AD&D "Plethora of Paladins" Conversion to Pathfinder.


Homebrew and House Rules


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The following are a conversion and rebuild of the AD&D alternate alignment Paladins from the "Plethora of Paladins" Article in Dragon Magazine #106. These conversions were made through the joint efforts of myself, Elghinn Lightbringer, Oceanshieldwolf, and Bardess.


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MYRIKHAN
The myrikhan, whose name in the celestial tongue means "godservant," is a stalwart field agent of the church, the one on whom quests fall. Myrikhans tend to travel alone, although they sometimes accompany others with a similar goal, such as druids, rangers, and fighters. Since myrikhans are uncommon, they are rarely seen in the company of other Myrikhans, and when they are found in a group they are almost certainly abiding at the church until their next mission. Myrikhans live for the good of all peoples and the the edicts of the church, and will do all within their power to further their cause.

Alignment: Neutral good.
Hit Dice: d10.
Skill Ranks at Each Level: 4 + Int

Class Skills: The myrikhan's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiency: The myrikhan is proficient with all simple and martial weapons and with light and medium armor, and shields (except tower shields).

Spellcasting: The myrikhan casts divine spells drawn from the paladin spell list, and adds the following spells to that list: 1st–charm animal, detect animals or plants, detect snares and pits, entangle, faerie fire, longstrider, know direction, obscuring mist, pass without trace, produce flame, summon nature’s ally I; 2nd–barkskin, chameleon stride, forest friend, heat metal, locate weakness, summon nature’s ally II; 3rd–call lightning, pyrotechnics, remove disease, snare, summon nature’s ally III, water breathing; 4th–commune with nature, freedom of movement, grove of respite, summon nature’s ally IV, tree stride. He also loses access to all spells with the lawful descriptor. A myrikhan otherwise prepares and casts spells as a paladin of equal level, and receives bonus spells per day if he has a high Charisma score.

Aura Good (Su): The power of a myrikhan’s aura of good (see the detect good spell) is equal to his myrikhan level.

Channel Positive Energy (Su): A myrikhan can release a wave of positive energy by channeling the power of his faith through his holy symbol like a cleric of a good aligned deity. However, this energy neither causes nor heals any damage but functions as the Turn Undead feat.

Starting at 3rd level, this energy can be used to cause damage against undead or heal the living. A myrikhan’s channel positive energy causes or heals 1d6 points of damage at 3rd level and an additional 1d6 at 7th, 9th, 13th, 15th, and 19th level, to maximum of 6d6. This is a Charisma-based ability.

Consecrated Weapon (Ex): At 1st level, a myrikhan designates one type of weapon with which he is proficient to become consecrated in the service of his god. This weapon is always of masterwork quality and grants the myrikhan all benefits pertaining to such a weapon.

Starting at 3rd level, whenever the myrikhan attacks with his consecrated weapon, he gains a +1 sacred bonus on attack and damage rolls. Every four levels thereafter (7th, 11th, and so on), the myrikhan gains an additional +1 sacred bonus on attack and damage rolls when using this weapon, up to a maximum of +5 at 19th level. The myrikhan also adds this bonus to any combat maneuver checks made with his consecrated weapon. This bonus also applies to the myrikhan’s Combat Maneuver Defense when defending against disarm and sunder attempts made against this weapon. A myrikhan will typically choose his deity’s favored weapon as his consecrated weapon, but is in no way restricted in his choice of weapon.

Detect Evil (Sp): At will, a myrikhan can use detect evil, as the spell. A myrikhan can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the myrikhan does not detect evil in any other object or individual within range.

Nature Lore (Ex): Myrikhans are masters of identifying animals and plants he encounters in the wildlands of the world. When making a Knowledge (nature) check to identify an animal or plant, a myrikhan gains a competence bonus equal to his class level on the Knowledge (nature) check. In addition, a myrikhan can use Knowledge (nature) to identify natural poisons (adder venom, poisonous plants, etc.) as if using detect poison. He must observe and sample the poison for 1 round to make such a check.

Divine Abjuration (Su): At 2nd level, a myrikhan gains a bonus equal to his Charisma bonus (if any) on all saving throws against spells with the evil descriptor, or those cast by an evil spellcaster or creature.

Holy Talisman (Ex or Sp): At 2nd level, a myrikhan gains a gift from his church as a reward to his devotion and sacrifice. This gift always comes in the form of a metal gorget that is worn about the neck, with a metal holy symbol unique to the character etched into its surface. This gorget functions as the myrikhan’s holy symbol and is always considered to be presented in regards to channeling positive energy, or any other effect that requires the presentation of a holy symbol. This allows the myrikhan to keep his hands free when battling the enemies of his faith. The gorget and symbol are worth 50 gp.

Beginning at 4th level, a myrikhan’s gorget becomes a special conduit through which his faith can be channeled. As long as a myrikhan is wearing his gorget, he is considered to be under the constant effect of protection from evil. At 9th level, he is considered to be under the constant effect of a magic circle against evil. The myrikhan can deactivate this effect as a free action, but is otherwise considered to be in effect even if the myrikhan is unconscious, but not if he is dead. The effects do not function if the gorget is worn by anyone other than the myrikhan.

Resist Fiendish Lure (Ex): Starting at 2nd level, a myrikhan gains a +4 bonus on saving throws against mind-affecting attacks of evil outsiders.

Alignment Channeling (Ex): At 3rd level, a myrikhan can channel positive energy so as to affect creatures from the outer planes. He gains Alignment Channeling as a bonus feat.

Detect Animals or Plants (Sp): At 4th level, a myrikhan gains the ability to detect animals and plants once per day. This ability functions like the detect animals and plants spell. A myrikhan can use this ability an additional time per day at 6th level and every two levels thereafter. At 20th level, a myrikhan can use detect animals and plants at will.

Godservant’s Bond (Ex): At 4th level, a myrikhan gains the service of an extraplanar ally from the celestial realms. This functions as summon monster II, except that he can summon only a single creature with the good subtype or a celestial animal, and it remains with the myrikhan until it is slain, at which time it returns to its celestial home. Once selected, the choice is set, but it may be changed whenever the myrikhan gains a level. Upon reaching 6th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 18th level. Once per day, as a full-round action, a myrikhan may magically call his ally to his side. This ability is the equivalent of a spell of a level equal to one-third the myrikhan’s level. The ally immediately appears adjacent to the myrikhan. A myrikhan can use this ability once per day at 4th level, and one additional time per day for every five levels thereafter, for a total of four times per day at 19th level.

At 11th level, the ally gains the advanced template. At 15th level, a myrikhan’s ally gains spell resistance equal to the myrikhan 's level + 11. Should the myrikhan’s celestial ally die or be banished, the myrikhan may not summon another ally for 30 days or until he gains a myrikhan level, whichever comes first. During this 30-day period, the myrikhan takes a –1 penalty on attack and weapon damage rolls.

Channeling Smite (Ex): At 5th level, a myrikhan can channel positive energy through his weapon. He gains Channeling Smite as a bonus feat, but can also affect outsiders in the same way he can affect undead.

Favored Enemy (Ex): At 5th level, a myrikhan selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A myrikhan may make Knowledge skill checks untrained when attempting to identify these creatures.

At 9th level and every four levels thereafter (13th, and 17th level), the myrikhan may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the myrikhan chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the favored enemy table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table are merely the most common.) If a specific creature falls into more than one category of favored enemy, the myrikhan’s bonuses do not stack; he simply uses whichever bonus is higher. A myrikhan is restricted in the types of favored enemies he can have and may only select from the humanoid, monstrous humanoid, and outsider types.

