Paladin
| Level | Points | Hit Dice | Divine Protection | Lay Hands | Holy Burst |
|---|---|---|---|---|---|
| 1 | 0 | 1d8 | +2 | 1/day | 1/day |
| 2 | 2,500 | 2d8 | +2 | 1/day | 1/day |
| 3 | 5,000 | 3d8 | +2 | 1/day | 1/day |
| 4 | 10,000 | 4d8 | +2 | 2/day | 2/day |
| 5 | 20,000 | 5d8 | +2 | 2/day | 2/day |
| 6 | 40,000 | 6d8 | +2 | 2/day | 2/day |
| 7 | 80,000 | 7d8 | +2 | 2/day | 2/day |
| 8 | 160,000 | 8d8 | +2 | 3/day | 3/day |
| 9 | 320,000 | 9d8 | +3 | 3/day | 3/day |
| 10 | 480,000 | 9d8+2 | +3 | 3/day | 3/day |
| 11 | 640,000 | 9d8+4 | +3 | 3/day | 3/day |
| 12 | 800,000 | 9d8+6 | +3 | 4/day | 4/day |
| 13 | 960,000 | 9d8+8 | +3 | 4/day | 4/day |
| 14 | 1,120,000 | 9d8+10 | +3 | 4/day | 4/day |
| 15 | 1,280,000 | 9d8+12 | +3 | 4/day | 4/day |
| 16 | 1,440,000 | 9d8+14 | +3 | 5/day | 5/day |
| 17 | 1,600,000 | 9d8+16 | +3 | 5/day | 5/day |
| 18 | 1,760,000 | 9d8+18 | +3 | 5/day | 5/day |
| 19 | 1,920,000 | 9d8+20 | +3 | 5/day | 5/day |
| 20 | 2,080,000 | 9d8+22 | +4 | 6/day | 6/day |
Paladins are those who have dedicated themselves to serve the powers of goodness. Regardless of their base class, by adhering to ideals of care, charity, benevolence, and protection of innocence, the deities of goodness grant certain powers to those who prove themselves worthy. Paladins must have a minimum charisma score of 15.
Paladins must always act in a manner that exemplifies goodness, follow the directives of their religion, and must tithe at least 10% of their earnings toward charitable giving (but never to other player characters). A Paladin may only keep one suit of magical armor (or clothing), one shield, two magical weapons, and a total of five other permanent magical items (charged items such as wands included). The DM may assign other stipulations to suit any campaign, cultural, or regional differences. In exchange, the Paladin gains some measure of divine power so that they may defend the weak and battle against the forces of darkness. Some magical items are only usable to full effect in the hands of a Paladin.
Any failure to follow the path of goodness will result in the loss of the given powers. Even an inadvertent act of questionable nature must be atoned for at first opportunity, lest the Paladin be stripped of title and ability, becoming an ordinary Fighter (all experience points from the holy quasi-class are forever lost).
A Paladin may heal wounds by calling upon divine powers and laying hands upon the injured individual (or themselves). Each application of Lay Hands will restore Hit Points equal to the Paladin’s level, up to the individual’s normal full Hit Point total. The Paladin may use the power a number of times per day according to their level (see chart) plus their Charisma bonus. For instance, a 3rd-level Paladin with a 15 charisma (+1 bonus) can Lay Hands twice per day.
A Paladin may channel divine power in order to combat the forces of darkness. This Holy Burst causes damage equal to the Paladin’s current level to any creatures of the netherworld or undead, affecting all such creatures within a 10-foot radius. The Paladin may use this apotropaic power a number of times per day according to their level (see chart) plus their Charisma bonus. For instance, a 3rd-level Paladin with a 15 charisma (+1 bonus) can produce a Holy Burst twice per day.
Paladins benefit from Divine Protection, a sort of permanent version of the protection from evil spell, which surrounds their body. This protection, which cannot be dispelled, grants a +2 bonus to Armor Class and saves against attacks by evil beings, but does not offer the secondary effects of the spell. At 10th-level the bonus increases to +3, and at 20th-level the protection again increases to +4. The effect is intended to protect the character from creatures of the netherworld or undead.
In all other respects, the Paladin acts as a Fighter. (The Paladin is a Fighter with the Holy Characters quasi-class applied.)



