Difference between revisions of "Paladin"

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* Any and All
* Any and All
===Features===
===Features===
* 10' Aura of [[Spell:Protection from Evil]] (or good, depending on the Paladin's particular faith)  
 
* [[Spell:Detect Evil]] (or good, as above) at will, as the spell.
* 10' Aura of [[Spell:Protection from Evil|Protection from Evil]] (or good, depending on the Paladin's particular faith)  
 
* [[Spell:Detect Evil|Detect Evil]] (or good, as above) at will, as the spell.
 
*Once per day, per level, a Paladin can make his or her non-magical melee weapon or attack form equivalent to a magic weapon for purposes of hitting creatures only able to be struck with a silver or magical weapon. This effect lasts for a turn.
*Once per day, the paladin can [[Lay on Hands]] to any wounded character and heal 2 points of damage; add the Paladin's Charisma bonus to this figure. On each odd-numbered level (3rd, 5th, etc.) the Paladin may do this one additional time per day (so, twice per day at 3rd level, three times per day at 5th level, etc.) Starting at 7th level, the Paladin may choose to [[Spell:Cure Disease|cure disease]] (as the spell) instead of providing healing as above. At 11th level, the Paladin may also substitute [[Spell:Neutralize Poison|neutralize poison]].
 
*A Paladin can [[Turn Undead|Turn (or command) undead]] as a Cleric of a level equal to half his or her own, rounded down, tarting at 2nd level.
 
*Paladins gain the ability to cast appropriate Clerical spells at level 10. For purposes of spell effects that vary based on the
Cleric's level, use one-half the Paladin's level, rounded down.
 
===Restrictions===
===Restrictions===
* Abilities: [[Strength]] 9, [[Wisdom]] 11, [[Charisma]] 11
* Abilities: [[Strength]] 9, [[Wisdom]] 11, [[Charisma]] 11

Revision as of 23:20, 9 May 2022

Fighter

Paladin01.png

Progression

PaladinLevelChart.png FighterSavesTable.png

Description

Fighters include soldiers, guardsmen, barbarian warriors, and anyone else for whom fighting is a way of life. They train in combat, and they generally approach problems head on, weapon drawn.

Not surprisingly, Fighters are best at fighting of all the classes. They are also the hardiest, able to take more punishment than any other class. Although they are not skilled in the ways of magic, Fighters can nonetheless use many magic items, including but not limited to magical weapons and armor.

The Prime Requisite for Fighters is Strength; a character must have a Strength score of 9 or higher to become a Fighter. Members of this class may wear any armor and use any weapon.

Weapons and Armor

  • Any and All

Features

  • Once per day, per level, a Paladin can make his or her non-magical melee weapon or attack form equivalent to a magic weapon for purposes of hitting creatures only able to be struck with a silver or magical weapon. This effect lasts for a turn.
  • Once per day, the paladin can Lay on Hands to any wounded character and heal 2 points of damage; add the Paladin's Charisma bonus to this figure. On each odd-numbered level (3rd, 5th, etc.) the Paladin may do this one additional time per day (so, twice per day at 3rd level, three times per day at 5th level, etc.) Starting at 7th level, the Paladin may choose to cure disease (as the spell) instead of providing healing as above. At 11th level, the Paladin may also substitute neutralize poison.
  • A Paladin can Turn (or command) undead as a Cleric of a level equal to half his or her own, rounded down, tarting at 2nd level.
  • Paladins gain the ability to cast appropriate Clerical spells at level 10. For purposes of spell effects that vary based on the

Cleric's level, use one-half the Paladin's level, rounded down.

Restrictions