Code of Conduct: A myrikhan must be of neutral good alignment and loses all class features except proficiencies if he ever willingly commits an evil act. Additionally, a myrikhan's code requires that he act for the good of all peoples, serve his church with devotion, punish those who harm or threaten the natural order of things, and destroy any evil outsiders who have encroached into the Material Plane. A myrikhan may attempt to redeem evil outsiders, but upon failure he must seek to destroy them by any means necessary.

Associates: While he may adventure with good or neutral allies, a myrikhan avoids working with evil characters or with anyone who consistently offends his moral code. A myrikhan may associate with evil characters for the purpose of redeeming them from their wayward principles, but must terminate such associations if no progress is made. Under exceptional circumstances, a myrikhan can ally with evil associates, but only to defeat what he believes to be a greater evil. A myrikhan should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should he feel it is doing more harm than good. A myrikhan may accept only henchmen, followers, or cohorts who are neutral good.

Table: Myrikhan
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +2 +0 Aura of good, channel positive energy (turn undead), detect evil — — — — consecrated weapon, detect evil, nature lore
2nd +2 +3 +3 +0 Divine abjuration, holy talisman, resist fiendish lure — — — —
3rd +3 +3 +3 +1 Alignment channeling, channel positive energy 1d6, — — — —
consecrated weapon +1
4th +4 +4 +4 +1 Detect animals or plants (1/day), godservant bond 0 — — —
5th +5 +4 +4 +1 1st favored enemy, channeling smite 1 — — —
6th +6/+1 +5 +5 +2 Detect animals or plants (2/day) 1 — — —
7th +7/+2 +5 +5 +2 Channel positive energy 2d6, consecrated weapon +2 1 0 — —
8th +8/+3 +6 +6 +2 Detect animals or plants (3/day) 1 1 — —
9th +9/+4 +6 +6 +3 2nd favored enemy, channel positive energy 3d6 2 1 — —
10th +10/+5 +7 +7 +3 Detect animals or plants (4/day) 2 1 0 —
11th +11/+6/+1 +7 +7 +3 Consecrated weapon +3 2 1 1 —
12th +12/+7/+2 +8 +8 +4 Detect animals or plants (5/day) 2 2 1 —
13th +13/+8/+3 +8 +8 +4 3rd favored enemy, channel positive energy 4d6 3 2 1 0
14th +14/+9/+4 +9 +9 +4 Detect animals or plants (6/day) 3 2 1 1
15th +15/+10/+5 +9 +9 +5 Channel positive energy 5d6, consecrated weapon +4 3 2 2 1
16th +16/+11/+7/+2 +10 +10 +5 Detect animals or plants (7/day) 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 4th favored enemy 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 Detect animals or plants (8/day) 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 Channel positive energy 6d6, consecrated weapon +5 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 Detect animals or plants (at will) 4 4 3 3


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GARATH
Garaths serves their church as guardians and primarily defend the church 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. Outside of these few god-given church rules, which deal almost exclusively with methods of worship and obeisance, the garath will not agree to obey any laws, local ordinances, or decrees by those nobles in authority, for the freedom to act as is necessary in defense of his church is essential. Garaths pride themselves on finely crafted and exquisitely detailed clothes, weapons, and armor. Full plate is the most common garathian protection, always embellished with church symbols and holy script. Their high charisma gives them excellent manners and ensures their social acceptance. Many consider them the most civilized and refined of holy warriors.

Alignment: Chaotic good.
Hit Dice: d10.
Skill Ranks at Each Level: 2 + Int

Class Skills: The garath’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nobility) (Int), Knowledge (religion), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiency: A garath is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and shields (except tower shields).

Spellcasting: The garath casts divine spells drawn from the paladin spell list and replaces the spells protection from chaos (1st), arrow of law (2nd), archon's aura (3rd), magic circle against chaos (3rd), bestow grace of the champion (4th), and dispel chaos (4th) that have the lawful descriptor with the following spells with the chaotic descriptor: protection from law (1st), entropic shield (2nd), chaos hammer (3rd), magic circle against law (3rd), dispel law (4th), and word of chaos (4th). A garath otherwise prepares and casts spells as a paladin of equal level, and receives bonus spells per day if he has a high Charisma score.

Aura Good (Su): The power of a garath’s aura of good (see the detect good spell) is equal to his garath level.

Detect Evil (Sp): At will, a garath can use detect evil, as the spell. A garath can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the garath does not detect evil in any other object or individual within range.

Resolute Mien (Ex): Garaths are skilled at sensing deception and intimidating their foes. A garath receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 his garath level (minimum +1). At 4th level, the garath gains a +4 morale bonus on saving throws against mind-affecting spells and effects.

Heroic Surge (Sp): At 1st level, when a garath is reduced to 0 or fewer hit points, he can heal himself as a swift action for a number of hit points equal to his garath level + his Charisma modifier. A garath can use this ability once per day.

At 5th level, when a garath is reduced to 0 or fewer hit points, he may forgo this healing and continue to fight until he reaches –10 hit points or his enemy is defeated, at which point he dies. If the garath stops fighting to perform any other actions before he reaches –10 hit point, he immediately becomes disabled.

Divine Abjuration (Su): At 2nd level, a garath gains a bonus equal to his Charisma bonus (if any) on all saving throws against spells with the evil descriptor, or those cast by an evil spellcaster or creature.

Faithful Patronage (Ex): At 2nd level, a garath can use his position and influence as an agent of the church to gain special treatment, favors, and other services to aid him on his journeys. He effectively has a pool of virtual gold pieces equal to 110 gp plus 10 gp per class level to spend on services and non-material goods. This pool replenishes at the beginning of every week.

Services and nonmaterial goods available to a garath include:
• Pay for lodgings, stabling, taxes, and tolls.
• Improve his lifestyle quality.
• Hire entertainers, messengers, mounts, servants, transport, workers, and so on.
• Obtain invitations to exclusive events, or entry into privileged locations.
• Spread rumors or start a whispering campaign.
• Purchase spellcasting services.
• Employ an expert hireling to make a skill check with a check bonus of +10 plus his class level (50 gp).

A garath cannot permanently gain goods or wealth from this ability; boons attainable from this ability are generally only available in settlements of 5,000 people or more. The exact benefits available in a location are subject to GM discretion.

Battle Prowess (Ex): At 3rd level, a garth’s devotion and ferocity in battle grants him a +1 morale bonus to his attack and damage rolls. This bonus increases by +1 at 7th level and every four levels thereafter.

Aura of Protection (Su): At 4th level, a garath is under the constant effect of a protection from evil spell.

Holy Sword (Su): At 5th level, a garth can channel holy power into his sword, or any other melee weapon of his choice, and transform it into a +1 holy weapon. This grants the garath’s weapon a +1 enhancement bonus on attack and damage rolls, and deals an extra 2d6 damage against evil opponents. This enhancement bonus increases by +1 every four levels beyond 5th. At 20th level, this enhancement bonus increases to +5. The weapon also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on the garath’s turn as a free action. This effect is automatically canceled 1 round after the weapon leaves the garath’s hand. He cannot have more than one holy sword at a time.

If this effect is invoked on a magic weapon, it supersedes any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the effect. Holy sword is not cumulative with bless weapon or any other spell that might modify the weapon in any way. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack. Holy sword lasts for 1 minute per garath level. These minutes do not need to be consecutive, but must be spent in 1-minute increments. This effect does not function if the weapon is wielded by anyone other than the garath.

