Spelljammer
Paladin
Profession Category:Fighter
Profession:Paladin
:
Easy Start
Important attributes: CHA, CON and WP

Let the GM know what specialization option you want (q.v.).

Suggested starting skills

Other List
Your specialist weapon skill(s) to level 1

Paladin List
Paladin to level 1
Range of Field to level 1
Shield (large or small) to level 1

Warrior List
Hit Points to level 1
Horsemanship to level 1

Holy List
Religious Lore to level 1

Talent List
Pick your maximum starting talents (1 for dual-classed, 3 for single-classed)

Flaws
Paladins are required to take the Tithing 10% flaw.
Unlike many professions, Paladin is not only a profession but a skill that you must spend points in to buy it. It appears in the Paladin skill list.

The Paladin are champions of their faith. They have all the normal fighting abilities and skills of the Paladin, and at higher levels have some spell use. To be a Paladin a character must have the following minimum stats:
STR - 16
INT - 12
WP - 23
CON - 20
CHA - 20

The benefits of a Paladin are:
  1. Detect Evil - The paladin can detect evil out to 60 feet. The paladin gets relative strength on a scale of 1 to X where X is equal to 10 or the paladin's rank with the Paladin profession, whichever is lower. Thus, to a level 1 paladin, very minor evil looks exactly the same as extremely bad evil. Unless stated otherwise below, the paladin must study a specific object or creature and ask the GM if evil is present. At rank 14 or less, no other special abilities can be activated while using this ability. Using this ability requires varying degrees of concentration depending on rank:
    • Rank 1-2 - Two rounds of concentration and 1d6 NL damage to activate. Once activated, cannot move faster than half TMR. Suffer -10 to PER for all other rolls. Suffer -50 to DEF if aware of attacker. Cannot attack.
    • Rank 3-4 - One round of concentration and 1d4 NL damage to activate. Once activated, cannot move faster than 1x TMR. Suffer -8 to PER for all other rolls. Suffer -40 to DEF if aware of attacker. Cannot attack.
    • Rank 5-6 - One round of concentration and 1d2 NL damage to activate. Once activated, cannot move faster than 1x TMR. Suffer -5 to PER for all other rolls. Suffer -30 to DEF if aware of attacker. Cannot attack.
    • Rank 7-8 - One round of concentration to activate. Once activated, cannot move faster than 1x TMR. Suffer -3 to PER for all other rolls. Suffer -20 to DEF if aware of attacker. Can attack at -25 SC.
    • Rank 9-10 - One round of concentration to activate. Once activated, cannot move faster than 1x TMR. Suffer -2 to PER for all other rolls. Suffer -10 to DEF if aware of attacker. Can attack at -15 SC.
    • Rank 11-12 - One round of concentration to activate. Once activated, cannot move faster than 2x TMR. Can attack at -10 SC.
    • Rank 13-14 - One round of concentration to activate. Once activated, cannot move faster than 2x TMR.
    • Rank 15+ - Ability is consider to be always on. Paladin will automatically note the presence of evil if they look at something or someone. The GM may require a PER roll to note the presence of evil in something that the paladin does not specifically state that he is examining for evil.
  2. Bonus to Saves - The paladin makes all saves at +2% per rank.
  3. Immune to Disease - the paladin is immune to all forms of disease.
  4. Lay on Hands - The paladin has the ability to "Lay on Hands" and heal themselves or others of up to 4 hit points of damage per rank every day. The paladin can use as little or as much of the healing each time he uses this ability (i.e., if he is rank 3 and gains 12 points of healing each day, he can heal one person of 3 points, another of 4 points, etc. provided he does not heal more than 12 points total). Use of this ability takes 10 segments (i.e., roll initiative and subtract 10 to determine when the healing takes effect). The paladin can take no other action during the round except to defend himself (no attacks, no Full Defense, no Desperate Defense, etc.).
  5. Cure Disease - The paladin has the ability to cure disease of any sort; this can be done once per week per five levels of the warrior.
  6. Protection From Evil - The paladin radiates an aura about his person out to 10 feet. Evil creatures within this radius suffer a –5 penalty to all actions, including strike chance, spell casting and skill use while good creatures gain a +5 to all saves vs. attacks or spells from evil creatures. At rank 8, the paladin can enhance this ability once per day for 5 minutes per rank to grant the full effects of the Protection from Evil spell (i.e., +10 bonus instead of +5, prevent contact by summoned creatures, prevent mental control). Enhancing the ability is similar to casting a spell in that the paladin can take no other actions during the round that they are casting.
  7. Turn Undead - At 3rd level the warrior gains the ability to affect Undead as if a cleric 2 levels lower than his own class.
  8. War Horse - At 4th level- or any time thereafter the Paladin may call for his war-horse. This usually involves some sort of quest.
  9. Augury - At 6th level the warrior gains Augury-like ability that can be used once per day (twice per day at rank 9 and three times a day at rank 12). The paladin must pray and meditate for 5 minutes and, after doing so, may gain a "feeling" of whether a contemplated course of action will or will not be beneficial to the paladin (or not overly detrimental). The GM will adjudicate all Augury attempts.
  10. Cloak of Bravery - At 7th level, the paladin can extend their Bonus to Saves ability to all allies within hearing range (maximum 50 feet) for the purpose of resisting the effects of fear. The paladin must be able to speak and must do so regularly, bolstering his allies with strong and encouraging words. If the paladin himself succumbs to the effects of fear, this ability cannot be used. This ability can be used once per day for up to 3 minutes per rank. This ability is similar to spell casting in that no other actions can be taken in the round.
  11. Cast Spells - At 9th level the Paladin gains the ability to use cleric spells of his faith. Consult the table below to determine what spells and when the Paladin gains them. He can access spells in the following lists: All, Combat, Healing, Protection and Sun. Note that when a particular spell refers to Level, it is referring to Casting Level and not Paladin Level.
Paladin Rank
Casting Level
Cleric Spell Level
1
2
3
4
9
1
1
10
2
1
1
11
3
2
1
12
4
2
1
1
13
5
2
2
1
14
6
3
2
1
1
15
7
3
3
2
1
16
8
3
3
2
2
17
9
4
3
3
2
18
10
4
4
3
2
19
11
4
4
3
3
20
12
5
4
4
3


