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Paladin
HitDie: d10 Mana: d8 Skills: 4 Saves: FrW Defense: 1/4
+toHit: Archery 75%, Brawl 75%, Melee 100%, Thrown 75%
Like Priests, Paladins are holy warriors, and they share the most kinship with that class, but they are not the masterful theurgists that their contemporaries are. Though deeply religious, they draw their power primarily from the metaphysical force of good itself. Seeming to be the very embodiement of virtue, the Paladin lives by a rigourous code but shines brighter than the sun itself, an example and inspiration to all. Paladins are exceedingly rare in contrast to the other classes, each being a personally selected champion of virtue.
CLASS SKILLS
The class skills of the Paladin are Appraise, Athletics, Concentration, Craft, Diplomacy, Healing, Knowledge (Planes, Theology, Theyra and Undead), Ride and Seneschal.
CLASS FEATURES
All the following are class features of the Paladin.
* Proficiencies -- Paladins are proficient with simple weapons, long blades, polearms, lances and flails, as well as with all categories of armour.
* Lay on Hands -- At will, a Paladin can lay his hands upon himself or another living creature, healing them for hit points of damage equal to 2d6 plus his level multiplied by his primary Charisma modifier plus two (minimum 1). This healing costs two fatigue points, but no mana.
* Divine Grace -- The Paladin benefits from an extraordinary, sacred protection from harm. His primary Charisma modifier (if any) is added as a grace bonus to all of his saving throws. This ability is gained at 2nd level.
* Divine Health -- A Paladin is immune to all diseases, except for those gained from eating the corpses of fallen foes (which isn't very paladin-like anyways). Starting at 3rd level, the Paladin gains the spell Cure Disease as an innate spell-like ability.
* Detect Evil -- Paladins can cast the spell Detect Evil as an innate ability, allowing them to locate all evil creatures within 250 feet (25 squares).
* Smite Evil -- Whenever a Paladin performs a Great Blow maneuver against an evil creature, he adds his Charisma bonus (if any) to the attack roll, and if he hits he also adds his Paladin level to the damage that he inflicts.
* Sanctified Weapon -- A Paladin's faith sanctifies whatever melee or thrown weapon he wields, so that it strikes as a Holy weapon -- dealing an extra 2d6 holy damage to evil and undead foes -- even when the weapon carries no enchantment of its own. This blessing is innate and always active from 1st level.
* Aura of Valour -- Starting at second level, a Paladin is immune to fear and grants any allies within 3 squares of him a +1 bonus to save versus fear effects for every even numbered Paladin level he possesses. This ability is innate and always active.
* Turn Undead -- Starting at the third level, a Paladin may turn undead just as a priest of two levels lower does.
* Divine Magic -- Starting at 4th level, the Paladin is able to cast a limited number of divine spells. He receives one divine casting level for every even numbered Paladin level thereafter.
* Sacred Mount -- Starting at 5th level, the Paladin can summon a specially-bonded mount from the Upper Planes to serve him in the corporeal world. This creature usually has the celestial template, as well as a +10 sacred bonus to its defense class. Paladins start out with a celestial warhorse (or something similar as suits their race) for a sacred mount. If the mount is slain in combat, it vanishes rather than permanently dying, and can be summoned back by the Paladin after resting.
At 7th, 9th and 11th level, the Paladin receives the ability to summon superior, mythic creatures as mounts. The creature the Paladin receives is fixed based on his race, but rumours speak of holy knights riding upon even young dragons as their steeds...
* Small Paladins -- It's unusual for members of the Small races to become paladins -- the class's focus on head-on confrontation and resolute fortitude isn't the best match for their usual methodology. To offset this weakness, the gods grant a special boon to members of the Small races who show the courage and resilience to become paladins, granting them a +1 sacred bonus to melee damage and inherent armour at 2nd, 4th, 6th, 9th, 12th and 16th levels. Small races also receive the Defensive Roll ability (from the rogue's higher-level special ability list) upon attaining four combined levels of warrior, ranger, paladin, monk or barbarian.
* Starting Benefits -- Paladins start with a +1 sword (a small long sword for small races, otherwise a long sword), a light lance, a kite shield (or buckler for small races), potions of healing, vials of holy water, a holy symbol, noble attire and a suitable mount. Their best melee weapon gains the Holy quality.
THE PALADIN
Level Def Fort Refl Will Special Abilities
1 +0 +2 +0 +2 Lay on Hands, Smite
Evil, Sanctified
Weapon, Immune to
Diseases
2 +0 +3 +0 +3 Aura of Valour,
Divine Grace
3 +0 +3 +1 +3 Turn Undead,
Cure Disease
4 +1 +4 +1 +4 +1 caster level
5 +1 +4 +1 +4 Sacred Mount I
6 +1 +5 +2 +5 +1 caster level
7 +1 +5 +2 +5 Sacred Mount II
8 +2 +6 +2 +6 +1 caster level
9 +2 +6 +3 +6 Sacred Mount III
10 +2 +7 +3 +7 +1 caster level
11 +2 +7 +3 +7 Sacred Mount IV
12 +3 +8 +4 +8 +1 caster level