Cohort (Ex): At 6th level, gains Leadership as a bonus feat even if he does not normally qualify. He gains a cohort of the appropriate level as indicated by his leadership score, but receives no additional followers. Alternatively, a garath can choose to gain two cohorts one level lower than that indicated by leadership score. For example, a garth of 6th level with a leadership score of 9 may choose to gain a 4th level cohort (a cohort must be at least two levels lower than the garath) or two cohorts of 2nd level. A garath’s cohort is always a humanoid race of his chosen class, with a chaotic good alignment, and equipped appropriately for its level.

Divine Requisition (Ex): Starting at 6th level, churches of chaotic good deities (including his own) are obligated to grant him aid in the form of a magical item should the request be given. Once per day, a garath can requisition a magic item with a value of 1,000 gp plus 50 gp per garath level, up to a maximum of 2,000 gp at 20th level. There is a 75% chance that an item of the indicated value or lower is available for requisition at a selected church, but only a 25% chance that a specific item of the appropriate value, such as a potion of cure serious wounds, is available. If the garath fulfills his mission and the requisitioned item is not completely consumed or depleted, he must return the item to its church of origin. If the item is completely consumed or depleted he must provide the church remuneration equal to 1/2 the gp value of the item.

Healing Surge (Su): At 8th level, a garth may heal himself as a swift action, healing 1d6 hit points for every two garath levels he possesses. When a garath uses this ability, he can also remove one of the following conditions from himself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered. A garath can use this ability once per day.

Improved Requisition (Ex): Once per week, a garath of 12th level or higher can requisition a magic item with a value equal to 2,000 gp plus 150 gp per garath level, up to a maximum of f 5,000 gp.

Exploit Weakness (Ex): At 14th level, a garath learns to take advantage of any opportunity that presents itself. Whenever the garath scores a critical hit, he ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the garath deals energy damage to a creature with vulnerability to that energy type, he deals +1 point of damage per die rolled.

Greater Requisition (Ex): Once per month, a garath of 18th level or higher can requisition a magic item with a value equal to 5,000 gp plus 250 gp per garath level, up to a maximum of 10,000 gp.

Code of Conduct: A garath must be of chaotic good alignment and loses all class features except proficiencies if he ever willingly commits an evil act. Additionally, a garath's code requires that he remain loyal to his own standards of good without wavering, uphold the cause of good by whatever means necessary according to those standards, and never deny any creature his free will and allows him to reap the consequences of his choices whether for good or ill.

Associates: While he may adventure with good or neutral allies, a garath avoids working with evil characters or with anyone who consistently offends his moral code. Under exceptional circumstances, a garath can ally with evil associates, but only to defeat what he believes to be a greater evil or to bring about the greatest good for all. A garath should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should he feel it is doing more harm than good. A garath may accept only henchmen, followers, or cohorts who are chaotic good.

Table: Garath
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +0 +2 Aura of good, detect evil, heroic surge, resolute mien — — — —
2nd +2 +3 +0 +3 Divine abjuration, faithful patronage — — — —
3rd +3 +3 +1 +3 Battle prowess +1, slippery mind — — — —
4th +4 +4 +1 +4 Aura of protection 0 — — —
5th +5 +4 +1 +4 Holy sword +1 1 — — —
6th +6/+1 +5 +2 +5 Cohort, divine requisition 1 — — —
7th +7/+2 +5 +2 +5 Battle prowess +2 1 0 — —
8th +8/+3 +6 +2 +6 Healing surge 1 1 — —
9th +9/+4 +6 +3 +6 Holy sword +2 2 1 — —
10th +10/+5 +7 +3 +7 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Battle prowess +3 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Improved requisition 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Holy sword +3 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Exploit weaknesses 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Battle prowess +4 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Holy sword +4 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Greater requisition 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Battle prowess +5 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Holy sword +5 4 4 3 3


(Elghinn - slight italics formatting error in Myrikhan's Godservant Bond)


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LYAN
A lyan devotes himself to law and its promotion, and functions in many respects as a cleric, for his church consists only of other lyans (no clerics, oracles, etc.). The name lyan is derived from the ancient name of the highest floor of the Arbiter's Edifice, a massive tower of legend in which the Arbiter lived and ruled. Lyans call their god the Arbiter despite his true name, which is often held sacrosanct and reserved for the most solemn church rituals. Lyans believe that after death the soul or spirit travels to the Edifice Prime, a celestial reconstruction of the original mythical tower, and serves the Arbiter thereafter. Although the rules of the edificial churches (the term for any lyan's church) forbid armor or weapons on consecrated ground, elsewhere lyans wear any type of armor desired. Their mounts average the largest and strongest of their type, their weapons the most fierce, and their methods the most efficient in dealing with the dangerous forces of chaos.

Alignment: Lawful neutral.
Hit Dice: d10.
Skill Ranks at Each Level: 2 + Int

Class Skills: The lyan’s class skills are are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Weapon and Armor Proficiency: A lyan is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and shields (except tower shields).

Spellcasting: The lyan casts divine spells drawn from the lyan spell list, and is restricted from casting any spell with the chaotic, evil, or good descriptor. Like other spellcasters, a lyan can cast only a certain number of spells per day of each spell level, as shown on Table: Lyan, and receives bonus spells per day if he has a high Charisma score. A lyan otherwise prepares and casts spells as a cleric of equal level.

Aura Law (Su): The power of a lyan’s aura of law (see the detect law spell) is equal to his lyan level.

Detect Chaos (Sp): At will, a lyan can use detect chaos, as the spell. A lyan can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is chaotic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the lyan does not detect chaos in any other object or individual within range.

Domain: Like a cleric, a lyan's deity influences his alignment, what magic he can perform, his values, and how others see him. However, a lyan chooses only one domain from among those belonging to his deity, and may select the Law domain. This otherwise functions exactly like the cleric ability of the same name. The restriction on alignment domains still applies.

Toughness (Ex): A lyan is a mighty and resilient advocate for justice and gains Toughness as a bonus feat.

Bonded Mount (Su): At 2nd level, a lyan gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against chaos. This mount functions as the cavalier’s mount ability, except that the mount gains the shared spells special ability, and gains the resolute template at 11th level.

Divine Abjuration (Su): At 2nd level, a lyan gains a bonus equal to his Charisma bonus (if any) on all saving throws against spells with the chaotic descriptor, or those cast by a chaotic spellcaster or creature.

Smite Chaos (Su): Once per day, a lyan of 3rd level can call out to the powers of law to aid him in his struggle against chaos. As a swift action, the lyan chooses one target within sight to smite. If this target is chaotic, the lyan adds his Charisma bonus (if any) to his attack rolls and adds his lyan level to all damage rolls made against the target of his smite. If the target of smite chaos is an outsider with the chaotic subtype, a chaotic-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the lyan possesses. Regardless of the target, smite chaos attacks automatically bypass any DR the creature might possess.

In addition, while smite chaos is in effect, the lyan gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the lyan targets a creature that is not chaotic, the smite is wasted with no effect.

The smite chaos effect remains until the target of the smite is dead or the next time the lyan rests and regains his uses of this ability. At 7th level, and at every four levels thereafter, the lyan may smite chaos one additional time per day, as indicated on Table: Lyan, to a maximum of five times per day at 19th level.

Subdue (Ex): At 3rd level, a lyan has learned how to efficiently inflict non-lethal damage with weapons. He does not suffer the standard -4 penalty to attack rolls when he attacks to inflict non-lethal damage with a weapon that normally deals lethal damage, as long he is proficient with the weapon being used. In addition, when the lyan attacks to inflict non-lethal damage with a weapon designed to specifically inflict non-lethal damage (such as a sap or whip), he gains a bonus to weapon damage rolls equal to his lyan level.

