Paladin (Campaign Class)

Prime Requisite: STR and CHA
Requirements: None
Hit Dice: 1d6
Maximum Level: 14

This is a modified version of the ACKS paladin class from the Player's Companion.

Paladins are holy warriors, champions of the forces of Law and good. Whether commissioned by religious or knightly orders, gods, or the cosmos itself, they seek out the forces of Chaos and evil in order to do combat with them. They are more than mere warriors or templars: this battle is the purpose of their life, to which they are unyieldingly dedicated.

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, namely 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 of Lawful alignment. A paladin who changes to Neutral or Chaotic alignment loses his class powers. If he later reverts to Lawful alignment and atones for any misdeeds (possibly through a quest or atonement spell) he can regain his lost powers. (A paladin who becomes Chaotic might be permitted to become an anti-paladin, at the Judge's discretion. Such a black-hearted traitor will be hated throughout civilized lands, of course.)

In exchange for their devotion to Law, paladins receive many powers to aid them in their crusades against Chaos. Foremost among these is their aura of protection, which gives them a +1 bonus to AC and a +1 bonus on saving throws against attacks made or effects created by evil creatures. The paladin's aura of protection appears as a golden halo when viewed with detect good, detect magic, or true seeing.

Paladins also possess sanctified bodies that are completely immune to the ravages of disease, including magical diseases. This enables them to go on long crusades without succumbing to the diseases that kill many soldiers, as well as to face dread foes such as mummies or werewolves without fear of corruption.

In order to defeat the enemies of Law, the paladin must find them. To this end, a paladin can detect evil (as the spell) up to 60' away simply by concentrating. Each use takes a turn. (For purposes of the paladin's aura and detection abilities, "evil" creatures include all undead, all summoned creatures, and any Chaotic creatures intending harm the paladin. Sinkholes of evil and magic items harmful to those of Lawful alignment will also be detected by the paladin's power.)

When a paladin reaches 5th level (Guardian), his holy fervor inspires others to follow him. Any hirelings of the same religion as the paladin gain a +1 bonus to their morale score whenever he is present. This bonus stacks with any modifiers from the paladin's Charisma or proficiencies.

Starting at 7th level (Justiciar), a paladin can cast divine spells as a cleric of his class level -5. Paladins cannot turn undead. Starting at 10th level, they may research spells, scribe scrolls, and brew potions. Starting at 14th level, they may create more powerful magical items. They may not learn and cast ritual divine spells or craft magical constructs.

At 9th level (Paladin Lord), a paladin can found or capture a fortressand become a protector of men. When he does so, up to 1d4+1×10 0th level mercenaries and 1d6 paladins of 1st – 3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. Paladins' fortresses are otherwise identical to fighters' castles, as detailed in the Campaign chapter of the ACKS Rulebook.

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

Paladin Level Progression

Spell Progression
Experience Title Level Hit Dice Melee Damage 1 2 3 4 5
0 Bulwark 1 1d6 +1
2,050 Warder 2 2d6 +1
4,100 Defender 3 3d6 +2
8,200 Protector 4 4d6 +2
16,500 Guardian 5 5d6 +2
33,000 Sentinel 6 6d6 +3
65,000 Justiciar 7 7d6 +3 1
130,000 Paladin 8 8d6 +3 2
250,000 Paladin Lord 9 9d6 +4 2 1
370,000 Paladin Lord, 10th level 10 9d6+2* +4 2 2
490,000 Paladin Lord, 11th level 11 9d6+4* +4 2 2 1 1
610,000 Paladin Lord, 12th level 12 9d6+6* +5 2 2 2 1 1
730,000 Paladin Lord, 13th level 13 9d6+8* +5 3 3 2 2 1
850,000 Lord Protector 14 9d6+10* +5 3 3 3 2 2
* Hit point modifiers from Constitution are ignored

Paladin (Fighter) Attack and Saving Throws

Level Petrification & Paralysis Poison & Death Blast & Breath Staff & Wands Spells Attack Throw
1 15+ 14+ 16+ 16+ 17+ 10+
2–3 14+ 13+ 15+ 15+ 16+ 9+
4 13+ 12+ 14+ 14+ 15+ 8+
5–6 12+ 11+ 13+ 13+ 14+ 7+
7 11+ 10+ 12+ 12+ 13+ 6+
8–9 10+ 9+ 11+ 11+ 12+ 5+
10 9+ 8+ 10+ 10+ 11+ 4+
11–12 8+ 7+ 9+ 9+ 10+ 3+
13 7+ 6+ 8+ 8+ 9+ 2+
14 6+ 5+ 7+ 7+ 8+ 1+

Paladin Divine Spell List

First Level Divine Spells
1Command Word
2Cure Light Wounds *
3Light
4Remove Fear
5Sanctuary
Second Level Divine Spells
1Bless
2Divine Grace PC
3Protection from Evil
4Righteous Wrath PC
5Swift Sword PC
Third Level Divine Spells
1Continual Light
2Cure Disease
3Invulnerability to Evil PC
4Prayer
5Striking
Fourth Level Divine Spells
1Cure Serious Wounds *
2Death Ward PC
3Dispel Magic
4Protection from Evil, Sustained
5Smite Undead
Fifth Level Divine Spells
1Commune
2Cure Critical Wounds
3Dispel Evil
4Protection From Normal Weapons PC
5Quest
* Reversible spell
PC Spell found in the Player's Companion