Paladin Build — Ruins of Myth Drannor
Paladin build guide for Pool of Radiance: Ruins of Myth Drannor: Lawful Good rules, Charisma, Smite Evil, divine spells, and two-level dips in 2026.
FAQ
What alignment does a Paladin need?
When does a Paladin start casting spells?
How does Smite Evil work?
Can I multiclass Paladin with any Cleric alignment?
Where does a Paladin sit in the party?
Paladins merge Fighter-style martial access with divine support:
- Martial weapons, armor, shields (Original 2001).
- Lay on Hands healing (or harming undead) without spending a spell slot—daily pool = Charisma modifier × Paladin level (Original 2001).
- Smite Evil once per day via Combat Options (C) (Original 2001).
- Turn Undead starting at Paladin level 3, acting like a Cleric two levels lower (Original 2001).
- Divine spells from level 4 with an auto-filled list (Bless, Cure Light Wounds, Protection from Evil at low rings per OCR).
AIssil’s walkthrough author even replaced the default Fighter with a human Paladin when demonstrating party creation (Original 2002)—handy if you want one PC to self-heal small scrapes before the Cleric spends slots.
Because only Lawful Good characters can level Paladin, your entire main character’s alignment choice at creation matters if you plan to keep gaining Paladin levels (Original 2001). Chaotic companions do not break your sheet, but multiclassing into incompatible classes on the same hero does.
Paladin-only mechanics from the manual (not shared with Fighter):
- Divine Grace — Charisma modifier applies to all saving throws (Manualzz, Original 2001).
- Lay on Hands — Heal (or harm undead) for Charisma modifier × paladin level hit points per day, no spell slot (Manualzz; AIssil Event 01).
- Smite Evil — Once per day from level 1 via Combat Options; attack adds Charisma and bonus damage scales with paladin level (Manualzz).
- Turn Undead — At paladin level 3, turning works like a Cleric two levels lower (Manualzz).
- Divine spells — From level 4, spells auto-fill like a Cleric (Bless, Cure Light Wounds, Protection from Evil on the OCR list)—not a Sorcerer pick screen.

Race and point buy (editorial)
Paladins want Strength for attacks, Charisma for saves/Lay on Hands/Smite, and Constitution to survive focused fire.
Example — Human Paladin (straight Paladin levels early):
| Ability | Score | Cost |
|---|---|---|
| Strength | 15 | 8 |
| Charisma | 14 | 6 |
| Constitution | 14 | 6 |
| Dexterity | 10 | 2 |
| Wisdom | 10 | 2 |
| Intelligence | 8 | 0 |
| Total | 24 |
One point remains at creation (often +1 Dex). Post-level +1 Charisma at total level 4 pushes Lay on Hands without spending creation points (Original 2001 ability bumps). Example spends 24/25—valid if you leave a point unspent or bump Dex 11 (+1).
Half-Elf Paladin has no racial modifiers (GameTruth table). You could run Str 15, Cha 15 (8+8), Con 12 (4), Dex 10 (2), Wis 10 (2), Int 8 = 24, then +1 anywhere.
Avoid Half-Orc for Paladin unless you accept −2 Charisma on Lay on Hands and Smite (GameTruth racial table).
Class kit you can cite in combat
| Feature | Notes | Tag |
|---|---|---|
| Divine Grace | Charisma bonus to all saving throws | Original (2001) |
| Aura of Courage | Fear immunity at level 2 | Original (2001) |
| Hit Die | d10 | Original (2001) |
| Spell learning | Automatic list per level | Original (2001) |
Unverified in the remaster: Forum mentions of complete disease immunity from Paladin levels—we did not confirm that line in the OCR manual.
Do not import 3E prestige classes or sacred-mount rules unless labeled 3E tabletop rule; game implementation unverified.

Progression and the famous two-level dip
Automatic feat grants on level-up match other classes (Unverified in the remaster); see /classes/fighter-build/. Planning Paladin 2 / Cleric x is therefore about class features, not a manual feat tree:
- Level 2 Aura of Courage online.
- Level 3 Turn Undead.
- Level 4 spells—delay if you rush a dip.
GameFAQs veterans stack Paladin 2 onto Cleric for martial weapons, better saves, and larger healing overlays (Original community). Full Paladin/Cleric combinations also appear, but XP math punishes uneven splits unless favored-class rules forgive you (/classes/multiclass-guide/).
Keep Paladin within one level of other classes on the same hero to avoid −20% XP (Original 2001).
Allies and cross-links
- Default quartet still works if Paladin replaces Fighter—compare /classes/fighter-build/ and /classes/best-class/.
- Cleric duplication is intentional: Paladin heals small amounts, Cleric handles spells (/classes/cleric-build/).
- Monk routes demand Lawful alignments on the same actor; see /classes/monk-build/.
- Building six slots total? Read /guides/best-party/ before locking races.
NPC Eadred (Paladin 8 in Computer Show notes) illustrates how the campaign expects holy warriors mid-game—no remaster NPC re-leveling has been verified.

Mistakes to avoid
- Creating a Neutral Good Paladin and trying to level the class anyway.
- Dumping Charisma because Smite is “once a day”—Divine Grace still governs every save.
- Assuming you pick Paladin spells like a Sorcerer.
- Multiclassing into Barbarian on the same Lawful Good protagonist.
- Believing forum disease immunity without in-game confirmation (Unverified).
Sources and what we haven’t verified
Sources: Manualzz OCR Paladin chapter; AIssil party creation default; GameTruth racial stats (2026-11-06); GameFAQs 80542122 dip discussions; Steam store class caps.
Unverified: Disease immunity; combined Paladin/Cleric divine caster level for spell slots; remaster feat automation; Legacy Mode effects on Smite damage; any 2026 retune to Lay on Hands amounts.
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