TEXT: Paladin
  Requirements: STR 12, INT 9, WIS 13, CHA 17
  Prime Requisite: STR, WIS
  Hit Dice: 1d8
  Maximum Level: None
  Paladins are fighters that adheres to a strict moral code. They must 
  always have a lawful alignment and never may commit morally 
  questionable, or evil, acts. Should a paladin knowingly act in a 
  chaotic way, only confession and paying penance to a cleric of 7
  th 
  level or higher will remove the mark of the sin. However, 
  committing an evil act is unforgivable, and a paladin immediately 
  loses all special class abilities and becomes an ordinary fighter of 
  equal level, with the lowest possible experience points. Paladins 
  must meet the prime requisite requirements for all of the prime 
  requisite abilities listed above in order to receive a bonus to 
  experience.
  Paladins may only have (1) magical suit of armor, (1) magical 
  shield, (4) magical weapons (not counting magical arrows or 
  quarrels), and (4) miscellaneous magical items.  Paladins may only 
  keep small amounts of money, and pay 10% of all earnings to a 
  church. Any excess items or money found must be donated to the 
  paladin’
  s church or another worthy church of similar alignment and 
  moral code. Paladins can use any weapons and attack as fighters. 
  Paladins can wear any armor and make saving throws as a fighter. 
  Note that paladins may only ever hire lawful henchman. They will 
  adventure with chaotic characters, but they will cease to do so with 
  characters who commit evil acts.
  Paladins have the following special abilities:
  ●
  They may “Lay on Hands” once per day to heal 2 hp per 
  level to a wounded being.
  ●
  They may cure disease 1 time per day, per every 5 levels.
  ●
  Paladins are immune to disease.
  ●
  They may detect evil to 60’, as the spell,  when 
  concentrating.
  ●
  They radiate protection from evil in a 10’ radius at all 
  times.
  ●
  Paladins receive +2 to all saving throws.
  Reaching 3rd level: At 3
  rd level paladins are able to turn undead as 
  a cleric 2 levels lower.
  Reaching 4th level: A paladin may summon a special war horse, 
  but only one time each 10 years. The horse has AC 5, HD 5+5, 
  and movement of 180’ (60’).
  Reaching 9th level: Paladins gain the ability to cast clerical spells. 
  However, they may not use cleric spell scrolls. Paladins do not 
  attract followers.
  Paladin Level/Spell Progression
  Experience
  Level
  Hit Dice (1d8)
  1
  2
  3
  4
  0
  1
  1
  -
  -
  -
  -
  2,735
  2
  2
  -
  -
  -
  -
  5,465
  3
  3
  -
  -
  -
  -
  11,025
  4
  4
  -
  -
  -
  -
  20,251
  5
  5
  -
  -
  -
  -
  42,501
  6
  6
  -
  -
  -
  -
  90,001
  7
  7
  -
  -
  -
  -
  170,001
  8
  8
  -
  -
  -
  -
  340,001
  9
  9
  1
  -
  -
  -
  560,001
  10
  +3 hp only *
  2
  -
  -
  -
  780,001
  11
  +6 hp only *
  2
  1
  -
  -
  1,000,001
  12
  +9 hp only *
  2
  2
  -
  -
  1,220,001
  13
  +12 hp only *
  2
  2
  1
  -
  1,440,001
  14
  +15 hp only *
  2
  2
  1
  -
  1,660,001
  15
  +18 hp only *
  3
  2
  1
  1
  1,880,001
  16
  +21 hp only *
  3
  3
  1
  1
  2,100,001
  17
  +24 hp only *
  3
  3
  2
  1
  2,320,001
  18
  +27 hp only *
  3
  3
  3
  1
  2,540,001
  19
  +30 hp only *
  3
  3
  3
  2
  2,780,001
  20
  +33 hp only *
  3
  3
  3
  3
  *Hit point modifiers from constitution are ignored.
  
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