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I've been playing Classic D&D for forty years now, and as much as I've tried to adhere to the RAW about paladins only being accessible for 9th level fighters, I finally decided that in real practice (at least in my experience), that is just too long to wait for a player to play the class they want to play. Case in point, one of my players played a fighter with the intent on getting him to 9th level to finally be able to become a paladin. After years of play, he made it to 7th level before that group fizzled out. In all that time, he never got to play the class he wanted while everyone else did.

I decided about two years ago to just allow paladins, avengers, druidic knights, and defenders (a Neutral paladin class) to start at 1st level. I added a few new abilities, upped the XP requirements, and done. Did the same for the knight class. Life is too short to spend time doing or playing something just to get to what you really want to do or play. I'm a huge fan of Frank Mentzer's work on BECMI D&D, but the original mechanics of the prestige classes, IMO, looked better on paper then in actual play.

And that's the great thing about all D&D. If you don't like how the game rules are, you can just change them to suit your table. Its all about having fun, so do what is fun.

As for my version of the paladin class, see below:

Paladin

by Craig Antoun

Prime Requisites: Strength and Wisdom.
Other Requirements: Charisma score of 9 or greater.
Experience Bonus: 5% for Wisdom of 13 or better and Strength of 13-15, 10% for Wisdom of 13 or better and Strength of 16-18.
Hit Dice: 1d8 per level up to 9th level. Starting with 10th level, +2 hit points per level, and Constitution adjustments no longer apply.
Maximum Level: 36th
Saving Throws: As Fighter of equal level.
THACO: As Fighter of equal level.
Alignment: Lawful.
Armor: Any; shields permitted.
Weapons: Any.
Special Abilities: Aura of Protection, Detect Evil, Fighter Maneuvers, Holy Fortitude, Lay on Hands; at 3rd level Turn Undead; at 6th level Clerical Spells and Cure Ailments; at 9th level Fighter Combat Options; at 12th level Multiple Attacks.
Weapon Mastery: Four weapon choices at 1st level, then an additional choice at levels 3, 6, 9, 11, 15, 19, 23, 27, 30, 33, and 36. One additional choice earned for each 300,000 XP earned after 36th level.
Skills: Ceremony required. Recommended Animal Training, Detect Deception, Healing, Knowledge (Religion), Law and Justice, and Riding.

The paladin is the epitome of courage, righteousness, order, honor, and devotion in the crusades of his Immortal and Holy Order. Broadly speaking, he is a true example of self-restraint, virtue and honesty in the service of a cause or faith. Frequently, paladins become famous heroes, loyally serve a church and regnant, command armies, and are adored by the faithful. Paladins never do anything immoral or illegal and always respect their code of honor and the rules enforced by their religion.

Paladins must swear fealty to a Lawful clerical order. Thereafter the paladin may be summoned by the order’s leaders at any time, and must do as they command, as long as the service aids the powers of Good.

A paladin must assist anyone who asks for help – with two exceptions: he does not have to help evil characters or achieve evil goals, and if the paladin is on a mission for a higher authority (such as a quest, serving a duke, etc.), he can offer only a small amount of help (such as sheltering or advising the person in need of aid), along with an explanation for his refusal. Assistance never involves donations of money or items, but only service for a short time.

Class Details

Prime Requisite: A paladin has two prime requisites: Strength and Wisdom. If a paladin has a score of 13 or more in both ability scores, he gains a 5% bonus to experience points earned in every adventure; if his Strength score is 16-18 and his Wisdom is 13 or more, he earns a 10% bonus to experience points.
Minimum Scores: A character of the paladin class must have a Charisma of 9 or greater when first played.
Hit Dice: A paladin starts with 1d8 (1-8) hit points (plus Constitution adjustments, if any) and gains 1d8 more hit points (plus adjustments) with each level of experience. Two additional hit points are gained for each level after 9th level.
Armor: A paladin can wear any kind of armor, and may use a shield.
Weapons: A paladin can use any weapon.

Special Abilities

Aura of Protection
The paladin and all companions and followers within 10’ are granted a +2 bonus to all saving throws. This ability functions while the paladin is conscious, but not if he is unconscious or dead.

