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THE FANTRAThe 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.
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