A paladin character is a fighter sub-class, but unlike normal fighters, all paladins must begin as Lawful Good in alignment and always remain Lawful Good or absolutely lose all of the special powers which are given to them.
They have both fighting abilities and limited spell powers (at high level).
To become a paladin a character must be human, have a Strength of not less than 12, a minimum Intelligence of 9, a Wisdom of 13 or more, a minimum Constitution of 9, and not less than 17 Charisma. If a paladin has both Strength and Wisdom in excess of 15, he or she gains the benefit of adding 10% to the experience points awarded by the Dungeon Master.
Law and good deeds are the meat and drink of paladins. If they ever knowingly perform an act which is chaotic in nature, they must seek a high level (7th or above) cleric of Lawful Good alignment, confess their sin, and do penance as prescribed by the cleric.
If a paladin should ever knowingly and willingly perform an evil act, he or she loses the status of paladinhood immediately and irrevocably. All benefits are then lost, and no deed or magic can restore the character to paladinhood; he or she is ever-after a fighter.
Iterative Attacks. High level fighters and their sub-classes will be able to execute a melee attack more than once per round with the same weapon. See the appropriate Attack Matrix. This ability excludes missile weapons which use their own attack rates.
Time Required. An iterative attack will come 3 segments after the normal attack routine. Weapon speed factor is not considered for any iterative attack. If an iterative attack is taken in any round before a normal attack, the fighter cannot take any further attacks during that round. i.e. The fighter attacks late in the previous round and their iterative attack spills into the current round. In this case, the fighter may choose to cancel the previous round’s iterative attack and attack normally (including any iterative attacks) in the current round. A weapon with a high weapon speed factor could cause this to happen every round.
Number of Melee Attacks per Round. Any odd number of attacks per round (e.g. 3/2 or 5/2) due to iterative attacks will come on each odd numbered round. Thus, a fighter with 3 attacks per 2 rounds will attack twice in the 1st round and once in the 2nd, then twice in the 3rd and so on. An iterative attack is considered a separate “attack routine”.
Whirlwind Attack. When a fighter or sub-class is in melee with creatures with less than a full hit die (HD less than 1d8), the fighter may declare a "whirlwind attack" which allows one melee attack for each level of experience the fighter has (e.g. a 3rd level fighter will get 3 melee attacks). This method of attack supersedes and replaces any normal melee attacks or iterative attacks. This is a melee attack action and cannot be used with missile weapons. This attack action must be declared and announced, and cannot be used when changing an action during the round. More than one attack per opponent is allowed.
Time Required. This “whirlwind” attack adds 3 segments to the standard attack mode and all attacks resolve in the same segment. This attack is considered one attack routine but allows attacking more than one opponent of less than one hit die.
Two-weapon Fighting. If a fighter is using two-weapons, the fighter may choose to attack with either weapon for any of the attacks. The fighter also does not add the +2 segment delay for fighting with two weapons when striking with a whirlwind attack (i.e. the whirlwind attack's +3 segment delay supersedes the two-weapon fighting delay).
Mixed Groups. If fighting a mixed group, this special attack mode does not allow any attacks against the higher hit die opponents and makes the fighter more vulnerable to attacks by higher hit die opponents. If a whirlwind attack is declared and a higher hit die opponent is or comes within melee range, they will be granted an immediate attack as if attacking the fighter's rear or rear flank (+2 to-hit, and no Dexterity modifiers or shield benefits to armor class). In certain situations, the fighter may not know there are higher hit die opponents present. The fact that there are, should become quickly apparent once the whirlwind attack form is declared...
(See Combat, Melee.)
The benefits of a paladin are:
When the paladin reaches 4th or higher level, he or she will eventually call for a warhorse. It will magically appear, but not in actual physical form.
The paladin will magically “see” his or her faithful destrier in whatever locale it is currently in, and it is thereafter up to the paladin to journey to the place and gain the steed.
As a rule of thumb, this journey will not be beyond seven days ride, and gaining the mount will not be an impossible task. The creature might be wild and necessitate capturing, or it might be guarded by an evil fighter of the same level as the paladin, and the latter will then have to overcome the former in mortal combat in order to win the warhorse.
In short, the gaining of the destrier is a task of some small difficulty which will take a number of days, possibly two or more weeks, and will certainly test the mettle of the paladin. Once captured or won, the warhorse knows its role and relationship to the paladin, and it will faithfully serve thereafter for 10 years.
Thereafter, the paladin must seek another mount, as the former one will be too old to be useful. The Intelligence of a paladin’s warhorse is 5-7 points. The number of hit points per hit die of the steed will never be fewer than 50% of the level of the paladin, i.e., a 4th level paladin means the warhorse he or she gains will have at least 2 hit points per hit die, excluding the additional bonus of +5, while a 16th level paladin’s special steed will have maximum hit points (8) per die, of 5 x 8 = 40 +5 (additional hit points) = 45 total hit points for 5+5 hit dice.
If the character loses paladinhood for any reason, there will be an immutable enmity between character and mount, and the former will not be able to ride the latter, while the steed will escape at first opportunity.
The following strictures apply to paladins:
Furthermore:
A paladin can use magical items as fighters and can use items normally restricted to use by fighters.
6. Original Text
Multiple Attacks per Round. Fighters able to strike more than once during a round (with any thrusting or striking weapon) will attack once before opponents not able to do so, regardless of initiative, but if fighter and fighter melee, initiative tells.
Additional Note Regarding Fighter Number of Attacks Per Round. This excludes melee combat with monsters of less than one hit die (d8) and non-exceptional (0-level) humans and semi-humans, i.e. all creatures with less than one eight-sided hit die. All of these creatures entitle a fighter to attack once for each of his or her experience levels.