Detect Evil
A paladin can detect evil (as per the clerical spell) as often as once per round, simply by concentrating. The range of this ability is 120’, and the paladin cannot use this ability and attack in the same round.

Fighter Maneuvers
Beginning paladins can utilize Fighter Maneuvers (Cleave, Lance Attack, and Set Spear vs. Charge). See the Fighter class for a full explanation of these combat maneuvers.

Holy Fortitude
This manifestation of faith provides the paladin immunity to non-magical diseases. Immunity does not extend to curses such as lycanthropy or a mummy’s rotting disease.

Lay on Hands
Paladins can heal any living creature (including themselves) of 2 hit points per level by laying their hands on wounded creatures and reciting a short prayer (maximum 40 hit points healing at 20th level). If a wound requires less healing than what the paladin can offer, the balance can be bestowed upon another wounded companion. Once the paladin has used up all of his healing power, this ability is no longer available for the remainder of the day.

Turn Undead
A paladin of 3rd level or higher can turn undead as if he were a cleric of one-third his actual experience level (rounded down). For example, a 12th level paladin can turn undead with the same ability as a 4th level cleric.

Clerical Spells
Upon reaching 6th level, a paladin gains the divine ability to cast clerical spells as if he were a cleric of one-third his actual experience level (rounded down). For example, a 6th level paladin can cast spells as if he were a 2nd level cleric; a 17th level paladin can cast spells as if he were a 5th level cleric.

Cure Ailments
At 6th level and above, when laying hands, a paladin may cure disease or neutralize poison as per the spells of the same name (caster level equivalent to the paladin’s clerical spellcasting level). Each use of cure ailments is treated as if healing 5 hit points of damage in regards to the healing available for the day.

Fighter Combat Options
At 9th level and above, the paladin gains the use of Fighter Combat Options (Disarm, Parry, and Smash). See the Fighter class for a full explanation of these combat options.

Multiple Attacks
Multiple attacks are gained at 12th level, which grants the paladin two attacks per round with melee and thrown weapons. Three attacks are possible at 24th level, and four attacks at 36th level.

Other Details

Associates and Hirelings
A paladin may only travel with a number of hirelings equal to or less than his clerical level. Thus, if he can turn undead as a 5th level cleric, he can have five hirelings accompany him. A paladin may only accept henchmen, followers, and cohorts who are Lawful.
While he may adventure with characters of Lawful or Neutral alignments, a paladin will never knowingly associate with Chaotic characters, nor will he continue an association with someone who consistently offends his moral code.

Code of Conduct
Paladins must operate within the boundaries of a strict Law-abiding code of conduct that includes to act honorably (e.g. never strike an opponent in the back, nor use poison), be altruistic and fair, promote and defend the cause of Law, etc.

Ex-Paladins
Paladins who fail to live by their code of conduct lose their paladinhood and all associated supernatural abilities, becoming a fighter of equal level. If their failing was unintentional, they may recover their lost abilities with proper atonement; a deliberately heinous act incurs a definite loss.

General Skills
Paladins are required to have the Ceremony skill at 1st level. Recommended skill choices for paladins include Animal Training, Detect Deception, Healing, Knowledge (Religion), Law and Justice, and Riding.

Humility
Paladins may only keep enough treasure to modestly support themselves, pay servitors, and maintain a stronghold. In any case, they should always donate a minimum of 10% of the treasure they earn to some charitable or Law-abiding organization.

Magic Items
A paladin may use any magic item a fighter may use, as well as those not restricted to a specific class.

Higher Experience Levels

When paladins reach Name (9th) level, they are often referred to as a crusader (whether male or female).

Land-Owning Paladins
At 9th level or greater, paladins may construct a modest stronghold to live in, but can never form or rule a dominion.

Experience Table

      Level 1: 0
      Level 2: 2,750
      Level 3: 5,500
      Level 4: 11,000
      Level 5: 22,000
      Level 6: 45,000
      Level 7: 90,000
      Level 8: 180,000
      Level 9: 360,000
      Level 10: 500,000
      Level 11: 650,000
      Level 12: 800,000
      Level 13: 950,000
      Level 14: 1,100,000

+150,000 XP each level after