Advanced Dungeons and Dragons Second Edition, Kits and Classes, Warrior, Paladins of Neutrality
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Paladins of Neutrality

Neutral Good – Neutral good paladins have the following powers:
A neutral good paladin can detect the presence of evil and is surrounded by an aura of protection as a standard paladin.
Neutral good paladins receive a +1 bonus to hit and damage per level when fighting undead of any alignment. Undead that are normally hit only by magic or silver weapons may be hit by a neutral good paladin with a specially blessed normal weapon. This blessed weapon only works in the hands of the paladin, and the paladin does not receive his special to hit and damage bonus unless the creaature being hit could normally be hit without the aid of silver, magic or some other special weapon.
A neutral good paladin receives a saving throw of 20 to avoid energy draining and other special attack forms of undead that normally do not allow a saving throw. If a saving throw is normally allowed, the paladin receives a +2 bonus to his saving throw.
Neutral good paladins can cure wounds by laying on hands for 1 hp/ level. He can use this power once per day as the standard paladin.
Neutral good paladins can turn undead as the standard paladin.
Neutral good paladins may pick spells from the spheres of divination, healing, necromantic, protection, sun and wards.
Neutral – Neutral paladins have the following powers:
A neutral paladin can know alignment (P2 spell) one time a day/ per two levels.
A neutral paladin is immune to disease as the standard paladin.
A neutral paladin can lay on hands for 1 hp/ level per day as the standard paladin or cause wounds for 1 hp/ level per day on a creature touched.
A neutral paladin can cause weapons, spells, or other attack forms (magical or otherwise) used by a creature designated by the paladin to cause minimum damage for a number of rounds equal to his level. The creature must be visible to the paladin, but need not be touched. This power is useable once per week/ per level.
A neutral paladin can cause himself to become immune to all attacks by all creatures within a 60' radius of himself for 1 round/ per level once a day. The creatures effected will not stop fighting if they are already so engaged, but they will ignore the paladin when attacking. The creatures effected by this power can still see the paladin and may converse with him freely, but they will not attack him in any way. This power does not protect the paladin from area effect spells or attacks unless the attack is centered on the paladin. This power also will not protect the paladin from stray missile attacks, accidental damage or natural phenomena.
For example, a paladin protected by this power could walk into a raging battle without fear of being attacked by combatants on either side. However, if one side were to fire a volley of flaming arrows into the other side, the paladin may be hit by stray arrows and could be burned by any fires ignited by the arrows.
This power ends immediately if the paladin attacks any creature.
Neutral Evil – Neutral evil paladins have the following powers:
A neutral evil paladin can detect good and is protected by an aura as a standard paladin with reference to evil.
A neutral evil paladin can cause disease, as the spell of the same name, in others once per week per five levels.
A neutral evil paladin can conjure a thick mist as a double strength obscurement (visibility 1d4 feet, 20x20 foot area of effect per level, eight round duration per level) spell once per day per three levels. The paladin can use this ability once per day at first level, twice per day at fourth level, etc.
A neutral evil paladin can cause hopelessness (as an emotion spell) once per week starting at fifth level and once per week for every five levels after fifth.
A neutral evil paladin can control daemons as a priest of his same level.

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