Sunday, January 21, 2024

Profession: Paladin

PALADIN


Paladins are dual-classed warrior/priests sworn to champion the cause of a patron Deity or demigod. In the Atlantean system, paladins are the only class of characters capable of casting spells while wearing armor. This ability is granted to to each paladin by his or her patron Deity in return for a solemn vow of loyalty and service in the patron's chosen cause.

Paladins are the only class of characters who may lose all their abilities (spell casting, combat pluses, and all skills except those acquired through the character's background), if they in any way fail short of their pledge to champion the cause of their patron deity. For this reason, a paladin may never, in word or deed, betray the basic principles of his or her faith. Neither may a paladin retreat from battle, or shirk any call to action put forth by his or her god. Such calls may be received through an omen, a vision, or through a representative (priest, monk, Avatar, etc.) of the paladin's patron Deity (Game Judge's option).

Even the slightest failure to observe these principles will cause the paladin's Deity to decrease his or her powers accordingly. Penalties may range from a temporary loss of +1 to hit (for a minor transgression), the temporary loss of one level (for a fairly serious offense), to the temporary loss of either spell casting or combat capabilities (for a very serious offense). Note that only total/betrayal of the cause will bring about the permanent loss of a paladin's powers; i.e. in all other instances a paladin may regain any temporarily-lost abilities by redress (avenging or making amends for the transgression) or by undertaking a quest or some other great challenge as a way to atone for the transgression.

All paladins are superior horsemen, and are skilled in the art of mounted combat. When engaged in battle, paladins are totally immune to magical and non-magical fear, and gain a bonus of +1 with respect to any combat related saves.
  • Minimum Attributes: STR: 12 INT: 12 WILL: 14
  • Alignment: Lawful Good or Lawful Evil
  • Combat Capabilities: Highly Trained
  • Special Abilities: See Text
  • Dual-Classed
SKILLS

Level 1 
  • Any 3 Weapons 
  • Spell Casting
  • Mounted Combat II
Level 2 
  • +1 to Hit
Level 4 
  • +1 to Hit 
  • One Additional Weapon
Level 6 
  • +1 to Hit 
  • 2 Attacks per Round
Level 8 
  • +1 to Hit 
  • One Additional Weapon
Level 10 +1 to Hit

Level 12 
+1 to Hit 
One Additional Weapon

Level 13 3 Attacks per Round

Level 14, 16, 18, 20, etc. 
+1 to Hit