Prime Stat(s): Strength, Charisma
Ability Requirements: 12 Strength, 9 Constitution, 13 Wisdom, 17 Charisma
Paladins are warriors of their faith, as the Clerics are the scholars and administrators.
If a paladin ever engages in an act directly contrary to their deity’s alignment, they lose their powers completely and irrevocably. No deed or magic can ever restore them. The paladin’s class is thereafter “fighter”, and his class benefits change accordingly. If the paladin is enchanted or controlled by magic when he does so, than he loses his powers only temporarily, and must atone by means of a dangerous quest or mission. He gains no experience prior to or during the course of this mission, and regains his standing as a paladin only after the completion of the mission.
Granted Weapon Proficiencies: 4 Discretionary
Any Fighter or Priest weapon proficiencies.
Granted Nonweapon Proficiencies: 4 Discretionary
Any Fighter or Priest nonweapon proficiencies.
Hit Dice: d10
Paladins with higher than 16 Strength and 16 Charisma get a 10% experience bonus.
A paladin’s abilities and item restrictions vary based on his god.
A paladin must donate 70% of all obtained wealth to his order.
A paladin may only employ those who are of his alignment, or act like it, at least.
Can use most magical items.
Potions, Protection Scrolls, Most Rings
Enchanted Armor, Weapons, and Shields
At Name-Level, a Paladin may be given responsibility over members of their order.
What followers they are given and how many varies by order.