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DD Paladin PDF

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IKCA Kenpoman
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© © All Rights Reserved
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Delving Deeper

by John Adams with Art by Andy Taylor

Paladin
Brave Halfling Publishing
Delving Deeper Paladin

2
Delving Deeper Paladin

Paladins may never have more weapons or armor than they


can personally use in combat at one time. They must also
give at least 10% of all they earn to their religion. In addition,
after taking care of all their living and working expenses,
paladins must give away 90% of their remaining wealth to
their religion or another worthy charity. Note that none of
these tithes or offerings can be given to another player's
character in the adventuring party.
Paladins begin play with at least one primary weapon, a set
of armor including a shield (if they use one), possibly a horse,
etc., as gifts from the members of their order or from their
mentor and the local faithful. However, they begin play with
only 1d8x10 gp.
Detect Evil 60' A paladin can, at will, Detect Evil just like
the cleric spell of the same name (LL, p. 22). However, they
must spend an entire round concentrating on it and
performing no other actions in order for this ability to be
effective.
Divine Bonus Because of their unswerving devotion to
good, paladins receive a +2 bonus to all their saving throws.
Protection from Evil As a divine gift, once per day
paladins can radiate a Protection from Evil aura as per the
cleric spell of the same name (LL, p. 24). At 9th level, this
Paladin
Requirements: STR 12, WIS 12, & CHA 12 ability is extended to 10’ around the paladin.
Prime Requisite: CHA and STR Divine Healing Paladins are blessed with the ability to,
Hit Dice: 1d8 once per day, lay their hands upon one person (including
Maximum Level: None themselves) and restore 2 points of damage per level. In the
Paladins are a very rare type of fighter. These holy warriors same way, they can lay their hands upon a person and Cure
dedicate all they have and all they are to living, supporting Disease just like the cleric spell of the same name (LL, p. 21).
and defending all that is lawful and good. Therefore, they At 1st level they can Cure Disease once per month, twice a
must always be lawful in alignment. Paladins use the Dwarf, month at 5th level and three times a month at 10th level.
Elf, Fighter, and Halfling Character Attack Table (LL, p. 60) Paladins are personally immune to all diseases, both ordinary
and the Fighter Saving Throw table (LL, p. 55). and magical.

A paladin may serve one particular god, a pantheon of gods, Turn Undead Beginning at 3rd level, paladins may attempt
or just the ideals of law and good. Many are part of a to turn undead as a cleric of 2 levels lower than their current
religious order of paladins that live and train in an almost level. For example, a 4th level paladin would turn undead as
monastic community. Other paladins are much more loosely a 2st level cleric.
affiliated, mentoring potential recruits individually and only Cleric Spells (OPTIONAL) If there is a desire on the part
gathering together when occasion calls for it. However, of the Labyrinth Lord to have spell-casting paladins, then
paladins of any faith, deity or pantheon recognize each other
they may want to adopt this optional rule: Starting at 9th
as brothers and sisters who share a common calling and and
will often support and work together. They usually follow level, paladins may cast clerical spells as a cleric of 8 levels
the direction of higher level paladins and clerics of good gods lower. They reach their maximum number of spells and their
- even a god or gods other than their own. maximum spell level (4th level cleric spells) when a paladin
reaches 17th level. Paladins do not receive bonus spells from
Order or Mentor (Random Determination, if desired)
01-70 The paladin has lived and trained as part of high Wisdom scores.
an order of paladins.
71-00 The paladin has lived and trained with a mentor.

3
Delving Deeper Paladin

Paladin Level Progression


Experience Level Hit Dice (1d8)
0 1 1
2,501 2 2
5,001 3 3 Sword +2, Holy Sword
10,001 4 4
Intelligence: 12
20,001 5 5
40,001 6 6 Communication: Verbal
80,001 7 7 Alignment: Lawful
160,001 8 8 Languages: 3
310,001 9 9 Psyche: 12
460,001 10 +2 hp only * Willpower: 24
610,001 11 +4 hp only * Motivation: Destroy Chaotic Beings
760,001 12 +6 hp only * Spell-Like Power: Dispel Evil 1/week
910,001 13 +8 hp only *
1,060,001 14 +10 hp only * Description: This powerful, sapient blade is the bane of all
1,210,001 15 +12 hp only *
chaotic beings. A Holy Sword grants neutral and lawful
1,360,001 16 +14 hp only *
1,510,001 17 +16 hp only * owners a +2 bonus to hit and damage against creatures of all
1,660,001 18 +18 hp only * alignments. However, in the hands of a Paladin in combat
1,810,001 19 +20 hp only * with chaotic beings, it becomes nearly as powerful as a
1,960,001 20 +22 hp only * minor artifact, bestowing a +4 bonus to hit and damage as
• Hit point modifiers from constitution are ignored well as the ability to Dispel Evil as per the cleric spell (LL. p.
22) once per month. Holy Swords are intelligent and
extremely motivated in their quest to destroy chaotic beings
and will thus attempt to overpower the will of neutral owners
towards that end and help direct the actions of lawful
owners, yet without requiring an action that would that
would cause them certain death. Chaotic beings attempting
to wield a Holy Sword immediately lose 2 levels for as long
as the sword is in his or her possession. Unlike cursed items,
a chaotic being can discard the Holy Sword at will.

