Paragons of Divine justice
The Paladin stands above others as a shining example of righteousness, compassion, morality and strength. They are holy warriors, sworn to uphold the laws and values of the patrons they serve. They do not bend the rules, they do not compromise with evil, and they are constantly in search of ways to aid the weak and mistreated. Paladins are notorious for their rigid views on right from wrong, sometimes to the great inconvenience of others. Occasionally, they even hinder conflicts covered in shades of grey because of their refusal to bend the rules as a matter of convenience. Despite this perceived shortcoming, Paladins understand that it is their example of unwavering dedication to the cause of justice, law and order that give others strength to stand up for themselves. Using them as a role model, the Paladin hopes their allies will do what is right should the time come.
Paladins are not as well suited to the adventuring life as other professions; their moral code preventing them and their comrades from participating in a great many otherwise lucrative ventures. The adventuring life of a Paladin is a difficult one; outside the church walls, they often find themselves questioning their own faith and discovering that the world around them is not as black and white as they believed it to be.
Still, if a Paladin is among the ranks of an agreeable group of heroes, the holy powers and strength of arms he brings to every new challenge cannot be denied. The Paladin is an unwavering ally and will never leave a comrade behind, protect himself over others, or turn and run in the face of evil. While sometimes they lack discretion against particularly powerful foes, it is a rare occurrence where the bravery of this holy warrior is not appreciated and admired by all who witness it.
History and Culture
Paladins emerged to prominence during the first great undead scourge that plagued the mortal plane, thousands of years ago. The need for a stronger divine presence had grown so great that some believe the holy power a Paladin wields may have actually come from a mortal yearning, an evolution of the spirit in order to ensure the survival of all humanoids. Given their ties to the faith they serve, this is largely speculation.
Paladins tend to frequent civilized locales more than most adventurers, usually working in conjunction with local churches or law enforcement. Most Paladins are summoned or given assignments by the church to deal with various threats, usually of an unholy nature, and as such a Paladin never stays in one place for too long. However, they tend to leave the mark of their god wherever they go, often inspiring those that they protect.
Paladins are Lawful Good in almost all cases. Their strict code of chastity, chivalry, and valor demands nothing less. Their code also demands they vanquish evil and corruption wherever they encounter it, protect the innocent and offer charity when it is needed. To break that code is to betray their sacred vows and possibly lose access to their divine powers. In most cases this is permanent; occasionally, some Paladins are allowed to atone for their sins and regain their status and abilities, although these allowances are rare and the circumstances quite unusual.
Paladins have the ability to become ritual casters. Rituals they would specialize in may include but are not limited to protection from evil and break enchantment. While they prefer ritual magic that helps them to carry out their duties, they are not restricted in what they may learn provided it does not conflict with their Paladin's oath.
You must be of a Lawful Good Alignment to be a Paladin.
- 1st level, one point in Fortitude, one point in Reflex, and one point in Will.
- 2nd level, one point in Melee Weapon Attacks and one point in Parry.
- 3rd level, one point in your choice of the following: Casting, Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
- 5th level, one point in your choice of the following: Fortitude, Reflex, or Will.
- 6th level, one point in Melee Weapon Attacks and one point in Parry.
- 7th level, one point in Fortitude, one point in Reflex, and one point in Will.
- 9th level, one point in your choice of the following: Casting, Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
- 10th level, one point in your choice of the following: Fortitude, Reflex, or Will.
- 11th level, one point in Will and one point in your choice of the following: Melee Weapon Attacks or Parry.
When your character earns a Class Specialty, you may choose one from the following list.