Make your own free website on Tripod.com
  Mailing List  |   Message Boards  |   Chat Room A Plethora of Paladins
Mail Me
 Home  |  House Rules  |  AD&D News |  Alternate Paladins  |  World of Karil  |  Web Site Index  |  OA Project

THE FANTRA

The chaotic neutral fantra, whose name means "guardian," bears the
weapons of the church. Fantras belong to a nomadic culture, the members
of which call themselves meadlennes ("tribe members"). Fantras sometimes
see themsleves as guardians of their entire people, their protective and
comforting nature giving them a charisma score bonus of +3 when dealing
with other meadlennes. Fantras and their people care only for their god
and themselves. People not of the same tribe and whose religious beliefs
differ from those of a fantra are called attlennes ("outsiders") and are
regarded as no different from intelligent animals. Should a fantra ever
aid an attlenne without good cause (i.e., without aiding the meadlenne
tribe in some way), he loses his status, is excommunicated and exiled,
and becomes forevermore an attlenne and a normal fighter.

Fantras only wear armors of chain mail quality or lighter, and they only
carry wooden shields. They have few personal possessions, because they
must carry all of their equipment on horseback or in carts when the tribe
moves. Fantras prefer mounts with stamina, depending on them often for
their lives.

Wisdom is the prime requisite of a fantra. A wisdom score of 17 or
greater adds 10% to earned experience. Strength and constitution are
secondary requisites, adding an additional 5% to earned experience for a
total of 28 or more. Fantras receive spell bonuses and chances of spell
failure according to their wisdom scores as clerics do (see Players
Handbook, p. 11, Wisdom Table II).

Nomadic fantras never build stongholds. At 9th level or above, a fantra
might attract tabaxi or atomies as followers, but otherwise he works only
with other fantras.

The special abilities of a fantra are:
1.  Immunity to normal diseases of all types, excluding magical diseases
and lycanthropy.
2.  A 10% chance per level to identify plants or animals, automatic
identification coming at 10th level and above.
3.  A 15% chance per level to identify pure water or nonpoisonous wild
foods, automatic at 7th level and above.
4. The ability to concoct antidotes from natural herbs and roots. The
antidote has a 10% chance per level of the fantra of neutralizing the
poison in 1-4 rounds. This ability assumes the availability of proper
herbs and roots. Concoction time ranges from 2 rounds to 2 hours,
depending on the complexity of the poison (and therefore the antidote).
The fantra must know the exact nature of the poison to concoct a suitable
antidote.
5.  Spell use at 1st level and above. Fantra Table II shows the number
and level of such spells.

The strictures of a fantra are:
1.  Forbidden retention of wealth. All treasure falls to the tribe and
its eigen (chieftain). Fantras keep only personal magic items such as
weapons and rings.
2.  Tribal gain over personal gain. The fantra must sacrifice all for the
tribe.

Fantras Table I

Experience		Experience
points			level		Hit Points	Level Title
0--2,250		1		d10		Fantra
2,251--4,500		2		2d10		Fantra
4,501--7,500		3		3d10		Fantra
7,501--15,000		4		4d10		Fantra
15,001--35,000		5		5d10		Fantra
35,001--50,000		6 		6d10		Fantra
50,001--125,000		7		7d10		Fantra
125,001--225,000	8		8d10		Fantra
225,001--350,000	9		9d10		Fantra
350,001--700,000	10		10d10		Fantra
700,001--1,050,000	11		10d10 + 4	Fantra
1,050,001--1,400,000	12		10d10 + 8	Fantra

Fantras gain one level per 350,000 experience points above 9th level.
Fantras gain 4 hit points per level above 10th level.

Fantra Table II:  Spells usable by experience level

Fantra	Fantra spell level 
level	1	2	3	4	
1	1	--	--	--
2	1	--	--	--
3	2	--	--	--
4	3	--	--	--
5	4	1	--	--
6	4	1	--	--
7	4	2	--	--
8	4	3	1	--	
9	4	4	2	1
10	4	4	3	2
11	4	4	4	3
12*	4	4	4	4	         
* -- Maximum spell-casting ability.