Divine Discernment (Sp): At 4th level, a lyan can use discern lies as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. His caster level is equal to his lyan level. In addition, he gains a +4 sacred bonus on all Sense Motive skill checks.

Lawful Sword (Su): At 5th level, a garth can channel lawful power into his sword, or any other melee weapon of his choice, and transform it into a +1 axiomatic weapon. This grants the lyan’s weapon a +1 enhancement bonus on attack and damage rolls, and deals an extra 2d6 damage against chaotic opponents. This enhancement bonus increases by +1 every four levels beyond 5th. At 20th level, this enhancement bonus increases to +5. The weapon also emits a magic circle against chaos effect (as the spell). If the magic circle ends, the sword creates a new one on the lyan’s turn as a free action. This effect is automatically canceled 1 round after the weapon leaves the lyan’s hand. He cannot have more than one lawful sword at a time.

If this effect is invoked on a magic weapon, it supersedes any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the effect. Lawful sword is not cumulative with bless weapon or any other spell that might modify the weapon in any way. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack. Lawful sword lasts for 1 minute per lyan level. These minutes do not need to be consecutive, but must be spent in 1-minute increments. This effect does not function if the weapon is wielded by anyone other than the lyan.

Divine Restraints (Su): At 10th level, a lyan can create shackles of force that attach to the limbs of his selected target and anchor themselves to the lyan. The target is entangled, and cannot move more than 30 feet from the lyan. The shackles themselves cannot be attacked (though they can be dispelled), but if the lyan is attacked he must make a Concentration check (DC 20). If he fails, the anchoring effect is broken and the target is free to move away (though it is still entangled). The lyan must make a second Concentration check (DC 20) to reestablish the anchor if it has been broken. A lyan can have no more than one target restrained in this matter at a time. He can dismiss this effect at any time as a free action, but he cannot select a new target for 24 hours. These divine restraints remain in effect for a number of hours per day equal to his lyan level. These hours do not need to be consecutive, but must be spent in 1-hourt increments. This ability functions only while the lyan is conscious, not if he is unconscious or dead.

Divine Justice (Su): At 16th level, a lyan can force a creature that is guilty of a crime to momentarily reflect on its past actions and be overcome by grief and conscience. The target immediately drops prone and begins to loudly confess all of its sins and transgressions to the caster for one round per lyan level. This effect ends if the lyan moves out of line of sight or if the target is attacked. Once the effect ends, the target is subject to one or more effects dependent upon the type of offense committed the following ill effects. The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects. Any creature whose Hit Dice exceed the lyan’s level is unaffected by this ability. The target suffers one of the following effects.

Cheating, lying: The creature is deafened for 1d4 rounds. Save negates.

Breaking the peace, public lewdness: The creature is staggered for 2d4 rounds. Save reduces the staggered effect to 1d4 rounds.

Assault, theft: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Blasphemy, murder: Living creatures die. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per lyan level.

Code of Conduct: A lyan must be of lawful neutral alignment and loses all class features except proficiencies if he ever willingly commits a chaotic act (such as breaking a vow or contract, or betraying an ally). Unlike other paladin variants, a lyan's code requires that he is bound to will of two beings. Foremost, a lyan must remain true to his divine patron, but must also serve the will of his worldly liege, so long as he is ruling in the best interests of the kingdom and its people. If a lyan believes his liege is not acting in the best interests of the kingdom, he is permitted to act against his liege as long as he can expose his liege’s offenses within 24 hours. Additionally, a lyan must uphold and enforce the laws of the church and the land at all times, even when the laws would prevent him from accomplishing a desired personal goal.

Associates: While he may adventure with good, neutral, or even evil allies, a lyan avoids working with chaotic characters or with anyone who consistently offends his moral code. Under exceptional circumstances, a lyan can ally with chaotic associates, but only to defeat what he believes to be a greater chaos or to bring about the greatest order for all. A lyan should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should he feel it is doing more harm than good. A lyan may accept only henchmen, followers, or cohorts who are lawful neutral.

LYAN SPELL LIST
Lyans gain access to the following spells.

0-Level Lyan Spells—bleed, create water, daze, detect magic, detect poison, enhanced diplomacy, guidance, light, mending, purify food and drink, read magic, resistance, sift, spark, stabilize, virtue.

1st-Level Lyan Spells—abadar’s truthtelling, bane, bed of iron, bless, clarion call, command, compel hostility, cure light wounds, death watch, detect chaos, detect charm, detect evil, detect good, detect law, detect the faithful, detect undead, endure elements, expeditious retreat, fairness, feather fall, forbid action, hold portal, inflict light wounds, interrogation, knight’s calling, know the enemy, magic weapon, moment of greatness, mount, peacebond, protection from chaos, remove fear, sanctuary, sun metal, tireless pursuit, wrath.

2nd-Level Lyan Spells—admonishing ray, agury, aid, align weapon, arcane lock, arrow of law, blessing of courage and life, bloodhound, calm emotions, castigate, confess, corruption resistance, cure moderate wounds, daze monster, death knell, delay pain, delay poison, detect thoughts, flames of the faithful, follow aura, ghostbane dirge, hold person, honeyed tongue, inflict moderate wounds, knight’s calling, perceive cues, remove paralysis, resist energy, restoration (lesser), share memory, silence, tactical acumen, undetectable alignment, wartrain mount, word of resolve, zone of truth.

3rd-Level Lyan Spells—burst of speed, chain of perdition, create food and water, cure serious wounds, deadly juggernaut, dispel magic, fester, glyph of warding, heal mount, hunter’s eye, invisibility purge, litany of defense, litany of entanglement, litany of warding, locate object, magic circle against chaos, magic vestment, prayer, protection from energy, remove blindness/deafness, remove curse, remove disease, retribution, versatile weapon, ward of the faithful, wrathful mantle.

4th-Level Lyan Spells—aura of the unremarkable, blessing of fervor, cure critical wounds, death ward, debilitating portent, dimensional anchor, discern lies, dismissal, divination, divine power, freedom of movement, greater interrogation, greater magic weapon, hold monster, leashed shackles, lesser planar ally, locate creature, marks of forbiddance, order’s wrath, planar adaptation, rest eternal, restoration, sanctify armor, shared wrath, spiritual ally, summon accuser, symbol of revelation, terrible remorse, tireless pursuers, tongues.

5th-Level Lyan Spells—atonement, break enchantment, breath of life, cleanse, commune, discern location, flame strike, greater command, greater forbid action, king’s castle, lawful sword (as holy sword but axiomatic property instead), mark of justice, mass castigate, mass cure light wounds, mass ghostbane dirge, raise animal companion, reprobation, resounding blow, righteous might, symbol of persuasion, true seeing, undead ward[i/].

6th-Level Lyan Spells—[i]banishment, binding (chaining and hedge prison only), blade barrier, dictum, forbiddance, forcecage, geas/quest, greater dispel magic, greater glyph of warding, heal, mass cure moderate wounds, mass fester, planar ally, repulsion, symbol of persuasion, symbol of sealing, word of recall.

