The Paladin














SUMMARY: THE PALADIN (REF1)
 

  • Must be LG
  • Must be human (certain races are an exception to this in the DRAGONLANCE campaign)
  • Must have min. STR of 12 (UA: 15)
  • Must have min. INT of 9 (UA:10)
  • Must have min. WIS of 13
  • (UA: Must have min. DEX of 15)
  • Must. have min. CON of 9 (UA: 15)
  • Must have min. CHA of 17
  • If STR and WIS are higher than 15 then add 10% XP
  • Chaotic acts must be confessed
  • Evil acts negates paladinhood-


  • -
    Q: Why does a paladin become a cavalier
    instead of a fighter when he
    loses his paladinhood?
    A: With the appearance of Unearthed Arcana,
    paladins became a subclass of the
    cavalier, not the fighter.
    (144.6)

    Q. Is it possible to have a female
    paladin?
    A. The answer to this one is a definite
    (non-sexist) yes.  The AD&D and
    D&D games systems make no distinction
    between male and female
    characters, although 'he' rather than
    'he or she' is used in the rules.
    <Correction: The Game does make distinctions between the male and the female.>
    (Imagine #14)

    Upon becoming 1st level, a paladin can or is:

  • Detect evil by direction at a 60' range
  • Make all saving throws at +2
  • Immune to all disease
  • Lay on hands 1/day to cure own level *2 in hp
  • Cure disease, 1/week per 5 levels
  • Emanating a protection from evil, 10' radius

  •  
  • Upon becoming 3rd level: Affects undead as a cleric of 2 levels less
  • Upon becoming 4th level, paladin can call for warhorse
  • Upon becoming 9th level, paladin gains use of cleric spells
  • If paladin has a "holy sword," he projects Dispel Magic for 10' at his level.

  •  

     
     
     
     
     
     
     
     
     

    -
    A paladin may not:

  • Retain more than 10 magic items
  • Retain large amounts of wealth
  • Retain non-LG henchmen
  • Associate with non-good adventurers
  • Associate with non-evil neutrals more than once

  •  
  • A paladin must tithe 10% of all income
  • A paladin does not attract men-at-arms

  •  

     
     
     
     
     
     
     
     
     

    S12*, I9, W13*, D6, C9, Ch17
    AL = LG <cf. Heaven>
    A = Any
    W = Any

    <The paladin is a sub-class of the cavalier, and, gains the 11 abilities of the cavalier at level 1.>

    A paladin character is a fighter sub-class, but unlike normal fighters, all <A paladin is a CAVALIER sub-class: see Paladin, UA>
    paladins must begin as lawful good in alignment (q.v.) 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 XP awarded by the DM.

    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 on 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 everafter a
    fighter.

    Q: What happens when paladins lose
    their exalted status? Do they become
    cavaliers or just fighters?

    A: 'Fallen' paladins do become cavaliers,
    but probably disgraced ones, regardless of
    their alignment.
    (136.52)

    The benefits of a paladin are:

    1. Detect Evil: Detect evil at up to 60' distance, as often as desired, but only
    when the paladin is concentrating on determining the
    presence of evil and seeking to detect it in the right general direction.

        Q: Can paladins detect the evil in all
        evil-aligned characters?

        A: The paladin's detect evil ability is like a
        detect evil spell, not a know alignment
        spell. Thus, it can detect the presence of
        evil alignment in other characters (see the
        spell description in the PH,
        page 44) and can even detect the degree,
        nature, and other alignment components,
        as per the DMG, page 41.
        (136.52)

        Q: In an earlier issue, you said a paladin
        ?s detect evil ability works just
        like a detect evil spell, and that it
        could detect evil characters. Isn't
        there a section in the rules that says
        detect evil spells don't work on evil
        characters?

        A: There sure is. Check out the 1st Edition
        DMG, page 60. Evil characters don't always
        radiate evil. Just for the record, I
        didn't actually say that; one of my editors
        did [It was me.--Roger]. While my editors
        are fine people whose timely interventions
        have more than once caught my errors
        before I embarrassed myself in print, the
        shoe was on the other foot this time.
        (156.57)

        <note that the special commentary in the DMG seems to contradict the above answer>

    2. Improved Saving Throws: Make all saving throws (q.v.) at +2 on the dice.

    3. Immune to Disease: Immunity to all forms of disease.

        Q: Will a paladin's immunity to disease
        protect him from the touch of a
        mummy, a harm or cause disease
        spell, lycanthropy, or green slime?

        A: The paladins immunity extends to ?all
        forms of disease? (Players Handbook, page
        22), so (by implication) any disease or
        condition that is cured by a cure disease
        spell cannot be caught by a paladin. Lycanthropy,
        however, may be considered a
        special case, as a cure disease or remove
        curse from a 12th-level cleric is required
        (DMG, page 22), so this condition is as
        much a magical curse as a disease. A previous
        rules question in POLYHEDRON?
        Newszine noted that lycanthropy could be
        caught by paladins for this reason, so this
        ruling shall stand.

        Of course, this still leaves an enormous
        number of things to which paladins are
        immune: normal infections, diseases from
        mummies, the effects of numerous monster
        plants (green slime, violet fungi, etc.)
        ? i.e., anything that can be cured by the
        application of a cure disease spell alone.
        Note that the effects of yellow mold cannot
        be overcome in this manner, as the
        cure disease is applied after the PC?s death
        and in conjunction with another spell.
        Some campaigns may restrict the effects
        of a paladin?s disease immunity to those
        diseases not contracted by magical means
        or from monsters, however.
        (136.52)

        Q: Can paladins become Lycanthropes?
        Are they immune to all disease?

        A: Paladins are indeed immune to all
        forms of disease. Unfortunately for them,
        Lycanthropy is as much a curse as it is a
        disease. The DMG uses an example of a
        paladin contracting lycanthropy and also
        mentions cure disease and remove curse
        as ways of eliminating it.
        -- HJ (Polyhedron #1)

        Q: Why does a paladin?s immunity to
        disease protect him from attack by
        green slime, violet fungi, and other
        plant monsters?

