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| rules:part_2_player_characters:paladin [2025/06/13 22:01] – restless | rules:part_2_player_characters:paladin [2025/06/20 21:19] (current) – external edit 127.0.0.1 | ||
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| ^ Level ^ Points | ^ Level ^ Points | ||
| - | | 1 | 0 | 1d8 | + | | 1 | 0 | 1d8 |
| - | | 2 | 2,500 | 2d8 | + | | 2 | 2,500 | 2d8 |
| - | | 3 | 5,000 | 3d8 | + | | 3 | 5,000 | 3d8 |
| - | | 4 | 10, | + | | 4 | 10, |
| - | | 5 | 20, | + | | 5 | 20, |
| - | | 6 | 40, | + | | 6 | 40, |
| - | | 7 | 80, | + | | 7 | 80, |
| - | | 8 | 160, | + | | 8 | 160, |
| - | | 9 | 320, | + | | 9 | 320, |
| - | | 10 | 480, | + | | 10 | 480, |
| - | | 11 | 640, | + | | 11 | 640, |
| - | | 12 | 800, | + | | 12 | 800, |
| - | | 13 | 960, | + | | 13 | 960, |
| - | | 14 | 1, | + | | 14 | 1, |
| - | | 15 | 1, | + | | 15 | 1, |
| - | | 16 | 1, | + | | 16 | 1, |
| - | | 17 | 1, | + | | 17 | 1, |
| - | | 18 | 1, | + | | 18 | 1, |
| - | | 19 | 1, | + | | 19 | 1, |
| - | | 20 | 2, | + | | 20 | 2, |
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| + | 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, | ||
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| + | 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. | ||
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| + | 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, | ||
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| + | 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’ | ||
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| + | A Paladin may channel divine power in order to combat the forces of darkness. This Holy Burst causes damage equal to the Paladin’ | ||
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| + | 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. | ||
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| + | In all other respects, the Paladin acts as a Fighter. | ||
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| + | {{tag> | ||



