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Saurial Paladin (Warrior Kit)[]

Saurial paladins are a rare exception to the inability of nonhumans to become paladins. Saurials come from an alternative setting in which they are the equivalent of humans. While many of the abilities of the saurial paladin are like those of human paladins, the significant differences will be detailed here.

Among humanoid races that are of good alignment, saurial paladins are respected and even revered. Among savage lizard man tribes they may viewed with awe or hostility. The reaction of advanced lizard man tribes will also vary, but to lesser extremes. The evil humanoid races consider saurial paladins with as much malevolence and loathing as they do human paladins.

Requirements: Only finhead saurials can become saurial paladins. Finhead saurials adopting this kit must meet all of the requirements necessary to become paladins, as given in the Players' Handbook.

Role: Saurial paladins are respected and honored members of saurial society. They are noble and heroic, the symbol of all that is good and true. While many of these holy warriors remain in saurial territory to help protect it from the evils of the world, a few decide to take the battle to the enemy — crusading to whatever locations where the forces of evil hold sway. Saurial paladins are humble servants of good, quietly doing whatever they have to in their personal war against evil. They are not braggarts or boasters (in fact, they are mute) and few press the tenets of their beliefs upon those who do not want to hear. However, in the presence of true evil, saurial paladins are quick to respond with whatever force is rnecessary, often taking bold chances and fighting against great odds to achieve their objectives.

Weapon Proficiencies: Saurial paladins are not restricted in weapon use, but a sword proficiency must be taken at first level. See then section on saurials for penalties for the use of non-saurial weapons.

Nonweapon Proficiencies:

  • Bonus Proficiencies: None.
  • Recommended, General: Direction sense, etiquette, heraldry, riding (land-based).
  • Recommended, Warrior: Any except wild fighting.
  • Recommended, Priest: Ancient history, healing, reading/writing, religion.
  • Forbidden: Wild fighting. This proficiency cannot be taken at any time.

Equipment: Saurial paladins can purchase any type of armor or equipment. They must also acquire the holy symbol of the power they serve before beginning play.

Special Benefits: Saurial paladins have the following special abilities:

  • +2 bonus to all saving throws;
  • immune to all diseases;
  • can "lay on hands" to heal 2 hit points of damage per level per day;
  • can cure disease once per 5 levels of experience per week;
  • has an aura of protection, 10' radius;
  • can turn undead as a cleric of two levels less than level of the paladin;
  • can wield holy swords with all the benefits available to paladins;
  • at 9th level, can cast clerical spells as a 1st level spell caster (see the paladin description in the Player's Handbook for details);
  • instead of being able to detect evil, they have the innate ability to know alignment up to three times per day.

Special Hindrances: Saurial paladins do not radiate protection from evil, they cannot turn undead, and they cannot use clerical spells. All of the strictures that apply to paladins apply to saurial paladins, as listed in the Player's Handbook. Like all saurials, saurial paladins do not speak.

Wealth Options: Saurial paladins initially receive 4d4 x 5 gp to purchase equipment.

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