AD&D 2nd edition Character creation: Kits and Classes, Warrior, paladin: Paladins of Law
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Paladins of Law

Lawful Good – Lawful Good paladins are the archtype for this character class. They are dedicated to deities of the Seven Heavens.
A paladin has the following special benefits:
A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.
A paladin is immune to all forms of disease. (Note that certain magical afflictions --lycanthropy and mummy rot --are curses and not diseases.)
A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.
A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience (once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).
A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.
A paladin gains the power to turn undead and fiends when he reaches 3rd level. He affects these monsters the same as does a cleric two levels lower--for example, at 3rd level he has the turning power of a 1st-level cleric. See the section on priests for more details on this ability.
Lawful good paladins may pick spells from the combat, divination, healing, law, protection, ward, and guardian spheres
Lawful Neutral – Lawful neutral paladins are the planar champions of the dieties of Nirvana. Lawful neutral paladins have the following abilities:
Lawful neutral paladins have the ability to detect chaos with a range of 60 feet. This ability conforms in all ways to the standard paladin’s ability to detect evil, but with regard to chaos.
A lawful neutral paladin is immune to all first level illusions and receives a +4 bonus to all other illusions.
Lawful neutral paladins can resist pain equal to 1 hp of damage per level. This ability takes the form of “phantom hit points” that are not part of the paladin’s normal hit point total. Once these “phantom hit points” have been lost in a day, they cannot be restored by any means. These “phantom hit points” will automatically return at midnight each day.
A ten foot radius circle of protection surrounds a lawful neutral paladin. This circle protects all lawful creatures within the radius from all summoned and specifically chaotic creatures. This ability in other ways is like the lawful good paladin’s aura of protection.
A lawful neutral paladin gains the ability to create a greater consciousness at third level. This ability allows the paladin to telepathically link with one creature per three levels. Through this link the paladin and all linked creatures can communicate mentally as if through telepathy. All creatures linked can also see, hear, smell, taste and feel what the other linked individuals sense. Creatures linked through greater consciouness must remain within 10 yards/ level of the paladin or the link will be broken. The paladin may maintain the link for 2 rounds/ level.
While linked if any creature in the link takes damage, all other linked creatures must make a system shock survival roll or take a like amount of damage. Likewise, if any creature linked through greater consciousness dies, all linked creatures must make a system shock survival roll or die.
Lawful neutral paladins may pick spells from the spheres of divination, healing, law, numbers, thought and time.
Lawful Evil – Lawful evil paladins have the following abilities:
The ability to detect good as the standard paladin detects evil.
A lawful evil paladin is resistant to a special attack form of his choice. Examples of possible resistances include fire, cold, lightning, acid, ect. This resistance protects the paladin completely from naturally occuring examples of the of the element. He only receives partial protection from magical occurences of the element resisted.
A paladin facing a magical example of his resisted element makes saving throws at +4 (+2 standard bonus for all paladins + +2 bonus for resistance) and will take half damage if he fails his saving throw, and quarter damage if he makes his saving throw. In damage is reduces by 1 hp per HD rolled for damage.
For example, Sinrok the Lawful Evil, has choose fire as his special resitance. While Sinrok could hold his hand over a torch or even walk through a bonfire without ill effect, he could not withstand the effects of a fireball, but he would fair better than others, saving at +4 and taking only one quarter damage if successful.
A lawful evil paladin can use a vampiric touch to drain 1 hp per paladin level from a creature touched and trasnfer the drained hp to himself. The creature touched will experience intense pain, but cannot be killed by this touch. The paladin can control the amount of hit points he drains with a single touch and may break up the use of this ability over an entire day, but in no case may he drain more than 1 hp per level in a single day or cause a creature touched to be reduced to less than 1 hp. This power is often used by lawful evil paladins to interogate prisoners. If this power is used on an unwilling target the paladin must make a normal to hit roll.
Lawful evil paladins may command devils as an evil priest the same level.
Lawful evil paladins may pick spells from the spheres of combat, divination, elemental, healing, healing reversed and war.
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