Fantras have a unique spell list. They acquire and cast spells in the
same way that a cleric does, by meditation and prayer.

Fantra spell list

Number	1st level			2nd level
1	Animal friendship (d)		Cure disease (3)
2	Cure light wounds		Detect charm
3	Detect good/evil		Dispel magic (3)
4	Detect magic			Find traps
5	Detect snares & pits (d)	Know alignment
6	Invisibility to animals (d)	Locate plants (d)
7	Light				Predict weather (d)
8	Locate animals (d)		Produce flame (d)
9	Protection from plants (f)	Protection from animals (f)
10	Remove fear			Resist fire
11	Resist cold			Slow poison
12	Sanctuary			Speak with animals

Number	3rd level			4th level
1	Animal summoning I (d4)		Animal summoning II (d5)
2	Continual light			Atonement (5)
3	Cure serious wounds (4)		Control temperature, 10' radius (d)
4	Detect lie (4)			Control winds (d5)
5	Neutralize poison (4)		Cure critical wounds (5)
6	Prayer				Exorcise
7	Protection from insects (f)	Flame strike (5)
8	Remove curse			Insect plague (5)
9	Snare (d)			Resurrection (7)
10	Speak with dead			True seeing (5)

Unless otherwise indicated, all fantra spells correspond to the cleric
spell of the same name and level. A number after a spell indicates the
spell is normally of a level different from that at which a fantra learns
the spell. A letter after the spell indicates that the spell normally
belongs to a class other than the cleric (d = druid, f = special fantra
spell). New spell definitions follow, in the format of the Players Handbook.

Protection from Plants (Abjuration)
Level:  1
Range:  Touch
Duration:  2 rounds/level
Area of effect:  Creature touched
Components:  V, S, M
Casting Time:  3 segments
Saving Throw:  None

Explanation/Description:  This spell prevents bodily contact between the
creature touched (the caster or a willing recipient of the spell) and
normal plants in a manner similar to the protection from evil spell. The
spell does not inhibit monsters and plants of a magic nature (excluding
giant normal plants). All attacks from normal plants incur a -2 penalty
on hit rolls. Saving throws for the spell recipient against attacks from
normal plants receive a +2 bonus. The material components of the spell
consist of plant fiber (any type) and crushed leaves.

Protection from Animals (Abjuration)
Level:  2
Range:  Touch
Duration:  2 rounds/level
Area of effect:  Creature touched
Components:  V, S, M
Casting Time:  6 segments
Saving Throw:  None

Explanation/Description:  This spell prevents bodily contact between the
creature touched (the caster or a willing recipient of the spell) and
normal animals in a manner similar to the protection from evil spell. The
spell does not inhibit monsters and animals of a magic nature (excluding
giant normal animals). All attacks from normal animals incur a -2 penalty
on hit rolls. Saving throws for the spell recipient against attacks from
normal animals receive a +2 bonus. The material components of the spell
consists of animal hair (any type), a chip of animal bone, and a drop of
animal blood.

Protection from Insects (Abjuration)
Level:  3
Range:  Touch
Duration:  2 rounds/level
Area of effect:  Creature touched
Components:  V, S, M
Casting Time:  9 segments
Saving Throw:  None

Explanation/Description:  This spell prevents bodily contact between the
creature touched (the caster or a willing recipient of the spell) and
normal insects in a manner similar to the protection from evil spell. The
spell does not inhibit monsters and insects of a magic nature (excluding
giant normal insects). All attacks from normal insects incur a -2 penalty
on hit rolls. Saving throws for the spell recipient against attacks from
normal insects receive a +2 bonus. The material components of the spell
consist of ground insect bodies.


Back to see other alternate Paladins
Last Updated: 2.2.99
©1999 Lord Eadric