The following strictures apply to Paladins:
1. They may never retain more than 10 magic items; these may never exceed:
1 suit of armor
1 shield
2 weapons (arrows and bolts not counted)
6 of any other magic items (which could include armor, shield or weapons)
Note: This rule does not apply to one shot items like potions and invested items unless the items are of great power.

2. A Paladin will almost always proudly display the symbol of his faith unless such actions WILL get him killed or imprisoned.

3. To a Paladin, armor is as much a badge of station as it is a means of protection. Thus a Paladin will always seek to posses the very best and finest-quality armor he is able to own and if possible, will be wearing custom made armor. This is always true unless doing so would be going against his deities beliefs.

4. Paladins will have henchmen and hirelings only of the same faith as themselves.

5. A Paladin never retains excess wealth, usually donating all not necessary to live to further their faith.

Specialization
A Paladin can choose to double specialize in one weapon, single specialize in a category of weapons (e.g. All Swords) or single specialize in two weapons in two different categories.

Required Skills
Required skills must be bought up to improve Overall Level. Required skills must be included when calculating Overall Level.

Required skills for Paladin are:
  • All Swords or All Hafted Weapons
  • Hit Points
  • Horsemanship
  • Paladin
  • Range of Field (until Overall Level 10)
  • Religious Lore
  • Shield Large


Skill List Multiples
General - x1 (if dual-classed then x1.25)
Holy Skills - x1.0
Warrior Skills - x1.0
Sorcery Skills - x1.5
Rogue Skills - x2.0
Stat Multiples:
StatModifier
STR1
DEX1
CON1
INT2
KNOW1.5
WP1
MA2
LUCK1
CHA1
PER1
Skill EXP Multiples:Any skill not listed below is assumed to have a EXP multiple of 1.0 (1.25 for Generalist profession).