        A: In my opinion, it doesn?t. My editor [me
        again] assumed that since green slime can
        be killed with a cure disease spell, paladins
        must be immune to its effects. However,
        green slime is a monster with the ability to
        destroy flesh, wood, and metal. A disease
        is a malady caused by a pathogenic organism;
        a paladin?s immunity to disease does
        not protect him or his equipment from a
        green slime?s attack, its susceptibility to
        cure disease spells notwithstanding. Similarly,
        a violet fungi?s flesh-destroying attack
        works on paladins, even though cure
        disease spells halt its effects. Furthermore,
        paladins can get infected wounds (if your
        campaign considers them), as these are not
        diseases per se; cure disease spells also
        remove such infections.
        (156.57)

        Q. Can paladins become lycanthropes?
        Are they immune to all disease?
        A. Paladins are indeed immune to all
        forms of disease. Unfortunately for
        them, lycanthropy is as much a curse
        as it is a disease. The DMG uses an
        example of a paladin contracting
        lycanthropy and also mentions the
        spells cure disease and remove
        curse as ways of eliminating it.
        (Imagine #3)

    4. Lay on Hands:

    The ability to "lay on hands", either on others, or on his or her
    own person, to cure wounds; this heals 2 HP of damage
    per level of experience the paladin has attained, but laying on
    hands can be performed but once per day.

    5. Cure Disease: The ability to cure disease of any sort; this can be done once
    per week for each five levels of experience the paladin has
    attained, i.e. at levels 1 through 5 one disease per week, at
    levels 6 through 10 two diseases, at levels 11 through 15 three
    diseases, etc.

    6. Protection from Evil: The continuing emanation of protection from evil (see
    CHARACTER SPELLS) in a 1" radius round the paladin.

    Question: Is a Paladin’s protection from evil in a 1” or 10' radius?

    Answer: According to the PH, a Paladin continually emanates a protection from evil (as per the spell) in a 1” radius around him/her.
    This translates in game distances to 10 yards outdoors and 10 feet indoors. — W. Niebling, J. Ward
    (Correction: 10' indoors and 10' outdoors. The area of a spell is not tripled outdoors, only it's range)

    Q: Can a paladin voluntarily drop his
    protection from evil 10' radius in
    order to fight a devil or other creature
    from the lower planes? The
    illustration on page 23 of the Players
    Handbook would seem to indicate
    that this is possible.

    A: A protection from evil 10" radius from
    any source will not hedge out a creature if
    the caster allows the creature to enter the
    area of effect. Once the circle is so broken,
    the creature can freely attack anything
    within the spells radius. Its attacks, however,
    are still at -2 "to hit," and protected
    creatures still get their +2 bonuses to
    saving throws. The protection from evil
    also continues to hedge out any additional
    creatures not voluntarily brought within
    the radius. If a creature subsequently
    leaves the circle (or the circle shifts so that
    the creature is outside the radius), it may
    not reenter unless the circle is voluntarily
    broken again. It is possible to break the
    circle accidentally, but some DMs may
    warn the paladin or spell-caster if this
    might happen, if the PC is specifically
    trying to avoid this. See Manual of the
    Planes for spell effects on other planes (as
    is the case in that particular illustration you mentioned).
    (137.68)
     

    Q: Will a paladins protection from evil keep ghouls at bay?

    A: Yes, but ghouls are the only undead
    creatures so affected. The paladin (or
    spell-caster) can voluntarily break the
    circle in order to melee the ghoul, but this
    allows the ghoul to return the attack,
    though at the appropriate penalty (see the
    spell's description on page 44 of the Players
    Handbook).

    Furthermore:

    7. Turn Undead: At 3rd level, the paladin gains the power to affect undead and
    devils and demons as if he or she were a 1 st level cleric, and
    this power goes upwards with each level of experience the
    paladin gains; so at 4th level the effect is that of a 2nd level
    cleric, at 5th it is that of a 3rd level cleric, etc.
    (See The Cleric above.)

    8. Summon Warhorse:

    At 4th level - or at any time thereafter - the paladin may
    call for his warhorse; this creature is an intelligent heavy warhorse,
    with 5+5 hit dice (5d8 plus 5 hit points), AC 5, and
    the speed of a medium warhorse (18"); it will magically
    appear, but only one such animal is available every ten years,
    so that if the first is lost the paladin must wait until the end of
    the period for another.

    9. If a paladin has a "Holy Sword" (a special Magic Sword which
    your referee is aware of and will explain to you if the need
    arises), he or she projects a circle of power 1" in diameter
    when the Holy Sword is unsheathed and held; and this power
    dispels magic (see CHARACTER SPELLS, dispel magic) at the
    level of magic use equal to the experience level of the
    paladin.

    10. Clerical Spellcasting: At 9th level (through 20th level) of experience, paladins gain
    the ability to employ cleric spells (q.v.). They may never use
    scrolls of spells, however, except those normally usable by
    fighters.

    Q: At what level do paladins cast
    their spells?

    A: Paladins get their first spell at 9th level
    and are treated as 1st-level casters at 9th
    level, 2nd-level casters at 10th level, etc.
    (137.68)

    Q: Do paladins receive bonus clerical
    spells for high wisdom?

    A: No, only clerics and druids get them.
    (137.68)
     

    The following strictures apply to paladins:

    1. They may never retain more than ten magic items; these may
    never exceed:
     

  • armor, 1 (suit)
  • shield, 1
  • weapons*, 4
  • any other magic items, 4

  •  

     
     
     
     
     
     
     
     
     
     
     
     
     
     
     

    * these include daggers, swords, etc.; and such items as magic
    bows && magic arrows are considered as but 1 weapon

    Q: Can high-level paladins use clerical
    magic items?

    A: No, not unless the clerical item?s description
    specifically says that a paladin or
    noncleric may use it. This holds true even
    for paladins who can cast clerical spells.
    (136.52)

    2. They will never retain wealth, keeping only sufficient
    treasures to support themselves in a modest manner, pay
    henchmen, men-at-arms, and servitors, and to construct or
    maintain a small castle. (Your DM will give details of this as
    necessary.) Excess is given away, as is the tithe (see 3. below).

    3. An immediate tithe (10%) of all income - be it treasure,
    wages, or whatever - must be given to whatever charitable
    religious institution (not a clerical player character) of lawful
    good alignment the paladin selects.

    4. Paladins will have henchmen of lawful good alignment and
    none other; they will associate only with characters and
    creatures of good alignment; paladins can join a company of
    adventurers which contains non-evil neutrals only on a single expedition
    basis, and only if some end which will further the
    cause of lawful good is purposed.

    5. If possible, paladins will take service or form an alliance with
    lawful good characters, whether players or not, who are
    clerics or fighters (of noble status).

    Paladins do not attract a body of men-at-arms to service as do regular
    fighters.
     

    Question: My friend and I had a dis-
    pute about whether or not a Paladin will
    go on an adventure with neutral good characters.
    I say no, because on page 24
    of the Players Handbook it says “...they
    (Paladins) will associate only with char-
    acters and creatures of good alignment.”
    I would like to know who is right.

