[House Rules-Classes]Paladin

As my campaign world plays up religion quite heavily, paladins and clerics have always been an important part of the game world.  Luckily, ACKS has a player’s guide coming out with many more classes in it, of which the Paladin is but one.  More importantly, to me at least, is there is a system for creating new classes and having them be balanced with existing classes.  The main rulebook already does this (adding Bard, Explorer, Assassin, and Bladedancer as well as Elven Nightblade and Dwarven Craftpriest to the B/X canon).

The paladin in the player’s guide is perfectly good but it’s missing something important to me, spells.  So, using the guidelines, I created another paladin.  I hope you enjoy it.  Note, some text is taken from the paladin description in the player’s guide.

Sorry that I had to make it two tables.  Couldn’t get the formatting to work otherwise.

Paladin

Paladins are holy warriors tasked by the gods to fight in the name of the faith.  Serving either Law or Chaos, these chosen few lead the armies of the faithful against enemies both mundane and profane.  They are children of war and belief, clinging tightly to the precepts of their Church, ever willing to go where the faithful cannot.

As holy warriors, paladins are highly trained combatants. At first level, Paladins hit an unarmored foe (AC 0) with an attack throw of 10+. Like fighters, they advance in attack throws and saving throws by two points every three levels of experience. Paladins increase their base damage roll from melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level.

They may wear any armor, and may fight with a broad array of weapons, including the battle axe, flail, lance, mace, morning star, pole arm, spear, sword, two-handed sword, and war hammer. All Paladins may fight wielding a weapon and shield, wielding a weapon two-handed, or wielding a weapon in each hand, as desired. They may use any magic item usable by fighters.

All paladins must be Lawful or Chaotic in  alignment. A paladin who changes to Neutral loses his class powers.

If he later reverts to Lawful or Chaotic alignment and atones for any misdeeds (possibly through a quest or atonement spell) he can regain his lost powers.

Detect Chaos/Law: As Detect Evil in the core paladin.

Aura of Sanctity: As Aura of Protection.

Sanctified Body: As the core paladin feature.

Paladin Proficiency List: Alertness, Blind Fighting, Combat Reflexes, Combat Trickery (force back, incapacitate, overrun, sunder), Command, Diplomacy, Divine Blessing, Dungeon Bashing, Endurance, Fighting Style, Goblin-Slaying, Healing, Knowledge (history), Illusion Resistance, Laying on Hands, Leadership, Manual of Arms, Military Strategy, Martial Training, Mystic Aura, Profession (judge), Riding, Running, Theology, Weapon Focus

Paladin Level Progression
Experience Title Level Hit Dice MeleeBonus
0 Bulwark 1 1d6 +1
2050 Warder 2 2d6 +1
4100 Defender 3 3d6 +2
8200 Protector 4 4d6 +2
16400 Guardian 5 5d6 +2
32800 Sentinel 6 6d6 +3
65000 Justiciar 7 7d6 +3
130000 Paladin 8 8d6 +3
250000 Paladin Lord 9 9d6 +4
370000 Paladin Lord, 10th level 10 9d6+2* +4
490000 Paladin Lord, 11th level 11 9d6+4* +4
610000 Paladin Lord, 12th level 12 9d6+6* +5
730000 Paladin Lord, 13th level 13 9d6+8* +5
850000 Lord Protector 14 9d6+10* +5

*Hit point modifiers from constitution are ignored

   

Cleric Progression

Level Special

1

2

3

4

5

1
2 Detect Chaos or Law
3
4 Aura of Sanctity
5 Holy Fervor
6 Turn Undead (As Cleric-5 levels)
7 Cast Spells as Cleric -5 levels)

1

8 Sanctified Body

2

9 Lay on Hands, Stronghold

2

1

10

2

2

11

2

2

1

1

12

2

2

2

1

1

13

3

3

2

2

1

14

3

3

3

2

2

Paladin Spells

First Level Divine Spells

1 Command Word
2 Cure Light Wounds
3 Detect Chaos
4 Protection from Chaos
5 Sanctuary

Second Level Divine Spells

1 Bless
2 Hold Person
3 Resist Fire
4 Shimmer
5 Spirtual Weapon

Third Level Divine Spells

1 Continual Light
2 Cure Blindness
3 Cure Disease
4 Remove Curse
5 Striking

Fourth Level Divine Spells

1 Cure Serious Wounds
2 Death Ward
3 Dispel Magic
4 Smite Undead
5 Vigor

Fifth Level Divine Spells

1 Command Person
2 Commune
3 Dispel Chaos
4 Strength of Mind
5 Sword of Fire
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