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THE ARRIKHANThe neutral evil arrikhan, whose name in the Creation Argots means "beastservant," acts as an opposite to the myrikhan. The arrikhan serves his god in the field, carrying out the orders of the high priests of the church. Like a myrikhan, an arrikhan almost always travels alone. An arrikhan lives to promote the evil ways of his god. Should he ever commit a good deed, he will find himself unquestioningly excommunicated. If the church allows him to live (which is not likely), he becomes forevermore a normal fighter. Arrikhans favor light armor because of its low encumbrance, often using exotic hides or breastplated furs for their protection. Their weapons tend to do the maximum amount of physical destruction (morning stars predominate). Wisdom is the prime requisite of an arrikhan. A score of 14 adds 5% to earned experience, a score of 15 adds 10%, a score of 16 adds 15%, a score of 17 adds 20%, and a score of 18 or greater adds 25%. Arrikhans receive spell bonuses and chances of spell failure according to their wisdom scores as clerics do (see Players Handbook, p. 11, Wisdom Table II: Adjustments for Clerics). Arrikhans can use any magic items except those usable only by magic-users or illusionists. An arrikhan with sufficient funds can build a stronghold at any time. Thereafter, he has a cumulative 5% chance per month beginning with the completion of the stronghold of attracting followers. Arrikhan Table III shows the type of followers attracted. The special abilities of an arrikhan are: 1. Saving throws against good magic at +1 for each two levels (+1 at 1st and 2nd level, +2 at 3rd and 4th level, etc.). Good magic includes any spells cast by good NPCs or monsters and any effects of magic items that are intrinsically good or that are used by good beings. 2. At 3rd level and above, affecting undead as a cleric of two levels below the level of the arrikhan (1st-level ability at 3rd level, 2nd-level ability at 4th level, etc.). The arrikhan can turn the undead or ally them with himself as desired. The ability has no effect on devils, demons, or other extraplanar creatures -- it only affects undead. 3. Hit and damage bonuses of +1 per level when fighting against good opponents. The arrikhan must be aware of the good alignment for these bonuses to apply. 4. A 10% chance per level to identify plants and animals, automatic at 10th level and above. 5. At 5th level and above, the ability to call for a warhorse that magically appears near the arrikhan. The mount has a 5% chance per level of the arrikhan of being a nightmare of maximum hit points; otherwise, it is a normal heavy warhorse, AC 5, HD 5 + 5, NE. The mount will serve faithfully unto death, but only two such horses can be called in the arrikhan's lifetime. 6. The ability to torture helpless victims. This torture requires special instruments (restraints, hot irons, salt and other caustic chemicals and irritants, etc.). The creature being tortured must make a saving thorw against its constitution score (rolling its constitution or less on a 3d6 roll) during each turn of torture; otherwise, it will reveal any information that the arrikhan wishes to know. Torture damage accrues at 1-4 points per round. Player characters cannot be tortured for information in this manner, but may be harmed. 7. Spell use at 7th level and above. Arrikhan Table II shows the number and level of such spells. Halflings of the arrikhand class, unable to learn cleric spells, cannot advance past 6th level; dwarves of the arrikhan class, unable to learn druid spells, cannot advance past 10th level. 8. Detection of good in a radius of 50' + 5' per level, revealing only the general direction of the good source and requiring unbroken concentration. 9. The use of certain thief functions at a level of ability equal to half the level of the arrikhan (1st-level ability at 1st and 2nd level, 2nd-level ability at 3rd and 4th level, etc.). The functions include find/remove traps, move silently, and hide in shadows. Racial bonuses do not apply. 10. A 15% chance per level to identify pure water or nonpoisonous wild foods, automatic at 7th level and above. 11. The ability to concoct ingestive poisons and their antidotes from natural herbs and roots. Arrikhan Table IV shows the possible poisons and antidotes and their concoction times. This ability assumes the availability of proper herbs and roots. The strictures of an arrikhan are: 1. Referring to his god only by his titles or as "arriman" (beastlord"), except when the god's name must be used (rituals, ceremonies, proselytization, etc.). The oinodaemon is the usual deity worshipped. 