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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Minimalist Paladin and Ranger rules for B/X aka Old School Essentials
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<blockquote data-quote="Voadam" data-source="post: 9602352" data-attributes="member: 2209"><p>Just for reference here are the powers of the original paladin from <a href="https://www.drivethrurpg.com/en/product/17174/od-d-supplement-i-greyhawk-0e?src=DotD&affiliate_id=17596" target="_blank">OD&D Greyhawk</a>:</p><p></p><p>The paladin has a number of very powerful aids in his continual seeking for good: He can “lay on his hands” to cure wounds or diseases in others (two points of damage for every level the paladin has attained, one disease per five levels, either function performable but one per day). Paladins are not themselves subject to disease. They have a 10% higher saving throw against all forms of attack (excluding melee). Paladins of 8th level and above dispel evil (spells, undead, evil enchanted monsters, and the like) simply by ordering it hence, and they detect all evil at a range of 6”.</p><p>Paladins with any form of “Holy Sword” are virtually immune to all magic (see MONSTERS & TREASURE, MAGIC & TREASURE, Swords).</p><p>The paladin may at any time he chooses obtain a horse which is likewise gifted, but he may never obtain a second within ten years of the first, so if one is killed it is not automatically replaced. The paladin’s horse is a Heavy, with Armor Class 5, Moves 18”, has 5+1 Hit Dice, and high intelligence.</p><p></p><p>8th level dispelling evil at will is the surprisingly kick butt capstone one for me. Also any form of holy sword, not just a specific individual type of magic sword is more promising than the 1e version.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9602352, member: 2209"] Just for reference here are the powers of the original paladin from [URL='https://www.drivethrurpg.com/en/product/17174/od-d-supplement-i-greyhawk-0e?src=DotD&affiliate_id=17596']OD&D Greyhawk[/URL]: The paladin has a number of very powerful aids in his continual seeking for good: He can “lay on his hands” to cure wounds or diseases in others (two points of damage for every level the paladin has attained, one disease per five levels, either function performable but one per day). Paladins are not themselves subject to disease. They have a 10% higher saving throw against all forms of attack (excluding melee). Paladins of 8th level and above dispel evil (spells, undead, evil enchanted monsters, and the like) simply by ordering it hence, and they detect all evil at a range of 6”. Paladins with any form of “Holy Sword” are virtually immune to all magic (see MONSTERS & TREASURE, MAGIC & TREASURE, Swords). The paladin may at any time he chooses obtain a horse which is likewise gifted, but he may never obtain a second within ten years of the first, so if one is killed it is not automatically replaced. The paladin’s horse is a Heavy, with Armor Class 5, Moves 18”, has 5+1 Hit Dice, and high intelligence. 8th level dispelling evil at will is the surprisingly kick butt capstone one for me. Also any form of holy sword, not just a specific individual type of magic sword is more promising than the 1e version. [/QUOTE]
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Minimalist Paladin and Ranger rules for B/X aka Old School Essentials
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