First Edition Advanced Dungeons & Dragons™ Character Creation
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AD&D Character Class:  Paladin
  The Paladin was originally introduced as a subclass of fighter; but with the introduction of the cavalier class in the arcana rules it became of subclass of that new class.  Some referees never made the alteration, and some permitted both versions to exist, so the two versions are described and distinguished in this text.

  The character must be Lawful Good; failure to maintain that alignment may result in the permanent loss of all special powers of the class, reverting to either a fighter or a cavalier main class.  Charisma of a paladin must be at least 17, wisdom 13, strength 12, intelligence and constitution 9; arcana rules (reflected on the chart for the method five rolling system) require that these minimums be raised where necessary to meet those of the cavalier (15/10/13/15/15/17/3).  A 10% experience point bonus was given to those with both strength and wisdom above 15; this was eliminated in the arcana version.  Arcana rules also required that the character be born of the appropriate social class, or sponsored by a noble house.  Any paladin rolling a social class below Lower Middle Class will be lower middle class, as peasants below that status will not be accepted.  Characters of at least Lower Upper Class begin the game as first level Armigers; others must begin as 0 level Horsemen (0H), and work through Lancer (0L) to reach this point.  Such lower class characters always serve the house of another; Upper Class cavaliers may serve their own house.

  Should the paladin knowingly performs a chaotic act, he must perform an act of penance prescribed by a cleric of at least level 7.  Knowing and willing performance of an evil act causes irrevocable loss of the abilities which distinguish the paladin from the main class from which it is drawn.

   The Paladin is a class of mounted warriors, knights a cut above the fighter both in combat and in society.  They adhere to Chivalry, and have strong ties to a religious order.  They have abilities reminiscent of the clerics to which they are so similar.  They may detect evil at 60' whenever they take the time to concentrate on doing so in the correct direction.  They gain +2 on all saving throws, and are immune to all forms of disease.  By laying on hands, they may cure up to 2 points of damage per level on any one character per day (including himself); by this means he may also cure diseases at the rate of one individual per week for each five levels of experience (rounding fractions up) gained.  He also radiates a continuous protection from evil field to a radius of one game inch in all directions.

  He dispels undead as if a cleric of two levels lower (thus this ability begins at level 3).  He may call for a special warhorse at any time after reaching level 4, a remarkable animal faster and stronger and smarter than any normal horse.  The paladin may replace this animal with a new similar animal not more often than every ten years.  Only the paladin can properly wield a holy sword to its full potential, including its full +5 bonuses and its ability to dispel magic.  Beginning at the ninth level of experience, the paladin may use cleric spells, starting with a single first level spell and expanding to three spells of each of the first four levels at level 20.

  However, the character pays for these advantages with several restrictions.

  He may never own more than ten magic items.  Further, he is restricted to owning a single suit of armor, a single shield, four weapons, and only four items which do not fit into these categories.  In counting weapons, weapons which intrinsically must work together--such as bows and batches of arrows--are counted as a single weapon.

  They are required to give away excessive wealth, keeping only that which is necessary to meet personal expenses and maintain his troops and fortifications.  However much he receives, he will automatically give away 10% of all wealth as it comes in.  This will be given to non-player clerical institutions.

  The paladin is restricted in the alignments of characters with whom he may associate.  All of his henchmen must be lawful good, and his other associates must all be good.  He may participate in an adventure in which he is working with non-evil neutrals only if it is limited to a single expedition, and only if it will further a lawful good cause.

  In addition to the stricture that they may only associate long-term with lawful good characters, they will only form alliances with fighters, clerics, and cavaliers, of noble birth or status.  Under the original rules, paladins do not attract men-at-arms or similar fighters; however, under the arcana rules, they gain retainers as a cavalier, but not the additional troops.

  Advancement table:

Level
From
To
Title
0H
-1500
-501
Horseman
0L
-500
-1
Lancer
1
0
2750
Gallant
2
2751
5500
Keeper
3
5501
12000
Protector
4
12001
24000
Defender
5
24001
45000
Warder
6
45001
95000
Guardian
7
95001
175000
Chevalier
8
175001
350000
Justiciar
9
350001
700000
Paladin
10
700001
1050000
11
1050001
1400000
  350,000 experience points are required for each level beyond 11.

  With certain specific modifications, they use fighter attack and saving throw matrices.  There are no multi-classed paladins, and weapon specialization is not available to them.  They must be in service to someone, usually a nobleman, but possibly a deity, order, or special cause.  Krynn paladins must be in service to a specific good deity.

  Like a cavalier, the paladin must always place honor, bravery, and personal deeds above other concerns.

  A paladin received d10 hit points, plus fighter constitution bonuses, under the original rules; this was increased to d12 hit points per level, except at level one.  A 0 level horseman begins with d4+1 hit points, plus constitution bonus, and gains an additional d4 hit points at 0L and at first level (for a total of 3d4+1+con bonus).  A character starting at level one receives d10+3 hit points to begin, plus con bonus.

