Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
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Level 1: +1 to hit per 6 levels (round up) with mounted lance, and +1 damage per level with lance.
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Level 1: Free Riding (land-based) proficiency (1 slot).
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Level 1: Immune to Fear; Protection from Fear 10'r
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Level 1: Resistance of 23+2*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast.
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Level 1: Can operate at negative hit points equal to 1st lvl Cavalier hp total. (Cannot be offensive in this state)
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Level 1: Effective Chr with warriors of lesser level than the cavalier is increased by the level difference (maximum bonus = 5).
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Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
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Level 1: Detect Evil (Range 60', requires 1 mental action) as the spell, except the evil creature must have evil intent in order to be picked up as an evil creature. This may done as often as the paladin wishes.
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Level 1: Immunity to all forms of natural (non-magical) disease.
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Level 1: Lay on Hands: Cure 2 hit points per level (Range T, uses 1 mental), once per day. This curing ability may be divided between two or more creatures, and does function on outer planar targets.
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Level 1: Cure Disease: can be done once per week per 5 levels (round up).
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Level 1: Protection from Evil 10'r (continuous, but may be lowered).
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Level 1: Turn Undead as a cleric of 2 levels lower.
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Level 1: +3 on all saving throws; not cumulative with paladin, cavalier, or knight bonus.
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Level 1: +2 saves vs. Illusions (is cumulative with +3 save ability above)
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Level 1: Cannot retain more than 10 magic items (2 armor, 4 weapons, 4 any). (Ignore this restriction)
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Level 1: 10% of all treasure must be given to a religious institution (this is called the tithe). Leftover wealth not spent is also donated. (Ignore this restriction)
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Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
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Level 3: Effective Charisma with lower level warriors increased by level-1.
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Level 3: +1 to hit per 3 levels (round down) with any one type of sword (Cavalier's choice).
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Level 3: +1 Str, Dex, or Con (replaces percentage rules)
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Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
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Level 4: The paladin may call upon a special war horse (which is treated as a mage's familiar). Possible mounts include the following: War Horse, Pegasus/Unicorn, Dragon Horse, Dragon, Opinicus, and Ki-Rin.
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It takes 17-24 hours for the mount to arrive, and the Hit Dice of the mount cannot be higher than the paladin's level. If the mount is lost, another can be called after the paladin spends 1 week praying (but no more than 2 mounts can be employed in a single decade).
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Level 5: +1 to hit per 5 levels (round down) with mace, flail, or military pick (Cavalier's choice).
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Level 6: +1 Str, Dex, or Con, must be a different stat from the one picked at Level 3
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Level 7: Free Riding (air-based) proficiency (1 slot).
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Level 9: +1 Str, Dex, or Con, the last stat not picked from the Level 3 and Level 6 picks.
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Level 9: Automatically gains 1 XP per year per follower if sets up a stronghold.
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