Table: Lyan
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th

1st +1 +2 +0 +2 Aura of law, detect chaos, domain, toughness 3 0+1 — — — — —
2nd +2 +3 +0 +3 Bonded mount, divine abjuration 4 1+1 — — — — —
3rd +3 +3 +1 +3 Smite chaos 1/day, subdue 4 2+1 — — — — —
4th +4 +4 +1 +4 Divine discernment 4 2+1 0+1 — — — —
5th +5 +4 +1 +4 Lawful sword +1 4 3+1 1+1 — — — —
6th +6 +5 +2 +5 5 3+1 2+1 — — — —
7th +7 +5 +2 +5 Smite chaos 2/day 5 3+1 2+1 0+1 — — —
8th +8/+1 +6 +2 +6 5 3+1 3+1 1+1 — — —
9th +9/+1 +6 +3 +6 Lawful sword +2 5 4+1 3+1 2+1 — — —
10th +10/+2 +7 +3 +7 Divine restraints 5 4+1 3+1 2+1 0+1 — —
11th +11/+3 +7 +3 +7 Smite chaos 3/day 5 4+1 3+1 3+1 1+1 — —
12th +12/+4 +8 +4 +8 5 4+1 4+1 3+1 2+1 — —
13th +13/+4 +8 +4 +8 Lawful sword +4 5 4+1 4+1 3+1 2+1 0+1 —
14th +14/+5 +9 +4 +9 5 4+1 4+1 3+1 3+1 1+1 —
15th +15/+6/+1 +9 +5 +9 Smite chaos 4/day 5 4+1 4+1 4+1 3+1 2+1 —
16th +16/+7/+2 +10 +5 +10 Divine retribution 5 4+1 4+1 4+1 3+1 2+1 0+1
17th +17/+12/+7/+2 +10 +5 +10 Lawful sword +4 5 4+1 4+1 4+1 3+1 3+1 1+1
18th +18/+13/+8/+3 +11 +6 +11 5 4+1 4+1 4+1 4+1 3+1 2+1
19th +19/+14/+9/+4 +11 +6 +11 Smite chaos 5/day 5 4+1 4+1 4+1 4+1 4+1 3+1
20th +20/+15/+10/+5 +12 +6 +12 Lawful sword +5 5 4+1 4+1 4+1 4+1 4+1 4+1
Note: “+1” represents the domain spell slot


Oceanshieldwolf wrote:
(Elghinn - slight italics formatting error in Myrikhan's Godservant Bond)

Got it!


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PARAMANDER
Paramander means "one beside the world," an allusion to the position of their god after he created and balanced the universe. A paramander seeks to maintain that balance, often by manipulating (and, when necessary, destroying) high-powered beings of deep alignment convictions (e.g., paladins and anti-paladins) or by aiding weak opponents of those beings. Paramanders have no followers, but instead take on an apprentice, training him in the ways of balance and neutrality. The apprentice is a 1st level paramander in the service and under the guidance of his master the (paramander), and once obtaining the full title of paramander, may choose to remain in or leave his master's service at any time.

Alignment: Neutral.
Hit Dice: d10.
Skill Ranks at Each Level: 4 + Int

Class Skills: The paramander’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Spellcraft (Int).

Weapon and Armor Proficiency: A paramander is proficient with all simple and martial weapons. A paramander is also proficient with light armor and shields (except tower shields). He can cast paramander spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a paramander wearing medium armor or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass paramander still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: Beginning at 4th level, a paramander casts arcane spells drawn from the sorcerer/wizard spell list, but may select only those from the Abjuration, Divination, Evocation, Illusion, or Transmutation schools, or any of their associated schools. A paramander is restricted from casting spells from the Conjuration, Enchantment, Necromancy, and Universalist schools. A paramander must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the paramander must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paramander’s spell is 10 + the spell level + the paramander’s Intelligence modifier.

A paramander can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Paramander. In addition, he receives bonus spells per day if he has a high Intelligence score.

A paramander may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the paramander decides which spells to prepare.

A paramander must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A paramander begins play with a spellbook containing three 1st-level paramander spells of his choice. The paramander also selects a number of additional 1st-level paramander spells equal to his Intelligence modifier to add to his spellbook. At each new paramander level after 4th, he gains two new paramander spells of any spell level or levels that he can cast (based on his new paramander level) for his spellbook. At any time, a paramander can also add spells found in other spellbooks to his own.
A paramander can learn spells from a wizard’s or magi’s spellbook, just as a wizard or magi can from a paramander’s spellbook. The spells learned must be on the paramander spell list, as normal. An alchemist can learn formulae from a paramander’s spellbook, if the spells are also on the alchemist spell list. A paramander cannot learn spells from an alchemist.

Through 3rd level, a paramander has no caster level. At 4th level and higher, his caster level is equal to his paramander level –3.
Aura of Veils (Su): A paramander has a powerful aura that prevents others from discovering his true alignment and is under the constant effects of an undetectable alignment spell.

Detect Alignment (Sp): At will, a paramander can use detect chaos, detect evil, detect good, and detect law as the spells, simultaneously. A paramander can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is chaotic, evil, good, or lawful, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paramander does not detect alignment in any other object or individual within range.

Divine Health (Su): At 1st level, a paramander is immune to all diseases, including supernatural and magical diseases.

Rogue Talents: Starting at 2nd level, a paramander gains one rogue talent. He gains an additional rogue talent for every four levels of paramander attained after 2nd level. A paramander cannot select an individual talent more than once. A paramander cannot select talents that add effects to a sneak attack.

Apprentice Paramander (Ex): At 3rd level, a paramander attracts a 1st-level paramander (referred to hereafter as an apprentice), and otherwise functions as the Leadership feat, but the apprentice is always at least three or more levels lower than himself.

If an apprentice gains enough XP to bring him to two levels lower than the paramander’s level, the apprentice does not gain the new level until the paramander gains his next level—until then his new XP total is 1 less than the amount needed to attain the next level and he gains no additional XP until his master advances.

The paramander can release his apprentice from service, and may gain a new one by scouting for potential candidates in a city or large town where members of his order can typically be found, which requires at least 24 hours of uninterrupted scouting. This act can also replace an apprentice who has perished.

At 7th level, this ability upgrades to the Leadership feat (meaning that this ability is replaced by the Leadership feat). The paramander gains all the normal benefits of the Leadership feat, except that his apprentice must remain at least three levels lower than him and must continue to take levels in paramander. In order for an apprentice to be able to be two levels lower than his master, the apprentice must be at least 4th level, and the paramander must witness him as he single-handedly defeats a creature with Hit Dice equal to or greater than his own. Upon the creature's defeat, the apprentice graduates to full paramander and acts as a normal cohort; he may begin taking levels in other classes if he so chooses, and he may increase in level to up to two levels lower than his master.

Aura of Anathema (Su): At 3rd level, a paramander can diminish the combat capabilities of those with an alignment different than his own. All creatures within 10 feet of the paramander (except those with an alignment of true neutral) must succeed at a Will save against a DC of 10 + the paramander’s level + the paramander’s Charisma modifier to avoid being affected by the aura. Any creature with a lawful good, chaotic good, lawful evil, or chaotic evil alignment that fails its saving throw takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Any creature with a neutral good, lawful neutral, chaotic neutral, or neutral evil alignment that fails its saving throw takes a –1 penalty on attack rolls, saving throws, skill checks, and ability checks. These penalties remain in effect for 1 round per paramander level. This ability functions only while the paramander is conscious, not if he is unconscious or dead.

Arcane School (Su): At 4th level, a paramander gains the wizard’s arcane school ability. The paramander may only select the Abjuration, Divination, Evocation, Illusion, or Transmutation schools, or any of their associated schools. The paramander has a wizard level equal to his paramander level –3 when determining his access to school powers and any related level–dependant effects.

Medium Armor (Ex): At 7th level, a paramander gains proficiency with medium armor. A paramander can cast arcane spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a paramander wearing heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Aura of Elusion (Su): At 8th level, a paramander is difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells, and is under the constant effect of a nondetection spell. This aura also prevents location by such magic items as crystal balls. If a divination is attempted against the paramander, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 10 + the paramander’s level + the paramander’s Intelligence modifier. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against divination spells and effects. This ability functions only while the paramander is conscious, not if he is unconscious or dead.