    Answer: Your friend is right. Neutral
    good is a “good alignment,” just as law-
    ful good and chaotic good are. Although
    a Paladin greatly prefers to associate
    with none other than lawful good char-
    acters and creatures, it also notes on
    page 24 of the PHthat
    “paladins can join a company of adven-
    turers which contains non-evil neutrals
    only on a single-expedition basis.”
     
     

    PALADINS TABLE
    Experience Points Experience Level 10-Sided Dice for Accumulated 
    Experience Points
    Level Title THACO * Saves ** Notes *** Proficiencies NPC XP SCL **** 1 2 3 4
    (-1,500 to -501) 0 1d4 + 1 Horseman 20n 16.17.18.20.19 Start at 0 if not LUC+ 1/1 - - - - - -
    (-501 to -1) 0 2d4 + 1 Lancer 20n ^ Start at 0 if not LUC+ 2/1 - - - - - -
    0 ---- 2,750 1 1 Gallant 20 14.15.16.17.17 WOC 3/2 - - - - - -
    2,751 ---- 5,500 2 2 Keeper 19 ^ - ^ - - - - - -
    5,501 ---- 12,000 3 3 Protector 18 13.14.15.16.16 Turn undead, WOC, Saddle vault ^ - - - - - -
    12,001 ---- 24,000 4 4 Defender 17 ^ Warhorse 4/3 - - - - - -
    24,001 ---- 45,000 5 5 Warder 16 11.12.13.13.14 WOC, Mount SPEED ^ - - - - - -
    45,001 ---- 95,000 6 6 Guardian



    15 ^ - ^ - - - - - -
    95,001 ---- 175,000 7 7 Chevalier 14 (3/2) 10.11.12.12.13 WOC, Ride pegasus 5/4 - - - - - -
    175,001 ---- 350,000 8 8 Justiciar 13 ^ - ^ - - - - - -
    350,001 ---- 700,000 9 9 Paladin (Knight - OSRIC) 12 8.9.10.9.11 WOC, Ride hippogriff ^ - 1 1 - - -
    700,001 ---- 1,050,000 10 9+3 Paladin (10th level) 11 ^ - 6/5 - 2 2 - - -
    1,050,001 ---- 1,400,000 11 9+6 Paladin (11th level) 10 7.8.9.8.10 WOC, Ride griffon ^ - 3 2 1 - -
    1,400,001 ---- 1,750,000 12 9+8 Paladin (12th level) 9 (2/1) ^ - ^ - 4 2 2 - -
    1,750,001 ---- 2,100,000 13 9+10 Paladin (13th level) 8 5.6.7.5.8 WOC 7/6 - 5 2 2 1 -
    2,100,001 ---- 2,450,000 14 9+12 Paladin (14th level) 7 ^ - ^ - 6 3 2 1 -
    2,450,001 ---- 2,800,000 15 9+14 Paladin (15th level) 6 4.5.6.4.7 WOC ^ - 7 3 2 1 1
    2,800,001 ---- 3,150,000 16 9+16 Paladin (16th level) 5 ^ - 8/7 - 8 3 3 1 1
    3,150,001 ---- 3,500,000 17 9+18 Paladin (17th level) 4 3.4.5.4.6 WOC ^ - 9 3 3 2 1
    3,500,001 ---- 3,850,000 18 9+20 Paladin (18th level) 3 ^ - ^ - 10 3 3 3 1
    3,850,001 ---- 4,200,000 19 9+22 Paladin (19th level) 3 (5/2) ^ WOC 9/8 - 11 3 3 3 2
    4,200,001 ---- 4,550,000 20 9+24 Paladin (20th level) 3 ^ - ^ - 12 3 3 3 3

    350,000 XP per level for each additional level above the 11th.

    Paladins gain 3 h.p. per level after the 9th.
    Constitution-based HP adjustments no longer apply after 9th level. - OSRIC

    <>
    * THACO is based on per level progression
    ** Does not incl. +2 paladin bonus
    *** Generally ignore this column if you are not playing with the UA rules. WOC = weapon of choice.
    **** Spell Casting Level.
    NB: Paladins do not gain bonus cleric spells for having high wisdom. This ability is limited to "true" priests, i.e. clerics or druids. - OSRIC
    <>

    <do paladins gain retainers? my guess: no>

    SPELLS USABLE BY CLASS AND LEVEL -- PALADINS
                                           Clerical Spell Level
    Paladin Level 1 2 3 4
    9 1 - - -
    10 2 - - -
    11 2 1 - -
    12 2 2 - -
    13 2 2 1 -
    14 3 2 1 -
    15 3 2 1 1
    16 3 3 1 1
    17 3 3 2 1
    18 3 3 3 1
    19 3 3 3 2
    20* 3 3 3 3

    * Maximum spell ability.
     

    QUESTION: Do Rangers and Paladins cast spells at their level or do they cast them as a first level?
    Would a 9th-level Ranger cast a spell as a 1st-level MU or would he cast it as a 9th-level Magic-user?

    ANSWER: He would cast it as though he were a 9th-level Magic-User.
    I don’t agree with this, but I am informed that it is correct.
    I still think they should cast spells as a 1st-level Magic-User.
    (Correction: Rangers and paladins cast at 1st level when they first gain the ability to cast spells. See here.)
     

    Question: Do Paladins and Rangers have to have special gods to pray to in order to obtain their spells?
    Do their gods have to be patron gods of Paladins and Rangers?

    Answer: No.
    The only absolute restriction on the selection of
    a deity by a Paladin or Ranger is based on alignment -- that is,
    the character’s god obviously cannot be of an evil nature. While
    a Paladin could be expected to only pay homage to a lawful
    good deity, in general it would be possible for a Ranger (for
    example) of neutral good alignment to pray to a chaotic good
    deity. — J. Wells
     

    Question: In our town of Terre Haute, there is an eighth-
    level paladin that has a favorite saying, “Repent or Die.” On one
    occasion he pulled back the arm of a captured orc, placed a
    Ring of regeneration on his finger and then ripped his face off.
    When the orc’s face healed, he would do it again. He says he
    has a valid right to do this, because torture was very much a
    part of the inquisition and he is saving the orc’s soul. This
    raises two questions. First, is the paladin still a paladin and if
    not, is he changed forever?

