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THE ILLRIGGER

The lawful evil illrigger creates for his god a framework of evil on
which to operate and subdue key proponents of good. He has crisply
efficient assassination skills and maintains a functioning network of
followers to precipitate his crimes upon the world. Should the illrigger
ever commit a chaotic or carelessly disruptive act, his church will
excommunicate him and he will become forevermore a normal fighter.

Illriggers prefer armor and weapons of darkened metal. Plate mail and
morning stars predominate. Illriggers wear great helmets bearing the
symbols and war standards of their gods. Insignias of rank, each a
subsymbol of the illrigger's personal sigil, accompany every follower.

Wisdom and intelligence are the prime requisites of the illrigger. A
total score in both abilities of 32 or greater adds 10% to earned
experience, and a total of 35 or greater adds 15%. Illriggers have
chances to know listed spells and minimum and maximum spells per level as
magic-users do (see Players Handbook, p. 10, Intelligence Table II:
Ability for Magic-users) and receive spell bonuses and chances of spell
failure according to their wisdom scores as clerics do (see Players
Handbook, p. 11, Wisdom Table II).

Illriggers can use any magic item unless it has an intrinsic good
alignment. Each time the illrigger gains a level, a cumulative 10% chance
indicates the presence of a follower (10% upon reaching 2nd level, 20%
upon reaching 3rd, etc.). Illrigger Table III shows the type of followers
attracted by an illrigger. An illrigger with sufficient funds can build a
stronghold at any time.

The special abilities of an illrigger are:
1.  A continual emanation of a protection from good spell.
2.  Immunity to all forms of disease.
3.  Detection of good at 5' per level. The illrigger can determine the
type of good (lawful, neutral, or chaotic) in one segment of concentration.
4.  Saving throw bonuses against chaotic magic at +1 for each three
levels (+1 at 1st through 3rd level, +2 at 4th through 6th level, etc.).
Chaotic magic includes any spells cast by chaotic NPCs or monsters, and
any effects of magic items that are intrinsically chaotic or that are
used by chaotic beings.
5.  Spell use at 5th level and above. Illrigger Table II shows the number
and level of such spells.
6.  The use of certain thief functions at a level of ability equal to
half the level of the illrigger (1st-level ability at 1st and 2nd level,
2nd-level ability at 3rd and 4th level, etc.). The functions include open
locks, find/remove traps, move silently, hide in shadows, and hear noise.
Racial adjustments do not apply.
7.  The ability to attack on the assassins' table for assassinations
after surprising an opponent.

The illrigger follows no strictures other than the rigid rules necessary
to maintain his church. Nearly all known illriggers are devil-worshippers.

Illrigger Table I

Experience		Experience	Hit
points                  level		Points		Level title
0--2,800	 	1		d10		Arch of Ruin
2,801--6,000	 	2		2d10		Pillar of Sin
6,001--15,000	 	3		3d10		Griefbringer
15,001--45,000	 	4		4d10		Evilforger
45,001--75,000	 	5		5d10		Illrigger
75,001--115,000	 	6		6d10		Illrigger
115,001--165,000	7		7d10		Illrigger
165,001--225,000	8		8d10		Illrigger
225,001--300,000	9		9d10		Illrigger
300,001--400,000	10		10d10		Illrigger
400,001--800,000	11		11d10		Illrigger
800,001--1,200,000	12		11d10 + 2	Illrigger
1,200,001--1,600,000	13		11d10 + 4	Illrigger
Illriggers gain one level per 400,000 experience points above 10th level.
Illriggers gain 2 hit points per level above 11th level.

Illrigger Table II:  Spells usable by experience level

Illrigger	Magic-user spell level		Cleric spell level
level		1	2	3	4	1	2	3
5		1	--	--	--	--	--	--
6		1	1	--	--	1	--	--
7		2	1	--	--	1	--	--
8		3	2	1	--	1	--	--
9		4	2	1	1	2	--	--
10		4	3	2	1	2	1	--
11		4	4	2	2	2	1	--
12		4	4	3	2	2	2	--
13		4	4	4	3	2	2	1
14		4	4	4	3	3	2	2	
15		4	4	4	4	3	2	2	
16		4	4	4	4	3	3	2	
17		4	4	4	4	4	3	3	
18*		4	4	4	4	4	4	4
Note: 4th-level magic-user spells are usable only by illriggers of 15 or
greater intelligence.
* -- Maximum spell-casting ability.

