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THE NEW 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 themselves as guardians of their entire people, their protective and
comforting nature giving them a charisma score bonus of +3 when dealing
with other meadlennes to a maximum of an 18 charisma. 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. Fantras live life not much unlike gypsies.

Wisdom is the prime requisite of a fantra. A wisdom score of 16 or
greater adds 10% to earned experience. Fantras receive spell bonuses and 
chances of spell failure according to their wisdom scores as clerics do.
Ability score requirements are as follows:

Str: 14
Con: 9
Wis: 13
Cha: 15

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, to a maximum
of 90%.
3.  A 5% chance per level to identify pure water or nonpoisonous wild
foods, to a maximum of 95%.
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. Fantras do not require the herbalism, healing, nor toxicology
proficency to create the antidote.
5.  Spell use at 1st level and above. Fantra Table II shows the number
and level of such spells.
6.  A +1 per three levels to their save versus natural poisons to a
maximum of a +5.  A successfull save means no effect whatsoever.

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. They fantra must sacrifice all for
the tribe.

Fantras Table I

Experience			Hit		Level	Poison
points			Level	Points		Title	Save
0--2,250		1	d10		Fantra	+1
2,251--4,500		2	2d10		Fantra	+1
4,501--7,500		3	3d10		Fantra	+1
7,501--15,000		4	4d10		Fantra	+2
15,001--35,000		5	5d10		Fantra	+2
35,001--50,000		6 	6d10		Fantra	+2
50,001--125,000		7	7d10		Fantra	+3
125,001--225,000	8	8d10		Fantra	+3
225,001--350,000	9	9d10		Fantra	+3
350,001--700,000	10	10d10		Fantra	+4
700,001--1,050,000	11	10d10 + 4	Fantra	+4
1,050,001--1,400,000	12	10d10 + 8	Fantra	+4
1,400,001--1,750,000	13	10d10 + 12	Fantra  +5*

*-- Maximum for listed value

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	1	--	--
4	2	1	--	--
5	3	1	1	--
6	3	2	1	--
7	4	2	1	1
8	4	2	1	1
9	5	3	2	1
10	5	3	2	1
11	6	3	2	1
12*	6	4	2	2
* -- 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		Barkskin 
2	Cure light wounds		Charm Person or Mammal
3	Detect good/evil		Cure disease (3)
4	Detect magic			Detect charm
5	Detect snares & pits		Dispel magic (3)
6	Invisibility to animals		Find traps
7	Light				Goodberry
8	Locate animals/plants		Know alignment
9	Protection from plants*		Produce flame
10	Remove fear			Protection from animals*
11	Resist cold/fire		Slow poison
12	Sanctuary			Speak with animals

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

*-- see below

Unless otherwise indicated, all fantra spells correspond to the clerical
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.

Protection from Plants (Abjuration)
Level:  1
Range:  Touch
Duration:  2 rounds/level
Area of effect:  Creature touched
Components:  V, S, M
Casting Time:  3
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
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
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.


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Last Updated: 2.2.99
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