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THE NEW ILLRIGGER

The 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
score of 16 in both stats or greater adds 10% to earned experience. 
Illriggers have chances to know listed spells and minimum and maximum 
spells per level as magic-users do and receive spell bonuses and 
chances of spell failure according to their wisdom scores as clerics 
do.  Ability score requirements are as follows:



Illriggers can use any magic item unless it has an intrinsic good
alignment.

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.)
to a maximum of +5. 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 abilities.  They get 20 initial
discretionary points to spend on their thief abilities (with a base
equal to the bases for thieves) and 10 additional points per level.
The abilies are: open locks, find/remove traps, move silently, hide 
in shadows, and hear noise. Racial adjustments do not apply.
7.  Backstab like a thief of half level.
8.  Illriggers do not gain followers.  Instead they can summon any
lawful denizen from the lower planes 1/week.  If they summon something
that is of equal or higher hit dice than the Illrigger, they cannot
control it and whatever happens is up to the DM.  If they summon something
of lower hit dice, they get a 5% chance per level difference to control
the summoned demon.  Controlled demons can roll a save versus spells each
day they are under the Illrigger's control (except for the first) to break
from his control.  Each save after the first gets a cumulative +1 bonus to
their save to break the control.  After the demon has successfully broken
the Illrigger's control, they immediately return to their plane.  They may
only have one demon under their control at a time.  Note:  Typically
higher level (hit dice) demons will enact a revenge of some type on the
insolent Illrigger who summoned them.  The control is never complete.
While under an Illrigger's control, they cannot directly harm him and must
follow his exact words, however they do not have to follow the spirit of
the Illrigger's requests.  It is customary for the Illrigger to give the
demon a gift for its service.  An Illrigger who neglects that fact finds
himself a victim of an unfortunate accident.

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			Hit				Save
points                  Level	Points		Level title	Bonus
0--2,800	 	1	d10		Arch of Ruin	+1
2,801--6,000	 	2	2d10		Pillar of Sin	+1
6,001--15,000	 	3	3d10		Griefbringer	+1
15,001--45,000	 	4	4d10		Evilforger	+2
45,001--75,000	 	5	5d10		Illrigger	+2
75,001--115,000	 	6	6d10		Illrigger	+2
115,001--165,000	7	7d10		Illrigger	+3
165,001--225,000	8	8d10		Illrigger	+3
225,001--300,000	9	9d10		Illrigger	+3
300,001--400,000	10	10d10		Illrigger	+4
400,001--800,000	11	11d10		Illrigger	+4
800,001--1,200,000	12	11d10 + 2	Illrigger	+4
1,200,001--1,600,000	13	11d10 + 4	Illrigger	+5*

*-- Maximum for listed value.
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.
Illriggers have access to the following spheres: All, Combat, Elemental,
Healing, Law, Protection.


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Last Updated: 2.2.99
©1999 Lord Eadric