Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Let's Read the AD&D 2nd Edition PHB+DMG!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Iosue" data-source="post: 9505258" data-attributes="member: 6680772"><p>The <strong>Paladin</strong> lays hands on this thread!</p><p></p><p>With the exception of the consolidation of the fighter, paladin, and ranger into the Warrior class group, and the changes noted there earlier in the thread, the 2nd Ed. paladin is essentially the same class as in 1st Ed., with even much of the same text.</p><p></p><p>A character must be human and have a STR of 12, CON of 9, WIS of 13, and CHA of 17. STR and CHA are the prime requisites, and having <em>both</em> at 16 or more gains a 10% to XP. This is a change from 1st Ed., where a paladin needed only a 15 in both to get the bonus. Then come the role-playing strictures that "balance out" the paladin's special abilities: a paladin must be lawful good, and loses their paladin powers if they change alignment. A paladin that knowingly perform a chaotic act must confess his sin to a 7th-level or higher lawful good cleric and do penance (not specified). A paladin that knowingly performs an evil act irrevocably loses all their powers immediately. A paladin who performs an evil act under some enchantment or mind control loses their paladinhood until they complete a quest to atone for this deed. They gain no experience until after this quest is completed. Paladins who lose their paladinhood become regular fighters without weapon specialization.</p><p></p><p>So what are the special abilities of a paladin? They are potent and numerous:</p><ul> <li data-xf-list-type="ul">Detect evil up to 60 feet. 2nd Ed. adds the necessity to concentrate for one round.</li> <li data-xf-list-type="ul">+2 to all saves.</li> <li data-xf-list-type="ul">Immunity to all forms of disease. 2nd Ed. specifically calls out lycanthropy and mummy rot as curses, not diseases.</li> <li data-xf-list-type="ul">Lay on hands once/day for +2 HP of healing per paladin level.</li> <li data-xf-list-type="ul">Cure any disease (but not curses) once a week per 5 levels of experience.</li> <li data-xf-list-type="ul">Aura of protection in 10' radius, giving summoned and evil creatures a -1 to any and all attack rolls.</li> <li data-xf-list-type="ul">Circle of power 30' in diameter that dispels all hostile magic up to the paladin's level when holding a holy sword (details in the DMG)</li> <li data-xf-list-type="ul">Turn Undead starting at 3rd level, as a cleric of 2 levels lower.</li> <li data-xf-list-type="ul">War horse at 4th level, which can be any kind of beast the DM chooses, but must be quested for.</li> <li data-xf-list-type="ul">Cast Priest spells upon reaching 9th level.</li> </ul><p>There are some more-or-less concrete strictures on paladins, relating to equipment, money, and followers.</p><ul> <li data-xf-list-type="ul">Cannot possess more than 10 magic items (1 suit of armor, 1 shield, 4 weapons, and 4 other items).</li> <li data-xf-list-type="ul">Can never retain wealth, and keeping only enough to pay henchman, men-at-arms, and servitors, though the money to build a small castle can be saved (but cannot be given to any other PC or NPC controlled by the player).</li> <li data-xf-list-type="ul">Must tithe to a lawful good charitable religious institution.</li> <li data-xf-list-type="ul">Does not attract a body of followers like the fighter.</li> <li data-xf-list-type="ul">Can only employ lawful good henchmen.</li> </ul><p>2nd Ed. adds a little bit that was not in 1st Ed.: Paladins will cooperate with characters of other alignments as long as they behave themselves. Thieves can be tolerated if they are not evil and trying to reform. The paladin will not abide the company of those who commit evil or unrighteous acts, and stealth in the cause of good is only acceptable as a last resort.</p><p></p><p>I've already ranted about the ability score gating of classes in 2nd Ed. The various role-playing strictures on paladins in 1st Ed. and 2nd Ed. ultimately proved problematic, I think. Paladins dictate party make-up (or else cause intra-party conflict), their questing for atonement or for their warhorse ropes the whole party in, and their restrictions on wealth and followers probably didn't even apply to most games. 3rd Edition would do away with all of these except for the alignment restriction and need to follow a vague code of conduct to keep their powers. 4th Edition would do away with the code of conduct and open up the alignment to any non-evil alignment. 5th Edition would do away with alignment restrictions altogether, restricting them instead by their sub-class oaths, tacitly allowing evil paladins through the Oath of Vengeance.</p><p></p><p>Next up, the <strong>Ranger</strong> and some final thoughts about these somewhat <em>sui generis</em> classes.</p></blockquote><p></p>
