Paladin

Paladin
Ready to serve, paladins can defend their allies with sword and shield, or they can wield massive two-handed weapons against their enemies. The Light grants paladins additional power against the undead and demons, ensuring that these profane beings corrupt the world no longer.

Paladins are not only zealots, but also guardians of the righteous, and they bestow blessings on those the Light would shine upon. The Light radiates from paladins, and worthy allies who stand near them are emboldened by its power.

Role: Paladins are the virtuous defenders of the weak, and tireless, unfaltering enemies of the undead. Mixing elements of the warrior and the clerics of the Holy Light, the paladin is a tough melee fighter. The tradition of the Holy Light is unique to a few of the Alliance races (humans, dwarves, and draenei) and the blood elves of the Horde.

Alignment: Lawful Good.

Race:  Human, Dwarf, Dranei, Blood Elf

Hit Die: d10.

Class Skills
The paladin's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal  (Wis), Knowledge  (nobility) (Int), Knowledge  (religion) (Int), Profession  (Wis), Ride  (Dex), Sense Motive (Wis), and Spellcraft  (Int).

Skill Ranks per Level: 2 + Int modifier. See Also: Paladin Specilization

Weapon Proficiency: Axes, Swords, Maces, Polearms

Armor Proficiency: Cloth, Leather, Mail, Plate (at level 8), Shields (not towershields)

Loss of Power
Paladins must be good or will lose all Light-given abilities if they ever willingly commit an evil act, becoming ex-paladins. Atoning is usually a long and difficult process.

In exceptional circumstances paladins may act unlawfully if they are certain it is for the greater good, but they must never work for unjust or evil causes knowingly. Since paladins believe in honesty, honor, and loyalty, even pretending to support what they know is an unjust cause in order to bring down a greater evil is heavily frowned upon.