2. Forbidden accumulation of wealth or treasure. All plunder must go to the church, which might or might not award part of that plunder to the arrikhan as a reward for his deeds. Arrikhan Table 1 Experience Experience Hit Level points level points title 0--2,500 1 d8 + 1 Beasteye 2,501--5,500 2 2d8 + 2 Beastarm 5,501--11,500 3 3d8 + 3 Beastheart 11,501--24,000 4 4d8 + 4 Arrikhan 24,001--58,000 5 5d8 + 5 Arrikhan 58,001--125,000 6 6d8 + 6 Arrikhan 125,001--215,000 7 7d8 + 7 Arrikhan 215,001--325,000 8 8d8 + 8 Arrikhan 325,001--650,000 9 9d8 + 9 Arrikhan 650,001--975,000 10 9d8 + 12 Arrikhan 975,001--1,300,000 11 9d8 + 15 Arrikhan Arrikhans gain one level per 325,000 experience points above 8th level. Arrikhans gain 3 hit points per level above 9th level. Arrikhan Table II: Spells usable by experience level Arrikhan Cleric spell level Druid spell level level 1 2 3 1 2 3 7 1 -- -- -- -- -- 8 2 -- -- -- -- -- 9 2 1 -- -- -- -- 10 2 2 1 -- -- -- 11 2 2 2 1 -- -- 12 3 2 2 1 -- -- 13 4 3 2 1 1 -- 14 4 4 3 2 1 -- 15 5 4 3 2 1 1 16 6 5 4 2 2 1 17 6 6 5 3 2 1 18 6 6 6 3 2 2 19 6 6 6 3 3 2 20 6 6 6 3 3 2 21* 6 6 6 3 3 3 * -- Maximum spell-casting ability. Arrikhans acquire and cast cleric spells and druid spells in the same way that clerics and druids do, by meditation and prayer. Arrikhans can cast all cleric spells, and can use the same druid spells that are available to myrikhans (see above). Arrikhan Table III: Followers Die Roll Type of follower 01-08 1-10 thieves of 1st level 09-15 1-8 thieves of 1st-2nd level 16-21 1-6 thieves of 1st-4th level 22-26 1-4 thieves of 2nd-5th level 27-30 1-2 thieves of 3rd-6th level 31-33 1 thief of 4th-7th level 34-37 1 assassin of 3rd-6th level 41-44 1-2 magic-users of 1st level 45-46 1 illusionist of 1st level 47-48 1-2 clerics of 1st level 49-56 4-40 0-level men-at-arms of 1-6 hp each 57-63 1-10 fighters of 1st level 64-69 1-8 fighters of 1st-4th level 70-74 1-6 fighters of 2nd-5th level 75-78 1-4 fighters of 3rd-6th level 79-81 1-2 fighters of 4th-7th level 82-83 1 death dog 84-85 1 ettercap plus spiders (see subtable below) 86-87 1 forlarren 88-90 20-200 grimlocks plus females and young 91-92 1-4 fomorian giants 93-94 1 night hag 95-96 1-6 wyverns 97-98 1-4 NPCs of any neutral evil-aligned class or subclass 99 special* (see subtable below) 00 DM's choice * -- Only arrikhans of 9th level or above may have special followers. Reroll in other cases. Spider subtable Die Roll Type of Spider 01-18 10-40 tarantulas* 19-36 2-40 trap-door spiders* 37-54 2-8 wolf spiders** 55-72 2-12 lynx spiders** 73-90 1-6 black widow spiders*** 91-93 1-8 giant spiders** 94-96 1-12 huge spiders** 97-99 2-20 large spiders* 00 1-4 phase spiders*** Roll on this subtable once for each 10 hp of the ettercap (1 roll for 5-10 hp, 2 rolls for 11-20 hp, etc.). Asterisks indicate the relative toxicity of the spider's poison -- one asterisk representing mild poison, three representing fatally strong poison. Special follower subtable Die roll Type of follower 1 1 fog giant 2 1 mezzodaemon 3 1 nycadaemon 4-5 1 skeleton warrior plus 10-29 skeletons 6 1 lich Beginning with the competion of a stronghold, an arrikhan has a cumulative 5% chance per month of attracting followers. When a follower is indicated, the DM rolls to determine the type of follower and, if necessary, the race of the follower. Followers can never have levels or hit dice greater than the level of the arrikhan. If such followers are rolled, disregard them. All followers of an arrikhan are neutral evil. Arrikhan Table IV: Poisons and antidotes Arrikhan Poison/antidote type level Venom Bane Toxin 1 5% -- -- 2 10% -- -- 3 15% 3% -- 4 20% 6% -- 5 25% 9% 2% 6 30% 12% 4% 7 35% 15% 6% 8 40% 18% 8% 9 45% 21% 10% 10 50% 24% 12% 11 55% 27% 14% 12 60% 30% 16% 13 70% 35% 18% 14 80% 40% 20% 15 90% 45% 22% 16* 100% 50% 25% * -- Maximum poison concoction ability. Concoction times: Venom, 5-40 rounds; Bane, 10-100 rounds; Toxin: 2-5 hours. Percentages on the table above indicate an arrikhan's chance to concoct one dose of a venom, bane, or toxin at a certain level. The success or failure of the concoction remains unknown until the concoction time has fully elapsed. Venoms deliver 1-4 points of damage per round to a maximum of 4-24 points, uless the victim makes a normal saving throw vs. poison. Banes deliver 1-10 points of damage per round to a maximum of 10-60 points unless the victim makes a saving throw at -2. Toxins cause death in 1-4 segments unless the victim makes a saving throw at -5. Antidotes of the proper type take effect in 1-4 segments. Antidotes neutralize only the same type of poison (e.g., a venom antidote will neutralize venom but not bane or toxin). . . . The forest thinned and became a sea of thorns. Beyond it, Aan saw the ominous towers of Castle Gulgazh, the last rays of the sun cleeding red around their edges. Aan reined his horse up and stared silently at the sight before him. The drawbridge lay open. Hanging from chains in the entryway, the body of Gulgazh swayed in the evening breeze, his unhelmed head matted with blood. Deep knife gouges in the dark breastplate sent chills through Aan -- Gulgazh bore the crossed-gauntlet sigil of the paremandyr, Fein. With Gulgazh dead, on whom would Fein next prey? Aan knew all too well. His right hand strayed to his sword hilt as he eyed the forest warily. Slowly he turned his mount around and forged back the way he came. The sun vanished soon after. Only the moon, massive and orange, remained.
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