    Answer: Inform the paladin he isn’t one any more. His new align-
    ment is now lawful evil. Paladins tend to frown upon torture of any kind
    for any reason and would not let it be done in their presence, let alone
    do it themselves. Good and the process of law must be followed.
    Everything a paladin does must obey laws of good and thereby insure
    that all are treated fairly and just.
    Granted, a lot of cruel and heartless things have been done in the
    name of religion, but that doesn’t mean that it was good or right. Men
    have always done strange things for even stranger reasons. For the
    paladin to have tortured the orc was an evil act, and therefore he has
    given up the right to be a paladin. I suggest that he not be allowed to
    regain it, either, but if you decide to let him, make sure the quest is long,
    hard, and nearly impossible to accomplish.

    Q: What should a paladin character
    do when he captures an evil opponent?

    A: Let?s say that a hill giant
    (encountered in its lair on a wilderness
    adventure) surrenders to the
    paladin, expecting mercy; can the
    paladin kill it?
    A careful reading of the alignment sections
    of the Players Handbook (pages 33-34) and the DMG (pages 23-25) should be
    helpful here. In your example, any of
    several actions are justifiable in terms of
    the lawful-good alignment ? if the DM
    sees them that way:

    1. The captive giant could be killed
    immediately if it had committed great
    crimes and represented a threat to the
    community at large. Conversely, this could
    be construed as a neutral-evil act in which
    the strong dominate the weak and ignore
    mercy.

    2. The captive giant could be released if
    it has committed no crimes, and if allowed
    to live may remember this kindness and
    become a useful member of society. Conversely,
    this can be construed as a chaotic
    act in which the rights of the individual
    are held higher than the welfare of the
    community at large.

    3. The captive giant could be kept prisoner
    and either forced to work in a manner
    that would contribute to the common
    weal, or it could be educated in the hopes
    that it will change its alignment and
    become good. Conversely, this can be
    construed as a lawful-evil act in which a
    creature is forced to serve the prevailing
    order and conform to another?s interpretation
    of what is right.

    An aside: Is this option actually slavery?
    Slavery was, historically speaking, not
    always considered evil.
    Prisoners of war,
    whether civilian || military,
    were enslaved to make them useful and to avoid killing them in the society of the victorious nation.
    However, deliberate raiding for slaves is evil, and their treatment can easily become evil in any slave-owning society.
    If the paladin in the example meant to force all hill giants to serve
    humanity, then this would be slavery. The
    DM must think his way through considerable
    cultural relativism on this topic, but it
    is recommended in the AD&D game that
    slavery be considered an evil act. In this
    event, prisoners convicted of evil deeds
    and sentenced to hard labor cannot be
    considered slaves.

    4. The captive giant could be forced to
    swear an oath to behave itself and work
    for the common good of humanity (or, at
    worst, to leave humanity alone). This
    could also be held to be a chaotic act if the
    giant?s trustworthiness is questionable.
    Obviously, the paladin must do something
    with the giant. Ultimately, it is up to
    the paladin?s player to decide what should
    be done, and up to the DM to decide if the
    character?s motives were pure or otherwise.
    It is strongly suggested that the
    player and DM take a short halt in the
    game to discuss this, so the PC isn?t unfairly
    penalized for his actions.
    (136.52)

    In my first column I had a question concerning a paladin and his
    sudden alignment change. That letter, like most, was extremely long
    and it did not warrant a whole column. I only printed part of that
    section. I, however, see the error of my ways. I should have explained
    that the paladin had done many other evil things before and that
    warranted an alignment change. It was not sudden. It was just that he
    had to be informed that he wasn’t a paladin anymore. If I believed in
    anti-paladins, that is what he would be considered by me.
     

    Question: Can a Paladin put someone to death if the victim is severely scarred and doesn’t want to live?

    Answer #1: Absolutely not!
    The Paladin would try to find a reason for the person to live, if not with the world,
    then shut away doing religious work where those who benefit from the aid would not care what he looks like.
    The Paladin would also do all that he could to see that the
    character did not succeed in taking his own life.


    Answer #2: The "Sage Advice" column in  The Dragon #36  (Vol. IV, No. 10,
    April 1980) contained some interesting questions and answers regarding "good" as related to Paladins and Rangers.
    Let us examine these in light of the foregoing.

    A player with a Paladin character asks if this character can "put
    someone to death (who) is severely scarred and doesn?t want to
    live." Although the  Sage Advice  reply was a strong negative, the
    actual truth of the matter might lie somewhere else. The player does
    not give the name of the deity served by the Paladin. This is the key
    to lawful good behavior in AD&D  terms. Remember that ?good?
    can be related to reality ofttimes, but not always. It might also relate
    to good as perceived in the past, actual or mythical. In the latter case,
    a Paladin could well force conversion at swordpoint, and, once
    acceptance of ?the true way? was expressed, dispatch the new
    convert on the spot. This assures that the prodigal will not return to
    the former evil ways, sends the now-saved spirit on to a  better  place,
    and incidentally rids the world of a potential troublemaker. Such
    actions are "good," in these ways:

    1. Evil is abridged (by at least one creature).
    2. Good has gained a convert.
    3 . The convert now has hope for rewards (rather than torment)
    in the afterlife.
    4. The good populace is safer (by a factor of at least 1).

    It is therefore possible for a Paladin to, in fact, actually perform a
    "mercy killing" such as the inquiring player asked about, provided
    the tenets of his or her theology permitted it. While unlikely, it  is
    possible.
     

    Question: I am a 12th-level Paladin and I want to start a lineage.
    Is this possible?
    Can my Paladin get married, and if so, can he have children?

    Answer #1: Well, most believe that Paladins practice celibacy.
    I firmly uphold this belief and will not allow my Paladin, Guinivere, to marry.
    This is a personal decision, or it can be made by your DM for you.
    Even if they don’t marry, I am quite sure that Paladins are capable of having children.


    Answer #2: Another case in point was that of a player with a Paladin character who wishes to marry and begin a lineage.
    Again, our "Sage Advisor" suggests a negative. While many religions forbid wedlock
    and demand celibacy, this is by no means universal. The key is again
    the deity served, of course. DMs not using specific deities will harken
    back to the origin of the term Paladin and realize that celibacy is not a
    condition of that sort of Paladinhood. Also, although the Roman
    Catholic church demands celibacy of its priests, the doctrines of
    Judeo-Christianity hold matrimony and child bearing and rearing as
    holy and proper, i.e. "good." So unless a particular deity demands
    celibacy of its fighter-minions, there is no conceivable reason for a
    Paladin not to marry and raise children. This is a matter for common
    sense--and the DM, who, if not arbitrary, will probably agree with
    the spirit of  AD&D  and allow marriage and children (This must be a
    long-range campaign, or else its participants are preoccupied with
    unusual aspects of the game. No matter . . .)
     

