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THE NEW 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). These preferences are in no way restrictions to the weapons and armor useable by the Arrikhan. Wisdom is the prime requisite of an Arrikhan. A score of 16 adds 10%. Arrikhans receive spell bonuses and chances of spell failure according to their wisdom scores as clerics do. Their ability scores are as follows: Str: 14 Con: 9 Wis: 13 Cha: 15 Arrikhans can use any magic items except those usable only by magic-users. 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 and all venoms, toxins, and poisons at +1 for each two levels (+1 at 1st and 2nd level, +2 at 3rd and 4th level, etc.) to a maximum of +5. 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. If a successful save versus any venom, toxin, or poison results in the Arrikhan still taking damage, the damage is negated. This only effects damage, but has no effect on other side effects of a successful save. 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 2 levels when fighting against good opponents, to maximum of +4. The arrikhan must be aware of the good alignment for these bonuses to apply. Bonuses received in this manner are NOT cumulative with any speciazation bonus, nor with multiple attacks gained through specialization. The reasoning behind the to hit and damage bonuses are through a near frenzy the Arrikhan puts himself in when attacking good-aligned beings. Taking the time to evaluate your attacks to gain both multiple attacks and attack bonuses would not allow for the frenzy. 4. A 10% chance per level to identify plants and animals, to a maximum of 90%. 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 above 5th 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. This mount functions exactly like a paladin's bonded mount. 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 throw 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. A 5% chance per level to identify pure water or nonpoisonous wild foods, to a maximum of 95%. 10. 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.). 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 Hit Level Hit&Dam/ points Level points title Save 0--2,500 1 d8 +1 Beasteye +1/+1 2,501--5,500 2 2d8 +2 Beastarm +1/+1 5,501--11,500 3 3d8 +3 Beastheart +2/+2 11,501--24,000 4 4d8 +4 Arrikhan +2/+2 24,001--58,000 5 5d8 +5 Arrikhan +3/+3 58,001--125,000 6 6d8 +6 Arrikhan +3/+3 125,001--215,000 7 7d8 +7 Arrikhan +4*/+4 215,001--325,000 8 8d8 +8 Arrikhan +4/+4 325,001--650,000 9 9d8 +9 Arrikhan +4/+5* 650,001--975,000 10 9d8 +12 Arrikhan +4/+5 975,001--1,300,000 11 9d8 +15 Arrikhan +4/+5 *--Maximum for indicated values. Arrikhans gain one level per 325,000 experience points above 8th level. Arrikhans gain 3 hit points per level above 9th level. Hit&Dam/Save table has hit and damage bonus before the slash and save bonuses after the slash. Arrikhan Table II: Spells usable by experience level Arrikhan Cleric spell level Selected spell level level 1 2 3 1 2 3 7 1 -- -- -- -- -- 8 2 -- -- -- -- -- 9 2 1 -- -- -- -- 10 2 2 -- -- -- -- 11 2 2 1 1 -- -- 12 3 2 2 2 -- -- 13 3 3 2 2 1 -- 14 3 3 3 2 2 -- 15 4 3 3 2 2 1 16 4 4 3 3 2 2 17 4 4 4 3 3 2 18 5 4 4 3 3 3 19 5 5 4 4 3 3 20 5 5 5 4 4 3 21* 6 5 5 4 4 4 * -- Maximum spell-casting ability. Arrikhans acquire and cast clerical spells in the same manner that clerics do. Their selected spell list is below. They have access to the following spheres for their clerical spells: All, Animal, Combat, Healing, Plant, Protection. Arrikhan Selected Spell List: Number 1st level 2nd level 3rd level 1 Detect magic Barkskin Call lightning 2 Detect snares & pits Charm person or mammal Cure disease 3 Entangle Create water Neutralize poison 4 Faerie Fire Fire trap Protection: fire 5 Invisibility to animals Heat metal Pyrotechnics 6 Locate animals/plants Obscurement Speak with animals 7 Pass without trace Produce flame Summon insects 8 Purify food/drink Warp wood Water breathing Unless otherwise indicated, all spells in the myrikhan selected spell list correspond to the clerical spell of the same name and level. Arrikhan Table III: Followers Die Roll Type of follower 01-08 1-8 thieves of 1st level 09-15 1-6 thieves of 1st-2nd level 16-21 1-4 thieves of 1st-4th level 22-26 1-3 thieves of 2nd-5th level 27-30 1-2 thieves of 3rd-6th level 31-33 1 thief of 4th-7th level 34-39 1-4 clerics of 1st level 40-44 1-2 clerics of 1-4th level 45-46 1-2 magic-users of 1st level 47-48 1 magic-user of 2nd-4th level 49-56 2-20 0-level men-at-arms of 1-6 hp each 57-63 1-8 fighters of 1st level 64-69 1-6 fighters of 1st-4th level 70-74 1-4 fighters of 2nd-5th level 75-78 1-2 fighters of 3rd-6th level 79-81 1 fighter of 4th-7th level 82-83 1 night hag 84-85 1-6 wyverns 86-90 1-4 NPCs of any neutral evil-aligned class or subclass 91-99 spiders (see subtable below) 00 DM's choice 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 97-98 2-20 large spiders 99 1-4 phase spiders* 00 Reroll Twice (ignore 00 if rerolled) *-- if these are rolled multiple times, reroll number. Beginning with the completion 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, unless 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).
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