Evasion (Ex): When he reaches 9th level, a paramander can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the paramander is wearing light armor, medium armor, or no armor. A helpless paramander does not gain the benefit of evasion.

Advanced Talents: At 10th level, and every four levels thereafter, a paramander can choose an advanced talent in place of a rogue talent.

Heavy Armor (Ex): At 13th level, a paramander gains proficiency with heavy armor. A paramander can cast arcane spells while wearing heavy armor or using a heavy shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a paramander using a tower shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Improved Evasion (Ex): At 16th level, a paramander's evasion improves. This ability works like evasion, except that while the paramander still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless paramander does not gain the benefit of improved evasion.

Code of Conduct: A paramander must be of neutral alignment and loses all class features except proficiencies if he ever willingly commits an outright chaotic, evil, good, or lawful act. Unlike other paladin variants, a paramander’s code requires that he do all within his power to maintain neutrality and balance, even if this restricts him from aiding his allies or forces him to at directly against them. A paramander must justify every action in the interests of pure neutrality.

Associates: While he may adventure with allies of any alignment, a paramander avoids working with anyone who consistently offends his moral code. He prefers to travel with allies with a partial neutral alignment (neutral good, lawful neutral, chaotic neutral, or neutral evil). Under exceptional circumstances, a paramander can ally with those with one of the four extreme alignments (lawful good, chaotic good, lawful evil, chaotic evil), but only to defeat what he believes to be a threat to the balance of all things. A paramander should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should he feel it is not maintain the balance. A paramander may accept only henchmen, followers, or cohorts who are neutral.

Table: Paramander
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +0 +2 Aura of veils, detect alignment, divine health — — — —
2nd +2 +3 +0 +3 Divine grace, rogue talent — — — —
3rd +3 +3 +1 +3 Apprentice paramander, aura of anathema — — — —
4th +4 +4 +1 +4 Arcane school 0 — — —
5th +5 +4 +1 +4 1 — — —
6th +6/+1 +5 +2 +5 Rogue talent 1 — — —
7th +7/+2 +5 +2 +5 Medium armor 1 0 — —
8th +8/+3 +6 +2 +6 Aura of elusion 1 1 — —
9th +9/+4 +6 +3 +6 Evasion 2 1 — —
10th +10/+5 +7 +3 +7 Rogue talent 2 1 0 —
11th +11/+6/+1 +7 +3 +7 2 1 1 —
12th +12/+7/+2 +8 +4 +8 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Heavy armor 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Rogue talent 3 2 1 1
15th +15/+10/+5 +9 +5 +9 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Improved evasion 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Rogue talent 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 4 4 3 3


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FANTRA
The chaotic neutral fantra, whose name means "guardian," bears the weapons of the church, which believes that the creators gave them free will and that therefore any law is against the will of the creators. Worship is carried out in any way that the worshipper feels is appropriate; some few forms of ritual worship (sacrifice, prayer, etc.) have become common due to their practicality, but are not required or expected in any way; indeed, requiring such form would deviate from their god-given "freedom." Because of their anti-law convictions, fantras belong to a nomadic culture, and are constantly on the move. Disputes amongst themselves are handled only by the parties involved in the dispute and those who care for them personally; but there is no law and no concept of "justice" among them (and therefore no distinction between good and evil; only an analysis of whether an action benefits or harms the recipient, with the moral motives of the actor irrelevant). Families and clans watch out for their own, and others who would steal from or harm them do so only at risk of direct retribution; the system leads to the grouping of most families and clans into stronger superclans, which average 4-5 (apparently the most stable number for their system of society) in any tribe (regardless its population), and most tribes suffer very little internal conflict. Their system of anarchy designates no leaders; those who are followed or obeyed enjoy such position only because of their demonstrated superior wisdom and experience, for it lies in the direct benefit of the followers to follow him. Fantras and their people care only for their gods and themselves, for those of other societies follow rules that they cannot condone. People not of the tribe and whose religious beliefs differ from those of a fantra are called "outsiders" and are no different from intelligent animals. As a nomadic people, fantras have few personal possessions (legend, song, dance, love, philosophy, etc., are their treasures) because they must carry their 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.

Alignment: Chaotic neutral.
Hit Dice: d10.
Skill Ranks at Each Level: 4 + Int

Class Skills: The fantra’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (geography (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str), Use Magical Devices (Cha).

Weapon and Armor Proficiency: A fantra is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

Aura of Chaos (Su): The power of a fantra’s aura of chaos (see the detect chaos spell) is equal to his fantra level.

Detect Law (Sp): At will, a fantra can use detect law, as the spell. A fantra can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is lawful, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the fantra does not detect law in any other object or individual within range.

Extracts: Fantras, unlike other paladin variants, do not cast spells in the conventional way, but fashion magical potionlike extracts in which they can store spell effects. Like an alchemist, a fantra prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. However, when a fantra creates an extract, he infuses the concoction with a tiny fraction of magic siphoned from the natural world—this enables the creation of powerful effects, but also binds the effects to the creator. A fantra creates extracts drawn from the fantra formulae list, and can create any formulae he knows without preparing it ahead of time. To learn or use an extract, an alchemist must have a Charisma score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against a fantra’s extract is 10 + the extract level + the fantra’s Charisma modifier. A fantra is restricted from creating any extracts with the lawful descriptor.

Like alchemists, a fantra can create only a certain number of extracts of each spell level per day. His base daily allotment of extracts is given on Table: Fantra. In addition, he receives bonus spells per day if he has a high Charisma score.

A fantra's selection of extracts is extremely limited. A fantra begins play knowing two 1st-level formulae of his choice. At each new fantra level, he gains one or more new formulae, as indicated on Table: Fantra Extracts Known. (Unlike extracts per day, the number of extracts a fantra knows is not affected by his Charisma score; the numbers on Table: Fantra Extracts Known are fixed.) These new extracts can be common spells chosen from the fantra formulae list list, or they can be unusual extracts that the fantra has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered fantra level after that (6th, 8th, and so on), a fantra can choose to learn a new extract in place of one he already knows. In effect, the fantra loses the old extract in exchange for the new one. The new extract's level must be the same as that of the extract being exchanged. A fantra may swap only a single extract at any given level, and must choose whether or not to swap the extract at the same time that he gains new extracts known for the level.

Unlike an alchemist, a fantra has no formulae book and need not prepare his spells in advance. He can create any extract he knows at any time, assuming he has not yet used up his extracts per day for that level.
In addition, a fantra can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. This ability otherwise functions as the alchemist’s extracts.

Herbalism (Su): At 1st level, a fantra becomes a master of creating balms, salves, and other curatives from natural herbs and roots. When using Craft (alchemy) to create an herbal item, a fantra gains a competence bonus equal to his class level on the Craft (alchemy) check. A fantra can use Craft (alchemy) to create any of the following herb-based substances: antiplague* (DC 25), antitoxins (DC 25), bloodblock** (DC 25), bodybalm** (DC 25), nashadir* (DC 20), smelling salts* (DC 20), soothe syrup* (DC 15), terra sap (distilled)** (DC 15), and vermin repellant** (DC 20).

In addition, a fantra can use Craft (alchemy) to identify poisons as if using detect poison. He must hold the poison for 1 round to make such a check. (*Advanced Player’s Guide, **Adventurer’s Armory)

Wild Lore (Ex): At 1st level, a fantra gains a +4 bonus on all Knowledge (nature) and Survival skill checks to identify pure water and nontoxic edible plants.