    QUESTION: Is there an anti-Ranger and an anti-Paladin in AD&D?

    ANSWER: It depends. I say no, but others say yes.
    It doesn’t say that there is an anti-anything in any of the AD&D books.
    If you play straight BtB, there is no anti-Paladin or anti-Ranger.
     

    Question: Is there such a thing as a lawful neutral Pala-
    din? We have a dwarf who is one.

    Answer: No, there is no such thing as a lawful neutral Paladin—
    and, for that matter, there is no such thing as a dwarven Paladin. All
    Paladins must be human and must be lawful good in alignment.
     

    Question: May a Paladin initiate melee or must he/she wait for provocation?

    Answer: Just because a character or creature is lawful good does
    not mean they will allow themselves to be placed in positions where
    they can be taken advantage of. When dealing with beings that are
    not lawful good, they will not only be constantly on their guard, they
    will also deal with them as they would be dealt with by those of other
    alignments. They will not allow a demon the first strike just to be sport-
    ing, or let a band of orcs have the first arrow shots just because they
    are far weaker than the paladin, or let a beautiful neutral illusionist CAST
    a spell on them just because she is a woman (or pretty). The class sur-
    vives because it innately knows how to deal with other alignments and
    not be tricked by the lawless ways of others. — J. Ward, W. Niebling
    l l l
     

    Question: Can paladins contract lycanthropy?
    Question: Will the rotting caused by Demogorgon have an effect on monks of fifth level or higher, since they are immune to disease?

    Answer: Yes, a paladin can become a lycanthrope.
    Answer: Yes, a high-level monk can be affected by Demogorgon’s rot-disease attack.
    The immunity to disease that is enjoyed by paladins and by monks of
    fifth level or higher applies only to “natural” diseases, such as
    those listed in the table on page 14 of the DMG, and not to
    “unnatural” diseases such as those caused by the attack or
    touch of a monster. The same thing goes for the rotting disease
    transmitted by a mummy or the “disease” caused by the spread
    of green slime, for instance.
     

    SA: Paladins & Marriage & Pregnancy
     

    Q: Is it acceptable for paladin characters
    to drink alcoholic beverages?

    A: Whether or not paladins may consume
    alcohol is up to the DM. In making such a
    decision, the DM should consider the
    beliefs and general tendencies of the paladin
    ?s religion. It is also helpful to keep in
    mind that the only beverages which could
    not be infected or spoiled in the Middle
    Ages were alcoholic; the only major teetotaling
    culture in the world at the time was
    the Islamic Middle East. Balance this with
    an understanding of the obvious effects of
    overindulgence, of course; lack of moderation
    was the offense that most concerned
    real-world medieval society.
    (136.52)
     
     

    ADD06 Paladin with Longsword
     
     


    Related Article: Cavaliers and Paladins in the Forgotten Realms



    As for AD&D questions, i find them pretty tedious, as the game system is out of print and not supported by any publisher. That said, I'll respond briefly:

    Paladins are indeed meant to be the bravest, most loyal, and purest of knights. If there is societal proscription against something, including a knight using a bow, then a paladin would not do so unless it was to save the life of some honored figure, such as his liege lord. that duty would likely over-ride his honor. another example is the killing evil prisoners that have surrendered and asserted a change of alignment to the paladin's own. This is not generally unacceptable, for that act assures the former lost ones will go on to a better reward in the after life and no returning to their evil ways.

    - Gary
     


    Gary,

    I had a situation come up. The group had been ambushed by a group of Ogres, and managed to fight them off and capture the remaining one. They questioned it(By tying it upside down and hanging it by its feet from a tree.) They learned that it was part of the assualt group that had just attacked a keep some days before. And this PC group was part of the defense of the keep. The paladin in the group, once finding out that no more harm will come from this tribe. That this is the last ogre, decides to execute the Ogre. Their mission is to get to the highfolk, and thus they dont have time to drag a ogre to authorities. Its clear the ogre will only slow them down. The Dwarf who was doing the questioning, gets pissed at the Paladin for jumping in and finishing off his prisoner. Walks over to the Paladins horse and ...

    Phoebewedh walks over to Ivric's horse and slits its throat.
    "Don't tarry when you run to catch up with us.
    If you ever so much as interfere with my prisoners again I will gut you like a pig and feed you to my boar. " he says to the paladin.

    I explain to the character that this is not a good act(the dwarf.), I am thinking that he needs an alignment change to CN from this act. Furthermore killing a Paladin of Heironeous's warhorse isn't going to sit lightly with the paladin, and likely a duel to the death will take place here. What would you do in htis situation(the dwarf is CG).
     


    What would I do as the DM in the above situation?

    I'd carefull referee the combat between the paladin and dwarf, for the former surely must not allow such an affront to occur or else lose his paladin status 

    BTW, I'd give the paladin a +1 to both hit and damage his opponent due to rage at the foul act of sttacking a horse.

    Cheers,
    Gary
     

    <>
    So...

    That is wasn't the paladin's warhorse makes the matter less serious, but only marginally so. the paladin's honor was besmirched by the dwarf, and as the DM I would call that to the attention of the player of the paladin if there was less than great umbrage taken.
    To allow the incident to pass without punishing the offending dwarf would be a dark stain on the honor of the paladin.

    Paladins are not stupid, and in general there is no rule of Lawful Good against killing enemies.
    The old addage about nits making lice applies.
    Also, as I have often noted, a paladin can freely dispatch prisoners of Evil alignment that have surrrendered and renounced that alignment in favor of Lawful Good.
    They are then sent on to their reward before thay can backslide 

    Cheers,
    Gary
     

    <>
    An eye for an eye and a tooth for a tooth is by no means anything but Lawful and Good.
    Prisoners guilty of murder or similar capital crimes can be executed without violating any precept of the alignment.
    Hanging is likely the usual method of such execution, although it might be beheading, strangulation, etc.
    A paladin is likely a figure that would be considered a fair judge of criminal conduct.

    The Anglo-Saxon punishment for rape and/or murder of a woman was as follows:
    tearing off of the scalp, cutting off of the ears and nose, blinding, chopping off of the feet and hands, and leaving the criminal beside the road for all bypassers to see.
    I don't know if they cauterized the limb stumps or not before doing that.
    It was said that a woman and child could walk the length and breadth of England without fear of molestation then...


    Chivington might have been quoted as saying "nits make lice," but he is certainly not the first one to make such an observation as it is an observable fact.
    If you have read the account of wooden Leg, a warrior of the Cheyenne tribe that fought against Custer et al., he dispassionately noted killing an enemy squaw for the reason in question.

