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THE NEW GARATHGaraths are choatic good church guardians. They primarily defend their churches, no matter what the method or cost, often guarding church journeys or caravans. Devout church members, garaths adhere to their god's strictures with absolute conviction. If a garath ever breaks a church rule, he loses his garath church rank and abilities and becomes forevermore a normal fighter. Garaths pride themselves on finely crafted and exquisitely detailed clothes, weapons, and armor. Plate mail is the most common garath protection, always embellished with church symbols and holy script. Wisdom and charisma (a factor of devotion for garaths) are the prime requisites of the garath. A score of 16 or greater in wisdom (since the charisma needs to be a minimum of 17) add 10% to the Garath's experience. Garaths receive spell bonuses and chances of spell failure according to their wisdom scores as clerics do. Ability score minimums are as follows: STR: 14 CON: 9 WIS: 13 CHA: 17 Garaths use any magic items usable by fighters or clerics. Normal followers are those found in the church as lower-level garaths, for a garath's level determines his church rank. At 7th level, the church appoints two 1st-level fighters of the same race as personal guardians to the garath. Check for other followers at each new level using a 2% chance per level beginning with 2nd level of a follower joining the garath (2% at 2nd level 4% at 3rd, etc.). If a follower is indicated, roll once on Garath Table III to determine the type of follower. Garaths never build strongholds. The special abilities of a garath are: 1. Detection of evil within a 100' radius, revealing only the general direction of the evil source and requiring total concentration. 2. Saving throw bonuses against evil magic at +1 for each three levels the garath possesses (+1 at 1st through 3rd level, +2 at 4th through 6th level, etc.) to a maximum of +5. Evil magic includes any spells cast by evil NPCs or monsters, and any effects of magic items that are intrinsically evil or that are used by evil beings. 3. Protection from devils beginning at 5th level, including all lawful evil creatures from the lower planes. 4. Spell use at 8th level and above. Garath Table II shows the number and level of such spells. 5. The ability to use all holy swords (of chaotic good alignment) as paladins do. 6. Good welcome from any allied chaotic good church. A garath abuses this only at the risk of deviating from his alignment. 7. Hit and damage bonuses of +1 for each 4 levels of experience (+1 at 1st through 4th level, +2 at 5th through 8th level, etc.) with any weapon, due to their fierce fighting ability and devotion, to a maximum of +4. 8. Two bodyguards appointed at 7th level. These two 1st-level fighters, of the same race as the garath, progress in level as normal NPCs and will serve unto death. The church will not replace killed bodyguards. The strictures of a garath are: 1. Forbidden retention of wealth. Garaths keep non-monetary treasure if desired; otherwise, they give it to the church. 2. Use of force only against non-good-aligned individuals, except for self-defense or church defense. 3. Employment of only good-aligned individuals, except for church defense. Garath Table I Experience Hit Level Hit&Dam/ points Level Points Title Save 0--2,400 1 d8 Shroud +1/+1 2,401--5,000 2 2d8 Defender +1/+1 5,001--11,500 3 3d8 Guardian +1/+1 11,501--22,000 4 4d8 Keeper +1/+2 22,001--47,500 5 5d8 Lord's Shield +2/+2 47,501--100,500 6 6d8 Garath Aspirant +2/+2 100,501--190,000 7 7d8 Garath +2/+3 190.001--320,000 8 8d8 Garath +2/+3 320,001--640,000 9 9d8 Garath +3/+3 640,001--960,000 10 9d8 + 2 Garath +3/+4 960,001--1,280,000 11 9d8 + 4 Garath +3/+4 1,280,001--1,600,000 12 9d8 + 6 Garath +3/+4 1,600,001--1,920,000 13 9d8 + 8 Garath +4*/+5* *-- Maximum for listed value. Garaths gain one level per 320,000 exp. pts. above 8th level. Garaths gain 2 hp per level above 9th level. Garath Table II: Spells usable by experience level Garath Cleric spell level level 1 2 3 4 8 1 -- -- -- 9 2 -- -- -- 10 2 1 -- -- 11 3 2 -- -- 12 3 2 1 -- 13 3 3 2 -- 14 3 3 2 1 15* 3 3 3 2 * -- Maximum spell-casting ability. Garaths acquire and cast spells in the same way that a cleric does, by meditation and prayer. Garaths have access to the following spheres: All, Combat, Divination, Healing, Protection, and Travelers. Garath Table III: Followers Die roll Type of follower 01-20 1-4 clerics of 1st level 21-30 1-2 clerics of 2nd level 31-56 1-6 0-level men-at-arms of 1-6 hp each 57-76 1-4 fighters of 1st level 77-86 1-2 fighters of 2nd level 87-91 1 scribe** of 1st-3rd level 92-96 1 cloistered cleric* of 1st-2nd level 97 1 pegasus (mount) 98 1 faerie dragon 99 1-3 NPCs of any chaotic good-aligned class or subclass 00 DM's choice * -- Cloistered clerics are described in Best of DRAGON Magazine, Volume 4, p. 7. ** -- Scribes are described in Best of DRAGON Magazine, Volume 4, p. 23. Note: Most followers of a garath are human (80%), but elves and half-elves are often seen with them. Each time the garath gains a level (or accumulates enough experience points to gain a level after reaching his level limit), the chance of a follower increases by 2% (2% at 2nd level, 4% at 3rd, etc.). The DM rolls to determine the type of follower and, if necessary, the race of the follower. All followers of a garath are chaotic good.
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