Requirements: Strength 12, Intelligence 9, Wisdom 13, Charisma 17
Prime Requisite: Strength, Wisdom
Hit Dice: 1d10
Starting GP: 50-200 (5d4x10)

Paladins are holy warriors. Through their personal discipline and devotion to their god, they are granted unique abilities to fight evil and heal the sick. Paladins make excellent leaders and were at the forefront during the final battle against the Dragon Army. Paladins often group together in knightly orders.

Law: Must always be lawful
Evil Acts: May not commit evil or morally questionable acts
Possessions: May own 1 suit of armor, 1 shield, 4 miscellaneous magic items.
Money and Tithing: May not keep large sums of money. They must give 10% of all earnings to their monastery or church. They remainder they must give away.
Henchmen: May only hire lawful henchmen
Lay on Hands: May Lay on Hands once per day to heal 2 hp per level
Cure Disease: May cure disease 1 time per day per 5 levels and are immune to disease
Detect Evil: May detect evil to 60 feet but only when concentrating (no other act).
Protection from Evil: Radiate protection from evil 10 foot radius at all times
Saving Throws: Receive +2 on all saving throws
•3rd Level: At 3rd level paladins may turn undead as a 1st level
•4th Level: At 4th level may summon a special war horse once every 10 years
•9th Level: At 9th level gain the ability to cast cleric spells (see AEC 18)

Experience Points Character Level Level Title To Hit Bonus Hit Dice (d10)
0 1 Squire +0 1
2,735 2 Chevalier +0 2
5,465 3 Knight-Errant +1 3
11,025 4 Knight-Vigilant +2 4
20,251 5 Knight-Banneret +3 5
42,501 6 Knight-Crusader +4 6
90,001 7 Knight-Templar +5 7
170,001 8 Knight-Protector +5 8
340,001 9 Knight-Commander +6 9

Races: Human, Half-Orc, Elf, Half-Elf, Halfling, Gnome, Dwarf
Classes: Fighter, Barbarian, Ranger, Paladin, Assassin, Thief, Cleric, Druid, Monk, Magic-User, Illusionist


Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License