TEXT: Delving Deeper 
  Paladin
  1
  
  Delving Deeper 
  Paladin
  2
  
  Delving Deeper 
  Paladin
  Paladin 
  Requirements: 
  STR 12, WIS 12, & CHA 12 
  Prime Requisite:
  CHA and STR 
  Hit Dice: 
  1d8 
  Maximum Level: 
  None
  Paladins are a very rare type of fighter. These holy warriors 
  dedicate all they have and all they are to living, supporting 
  and defending all that is lawful and good. Therefore, they 
  must always be lawful in alignment. Paladins use the Dwarf, 
  Elf, Fighter, and Halfling Character Attack Table (LL, p. 60) 
  and the Fighter Saving Throw table (LL, p. 55).        
  A paladin may serve one particular god, a pantheon of gods, 
  or just the ideals of law and good. Many are part of a 
  religious order of paladins that live and train in an almost 
  monastic community. Other paladins are much more loosely 
  affiliated, mentoring potential recruits individually and only 
  gathering  together  when  occasion  calls  for  it.  However, 
  paladins of any faith, deity or pantheon recognize each other 
  as brothers and sisters who share a common calling and and 
  will often support and work together.  They usually follow 
  the direction of higher level paladins and clerics of good gods 
  - even a god or gods other than their own.
  Order or Mentor (Random Determination, if desired)
  01-70 The paladin has lived and trained as part of             
  an order of paladins. 
  71-00 The paladin has lived and trained with a mentor. 
  Paladins may never have more weapons or armor than they 
  can personally use in combat at one time. They must also 
  give at least 10% of all they earn to their religion. In addition, 
  after taking care of all their living and working expenses, 
  paladins must give away 90% of their remaining wealth to 
  their religion or another worthy charity. Note that none of 
  these tithes or offerings can be given to another player's 
  character in the adventuring party.
  Paladins begin play with at least one primary weapon, a set 
  of armor including a shield (if they use one), possibly a horse, 
  etc., as gifts from the members of their order or from their 
  mentor and the local faithful.  However, they begin play with 
  only 1d8x10 gp.
  Detect Evil 60' A paladin can, at will, Detect Evil just like 
  the cleric spell of the same name (LL, p. 22).  However, they 
  must spend an entire round concentrating on it and 
  performing no other actions in order for this ability to be 
  effective.
  Divine Bonus Because of their unswerving devotion to 
  good, paladins receive a +2 bonus to all their saving throws.
  Protection from Evil As a divine gift, once per day 
  paladins can radiate a Protection from Evil aura as per the 
  cleric spell of the same name (LL, p. 24). At 9th level, this 
  ability is extended to 10’ around the paladin.
  Divine Healing Paladins are blessed with the ability to, 
  once per day, lay their hands upon one person (including 
  themselves) and restore 2 points of damage per level. In the 
  same way, they can lay their hands upon a person and Cure 
  Disease just like the cleric spell of the same name (LL, p. 21). 
  At 1st level they can Cure Disease once per month, twice a 
  month at 5th level and three times a month at 10th level. 
  Paladins are personally immune to all diseases, both ordinary 
  and magical.
  Turn Undead Beginning at 3rd level, paladins may attempt 
  to turn undead as a cleric of 2 levels lower than their current 
  level.  For example, a 4th level paladin would turn undead as 
  a 2st level cleric.
  Cleric Spells (OPTIONAL) If there is a desire on the part 
  of the Labyrinth Lord to have spell-casting paladins, then 
  they may want to adopt this optional rule: Starting at 9th 
  level, paladins may cast clerical spells as a cleric of 8 levels 
  lower. They reach their maximum number of spells and their 
  maximum spell level (4th level cleric spells) when a paladin 
  reaches 17th level. Paladins do not receive bonus spells from 
  high Wisdom scores. 
  3
  
  Delving Deeper 
  Paladin
  Paladin Level Progression
  Experience
  Level
        Hit Dice (1d8)
        
