Paladins
This is a list of the special abilities possessed by the various types of paladins on Gaia. Paladins on Gaia
retain the prerequisites of Strength 12, Constitution 9, Wisdom 13, and Charisma 17. Paladins are restricted
to human characters. Each type of paladin has a specific alignment and deity requirement, as well.
Paladins of Gaia are not the same as paladins in the standard AD&D game. The paladins of Gaia are
specialized holy warriors of an individual god, but are not cast in the 'crusading' mold of the standard
paladin.
Defender
Defenders are paladins of the god Martikar. Defenders believe that justice is the highest principal, and work
towards righting wrongs and defending the weak individually, and in groups. Defenders tend to work with like-
minded individuals. Defenders must be Lawful Good. Defender abilities, powers, and requirements are:
- Detect evil 60'.
- +2 Bonus on all saving throws.
- Immunity to non-curse disease.
- Heal 2 points/level by laying on hands.
- Cure non-curse diseases, once per week per 5 levels.
- Aura of protection from evil, 10'
- Use of a dedicated Holy Sword
- Turn undead as a priest 2 levels lower.
- Call upon a warhorse at 4th level.
- Cast priest spells at 9th level.
- May not possess more than 10 magic items.
- Never retains wealth.
- Must tithe 10% of their wealth.
- Does not attract a body of followers.
- May only employ lawful good henchmen.
The defender is essentially the same as a standard AD&D paladin.
Malaficer
Malaficers are paladins of the god Orantos. Malaficers work towards increasing the power of their evil
and hateful god on Gaia. Chaotic malaficers tend to cause most of the open damage, while lawful malaficers
work in groups to bring evil to the world in an organized fashion. Malaficers tend to be rare, even for
paladins, but cause problems all out of proportion to their numbers. Malaficers may be of any evil alignment.
The malaficer's powers and restrictions are as follows:
- Detect good 60'.
- +2 Bonus on all saving throws.
- Immunity to non-curse disease.
- Cause 2 points/level by laying on hands.
- Can use hypnotism (like the spell), once per day/2 levels.
- Aura of protection from good, 10'
- Use of a dedicated Unholy Sword
- Influence undead as a priest 2 levels lower.
- Call upon a warhorse at 7th level, which will be a nightmare.
- Cast priest spells at 9th level.
- May not possess more magic items than can be carried.
- Must use wealth to support evil causes.
- Must sacrifice 10% of their wealth to Orantos.
- Does not attract a body of followers.
- May only employ followers of Orantos.
Malaficers are the dark counterparts to defenders.
Lawgiver
Lawgivers are paladins of the god Judicar. They are considered to be champions of law and order. Lawgivers
tend to follow the letter of the law, and consider law to be the greatest product of civilisation. Lawgivers
and defenders have many philosophical differences, but are known to work together in many situations.
Lawgivers must be of lawful neutral alignment. The lawgiver's powers and restrictions are as follows:
- Detect lies, once per turn
- +2 Bonus on all saving throws.
- Immunity to non-curse disease.
- Heal 2 points/level by laying on hands.
- Dispel illusions, once per day/level
- Cast hold person, once per day/level
- Use of a dedicated Holy Sword
- Turn undead as a priest 2 levels lower.
- Call upon a warhorse at 5th level.
- Cast priest spells at 9th level.
- May not possess more than 10 magic items.
- Never retains wealth.
- Must tithe 10% of their wealth.
- Does not attract a body of followers.
- May only employ lawful henchmen.
Lawgivers are fairly rare, about half of the defender's numbers. If a lawgiver ever knowingly breaks the law (i.e.
theft, etc.) he or she will be stripped of their powers. Fallen lawgivers are often punished severely as a way to
ensure others follow the path of law.
Chaos Lord
Chaos Lords are the paladins of Mallas. Chaos lords seek to overthrow the bastions of law and goodness in the
world. Chaos lords are the rarest of the paladins, partially because they are not very organised, but mostly
because they are hunted down in most societies, including evil ones due to their nature of backstabbing and
treason. Chaos lords may be chaotic neutral or chaotic evil. The chaos lord's powers and restrictions are
as follows:
- Cast dispel magic, once per day
- +1 Bonus on all saving throws.
- Immunity to non-curse disease.
- Cause 2 points/level by laying on hands.
- Cause disease, once per week/5 levels
- Cast curse, once per day/level
- Use of a dedicated Unholy Sword
- Influence undead as a priest 2 levels lower.
- Call upon a warhorse at 6th level, which will be a nightmare.
- Cast priest spells at 9th level.
- May not possess more magic items than can be carried.
- Must sacrifice 50% of their wealth to Mallas.
- Does not attract a body of followers.
- May only employ chaotic neutral or chaotic evil followers.
Chaos lords are pretty much chaos incarnate.
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