    Cheers,
    Gary
     
     


    Elfdart wrote:
    Because there's so much contention over what is Good, what was Good and what might be Good, I always make it clear from the outset what would be allowed from a Paladin.
    There's a big difference between a lawful execution and a lynching.
     


    A paladin is qualified to be judge and jury--assuming he is acting according to the oath he took to gain his status.


    Elfdart wrote:
    If I'm going to have a Paladin in the group, I make sure he is given the legal power to dish out justice (like US marshalls used to) and the right to try and string up bandits and the like.
    This way he is being both Lawful and Good.


    That is logical and correct in my estimation.


    Elfdart wrote:
    As I wrote earlier, I don't believe in putting PCs in the position of "What do we do with all of these baby goblins now that we've killed the adults?".
    I simply don't include them, or contrive some reason why the PCs don't have to deal with them.
    In other words, I don't put PCs in the position where doing an FRPG William Calley is an option.


    An astute manner of managing such a dilema.

    Cheers,
    Gary
     
     


    Quote:
    Also pertaining to Rangers, if they cast a spell like Animal Friendship, and they are say 12th level, is the Hit Die that the Ranger can get based on his Ranger levels, or only the levels he was able to start casting druid spells?

    Thanks
     


    Spells are case as 1st level when they are initially included in the capacity of a class.
    Thus, the levels of non-spell-casting sort are ot counted.

    Cheers,
    Gary
     

    Quote:
    Originally posted by CrusaderX
    Gary, I'm curious about your thoughts on the D&D (or AD&D) Paladin class. Many gamers see the Paladin's Lawful Good alignment restriction as an essential part of this class. Other players, however, have no problem with allowing Chaotic Good Paladins, Lawful Evil Paladins, and Paladins of any and all alignments.

    Do you think that the Paladin's Lawful Good alignment restriction is an appropriate, or even an essential, element of this class? I myself am all for having "Holy Warriors" of all alignments, but I've always viewed the "Paladin" title as being uniquely bound to the service of both Law and Goodness. Maybe I'm just a traditionalist.

    Also, from where did the class concept originate? Is it true that Poul Anderson's Three Hearts and Three Lions story is one of the main influences of the AD&D Paladin?

    Thank you for your time, good sir! This is indeed a wonderful thread.
     


    Welcome CrusaderX.
    Pleased to be of service...and to have a bit of fun in so doing.

    As far as I am concerned, the Paladin is Lawful Good--perior.
    The class takes vows, swears an oath, and then follows it. <note: ceremony: special vows is an option>
    The concept is drawn from some legend--Authurian--and some quasi-legend--the paladins of Charlemaine plus the code of chivalry as it was written, more honored in the breach than the keeping. As described in the game system, any characyer that was of paladin class would cease being so immediately his vows were broken.

    Playing a proper paladin is often mishandled also. They are not stupid per se, only bound by oaths. For example I did allow paladins to slay dangerous prisoners if those individuals renounced Evil. In such a state of grace, killing them is actually a Good act, for they will then go on to a better life in another world instead of being sent to some dark and dismal plane to suffer for their ways after death. While a paladin will fight to the death if necessary, they are not usually bound to suicidal valor for no pirpose.

    Anyway, while Poul Anderson in his excellent THREE HEARTS & THREE LIONS was treating Oiger the Dane as his protagonist, that work was not the source for the paladin class.
    I did borrow a good deal from the troll he had in the yarn though

    Cheers,
    Gary

    Quote:
    Originally posted by ColonelHardisson
    Three Hearts and Three Lions didn't inspire the paladin? Wow. I always thought it did. Another urban legend dispelled.
     


    Well that's the way it goes

    In truth I was using the older sources for the model of the paladin, and the 12 Paladins of Charlemaigne was my main inspiration.
    Of course it didn't hurt that I had been told the story of Roland at about age three...
     

    Paladin's Detect Evil Power


    Howdy Ken 

    Well, as the Paladin is supposed to be the virtuous warrior wholly dedicated to being upright and doing good, the Detect Evil capacity seemed natural.

    I envisaged it as being one that the Paladin must use with active thought, that meaning when he is thus engaged he can be doing nothing else.
    (It was not meant as an automatic sensing device akin to a Geiger counter detecting radiation level.)

    The Evil needs to be an active force such as in a character or a spirit entity or at worst a semi-intelligent monster able to contemplate doing wicked things, or an active magical effect that has a sentient quality that triggers it malign effect.

    Okay, there is is, and don't ask why this isn't quantified thus in the original PHB 

    cheers,
    Gary
     

    Quote:
    Originally posted by Joseph Elric Smith

    So as a follow then why would people think it is rude for a paladin to detect evil? or would they, not that they do IMC, as it is considered part of there make up.
    Ken


    If in the company of gentle folk, certainly belted knights and nobles, for a Paladin to perform a detection for evil is clearly a gross insult to all those present!
    Only if there is ample reason for a devoutly religious person to suspect some malign influence might the act be considered otherwise.
    To do so before a sovereigh head of state, directed at that one, is certainly lesse majeste, perhaps a capital offense.

    Cheers,
    Gary
     


    Quote:
    Originally Posted by LordVyreth
    Second, there has been a fairly lively series of debates on the Wizards boards lately about alignment. A lot of people seem to be very vocal on the issue of alignment, and exactly what a good alignment creature can do to evil or potentially evil creatures. Some even went so far as to suggest it's right to kill all babies of a typically evil race like, say, hobgoblins, just because they'll probably grow up to be evil. Others suggest that detect evil should suffice for immediate punishment, especially for paladins. This could mean a paladin has the right to kill every greedy merchant and pickpocket he sees, just because he detects them as evil, without even witnessing the crime. What is your opinion on how a paladin should react in these and similar situations, or any good creature in general? I could post the links to the debates if you want.


    Alignment was meant primarily as a role-playing tool.
    (Despite what some of the "mature" and "sophisticated" gamers assert, roleplay was indeed a central feature of the AD&D game from the proverbial get-go.) the player was to be guided by it when role-playing his character, and the DM had the same benchmarks to use in judging the PC's actions.

    The debates now make me regret that I ever included the system feature, as it is being taken beyond the pale.
    Better to have the character's actions speak for their ethics and morality than some letter set.

    Rhe main problem seems to be that the players are assuming alignment in a vacuum, without reference to any deities establishing and overseeing the matters concerned with such judgements and actions.
    Bacause the main system fails to provide properly for deities to be active in such matters, abuses of the most eggregious sort take place.
    A paladin is supposed to be the architype of the Christian knight.
    that means focusing on doing right, spreading the word about the faith (in the deity the paladin serves), helping others of goodwill, protecting the weak, etc.
    Judging others not opposing the paladin is quite out of the picture.