        0 
     
     1 
       
  1
    
     2,501 
     2 
      
  2
    
     5,001                    
     3           
  3
   
   10,001 
     4 
      
  4
   
   20,001 
     5 
      
  5
   
   40,001 
     6 
      
  6
   
   80,001 
     7 
      
  7
              160,001 
     
     8 
      
  8
              310,001 
     9 
      
  9
              460,001 
    10 
        +2 hp only *
              610,001 
    11 
        +4 hp only *
              760,001 
    12 
        +6 hp only *
              910,001 
    13 
        +8 hp only *
           1,060,001 
    14 
       +10 hp only *
           1,210,001 
    15 
       +12 hp only *
           1,360,001 
    16 
       +14 hp only *
           1,510,001 
    17 
       +16 hp only *
           1,660,001 
    18 
       +18 hp only *
           1,810,001 
    19 
       +20 hp only *
           1,960,001 
    
    20
       +22 hp only *
  •
  Hit point modifiers from constitution are ignored
  Sword +2, Holy Sword
  Intelligence:
  12
  Communication:
  Verbal
  Alignment:
  Lawful
  Languages:
  3
  Psyche:
  12
  Willpower:
  24
  Motivation:
  Destroy Chaotic Beings
  Spell-Like Power:
  Dispel Evil 1/week
  Description: This powerful, sapient blade is the bane of all 
  chaotic beings.  A  Holy  Sword grants  neutral and lawful 
  owners a +2 bonus to hit and damage against creatures of all 
  alignments. However, in the hands of a Paladin in combat 
  with chaotic beings, it becomes nearly as powerful as a 
  minor artifact, bestowing a +4 bonus to hit and damage as 
  well as the ability to Dispel Evil as per the cleric spell (LL. p. 
  22)  once  per  month.  Holy  Swords are  intelligent  and 
  extremely motivated in their quest to destroy chaotic beings 
  and will thus attempt to overpower the will of neutral owners 
  towards  that  end  and  help  direct  the  actions  of  lawful 
  owners, yet  without  requiring  an  action  that  would that 
  would cause them certain death. Chaotic beings attempting 
  to wield a Holy Sword immediately lose 2 levels for as long 
  as the sword is in his or her possession. Unlike cursed items, 
  a chaotic being can discard the Holy Sword at will. 
   
  Origin and Purpose: Each Holy Sword is a unique item with 
  each one having  its own personality and personal name. 
  Some sages suggest that Holy Swords were originally created 
  by  a lawful Elder God in the far  distant past and were 
  awarded to his greatest mortal servants. In the ages since, 
  Holy Swords have been handed down from generation to 
  generation with most having been lost, some destroyed, and 
  a  few  stolen  from  their  rightful  owners  and  hidden  by 
  powerful chaotic forces. To this day, when truly virtuous and 
  potent paladins rise in the mortal realm, lawful divine forces 
  do all they can to discover, liberate and pair these immensely 
  powerful weapons with them.
  4
  
