The Druid Paladin

     The Druid-paladin is a combined sub-class of the Druid(cleric class) and the Paladin (fighter class). The class is dedicated to the protection of  Earth and all things associated with nature, including humans and humanoid races. The class is similar to the Oriental Sohei (see oriental adventure handbook).
     To become a Druid-paladin a character must have a strength of no less than 14, a minimum intelligence of 11, a wisdom of 15 or more, a minimum constitution of 12, and a charisma of 17 or higher.
Benefits of being a Druid-Paladin

*Detect evil. At will up to 6ofeet. Requires full concentration.

*Detect undead or evil plant life/anti-life. Within 100feet. This is an unconscious detection.

*Makes all saving throws at a +1. Saving throws involving natural poisons or elements (fire,lightning) are made at a +3.

*Immunity to all forms of disease.

*The ability to "lay on hands" once a day per level, healing 1pt of damage per level of experience.

*The ability to cure disease of any sort, natural or magical in nature. This ability may only be used once a week.

*A druid-paladin never ceases his or her training in the combat arts, because of this their primary combat stats are always raising. At first level the character roles 2die10 and adds that as percentage points to her strength,constitution, and dexterity scores. Every level there after the character rolls and additional 2die10 and adds that to the percentage. Once the percentage reaches 100% the stat is raised to its next highest level and the process is started anew.

*At first level the Druid-Paladin may learn animal languages, and gains one additional per 3levels.

*Upon reaching 3rd level a Druid-paladin may choose one of the following special druidical powers. Identify plants; Identify animals(tracks); Identify pure water; Pass without trace through any overgrown area.
They may choose an additional power per level after 3rd.

*At 5th level a Druid-Paladin gains the power to turn undead as a first level cleric.

*Apon reaching 4th level a Druid-Paladin may call for her "Holy mount" or "Holy companion". The creature is extra ordinary having a bonus of +2hitdice; +2 armor class; and a standard human intelligence. The animal communicates telepathically with the paladin. If the creature is lost another will appear within seven days to join the Paladin.

*If a Druid-Paladin wields a weapon comprised of natural elements. IE wood, stone, flint,shale,bone.
Then she/he may strike as a +1magical weapon for purposes of hit and damage.

*If a Druid-Paladin is engaged in combat on natural terran (forest,swamp, mountians) and that terran has not been carved or modified by any non-natural means;
then the Druid-paladin may draw strength from the land and Fight into negative hitpoints.

The following strictures apply to Druid-Paladins.
*They may never retain wealth exceeding what is needed to survive. 10-100gold pieces.
*They may never retain more than 14 magical items.
This may never exceed; Armor, 1suit….(natural armor only)
Natural armor consists of leather, or magical wood.  Shield, 1, Weapons, 4, and 2(natural made weapons)
          Other, 4, and 2(druidical items)

Druid-Paladin experience table.
Experience points    Level   die12 HP         Title
000000000000000               1                    1          Aspirant Warrior
3,000                                       2                    2                Warrior
6,000                                       3                    3          Glade Keeper
16,000                                     4                    4          Forest Guardian
32,000                                     5                    5          Earth Defender
69,000                                     6                    6          Stream Warden
140,000                                   7                    7          River Knight
300,000                                   8                    8          Forest Knight
900,000                                   9                    9          Druid Warrior
1,250,000                                10                 10         Druid Knight
2,800,000                                11                 11          Druid Paladin

*it requires 500,000 exp for every level beyond 11th.
*Druid-Paladins gain +4 hitpoints per level after 11th.

Spell progression
               Druid spell level
Level     1     2     3     4     5     6
4                 2
5                 3
6                 3          1
7                 3          2          1
8                 3          3          2         1
9                 3          3          3         2          1
10               3          3          3         3          2         1
11                4          4          4         4          3         2


Class Written by Kenneth Haun