Origin and Purpose: Each Holy Sword is a unique item with


each one having its own personality and personal name.
Some sages suggest that Holy Swords were originally created
by a lawful Elder God in the far distant past and were
awarded to his greatest mortal servants. In the ages since,
Holy Swords have been handed down from generation to
generation with most having been lost, some destroyed, and
a few stolen from their rightful owners and hidden by
powerful chaotic forces. To this day, when truly virtuous and
potent paladins rise in the mortal realm, lawful divine forces
do all they can to discover, liberate and pair these immensely
powerful weapons with them.

4
Delving Deeper Paladin

Paladin Protection from Evil As a divine gift, once per day


Requirements: STR 12, WIS 12, & CHA 12 paladins can radiate a Protection from Evil aura as per the
Prime Requisite: CHA and STR cleric spell of the same name (LL, p. 24). At 9th level, this
Hit Dice: 1d8 ability is extended to 10’ around the paladin.
Maximum Level: None
Divine Healing Paladins are blessed with the ability to,
Paladins are a very rare type of fighter. These holy warriors once per day, lay their hands upon one person (including
dedicate all they have and all they are to living, supporting themselves) and restore 2 points of damage per level. In the
and defending all that is lawful and good. Therefore, they same way, they can lay their hands upon a person and Cure
must always be lawful in alignment. Paladins use the Dwarf, Disease just like the cleric spell of the same name (LL, p. 21).
Elf, Fighter, and Halfling Character Attack Table (LL, p. 60) At 1st level they can Cure Disease once per month, twice a
and the Fighter Saving Throw table (LL, p. 55). month at 5th level and three times a month at 10th level.
A paladin may serve one particular god, a pantheon of gods, Paladins are personally immune to all diseases, both ordinary
or just the ideals of law and good. Many are part of a and magical.
religious order of paladins that live and train in an almost Turn Undead Beginning at 3rd level, paladins may attempt
monastic community. Other paladins are much more loosely to turn undead as a cleric of 2 levels lower than their current
affiliated, mentoring potential recruits individually and only level. For example, a 4th level paladin would turn undead as
gathering together when occasion calls for it. However, a 2st level cleric.
paladins of any faith, deity or pantheon recognize each other
as brothers and sisters who share a common calling and and Cleric Spells (OPTIONAL) If there is a desire on the part
will often support and work together. They usually follow of the Labyrinth Lord to have spell-casting paladins, then
the direction of higher level paladins and clerics of good gods they may want to adopt this optional rule: Starting at 9th
- even a god or gods other than their own. level, paladins may cast clerical spells as a cleric of 8 levels
Order or Mentor (Random Determination, if desired) lower. They reach their maximum number of spells and their
01-70 The paladin has lived and trained as part of maximum spell level (4th level cleric spells) when a paladin
an order of paladins. reaches 17th level. Paladins do not receive bonus spells from
71-00 The paladin has lived and trained with a mentor. high Wisdom scores.
Paladins may never have more weapons or armor than they
can personally use in combat at one time. They must also
give at least 10% of all they earn to their religion. In addition, Paladin Level Progression
after taking care of all their living and working expenses, Experience Level Hit Dice (1d8)
paladins must give away 90% of their remaining wealth to 0 1 1
their religion or another worthy charity. Note that none of 2,501 2 2
these tithes or offerings can be given to another player's 5,001 3 3
character in the adventuring party. 10,001 4 4
20,001 5 5
Paladins begin play with at least one primary weapon, a set 40,001 6 6
of armor including a shield (if they use one), possibly a horse, 80,001 7 7
etc., as gifts from the members of their order or from their 160,001 8 8
mentor and the local faithful. However, they begin play with 310,001 9 9
only 1d8x10 gp. 460,001 10 +2 hp only *
610,001 11 +4 hp only *
Detect Evil 60' A paladin can, at will, Detect Evil just like 760,001 12 +6 hp only *
the cleric spell of the same name (LL, p. 22). However, they 910,001 13 +8 hp only *
must spend an entire round concentrating on it and 1,060,001 14 +10 hp only *
performing no other actions in order for this ability to be 1,210,001 15 +12 hp only *
effective. 1,360,001 16 +14 hp only *
1,510,001 17 +16 hp only *
Divine Bonus Because of their unswerving devotion to 1,660,001 18 +18 hp only *
good, paladins receive a +2 bonus to all their saving throws. 1,810,001 19 +20 hp only *
1,960,001 20 +22 hp only *
• Hit point modifiers from constitution are ignored

5
Delving Deeper Paladin

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