  Delving Deeper 
  Paladin
  Paladin 
  Requirements: 
  STR 12, WIS 12, & CHA 12 
  Prime Requisite:
  CHA and STR 
  Hit Dice: 
  1d8 
  Maximum Level: 
  None
  Paladins are a very rare type of fighter. These holy warriors 
  dedicate all they have and all they are to living, supporting 
  and defending all that is lawful and good. Therefore, they 
  must always be lawful in alignment. Paladins use the Dwarf, 
  Elf, Fighter, and Halfling Character Attack Table (LL, p. 60) 
  and the Fighter Saving Throw table (LL, p. 55).        
  A paladin may serve one particular god, a pantheon of gods, 
  or just the ideals of law and good. Many are part of a 
  religious order of paladins that live and train in an almost 
  monastic community. Other paladins are much more loosely 
  affiliated, mentoring potential recruits individually and only 
  gathering  together  when  occasion  calls  for  it.  However, 
  paladins of any faith, deity or pantheon recognize each other 
  as brothers and sisters who share a common calling and and 
  will often support and work together.  They usually follow 
  the direction of higher level paladins and clerics of good gods 
  - even a god or gods other than their own.
  Order or Mentor (Random Determination, if desired)
  01-70 The paladin has lived and trained as part of             
  an order of paladins. 
  71-00 The paladin has lived and trained with a mentor. 
  Paladins may never have more weapons or armor than they 
  can personally use in combat at one time. They must also 
  give at least 10% of all they earn to their religion. In addition, 
  after taking care of all their living and working expenses, 
  paladins must give away 90% of their remaining wealth to 
  their religion or another worthy charity. Note that none of 
  these tithes or offerings can be given to another player's 
  character in the adventuring party.
  Paladins begin play with at least one primary weapon, a set 
  of armor including a shield (if they use one), possibly a horse, 
  etc., as gifts from the members of their order or from their 
  mentor and the local faithful.  However, they begin play with 
  only 1d8x10 gp.
  Detect Evil 60' A paladin can, at will, Detect Evil just like 
  the cleric spell of the same name (LL, p. 22).  However, they 
  must  spend  an  entire  round  concentrating  on  it  and 
  performing no other actions in order for this ability to be 
  effective.
  Divine Bonus Because of their unswerving devotion to 
  good, paladins receive a +2 bonus to all their saving throws.
  Protection from Evil As a divine gift, once per day 
  paladins can radiate a Protection from Evil aura as per the 
  cleric spell of the same name (LL, p. 24). At 9th level, this 
  ability is extended to 10’ around the paladin.
  Divine Healing Paladins are blessed with the ability to, 
  once per day, lay their hands upon one person (including 
  themselves) and restore 2 points of damage per level. In the 
  same way, they can lay their hands upon a person and Cure 
  Disease just like the cleric spell of the same name (LL, p. 21). 
  At 1st level they can Cure Disease once per month, twice a 
  month at 5th level and three times a month at 10th level. 
  Paladins are personally immune to all diseases, both ordinary 
  and magical.
  Turn Undead Beginning at 3rd level, paladins may attempt 
  to turn undead as a cleric of 2 levels lower than their current 
  level.  For example, a 4th level paladin would turn undead as 
  a 2st level cleric.
  Cleric Spells (OPTIONAL) If there is a desire on the part 
  of the Labyrinth Lord to have spell-casting paladins, then 
  they may want to adopt this optional rule: Starting at 9th 
  level, paladins may cast clerical spells as a cleric of 8 levels 
  lower. They reach their maximum number of spells and their 
  maximum spell level (4th level cleric spells) when a paladin 
  reaches 17th level. Paladins do not receive bonus spells from 
  high Wisdom scores. 
  Paladin Level Progression
  Experience
  Level
        Hit Dice (1d8)
        
        0 
     
     1 
       
  1
    
     2,501 
     2 
      
  2
    
     5,001                    
     3           
  3
   
   10,001 
     4 
      
  4
   
   20,001 
     5 
      
  5
   
   40,001 
     6 
      
  6
   
   80,001 
     7 
      
  7
              160,001 
     
     8 
      
  8
              310,001 
     9 
      
  9
              460,001 
    10 
        +2 hp only *
              610,001 
    11 
        +4 hp only *
              760,001 
    12 
        +6 hp only *
              910,001 
    13 
        +8 hp only *
           1,060,001 
    14 
       +10 hp only *
           1,210,001 
    15 
       +12 hp only *
           1,360,001 
    16 
       +14 hp only *
           1,510,001 
    17 
       +16 hp only *
           1,660,001 
    18 
       +18 hp only *
           1,810,001 
    19 
       +20 hp only *
           1,960,001 
    
    20
       +22 hp only *
  •
  Hit point modifiers from constitution are ignored
  5
  
  Delving Deeper 
  Paladin
  Labyrinth LordTM is copyright 2007, Daniel Proctor. Labyrinth LordTM and 
  Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These 
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  6
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Classes/Delving Deeper Classes for Labyrinth Lord/Delving Deeper Paladin (LL).pdf