permitted by the GM, paladins may specialise as fighters do, save that they receive fewer proficiencies and gain extra attacks more slowly.
- Clerical Spellcasting (9th level): Paladins gain the ability to cast certain cleric spells at 9th level. |
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Equipment
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Backpack 10
Bedroll 5
Crowbar 5
Flint and steel -
Holy symbol, wooden 1
Lantern, bullseye 3
Oil (lamp) (6 pints) 6 (1 per pint)
Pouch, belt, large 2
Pouch, belt, small (x2) 2 (1 each)
Rations, standard (7 days) 14 (2 per day)
Rope, hemp (50 ft) 10
Sack, small (x2) 1 (½ each)
Sack, large 1
Torch (x2) 2 (1 each)
Waterskin (3 pint) 1
Remaining Gold 18 gp, 0 sp, 4 cp
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