    This is a subject that I could write a complete essay on, but it is bootless.
    Let those who publish the system clean up the mess.
     

    Quote:
    Originally Posted by Calico_Jack73
    ... I'd like your view on the Paladin class and the features that make is supposedly "Unplayable".

    Thank you so much for your input Gary.
     


    First, many a Paladin PC has been played, and that done successfully generally following the rules for the class as written.

    Lawful Good does not equate to stupid or foolish, It means the PC must follow the Law as determined by the deity the Paladin acknowledges, and thus promote Good according to that Law.

    As I have pointed out at times, a Paladin might well execute a group of captives after they have converted from their former (Evil) alignment to Lawful Good, for that act saves their sould, prevents them from slipping back into error.

    A Paladin will not normally sacrifice himself, fight needlessly, unless it is a situation where honor and duty demand that.
    Such sacrifice would have to be demonstrably for the betterment of his deity, or else based on anoath the character made prior to the dire situation.

    While in general a Paladin can not lie, that does not mean he must say anything, or can not answer evasively or mislead--if that is according to the tenents of his avowed LG deity.

    A Paladin played by someone that doen not understand the basis of the Code of Chivalry taken to the extreme and attached to religion is likely unplayable, but that's the fault of the player, not the class.

    Yes, I have played a Paladin character, but not for long, as I don't enjoy Lwaful Good characters much--too restrictive for a Chaotic sort of person such as I am 

    Cheers,
    Gary
     

    Quote:
    Originally Posted by Jyrdan Fairblade
    Second, the actual question; what is your concept of the paladin's code? That seems to have been a particularly vexing problem in many campaigns, with paladin's slaughtering baby orcs, or alternately raising orcish children as their own, attacking thieves for the slightest infraction, or being guilty of enormous hubris and arrogance (Which goes against the high charisma required for the class).


    that sounds about right.
    The paladin is modeled on the medieval paladins of Charlemagne, and they were surely a conflicted lot.
    What is and isn't chivalrous and honorable is up to the DM, but slaughtering baby orcs isn't likely to fall into either class.
    Slaughterind adult orcs converted to Lawful Good is likely acceptable, as it sends them on to a better reward, prevents them from backsliding to evil ways.

    Cheers,
    Gary
     

    Quote:
    Originally Posted by NewJeffCT
    To take the paladin thing a bit further, we had a lengthy thread on here a few months back about whether paladins should be chaste/celibate, as in they do not engage in any sexual activity at all. I had started the thread because I was wondering why so many DMs seem to require paladins to be basically sexless when the various Player's Handbooks dating back to 1st Edition do not technically require it.

    When you DM somebody playing a paladin, is this an unwritten part of your paladin code?

    I will say that sex/love is not something that comes up every session in our games, but I was thinking about it a while back when a paladin PC of mine basically stood guard while the rest of the group was visiting our game's equivalent of the Castle Anthrax... And, I am also not saying that the paladin would be wildly promiscuous like a medieval era Wilt Chamberlin, but I could see a paladin in a committed monogamous relationship with a follower of the same deity.


    Where on earth such a notion came from is quite beyond me...and beyond the pale.
    Paladins have no requirement of celibacy, and those of the troubador bent can be unchaste as well.
    How they fare with that is a matter of what deity they honor, of course.

    Cheers,
    Gary
     

    Quote:
    Originally Posted by NewJeffCT
    I think it comes from a time a bit later than Charlemagne - possibly the Templar Knights of the Crusades that aspired to things like celibacy and devotion to God above all earthly pleasures, though it rarely held true in actual practice. (To quote Monty Python & The Holy Grail, "I am Sir Galahad, the Chaste")

    I had mentioned it because I have been playing D&D for over 25 years now and in many different groups and that sort of ideal always seems to be the unwritten rule of paladinhood.


    Well that makes no sense for anyone to do, as the Templars were holy knights and warriors, not paladins.

    As for anything serious based on Arthurian fairy tales, I scoff 

    Cheers,
    Gary
     

    Quote:
    Originally Posted by Gentlegamer
    Yes, but then Lancelot was a Cavalier, not a Paladin! 


    Heh,

    You are interpreting the fabulous to suit your veiw
    Lancelot was a knight as was Galahad, the only potentially celibate knight of the make-believe round table.
    The only named paladins were the knights of Charlemagne such as Roland and Oiger.

    Cheers,
    Gary
     

    Quote:
    Originally Posted by Gentlegamer
    Merely giving my translation of certain literary characters into AD&D terms.  I've always conceptualized the difference between Cavalier and Paladin as that between Lancelot and Galahad. It rather fits, don't you think?

    And of course, Ogier AKA Holger Carlson was the ONLY literary Paladin that exactly fits AD&D terms.


    Who can argue in regards your translating one bit of fantasy into another?...I did that a lot when i designed the game.

    However, I would argue that Roland was a model of the paladin, more so than even Oiger.

    Cheers,
    Gary
     

    Quote:
    Originally Posted by TerraDave
    Roland the model Paladin, and not the Holier then Holy Galahad?? In there best known forms, both are basically the best Knights the French could imagine (country of origin not withstanding)


    Only one small difference...

    There probably was a Roland, and there never was a Galahad.

    cheers,
    Gary
     

    Quote:
    Originally Posted by BOZ
    paladins weren't really supposed to be knights... thus, the cavalier. 
     


    Well, not the typical knight anyway <nervous laugh>

    Ciao,
    Gary
     


    Quote:
    Originally Posted by Deuce Traveler
    Gary, what were the more memorable paladins that you've seen played?
     


    Heh,

    There were only a few played in my campaign, but there were two that were remarkable,

    That played by Don Arndt was the most cautious one I have ever experienced or heard of.
    His behavior was so remarkable that the Artifict, "Invulnerable coat of Arn" was created to jape at such play.

    The most paladin-like PC in the campaign was played by Mark Ratner with Aylerach, a paragon of bravery and virtue.
    He was duped into freeing the demon Fraz-Urbluu from his prison in Greyhawk Castle, the delighted demon carrying both he and Erac back to his home in the Abyss as a reward. Sadly, both of Erac's Vorpal Blades alng with Aylerach's two-handed +5 Holy Avenger turned into useless bars of iron there. Although both PCS were reutrned to the PMP, neither was very pleased with me as their DM for that adventure.