Brew Antidote (Ex): Beginning at 2nd level, a fantra receives Brew Potion as a bonus feat, but can only use the feat to brew variants of the neutralize poison potion using his fantra level as his caster level. The fantra can brew potions of neutralize poison that affect only ingested poisons. At 5th level, he can brew potions of neutralize poison that affect ingested and injury poisons. At 8th level, can brew potions of neutralize poison that affects all types of poison. The fantra does not need to meet the prerequisites for this feat.

Divine Abjuration (Su): At 2nd level, a fantra gains a bonus equal to his Charisma bonus (if any) on all saving throws against spells with the chaotic descriptor, or those cast by a chaotic spellcaster or creature.
Tribal Mind (Ex): At 2nd level, a fantra views himself as a guardian of his entire people as a whole and his protective and comforting nature grants him a +3 circumstance bonus on all Diplomacy skill checks when dealing with other tribe members.

Divine Health (Su): At 3rd level, a fantra is immune to all diseases, including supernatural and magical diseases.

War Trance (Ex): At 3rd level, a fantra is trained in the ritual war trance of his tribe. Entering a war trance requires a move action and grants him benefits that enhance his prowess in battle. He can use war trance a number of rounds per day equal to 4 + his Charisma modifier. At each level after 3rd, a fantra can use war trance for 2 additional rounds per day.

Entering a war trance is a standard action and grants the fantra a +1 morale bonus on attack rolls, saves, and skill checks. This bonus increases by +1 at 7th level and every four levels thereafter, to a maximum of +5 at 19th level. A war trance can be maintained each round as a free action. At 9th level, entering a war trance is a move action and At 15th level, entering a war trance is a swift action.
A war trance cannot be disrupted, but it ends immediately if the fantra is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round.

In addition, the fantra can add any one of the following effects to his trance each round, as indicated by his level. Each effect lasts for as long as the fantra maintains the trance, or changed each round as a free action.

Courageous Heart (Ex): A fantra of 3rd level or higher can bolsters himself against fear and charm effects. The fantra receives a +1 morale bonus on saving throws against fear. At 8th level, and every five fantra levels thereafter, this bonus increases by +1, to a maximum of +4 at 18th level. This bonus stacks with his save bonus granted by his war trance.

Maneuver Specialist (Ex): A fantra of 7th level or higher can improve his technique when using combat maneuvers. The fantra receives a +1 competence bonus to his CMB and CMD when attempting or defending against combat maneuvers. At 11th level, and every four fantra levels thereafter, this bonus increases by +1, to a maximum of +4 at 19th level.

Righteous Wrath (Ex): A fantra of 7th level or higher can turn his inner strength outward. The fantra gains a +4 enhancement bonus to his Strength score. At 15th level, this bonus increases to +6.

Physical Toughness (Ex): A fantra of 11th level or higher can enhance his resistance to physical damage. The fantra receives a number of temporary hit points equal to his fantra level (maximum 20).

Resist Charms (Ex): A fantra of 11th level or higher can improve his resistance to charm spells and effects. The fantra receives a +2 resistance bonus against charm effects. This bonus increases to +3 at 15th level and to +4 at 19th level. This bonus stacks with his save bonus granted by his war trance.

Greater Presence (Ex): A fantra of 15th level or higher is considered two levels higher for the purpose of determining the effects of spells that are Hit Dice dependent.

Master Evader (Ex): A fantra of 15th level or higher gains a +4 dodge bonus to AC.

True Bravery (Ex): A fantra of 19th level or higher gains immunity to fear spells and effects.

Detect Animals or Plants (Sp): At 4th level, a fantra gains the ability to detect animals and plants once per day. This ability functions like the detect animals and plants spell. A fantra can use this ability an additional time per day at 6th level and every two levels thereafter. At 20th level, a fantra can use detect animals and plants at will.

Bonded Mount (Su): At 5th level, a fantra gains the service of an unusually intelligent, strong, and loyal steed to serve him in his battle against law and order. This ability functions like the cavalier’s mount ability, except that the mount gains the shared spell special ability, and gains the entropic template at 11th level.

Discovery (Su): This is exactly like the alchemist’s ability of the same name, except that the fantra can select a discovery at 5th level and every four levels thereafter (up to 17th level). The fantra may only select discoveries related to extracts.

Code of Conduct: A fantra must be of chaotic neutral alignment and loses all class features except proficiencies if he ever willingly commits an outright lawful act without good cause. A fantra’s code requires that he do all within his power to ensure everyone’s god-given freedom, disregard all laws and edicts save those given by his deity, deliver vengeance upon those who harm their family and clan, and follow the dictates of his own heart and soul.

Associates: While he may adventure with allies of any alignment, a fantra avoids working with anyone who consistently offends his moral code. He prefers to travel with allies with a chaotic alignment (chaotic good, chaotic neutral, chaotic, chaotic evil). Under exceptional circumstances, a fantra can ally with someone with a lawful alignment, but only if he believes that doings so will result in the greatest freedom for all, and bring about the necessary chaos to ensure continual change. A fantra should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should he feel it is not in the best interest of individual freedoms. A fantra may accept only henchmen, followers, or cohorts who are chaotic neutral.

FANTRA FORMULAE LIST
Fantras gain access to the following formulae.

1st-Level Fantra Formulae—air bubble, ant haul, anticipate peril, aspect of the falcon, bane, call animal, calm animal, charm animal, command, cure light wounds, deathwatch, detect animals or plants, detect law, detect snares and pits, divine favor, doom, endure elements, expeditious retreat, feather step, goodberry, hide from animals, inflict light wounds, longstrider, magic fang, magic weapon, moment of greatness, pass without trace, protection from law, remove sickness, sanctuary, speak with animals, summon nature’s ally I, tireless pursuit, touch of the sea.

2nd-Level Fantra Formulae—aid, align weapon, animal aspect, aspect of the bear, barkskin, bear’s endurance, bull’s strength, cure moderate wounds, delay poison, effortless armor, elemental speech, forest friend, hold animal, inflict moderate wounds, instant armor, perceive cues, remove paralysis, resist energy, restoration (lesser), silence, slipstream, soften earth and stone, soothing word, stone call, summon monster II, tactical acumen, treeshape, undetectable alignment, war train mount, weapon of awe, wilderness soldiers, wood shape.

3rd-Level Fantra Formulae—animal aspect (greater), badger’s ferocity, burst of speed, call lightning, create food and water, cure serious wounds, daylight, diminish plants, dispel magic, dominate animal, heal mount, magic fang (greater), meld into stone, neutralize poison, plant growth, prayer, protection from energy, remove blindness/deafness, remove curse, remove disease, sleet storm, speak with dead, spike growth, summon nature’s ally III, water breathing.

4th-Level Fantra Formulae—antiplant shell, aspect of the stag, atavism, ball lightning, command plants, cure critical wounds, discern lies, divine power, flame strike, freedom of movement, greater magic weapon, ice storm, life bubble, repel vermin, rusting grasp, spike stones, summon nature’s ally IV, water walking.

5th-Level Fantra Formulae—animal growth, aspect of the wolf, atonement, awaken, breath of life, call lighting storm, commune with nature, commune, control winds, death ward, hallow, insect plague, mass cure light wounds, raise animal companion, rest eternal, righteous might, stoneskin, summon nature’s ally V, treestride, true seeing, wall of fire, wall of thorns.

6th-Level Fantra Formulae—antilife shell, dispel magic (greater), eagle aerie, find the path, heal, liveoak, move earth, raise dead, repel wood, sirocco, stone tell, summon nature’s ally VI, transport via plants, wall of stone.

