
From the book
Paladins combine the warrior and priest, pledged to fight for their patron god's (or demi-god's) cause. They alone in the Atlantean system can cast spells while wearing armor, a gift from the patron in return for a solemn vow of loyal service.
They are also the only class that can lose every ability (spell casting, combat bonuses and all skills except those from their background) if they fall short of that pledge, so a paladin must never betray the faith's core principles in word or deed, flee a battle, or ignore a call to action, whether it comes by omen, vision or a representative of the deity.
Even small lapses bring reduced powers, scaled to the offense; only a complete betrayal makes the loss permanent, and otherwise lost abilities can be won back by making amends or by an atoning quest. Paladins are superb riders skilled in mounted combat, fearless in battle and hardier on combat saves.
Skills by level
- Level 1
- Any 3 Weapons
- Mounted Combat II
- Spell Casting
- Level 2
- +1 to Hit
- Level 4
- +1 to Hit
- One Additional Weapon
- Level 6
- +1 to Hit
- 2 Attacks per Round
- Level 8
- +1 to Hit
- One Additional Weapon
- Level 10
- +1 to Hit
- Level 12
- +1 to Hit
- One Additional Weapon
- Level 13
- 3 Attacks per Round
- Level 14, 16, 18, 20, etc.
- +1 to Hit
At a glance
- Minimum attributes
- STR 12, INT 12, WILL 14
- Alignment
- Lawful Good or Lawful Evil
- Combat training
- Highly Trained
- Hit points per level
- 1 H.P. per point of CON, plus 6 H.P. at first level; then +6 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
- Special abilities
- The only class able to cast spells while wearing armor (granted by the patron Deity for a vow of loyalty and service); superior horsemen, skilled in mounted combat; in battle, totally immune to magical and non-magical fear and +1 on any combat-related save
- Fields of magic
- Divine Magic
- Restrictions
- Must never betray the core principles of the faith by word or deed, flee from battle, or ignore any summons to act from the god (delivered by omen, vision or an agent such as a priest, monk or Avatar, at the Game Judge's option). Penalties match the offense: a minor one brings a temporary -1 to hit; a fairly serious one, temporary loss of one level of ability; a very serious one, temporary loss of spell casting or combat capabilities. Only total betrayal makes the loss permanent, and it can strip every ability: spell casting, combat pluses and all skills other than background skills. Abilities lost temporarily return through redress (avenging or making amends) or through a quest or other great challenge.
- Patron
- Pledged to champion a patron Deity or demi-god, who grants armored spell casting in exchange for a vow of loyalty and service
The paladin table has no Read Magic row.