    Gary
     


    Quote:
    Originally Posted by Henry
    That said, have you ever given an opinion on the "Paladin vs. an Orc Baby" scenario before? (Otherwise known as the "would you strangle baby Hitler?" moral question.)


    Not directly.

    If the infant orc was not able to reason, the paladin would not slay it, possibly see to its care somewhere until it reached a state where reason was possible;
    but if and when the immature humanoid was able to reason, the paladin would make it swear its rejection of evil, confess its adherance to LG, and then execute it before it could recant.
    Thus the orc would be guaranteed acceptence in a more benign afterlife.

    Cheers,
    Gary
     

    Quote:
    Originally Posted by rossik
    wow....that really changed my point of view about paladins...very good 

    but in the other questiom, about turning evil dragons to good, the dagon would take much more time to reason, no?

    would he kill in instants a red dragon?

    (btw, love the info about he footlocker!)


    Good Afternooon,

    Note that the "converted" evil humanoid" is quite unlikely to remain so,
    will return to its evil ways,
    so thus the mercy killing by the paladin to assure that doesn't happen.
    It is all for the good of the subject of course.

    The same surely holds true of evil dragons.
    A permanent conversion from the malign is most unlikely, the best outcome likely being a neutral creature with evil tendencies.
    Thus I hold that a paladin will attack on sight any evil monster of that sort...assuming he believes there is a reasonable chance of prevailing.
    Otherwise, the paladin will mark the location to return with a stronger force.

    As for Footlocker nagic items, the class in a new, Grade 13 one, and it contains four progressively more powerful versions of the item. The most potent is reminescent of Luggage. 

    Cheers,
    Gary
     

    Quote:
    Originally Posted by Henry
    Of course there's that sticky problem of the paladin having now chopped down a publicly-declared "good" creature, but I have to admit I can appreciate the finality of the solution. 


    Hi Henry,

    That should pose no problem with those folk of the same persuation as the paladin, as they will understand and agree with that most caring dispatch of a reformed miscreant to a better place.

    Of course those of the same alignment as the "converted" will absolutely hate the deed and its doer.

    Cheers,
    Gary
     

    Quote:
    Originally Posted by dcas
    ...
    A paladin would not have our modern notions of the death penalty. . . . 


    What do you mean by "our"? Some of us are not nancy boys...or the like 

    Cheers,
    Gary
     
     
     
     

    Quote:
    Originally Posted by Geoffrey
    On paladins: I definitely like violent paladins. Remember that in Rob Kuntz's first Maze module one of the PCs is assumed to be a paladin on a mission to assassinate the king! (Puts me in mind of Aquinas's and the Jesuit's justification of killing unjust kings.) My favorite model for a paladin is R. E. Howard's Solomon Kane. No Nancy-boy, he!


    I quite concur in regards paladins.
    Charlemagne's paladins fought the Saracens without mercy.

    Cheers,
    Gary
     


    The paladin was likewise loosely drawn from the Paladins of Charlemagne and the Code of Chivalry.

    Changes in both archetypes were mandated by the game system for which they were designed.
    As they two are quite different archetypes, criticism of these classes on grounds of similarity is fatuois.
    The purpose of each class in the campaign milieu is quite different.

    Cheers,
    Gary




















































    1. SUBCLASS = cavalier
    2. SOCIAL CLASS MINIMUM = LUC (01: LLC to UMC, begin at 0)
    3. ABILITY SCORE MINIMUMS
        STRENGTH = 15 (7d6)
        INTELLIGENCE = 10 (5d6)
        WISDOM = 13 (8d6)
        DEXTERITY = 15 (3d6)
        CONSTITUTION = 15 (6d6)
        CHARISMA = 17 (9d6)
        COMELINESS = 3 (4d6)
    4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE = half-elf, human <level limits for half-elves are not noted in UA>
    5. MULTI-CLASS POSSIBILITIES = none
    6. HIT DIE TYPE = d10 (1d4+1 at 0 level)
    7. MAXIMUM NUMBER OF HIT DICE = 9
    8. SPELL ABILITY = yes
    9. ARMOR PERMITTED = any (A paladin will not wear leather, padded, or studded leather armor, because such garb is beneath the character's station.) <>
    10. SHIELD PERMITTED = any
    11. WEAPONS PERMITTED = any (Similary, a cavalier or paladin will not USE pole arms, missile weapons, or other types of arms that are commonly associated with the lower social classes. See the description of the cavalier class above for particulars.)
        Q: Unearthed Arcana says that cavaliers
        and paladins use pole arms and
        missile weapons only at high levels.
        How high is high enough?

        A: A cavalier or paladin must be proficient
        in all the class?s preferred weapons (<Weapons of Choice>: see
        Unearthed Arcana, page 14) before he can
        become proficient in pole arms, bows, or
        other weapons not on the preferred list.
        (137.68)
    12. OIL PERMITTED = no (The use of oil in personal combat is unacceptable to the cavalier, but such characters may USE oil in siege warfare.)
    13. POISON PERMITTED = never
    14. ALIGNMENT = LG
    15. STARTING MONEY = see Starting Money for Cavaliers
    16. WEAPON PROFICIENCIES = 3*, 1/2 levels (1st: 3, 3rd: 4, 5th: 5, 7th: 6, 9th: 7, 11th: 8, 13th: 9, 15th: 10, 17th: 11, 19th: 12) (Choose from the following list)
    (*Lance (required at level 1), long sword, broad sword, bastard sword, short sword, horseman's mace, horseman's flail, horseman's military pick, dagger, scimitar, and javelin.)
    (Add short composite bow for elven and half-elven paladins)
    17. NON-PROFICIENCY PENALTY = -3
    18. NON-WEAPON PROFICIENCIES = 2, 1/2 levels (1st: 2, 3rd: 3, 5th: 4, 7th: 5, 9th: 6, 11th: 7, 13th: 8, 15th: 9, 17th: 10, 19th: 11)
    19. STARTING AGE = human (17 + 1d4: m21)
    20. COMBAT = F
    21. SAVING THROWS = F
    22. MAGIC ITEMS = F, but no more than 10

    * A 0-level Horseman has 1 WP, A 0-level Lancer has 2 WPs.
    ** 0-level Horseman and Lancers have 1 NWP.

    <line 4: level limit for half-elf paladins?>
    <line 4: UA.14 notes that only gray, dark, or high half-elves may become cavaliers>
    <line 22: add age for half-elf paladins>
    <check above against the errata>

    <origin = Three Hearts &&& Three Lions, by Poul Anderson? not sure about this, check Gary's comments, above>

    <note: there is a limited edition Gary Con "Paladin in Hell" miniature>