There are some opportunities to customize with weapon specializations and non/weapon proficiencies and spell selection / focus. My two cents, which mirror a lot of what is said, is that AD&D classes are generally 'one' build. Paladins in Ravenloft are quite fun for example. Many AD&D 2e settings 'tweak' Paladins a bit. It's AD&D so abilities tend to be a bit more vague and come online slowly. I recommend talking to your DM and making sure you're both going to have fun and not feel like it's an OP character or stuck in a straightjacket.Īs for mechanics, other than getting a copy (original, reprint, or PDF) of the rules you're using, I wouldn't sweat it too much. A lot of AD&D era gaming was based around the Paladin being a 'strong' character, so many (not all) DMs really leaned on the 'morality clause' built in to the class to keep the Paladin in line.Ī 'fallen' Paladin in these rules is not the Blackguard of later editions, but basically an expensive and unoptimized fighter. I would (even moreso than other classes) have a talk with the DM about your character. Keep in mind that if you've qualified for Paladin, you're already pretty well off most likely.
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