As you may note from the table, Paladins of the Mace continue to accrue, albeit more slowly, and use cleric spells as they gain Paladin levels. Paladins of the Mace that are 8th level and above gain the ability (separate from spells) to dispel evil (spells, undead, evil enchanted monsters, and such) by ordering it so, and they detect all chaos, as well as evil, at a range of 6”. They also gain the ability to see in the absence of light.
Second of all we will look at Paladins of the Sword: They can "lay on hands" to heal wounds or cure diseases but only in others, they cannot heal their own wounds this way; however, they are not subject to disease. They heal two points of damage for every level the paladin has attained, once per day at 4th level, twice per day at 8th level and so on. They can cure the common minor diseases in groups of people twice per day at 4th level and so on as for healing damage. They can cure one serious disease per level attained twice per day and so on as for healing damage.
|
Fighting-Men |
Dice for Accumulative Hits |
Fighting Capability |
Spells & Level 1 2 3 4 5 6 |
|
1st Veteran |
1 + 1 |
Man +1 |
- - - - - - |
|
2nd Warrior |
2 |
2 Men +1 |
- - - - - - |
|
3rd Swordsman |
3 |
3 Men |
- - - - - - |
|
4th Hero |
4 |
Hero |
- - - - - - |
|
Paladins of the Sword |
|
|
4th Questor Hero |
6 |
Hero +1 |
- - - - - - |
|
5th Crusader Hero |
7 + 3 |
6 Men |
- - - - - - |
|
6th Knight of Renown |
8 + 3 |
7 Men |
- - - - - - |
|
7th Priest Knight |
9 + 3 |
Superhero |
- - - - - - |
|
8th Pacifier Knight |
10 + 3 |
9 Men |
- - - - - - |
|
9th Avenger Knight |
11 + 3 |
Lord +3 |
- - - - - - |
|
10th Justiciar Knight |
12 + 3 |
11 Men +2 |
- - - - - - |
|
11th Holy Knight |
13 +3 |
12 Men +2 |
- - - - - - |
|
12th Paladin Knight |
15 |
14 Men |
- - - - - - |
Paladins of the Sword do not get any clerical spells, as do Paladins of the Mace. Paladins of the Sword that are 8th level and above gain the ability (separate from spells) to dispel evil (spells, undead, evil enchanted monsters, and such) by ordering it so, and they detect all chaos, as well as evil, at a range of 6”. They also gain the ability to see in the absence of light.
Paladins with any type of “Holy Sword” or Holy Mace are almost completely immune to all magic. Paladins of the Sword may choose to obtain a horse, which is powerfully gifted, but not more than one per 10 years of game time, so if it is killed it is not automatically replaced. The paladin’s Horse is a Heavy Horse, with Armor Class IV, moves 18” has 8 Hit Dice and is highly intelligent. Paladins of the Mace may choose to obtain a mule, which is powerfully gifted, but not more than one per 10 years of game time, so if it is killed it is not automatically replaced. The paladin’s Mule is a Riding Mule, with Armor Class V, moves 21” has 6 Hit Dice and is highly intelligent. All paladin saving throws for Death Ray/Poison/All Wands including Polymorph or Paralization/Stone/Dragon Breath/Staves & Spells 10% better rounded up than the base class.
Paladins will never be allowed to possess more than two magical items, this does not include armor, shield and up to 4 weapons that normally use. They will give away all treasure that they win, save that which is necessary to maintain themselves, their men, and a modest castle. Paladins may not obtain a castle until they reach 10th level. Gifts must be to the poor or to charitable or religious institutions, i.e. not to some other character played in the game. A paladin's stronghold cannot be above 200,000 gold pieces in total cost, and no more than 200 men can be retained to guard it. Paladins normally prefer to dwell with lawful princes or patriarchs, but circumstances may prevent this. They will form strong alliances only with lawful characters. However, they may be found in parties with Neutral Characters since most adventurers are Neutral, they will, however, not associate at all with Chaotic characters. Paladins are recognized wherever they go as constituting a legitimate authority of Judge, Jury and Executioner. Once they reach 10th level, even Kings are subject to their decisions. Yes, these are powerful, however, I am of the mind that they are balanced with powerful Magic-Users, in addition they are very limited in how much magic and cash they can have. As noted below, the experience requirements for advancing are quite steep compared to the base classes, so that balances out the power somewhat and allows the base classes to advance much faster.
This is my take on Paladins which I am near being able to start playtesting once one player advances a bit farther. Note that Paladins of the Mace are better healers and can use Cleric spells, along with being powerful fighters, there is still value in being a straight Cleric since you are not limited in magic such as scrolls and in coin, you advance much faster and are likely to have a Paladin seek you out once you become a Patriarch. Likewise, Paladins of the Sword are powerful fighters but very limited in magic and coin, and straight fighters advance much faster and if Lawful may have a Paladin seek you out once you become a Lord. Although paladins can build small castles they are more likely to forgo that if there is a Lawful Lord or Patriarch they can ally with.
|
Fighting-Men |
EXP |
Clerics |
EXP |
|
1st Veteran |
0 |
1st Acolyte |
0 |
|
2nd Warrior |
2000 |
2nd Adept |
1500 |
|
3rd Swordsman |
4000 |
3rd Village Priest |
3000 |
|
4th Hero |
8000 |
4th Vicar |
6000 |
|
Paladins of the Sword |
|
Paladins of the Mace |
|
|
4th Questor Hero |
8000 |
4th Gallant |
8000 |
|
5th Crusader Hero |
20,000 |
5th Keeper |
20,000 |
|
6th Knight of Renown |
40,000 |
6th Protector |
40,000 |
|
7th Priest Knight |
80,000 |
7th Defender |
80,000 |
|
8th Pacifier Knight |
160,000 |
8th Warder |
160,000 |
|
9th Avenger Knight |
320,000 |
9th Guardian |
320,000 |
|
10th Justiciar Knight |
480,000 |
10th Templar |
480,000 |
|
11th Holy Knight |
800,000 |
11th Hospitaller |
800,000 |
|
12th Paladin Knight |
1,200,000 |
12th Paladin |
1,200,000 |