Illriggers acquire and cast magic-user spells in the same way that a
magic-user does, by use of spellbooks. They acquire and cast cleric
spells in the same way that a cleric does, by meditation and prayer.

Illrigger Table III:  Followers
Die Roll	Type of follower
01-08		1-10 thieves of 1st level
09-14		1-8 thieves of 1st-2nd level
15-19		1-6 thieves of 1st-4th
20-23		1-4 thieves of 2nd-5th level
24-26		1-2 thieves of 3rd-6th level
27-28		1 thief of 4th-7th level
29-31		1-4 assassins of 1st-2nd level
32		1 assassin of 3rd-6th level
33-35		1-6 magic-users of 1st level
36-37		1-4 magic-users of 1st-2nd level
38		1-2 magic-users of 2nd-5th level
39-40		1-2 illusionists of 1st-2nd level
41		1 illusionist of 2nd-4th level
42-46		1-6 clerics of 1st-4th level
47-49		1-3 clerics of 2nd-5th level
50-51		1-2 clerics of 4th-7th level
52		1 cleric of 5th-8th level
53		1-2 cloistered clerics* of 1st-4th level
54-61		4-40 0-level men-at-arms of 1-6 hp each
62-67		1-10 fighters of 1st level
68-72		1-8 fighters of 1st-4th level
73-76		1-6 fighters of 2nd-5th level
77-79		1-4 fighters of 3rd-6th level
80-81		1-2 fighters of 4th-7th level
82		1 cavalier of 1st-6th
83-84		1 hellcat or hell hound
85		6-24 mites
86		1 penanggalan
87		20-200 duergar plus females and young
88		20-200 orcs plus females and young
89		30-300 goblins plus females and young
90		10-100 hobgoblins plus females and young
91		1 blue dragon
92		1 ghost
93		1 spectre
94		1 wight
95		1 wraith
96		2 manticore
97		1-8 fire giants plus females and young
98		1-4 NPCs of any lawful evil class or subclass
99		special (see subtable on next page)
00		DM's choice   
* -- Cloistered clerics are described in Best of DRAGON

Special follower subtable
Die Roll	Type of follower
1-2		1 styx devil
3		1-3 abishai (any color)
4		1 pit fiend
5-6      	1-2 horned devils
7		1-2 bone devils
8		1 ice devil
9-10		1 rakshasa
11-12		1 imp

Race of follower (if needed)
Roll d20:  1-3 = dwarf; 4-7 = half-orc; 8 = elf (5%), drow (75%),
half-elf (20%); 9-11 = human; 12-17 = same race as the illrigger; 18 =
halfling; 19-20 = gnome.

The illrigger has a 10% chance per level beginning with the second of
attracting a follower (10% upon reaching 2nd level, 20% upon reaching 3rd
level, etc.). Each time the illrigger gains a level (or accumulates
enough experience points to gain a level after reaching his level limit),
the DM rolls to determine whether a follower will offer services. If a
follower is indicated, roll to determine the type of follower.

For example, an illrigger gains sufficient experience points and training
to reach 5th level and has a 40% chancer of attracting followers. The DM
determines that followers are present and rolls to determine their type,
the result indicating 1-6 thieves of 1st-4th level. Additional rolls
define them as two 1st-level thieves and a 3rd-level thief. Upon reaching
6th level, the illrigger will have a 50% chance of attracting followers
-- perhaps a wight or hell hound.

Followers can never have levels or hit dice greater than the level of the
illrigger. If such followers are rolled, disregard them. Suppose the
above illrigger attracted his followers at 2nd level. The two low-level
thieves offer services; the one of higher level does not. A hell hound
attracted at 6th level could have 4, 5, or 6 but not 7 hit dice. All
followers of an illrigger are lawful evil.


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Last Updated: 2.2.99
©1999 Lord Eadric