Paladins

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The world of Alamsa contains many gods, and many alignments. Why, then, should only the Lawful Good gods get to have all the fun?
The following rules are an addition on to the Paladin class that allows players to play paladins of any alignment.
Basic Rules:
All paladins, regardless of creed, follow the same basic principles. They all have the attack bonus, saving throws, and skills of a D&D3E paladin. Where they differ is in their special abilities and spell list. Based on their alignment, different paladins will have different abilities, and although the total number of spells that a paladin can cast is the same regardless of alignment, their spell lists vary somewhat. Similarly, each alignment has its own code of conduct that its paladins must follow. As it stands, there are no true neutral paladins - I couldn't make the list work. If you can, feel free to send it to me.

Feel free to modify these codes based on your own world and gods.

Spell Modifications: The Bless Weapon spell has been renamed Bless Weapon against X (Good, Evil, Law, or Chaos). Lawful Good Paladins have Bless Weapon against evil. When dealing with a variant, consider it to be the same spell, but against good, lawful, or chaotic creatures.

Neutral Good Paladins
Chaotic Good Paladins
Lawful Neutral Paladins
Chaotic Neutral Paladins
Lawful Evil Paladins
Neutral Evil Paladins
Chaotic Evil Paladins

Also note that abilities not marked with an asterix are described in the Paladin section in the Players Handbook. Abilities marked with an asterix are explained beneath the Special Abilities section.

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