notes
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Detect Evil
Detect evil at up to 60' distance, as often as desired, but only when the paladin is concentrating on determining the presence of evil and seeking to detect it in the right general direction.
Saving Throws
Make all saving throws at +2 on the dice.
Disease Immunity
Immunity to all forms of disease.
Lay on Hands
The ability to "lay on hands" , either on others, or on his or her own person, to cure wounds; this heals 2 hit points of damage per level of experience the paladin has attained, but laying on hands can be performed but once per day.
Cure Disease
The ability to cure disease of any sort; this can be done once per week for each five levels of experience the paladin has attained, i.e. at levels 1 through 5 one disease per week, at levels 6 through 10 two diseases, at levels 11 through 15 three diseases, etc.
Protection from Evil
The continuing emanation of a protection from evil in a 1" radius around the paladin.
Excerpts from spell description: "... acts as if it were a magical armor upon the recipient. The protection encircles ... at a one foot distance, thus preventing bodily contact by creatures of an enchanted or conjured nature such as aerial servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers and xorn. Summoned animals or monsters are similarly hedged from the (paladin). Furthermore, any and all attacks launched by evil creatures incur a penalty of -2 from dice rolls "to hit" the (paladin), and any saving throws caused by such attacks are made at +2 on the (paladin's) dice."
2ndary skill-armoror |
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proficiencies
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Bastard Sword
Battle Axe
Long Bow
Dagger |
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