  Although paladins may use any weapons and armor, as cavaliers they have restrictions placed upon them in terms of their honor.  All paladins will learn the lance first (MyWorld rules do not distinguish types of lances for proficiency purposes; to learn the lance is to learn light, medium, and heavy variations equally).  They will also especially choose from Long Sword, Broad Sword, and Scimitar as a weapon of choice, and similarly between Horseman's Mace, Horseman's Flail, and Horseman's Military Pick as an additional weapon of choice.  These weapons (the lance, one of the three swords, and one of the three other weapons) become the paladin's weapons of choice, discussed below.  Although it is possible to delay choosing a sword until level 3 and an other weapon of choice until level 5, the character will gain significant benefits with the designated weapon before that time if the weapon is chosen sooner.  Apart from weapons of choice, the character has a list of preferred weapons from which he must choose before taking proficiency in any others.  These include those not chosen from the list as weapons of choice (i.e., the other two swords and the other two horseman's weapons), plus bastard sword, short sword, dagger, and javelin; Elves (Silvanesti, Dimernesti, and Dargonesti) and under MyWorld rules Irda may also include on this list the short composite bow.  All of these weapons must be learned (proficiency slots spent on them) prior to any other weapons being studied.  Furthermore, the paladin will avoid weapons which deal out damage at a distance, as calling into question his honor.  Only paladins well above the twentieth level will take proficiency in two-handed sword, polearms, or missile weapons which have no melee function apart from those listed.  Even non-proficient use of such weapons calls into question his bravery, and is considered unchivalrous; this can lead to grade or even experience penalties.

  With weapons of choice, the character gains the cavalier hit bonuses, increasing his abilities over those of a standard fighter.  When using the lance while mounted, the character is +1 to hit at level one, and gains an additional +1 to hit every 6 levels (7, 13, 19).  He also adds his current level to the points of damage done on a successful hit.  With the sword of choice, the cavalier gains +1 to hit at level 3, and an additional +1 every 6 levels beyond that (9, 15, 21).  With the horseman's weapon of choice, the +1 to hit bonus is gained at level 5, and increases by +1 every 6 levels beyond that (11, 17, 23).  Furthermore, multiple attacks for these three weapons (both generally and against 0-level opponents) are calculated as if the cavalier were five levels higher than his actual level.  (Cavalier, as Fighter, classes and sub-classes attack 0 level opponents each round a number of times equal to the cavalier's or fighter's current level.)  Above level 16, the cavalier attacks three times per round with weapons of choice.

  As cavaliers, paladins may use the lance dismounted without penalty, as part of their skill with the lance.  When so doing, the character is +1 on damage with the weapon, which is otherwise treated as an Awl Pike (for a heavy lance) or a spear (for a medium or light lance) for all combat values.

  The cavalier paladin may parry up to two opponents (one with each hand, whether by shield or by weapon).  A weapon parry reduces all of the (single) opponent's attack rolls by all of the cavalier's to hit bonuses (including strength, magic, weapon of choice) for that round; a shield parry reduces all of (single) opponent's attack rolls by one, and an additional reduction of one for each +1 of the shield.  A cavalier parrying with the shield may not include the shield in his armor class against any other attacks (i.e., from other opponents) during that round; a character parrying with a weapon may not use that weapon to attack during that round.  (Arcana rules do not permit a character to attack and parry in the same round; MyWorld rules permit the character to attack with any weapon not used to parry.)  The choice to parry with the shield costs the cavalier one attack, as his attention must be given to blocking the opponent's moves.

  As with weapons, the character's honor limits his armor choices.  Armor is more a badge of station than a means of protection.  A paladin, like a cavalier, will always seek the highest quality armor without regard for the best armor class.  Thus, cursed plate mail is preferable over highly bonused chain mail, even if the chain mail would have a better armor class or the plate mail would subject the character to additional dangers.  (Of course, the character may seek magically better plate mail, or trade up to non-magical plate armor, at any time.)  Engraving, inlaying, and other decorations are always desired.  Plate armor (Full, Field, or Bronze) is always the first choice (the distinctions between them may be a character preference).  If this is not readily available to the character (it is difficult to find, time consuming to make, and expensive to buy), the character will choose the first available armor on this list:  Plate Mail, Banded or Splint Mail, Chain Mail, Scale Mail, Ring Mail.  Under no circumstances will a cavalier subclass wear leather, studded leather, or padded armor, as these are peasant dress, the clothes of thieves and assassins; they are beneath his station, and it would be better for him to fight unarmored.

