Although most of the religious questing knights come from Brettonia, the Empire has their share as well. Besides Warrior Priests and Witch Hunters, Sigmar also has a following of Paladins. These are men brought up worshipping Sigmar as their god and trained to become knights. The greatest and most holy of these men are imbued with gifts of blessing by Sigmar himself. They balance their time between training for battle and praying and offering in Sigmarís temple. Paladins are excellent companions in the dungeons of the Old World, where they are often found on one quest or another in honor of the almighty Sigmar. They are very honest and fair, and will often risk their safety or even their very lives to save a companion. This unfortunately also makes Paladins a little too trusting, and they are often swindled by con-men and other deceitful individuals found in the cities of the Old World. All in all, though, a Paladin of Sigmar is a useful addition to any adventuring party.
The Paladinís first level stats may be found on the battle-level table below. He starts off with Chainmail giving him +1 toughness, a sword causing normal damage, and a relic of Sigmar that allows him entrance into the Shrine (see settlements section).
Training as a knight, the Paladin is a skilled swordsman. He begins the game with +1 to hit when using any sword. His later training grants him +1 to hit with all flails (Maces, Warhammers, and Flails) at battle-level 5 and a further +1 to hit (for a total of +2 to hit) with all swords at battle-level 9.
Paladins will never use any magical treasure unless is it specifically holy or associated with Sigmar in some way (e.g. the Blessed Sword, the Orb of Sigmar, etc.). In battle, Paladins are first and foremost knights, and favor carrying a sword and shield more than any other weapon, even a two-handed sword. If they cannot find a sword, they will almost always have some kind of flail handy. They will always try to aquire the greatest amount of armor they can possibly afford. Paladins may not use axes, polearms, or any missile weapons at all.
While in settlements, a Paladin may visit the Temple of Sigmar (treating "Warhammer" as whatever sword or flail he chooses, and re-rolling a 7), the Shrine of Sigmar (see below), and the Fighting School. He may never go to the Fletcher, the Gunsmith, the Alehouse, the Gambling House, or the Alchemist. He may buy anything in the Armorer or Animal Trader, and everything except beer and a trance stone in the General Store. He can visit the Weaponsmith, but cannot buy any axes, polearms, or missile weapons.
The Shrine is an extension of the Temple of Sigmar. A settlement with a Temple of Sigmar automatically has a shrine, and vice versa. The Paladin may visit both in one day. While at the shrine he may do the following things. Firstly, he can convert gold into experience points---it cannot be spent but it cannot be lost to hazards, either. Secondly, the Paladin can donate magical items to his cause---he gets the experience points equal to the itemís gold value for such a gift.
Paladins not only gain knightly skills and talents as they increase battle-levels, but also are granted special powers by Sigmar himself. The Paladin, at certain levels, may learn spells as the Wizard. There are some differences, though. All Attack spells have +5 added to their casting number, all Defense and Special spells have +3 added, and all Healing spells have +1 added. The Paladin gains spells at 5 different levels, and he treats his spellcasting as a Wizard of that level. His spell-casting level is indicated on his battle-level table in parenthesis after his actual level. For example, a battle-level 5 Paladin has learned 2 sets of spells. He learns his spells as a battle-level 2 Wizard would, and rolls his own die each turn for power and adds 2. The maximum spell level a Paladin can reach is 5 (at level 9), rolling 1D6+5 each turn for power.
Once each adventure, the Paladin may choose a single monster or item of treasure as the object of his quest. If he chooses a monster, he declares any one monster the object of his quest when it is placed on the board. The Paladin gains +1 attacks, and all his attacks are at +1 to hit until that monster dies, provided he attacks no other monster until it is dead. If he chooses a treasure, he may claim any one item of treasure found as the object of his quest and claim it for himself, not matter which party member found it. If he takes this item of treasure to a shrine, it counts for twice its gold value in experience.
Once per turn, the Paladin may throw himself in front of an incoming blow to an adjacent warrior, taking the damage himself and leaving the other warrior unharmed.
Because of his great faith that Sigmar protects his worshippers, the Paladin fears practically nothing and gains +2 to Fear and +1 to Terror rolls.
If the Paladin owns a horse, he treats it as a warhorse and it can never be stolen. If he has a warhorse, he gains +2 rather than +1 to hazard battle rolls, and it also cannot be stolen.
News of the Paladinís many good deeds precede him, and he is no longer required to pay living expenses in Settlements. In addition, he may have one item per settlement at half price.
The Paladin may now turn Undead, rather than fighting them. On a roll of 5+, if he performs no other actions this turn, one group of Undead on the same board-section as the Paladin are given the "Break" attribute listed in the Bestiary (if they already break, then they will all run away automatically). In addition, each member of the group loses 1D6 wounds with no modifiers for anything.
Paladin of Sigmar inspired by Cleric of Sigmar by Colen McAlister, written by Luminos
Shrine of Sigmar created by Colen McAlister