[QUOTE="Iosue, post: 9505258, member: 6680772"] The [B]Paladin[/B] lays hands on this thread! With the exception of the consolidation of the fighter, paladin, and ranger into the Warrior class group, and the changes noted there earlier in the thread, the 2nd Ed. paladin is essentially the same class as in 1st Ed., with even much of the same text. A character must be human and have a STR of 12, CON of 9, WIS of 13, and CHA of 17. STR and CHA are the prime requisites, and having [I]both[/I] at 16 or more gains a 10% to XP. This is a change from 1st Ed., where a paladin needed only a 15 in both to get the bonus. Then come the role-playing strictures that "balance out" the paladin's special abilities: a paladin must be lawful good, and loses their paladin powers if they change alignment. A paladin that knowingly perform a chaotic act must confess his sin to a 7th-level or higher lawful good cleric and do penance (not specified). A paladin that knowingly performs an evil act irrevocably loses all their powers immediately. A paladin who performs an evil act under some enchantment or mind control loses their paladinhood until they complete a quest to atone for this deed. They gain no experience until after this quest is completed. Paladins who lose their paladinhood become regular fighters without weapon specialization. So what are the special abilities of a paladin? They are potent and numerous: [LIST] [*]Detect evil up to 60 feet. 2nd Ed. adds the necessity to concentrate for one round. [*]+2 to all saves. [*]Immunity to all forms of disease. 2nd Ed. specifically calls out lycanthropy and mummy rot as curses, not diseases. [*]Lay on hands once/day for +2 HP of healing per paladin level. [*]Cure any disease (but not curses) once a week per 5 levels of experience. [*]Aura of protection in 10' radius, giving summoned and evil creatures a -1 to any and all attack rolls. [*]Circle of power 30' in diameter that dispels all hostile magic up to the paladin's level when holding a holy sword (details in the DMG) [*]Turn Undead starting at 3rd level, as a cleric of 2 levels lower. [*]War horse at 4th level, which can be any kind of beast the DM chooses, but must be quested for. [*]Cast Priest spells upon reaching 9th level. [/LIST] There are some more-or-less concrete strictures on paladins, relating to equipment, money, and followers. [LIST] [*]Cannot possess more than 10 magic items (1 suit of armor, 1 shield, 4 weapons, and 4 other items). [*]Can never retain wealth, and keeping only enough to pay henchman, men-at-arms, and servitors, though the money to build a small castle can be saved (but cannot be given to any other PC or NPC controlled by the player). [*]Must tithe to a lawful good charitable religious institution. [*]Does not attract a body of followers like the fighter. [*]Can only employ lawful good henchmen. [/LIST] 2nd Ed. adds a little bit that was not in 1st Ed.: Paladins will cooperate with characters of other alignments as long as they behave themselves. Thieves can be tolerated if they are not evil and trying to reform. The paladin will not abide the company of those who commit evil or unrighteous acts, and stealth in the cause of good is only acceptable as a last resort. I've already ranted about the ability score gating of classes in 2nd Ed. The various role-playing strictures on paladins in 1st Ed. and 2nd Ed. ultimately proved problematic, I think. Paladins dictate party make-up (or else cause intra-party conflict), their questing for atonement or for their warhorse ropes the whole party in, and their restrictions on wealth and followers probably didn't even apply to most games. 3rd Edition would do away with all of these except for the alignment restriction and need to follow a vague code of conduct to keep their powers. 4th Edition would do away with the code of conduct and open up the alignment to any non-evil alignment. 5th Edition would do away with alignment restrictions altogether, restricting them instead by their sub-class oaths, tacitly allowing evil paladins through the Oath of Vengeance. Next up, the [B]Ranger[/B] and some final thoughts about these somewhat [I]sui generis[/I] classes. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Let's Read the AD&D 2nd Edition PHB+DMG!
Top