  Paladins are first and foremost mounted knights.  Human paladin cavaliers (not other races) make all mounted attacks as if one level higher.  This bonus only applies to mounts which the character can use as a steed.  Those always include horses, and other creatures as indicated.  On such a mount, the cavalier is 84%+level unlikely to be thrown or unhorsed, and equally unlikely to be hurt if the mount falls or he is thrown.  (This permits the character to leap from the horse into combat if he desires, although it is generally advantageous to remain on the mount.)  At level 3, the character can vault into the saddle and be underway in a single segment, in any armor with any equipment within the character's (and the horse's) encumbrance limits.  At fifth level, the mount (any rideable type) may be encouraged to increase movement by 2" for up to one hour (6 turns).  This will not affect the beast's need for rest or food in any way.  At 7th level, the cavalier may ride a pegasus as a mount.  At level 9, a hippogriff is an acceptable mount.  At level 11, griffons and similar flying creatures are rideable mounts.  Krynn elves who are female paladins may ride a unicorn as a mount at level 4.  Mounts who recognize the paladin will be friendly and accept the paladin as long as the mount is properly treated.  However, alignment may be a factor in some cases.

  For any steed which the cavalier paladin can use as a mount, he can estimate the quality of such a mount.  Although Arcana rules suggest that such mounts receive +2 hp/die up to the maximum permitted for the creature type, in MyWorld such creatures are generally created in advance; therefore the cavalier character will be told which creatures have high (upper third), medium (middle third), or low (lower third of possible) hit points for a creature of that type.

  Any part of a day not otherwise accounted for (e.g., by adventuring, sleeping, eating, and planning) is presumed spent on combat practice.  Because of this, the character's Strength, Dexterity, Constitution, and Charisma increase 2d10 hundredths of a point with each level of advancement, up to a maximum of 18 (00).  Such points can push a character over race and gender maximums.  They are lost if the character loses a level.

  Cavalier paladins must be trained by others of at least two levels higher, and not less than fourth level, until they reach level 6.  Beyond that, they are self-trained; under MyWorld rules, this reduces cost by half.

  As cavaliers, they are immune to fear, and radiate a protection from fear of any type to a 1" radius (10 feet or 10 yards) conferring such immunity on allies within that area.  They are also 90% resistant to magical and similar attacks on the mind, such as beguiling, charm, domination, hold, hypnosis, magic jar, possession, sleep, suggestion, and mind blast.  (The immunity specifically does not extend to the effects of high comeliness.)  This immunity is in addition to saving throws and any resistance due to race.  It also includes a +2 bonus against illusions of any type.

  As with good cavaliers, they may function with negative hit points.  Although they may not attack or parry, they remain conscious, may bandage wounds, quaff potions, or take other simple actions.  The total number of negative hit points they may survive is equal to their total hit points at level one.  They also heal faster than others, gaining an additional d4 recovered hit points for each full week of complete rest.

  As members and representatives of the upper classes, cavalier classes have individual family coats of arms and armorial bearings.  This device is worn on the shield to identify the house during battle and in tournaments (because his head is usually covered).  (In tournaments, he may appear as a "black knight" with his shield covered, with the permission of those running the tournament.)  Such markings and identifiers may be covered while traveling, but must be revealed if an encounter occurs with any creature which might understand the significance thereof.  At fourth level, he may place a pennon on his lance, with a matching flag to be held by his retainers to mark his territory.  Loss of the flag (not the pennon) creates dishonor which can only be erased by recovery thereof.

  Cavalier paladins will always receive full hospitality from other paladins and lawful good cavaliers, and from all gentle, noble, and royal households who are not enemies of the house of the paladin or his allies.  Such hospitality includes food, lodging, and reasonable provision under the circumstances.  Obviously, they are equally obligated to show such hospitality to all other cavaliers of the same alignment, and to cavalier subclasses (paladin, samurai, knight of Solamnia).

  Upon being sworn to knighthood (level 4, in a formal ceremony by a knight at least 2 levels higher), he pledges himself to the code.  Failure to follow the code thereafter (if specific commands of liege or order do not require the breach) may result in loss of cavalier status.  Thereafter the character is a fighter, retaining only the benefits of his weapons of choice at the level at which he ceased to be a cavalier.

  There are several aspects to the codes which are required of cavalier paladins.  First, he must sustain the knightly virtues of Liberality, Honor, Good Faith, Glory, Unselfishness, Pride, Courtesy, and Bravery.  The code may be viewed as containing these precepts:

  *This includes knightly limitations on weapons and armor.

  The code will be enforced within the game by penalties to experience; generally, violations of the code will result in limited or eliminated experience for the period during which the code is violated.  This is apart from grade enforcement and intervention of superiors.

  As a result of the code and the desire for battle, cavaliers cannot be controlled in battle situations.  They will charge any enemy in sight, with this order of preference:

  1. Powerful monsters (dragons, demons, giants) serving enemy leaders.
  2. Enemy leaders.
  3. Opponent cavaliers of great renown, and enemy flags and standards.
  4. Opponent cavalry of noble or elite status.
  5. Other opponent cavalry.
  6. Opponent elite footmen.
  7. Opponent camp and headquarters.
  8. Opponent melee troops.
  9. Levies or peasants.

  Krynn Mountain Dwarfs, Silvanesti, Dimernesti, and Dargonesti Elves, Irda, and Occidental and Krynn Humans may be paladins.


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