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PostSubject: Paladin   Paladin Icon_minitimeThu Feb 25, 2010 6:28 am

Circle of power (5):
If the paladin has a holy sword, he can project a circle of power 10' in diameter. This circle dispels hostile magic at a level equal to the number of times this skill is purchased.

Curative (10):
Cure diseases of all types once a week for every level of this skill purchased. (This ability is ineffective against lycanthropy.)

Detection (5):
Detect evil monsters or creatures up to 60' away by concentrating. A paladin can do this as often as he wishes, but each use takes one round.

Faithful mount (5):
The paladin can summon a special steed. This faithful steed might not be a horse—it may be any creature the DM deems appropriate. This steed is bonded to the paladin. However, this steed does not simply appear when called. The paladin likely must find his mount in a memorable way, such as on a quest.

Health (5):
Immunity to all forms of disease. (Paladins are not immune to lycanthropy and mummy rot.)

Poison resistance (10):
The character suffers one effect less from poisons.

Priest spells (10):
By purchasing this skill Paladins can purchase Priest spells.

Protection from evil (5):
The paladin has a natural aura with a 10' radius. Within this aura, summoned or evil creatures suffer a –1 penalty to all damage rolls. Creatures affected by this aura know the paladin to be the source of their discomfort.

Resist charm (10):
Paladins with this ability may roll a second check against charm spells if they initially fail.

Magic Resistant (10):
Paladins with this ability gain a 10% magic resistance.

Turn undead (10):
The Paladin can turn undead at a level equal to the amount of skill levels purchased.

Weapon specialization (10):
This paladin can specialize in a particular weapon gaining a plus 1 to damage.
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