Mailing List | Message Boards | Chat Room | |||
Home | House Rules | AD&D News | Alternate Paladins | World of Karil | Web Site Index | OA Project |
THE ILLRIGGERThe 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.
|
Back to see other alternate Paladins Last Updated: 2.2.99 ©1999 Lord Eadric |