Classes

The paladin is a noble and heroic warrior, the symbol of all that is right and true in the world. As holy defenders of the faith, paladins combine the prowess of a warrior with the spiritual strength of a cleric. He has high ideals that must be maintained at all times, and loses his casting ability if he does not remain good in alignment. Many brave soldiers have tried and failed to live up to the ideals of the paladin. It is not an easy task, but for those who succeed there is the reward of the Holy Avenger, a weapon to help smite their enemies.

As a knight trained in the basics of swordplay, the paladin is best suited to wielding swords.

Paladins strictly adhere to good alignment. Transgressions that take them beyond the boundaries of goodness will cause them to fall from grace, and require atonement in order to return to good standing.

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Paladins may learn the following skills: Axe Throwing, Axes, Bandage, Bash, Blind Fighting, Catch, Cooking, Dagger Throwing, Daggers, Dart Throwing, Disarm, Dodge, Draw, Dual Switch, Dual Wield, Extra Attack One, Extra Attack Two, Extra Attack Three, Extra Attack Four, Extra Attack Five, Greatswords, Guard, Hammer Throwing, Hammers, Heroism, Hitall, Kick, Lightning Strike, Maces, Parry, Pole Arms, Read Magic, Rescue, Scan, Spear Throwing, Spears, Spellcraft, Star Throwing, Staves, Stun, Swimming, Switch Opponents, Swordright, Swords, Toss, Track, Unarmed Combat, and Whips and Flails.

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Paladins may learn the following spells: Airy Water, Alignment Ward, Alkar, Armor, Astral Walk, Bless, Calm, Cause Light, Conjure Elemental, Continual Light, Create Food, Create Light, Create Rose, Create Water, Cure Blind, Cure Critical, Cure Light, Cure Serious, Darkness, Darksight, Detect Evil, Detect Good, Detect Invisibility, Detect Magic, Detect Poison, Discern Key, Dispel Evil, Dispel Magic, Earthquake, Ever Darkness, Ever Light, Exorcise, Faerie Fire, Faerie Fog, Flamestrike, Float, Fly, Freedom, Group Cure Critical, Group Cure Light, Group Cure Serious, Heal Minor, Heroes Feast, Holy Word, Know Alignment, Locate Object, Pacifism, Preserve, Refresh, Remove Curse, Remove Paralysis, Remove Poison, Remove Silence, Resist Cold, Resist Fire, Resist Poison, Sanctuary, Scry, Second Wind, Sense Life, Shield, Smite, Strength, Succor, Summon, Sun Ray, True Sight, Turn, Water Breath, Waterwalking, and Word of Recall.

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Paladins may learn the following specialties: Accuracy, Alertness, Ambidexterity, Athletics, Axe Mastery, Back to Back, Brawling, Charisma, Chirurgery, Clarity, Close Quarters, Combat Concentration, Crowd Fighting, Dagger Mastery, Divine Blessing, Double Parry, Gladiator, Greatsword Mastery, Hammer Mastery, Harmony, Heir, Intimidation, Iron Grip, Jack of Trades, Leadership, Mace Mastery, Mêlée Maneuvers, Might Makes Right, Mysticism, Nimbleness, Nine Lives, Packrat, Perception, Pole Arm Mastery, Porter, Prone Defense, Quicksilver, Reason, Recuperation, Repair, Researching, Resilience, Retreat, Righteousness, Serenity, Shield Expertise, Silver Tongue, Spear Mastery, Spirituality, Staff Mastery, Stroke of Luck, Surprise Attack, Sword Mastery, Tactical Awareness, Throwing Expertise, Tolerate Healing, Toughness, Trample, Unarmed Mastery, Valor, Vigilant Rest, Vigor, Whip Mastery, Whirlwind, and Zeal.

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Paladins gain the following abilities at avatar levels:
*Initiate Avatar:Immunity to Charm, Drain, and Paralyze
*Lord of Earth:Stone Skin spell
*Lord of Water:Extra Attack Six skill
*Lord of Fire:High Swordright skill
*Lord of Air:Bladeturn and Shockshield spells
*Elemental Lord:Ability to wield a total weight of 35
*Spiritfinder:Stunned Maneuvers skill
*Spiritmaster:Fanaticism skill
*Lord of Spirit:Ability to wield a total weight of 40
*Avatar:Divine Aura spell
*Grand Avatar:Ironguard spell