SkillsModifier
Appraisal
Barter
Bowyer
Bribery
Build Trap
Disguise
Fletcher
Forgery
Gambling
Gem and Jewelry Appraisal
Hide in Shadows
Locate Secret Openings
Move Silently
Open Locks
Pickpockets
Remove Traps
Shadowing
Sleight of Hand
Streetwise
Trap Building
2.0
Alchemy
Artifact Lore
Elemental Lore
Faerie Lore
Magic Language - Elementia
Magic Language - Naturian
Magic Language - Nifle
Magic Language - Oozian
Magic Language - Psion
Magic Language - Shadian
Magic Language - Sorcery
Magic Language - Witchery
Magic Lore
1.5
1.25
Maneuver in Armor
Religious Language Aster
Religious Language High Eirenay
Religious Language High Sindathul
Religious Language Low Eirenay
Religious Language Low Sindathul
Religious Language Middle Eirenay
Religious Language Middle Sindathul
Religious Language Nifle
Religious Language Sumerian
Religious Lore
Shield Large
.9
Range of Field
Undead Lore
.75
.5
Forbidden Skills:All Barbarian Weapons
All Missile Weapons
All Swashbuckler Weapons
All Thrown Weapons
Ambush
Assassination
Barbarian
Beast Speech
Beastmaster
Blink
Burrow
Cantrips
Cast Clerical Spells
Cleric
Cocoon
Create Element
Dimension Door
Dimensioning
Direction Sense
Disease Resistance
Disrupt Spell
Distant Death
Drop of the Fallen
Drow Spells
Druid
Endure Cold
Endure Heat
Eyes of the Wolf
Fast Healer
Flying
Gnosis
Great Leaps
Healing Specialist
Homid Combat
Infravision
Jam Technology
Leap of the Kangeroo
Lightsleep
Living Weapon
Lupus Combat
Mage Air Magics Arcane Knowledge
Mage Air Magics General Knowledge
Mage Air Magics Special Knowledge
Mage Dark Magics Arcane Knowledge
Mage Dark Magics General Knowledge
Mage Dark Magics Special Knowledge
Mage Disenchanting Magics Arcane Knowledge
Mage Disenchanting Magics General Knowledge
Mage Disenchanting Magics Special Knowledge
Mage Earth Magics Arcane Knowledge
Mage Earth Magics General Knowledge
Mage Earth Magics Special Knowledge
Mage E&E Arcane Knowledge
Mage E&E General Knowledge
Mage E&E Special Knowledge
Mage General Spells Arcane Knowledge
Mage General Spells General Knowledge
Mage General Spells Special Knowledge
Mage Green Magics Arcane Knowledge
Mage Green Magics General Knowledge
Mage Green Magics Special Knowledge
Mage Illusions Arcane Knowledge
Mage Illusions General Knowledge
Mage Illusions Special Knowledge
Mage Lay Healer Arcane Knowledge
Mage Lay Healer General Knowledge
Mage Lay Healer Special Knowledge
Mage Lesser Summonings Arcane Knowledge
Mage Lesser Summonings General Knowledge
Mage Lesser Summonings Special Knowledge
Mage Sorceries of the Mind Arcane Knowledge
Mage Sorceries of the Mind General Knowledge
Mage Sorceries of the Mind Special Knowledge
Mage Transformation Magics Arcane Knowledge
Mage Transformation Magics General Knowledge
Mage Transformation Magics Special Knowledge
Mage Water Magics Arcane Knowledge
Mage Water Magics General Knowledge
Mage Water Magics Special Knowledge
Magic Dampener
Magic Enhancer
Magic Resistance
Martial Artist
Master Bowman
Master of Barbarian Weapons
Master of Battle Magics
Master of Defensive Magics
Master of Hurled Weapons
Master Ritualist
Mechanician
Memory
Mental Perception
Mental Resistance
Mentalism
Mystic Sense
Persuasion
Phase Attack
Poison Resistance
Power Perception
Primal Urge - Homid
Psionic Combat
Psionic Concentration
Quarterstrength
Ranger
Reshape Natural Object
Scent of the Wolf
Sense Wyrm
Sleep and Charm Resistance
Smell of Man
Sorcery
Speed Reading
Spell Energy
Spell Memory
Spelljammer Astrogator
Spelljammer Pilot
Spirit Ward
Strong Lungs
Suppleness
Swashbuckler
Teleport Other
Teleportation
Time Sense
Toughness
Turn Undead
Ultravision
Weapons Kata
Weather Seer
COP Missiles
Magic Missile
Agent of Law
Combat Sense
Night Sense