Quote:
Originally Posted by Webstral
Any version will do. No, I'm not asking about a self-propelled field piece.
|
The AD&D paladin:
can lay on hands for 2 HP/level, 1x daily (every 24 hours)
is immune to any disease
Can detect evil at a range of 60'
can cure any disease 1 time per week for every 5 levels
has a permanent protection from evil circle 10' surrounding him
at 4th level can call for a special, intelligent warhorse which will serve him unless he breaks his paladin oath. If the beast dies it is a set amount of time before he can call it again
at 3rd level can begin turning undead/evil as a cleric 2x levels below (so starting at 3rd, as a 1st level cleric, at 4th a 2nd level, etc.)
at 9th level can begin to cast clerical spells, starting as a 1st level cleric, going through 20th level, casting up to 4th level cleric spells.
MUST tithe 10% of treasure to a lawful good church/cause (cannot be another PC)
CANNOT have more than 10 magic items
If they act in an unlawful way, they must perform a special quest for their God to regain paladin status, otherwise they are a fighter of the appropriate level. If they continue to commit chaotic acts and change alignment they will forever be a "mere" fighter.
They cannot adventure with evil alignments.
They cannot adventure with true neutral types, except on a single adventure (e.g., a lone jaunt to the dungeon).
Their hit dice and to-hit chart is that of a fighter.
They must have a minimum 12 strength, 9 intelligence, 13 wisdom, 9 constitution and 17 charisma
If a Paladin has a Holy Sword, they project a circle of power 10' in diameter through which all magic is dispelled. They have to draw and hold the sword.
Paladins make ALL saving throws at +2
They have a range of 23 kilometers and can fire all conventional munitions as well as binary nerve and biological agents. Wait, shit, wrong Paladin. Otherwise, as written