Paladins of the Mace and of the Sword

The way that I run Paladins in my campaign is as follows here: Human fighting men and human clerics who have a Charisma score of 17 or greater may become Paladins at fourth level IF THEY ARE LAWFUL from the beginning of play for that character. This applies to both male and female characters. They just always do lawful deeds, since any chaotic (or evil) act will revoke the status of paladin hood, and it can never be regained. Fighting Men become Paladins of the Sword and Clerics become Paladins of the Mace.
 
Paladins have a number of very powerful aids in their continual quest for good and these are a bit different for the two types of paladins.
 
First of all we will look at Paladins of the Mace: 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 6th level and thrice 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.
 

 

 

Clerics

Dice for Accumulative Hits

 

Fighting

Capability

Spells & Level                     1  2  3  4  5  6

1st Acolyte

1

Man

1  -   -   -   -   -

2nd Adept

2

Man +1

2  -   -   -   -   -

3rd Village Priest

3

2 Men

2  1  -   -   -   -

4th Vicar

4

3 Men

2  1  -   -   -   -

Paladins of the Mace

 

4th Gallant

5 + 1

Hero

2  1   -   -   -   -

5th Keeper

6

5 Men

2  2   -   -   -   -

6th Protector

7 + 1

6 Men

2  2   -   -   -   -

7th Defender

8 + 2

7 Men

2  2  1   -   -   -

8th Warder

9 + 3

Superhero

2  2  1   -   -   -

9th Guardian

10 + 1

Superhero

2  2  2   -   -   -

10th Templar

11 + 2

Superhero +1

2  2  2   1   -   -

11th Hospitaller

11 + 3

Superhero +1

2  2  2   1   -   -

12th Paladin

11 + 4

Superhero +2

2  2  2   2   1   -


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                           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

 

Copyright 2009-2010 by Halenar Frosthelm
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