Table: Fantra
Base
Class Attack Fort Ref Will Extract per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +1 +2 +0 +2 Aura of chaos, detect law, extracts, herbalism, wild lore 1 — — — — —
2nd +2 +3 +0 +3 Brew antidote, divine abjuration, tribal mind 1 — — — — —
3rd +3 +3 +1 +3 Courageous heart, divine health, war trance 1 — — — — —
4th +4 +4 +1 +4 Detect animals or plants (1/day) 1 1 — — — —
5th +5 +4 +1 +4 Bonded mount, discovery 2 1 — — — —
6th +6/+1 +5 +2 +5 Detect animals or plants (2/day) 2 1 — — — —
7th +7/+2 +5 +2 +5 Maneuver specialist, righteous wrath 2 1 1 — — —
8th +8/+3 +6 +2 +6 Detect animals or plants (3/day) 2 2 1 — — —
9th +9/+4 +6 +3 +6 Discovery 3 2 1 — — —
10th +10/+5 +7 +3 +7 Detect animals or plants (4/day) 3 2 1 1 — —
11th +11/+6/+1 +7 +3 +7 Resist charms, physical toughness 3 2 2 1 — —
12th +12/+7/+2 +8 +4 +8 Detect animals or plants (5/day) 3 3 2 1 — —
13th +13/+8/+3 +8 +4 +8 Discovery 4 3 2 1 1 —
14th +14/+9/+4 +9 +4 +9 Detect animals or plants (6/day) 4 3 2 2 1 —
15th +15/+10/+5 +9 +5 +9 Greater presence, master evader 4 3 3 2 1 —
16th +16/+11/+7/+2 +10 +5 +10 Detect animals or plants (7/day) 4 4 3 2 1 1
17th +17/+12/+7/+2 +10 +5 +10 Discovery 4 4 3 2 2 1
18th +18/+13/+8/+3 +11 +6 +11 Detect animals or plants (8/day) 4 4 3 3 2 1
19th +19/+14/+9/+4 +11 +6 +11 True bravery 4 4 4 3 2 2
20th +20/+15/+10/+5 +12 +6 +12 Detect animals or plants (at will) 4 4 4 3 3 3

Fantra Extracts Known
1st 2nd 3rd 4th 5th 6th

2 — — — — —
3 — — — — —
3 — — — — —
4 2 — — — —
4 3 — — — —
4 3 — — — —
4 4 2 — — —
5 4 3 — — —
5 4 3 — — —
5 4 4 2 — —
5 5 4 3 — —
5 5 4 3 — —
5 5 4 4 2 —
5 5 4 4 3 —
5 5 4 4 3 —
5 5 5 4 4 2
5 5 5 4 4 3
5 5 5 4 4 3
5 5 5 4 4 4
5 5 5 4 4 4


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Eager to see the LE paladin. LE PCs make for some of the best character interactions in my experience.


+1
Just mentioned that Dragon article in another thread about a day ago. Looking forward to seeing the rest converted.


I'll post the rest later today sometime. Working!


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I remember these! I based an order of the lawful neutral paladins in my home brew world. Glad to see an update, now I can stat them up again. Thanks! :)


Dot


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Good stuff here! I hereby grant thee a +1 interwebs.


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Thanks Elghinn! It was fun working with you to these, even if my take on alternate alignment paladins doesn't certainly end here.^^ I made 3 other NG archetypes and one CG archetypes at least!^^


You could post them here once I get the last few Paladins up on the thread. I assume they archetypes to the normal core paladin class.


I already posted them in various threads, among which the Multiclass Archetypes thread (our Merciful Redeemer). I could post the links here.^^


Sure.


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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. Regardless of the armor they wear or the weapons they wield, illriggers prefer those of darkened metal. They often wear great helmets bearing the symbols and war standards of their gods, while insignias of rank, each a subsymbol of the illrigger’s personal sigil, accompany every follower, especially his cohort, who serves as his personal batman.

Alignment: Lawful evil.
Hit Dice: d10.
Skill Ranks at Each Level: 4 + Int

Class Skills: The illrigger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Spellcraft (Int).

Weapon and Armor Proficiency: An illrigger is proficient with all simple and martial weapons. Illriggers are also proficient with light and medium armor, and with shields (except tower shields). An illrigger can cast illrigger spells while wearing light or medium armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an illrigger wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass illrigger still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting: Beginning at 4th level, an illrigger casts arcane spells drawn from the antipaladin spell list. He also may choose spells from the sorcerer/wizard spell lists, but may select only those from the Divination, Illusion, and Necromancy schools, or any of their associated schools. An illrigger is restricted from casting spells from any other schools. An illrigger must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the illrigger must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an illrigger’s spell is 10 + the spell level + the illrigger’s Intelligence modifier.

An illrigger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Illrigger. In addition, he receives bonus spells per day if he has a high Intelligence score.

An illrigger may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the illrigger decides which spells to prepare.

An illrigger must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. An illrigger begins play with a spellbook containing three 1st-level illrigger spells of his choice. The illrigger also selects a number of additional 1st-level illrigger spells equal to his Intelligence modifier to add to his spellbook. At each new illrigger level after 4th, he gains two new illrigger spells of any spell level or levels that he can cast (based on his new illrigger level) for his spellbook. At any time, an illrigger can also add spells found in other spellbooks to his own.

An illrigger can learn spells from a wizard’s or magi’s spellbook, just as a wizard or magi can from an illrigger’s spellbook. The spells learned must be on the illrigger spell list, as normal. An alchemist can learn formulae from an illrigger’s spellbook, if the spells are also on the alchemist spell list. An illrigger cannot learn spells from an alchemist.

Through 3rd level, an illrigger has no caster level. At 4th level and higher, his caster level is equal to his illrigger level –3.

Aura of Evil (Su): The power of an illrigger’s aura of evil (see the detect evil spell) is equal to his illrigger level.

Detect Good (Sp): At will, an illrigger can use detect good, as the spell. An illrigger can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the illrigger does not detect good in any other object or individual within range.

Sneak Attack (Ex): If an illrigger can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The illrigger's attack deals extra damage (called "precision damage") anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the illrigger flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every three illrigger levels thereafter. Should the illrigger score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), an illrigger can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The illrigger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An illrigger cannot sneak attack while striking a creature with concealment.

Divine Abjuration (Su): At 2nd level, an illrigger gains a bonus equal to his Charisma bonus (if any) on all saving throws against spells with the chaotic descriptor, or those cast by a chaotic spellcaster or creature.

Poison Use: Starting at 2nd level, an illrigger is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon.

Aura of Protection (Su): At 3rd level, an illrigger is under the constant effect of a protection from chaos spell.

Divine Health (Su): At 3rd level, an illrigger is immune to all diseases, including supernatural and magical diseases.

Uncanny Dodge (Ex): Starting at 4th level, an illrigger can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An illrigger with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.

Cohort (Ex): At 5th level, an illrigger attracts a 2nd-level cohort. This otherwise functions as the Leadership feat, but the cohort is always at least three or more levels lower than himself.

If a cohort gains enough XP to bring him to two levels lower than the illrigger’s level, the cohort does not gain the new level until the illrigger gains his next level—until then his new XP total is 1 less than the amount needed to attain the next level and he gains no additional XP until his master advances.

The illrigger can release his cohort from service, and may gain a new one by scouting for potential candidates in a city or large town where members of his order can typically be found, which requires at least 24 hours of uninterrupted scouting. This act can also replace a cohort who has perished.

At 7th level, this ability upgrades to the Leadership feat (meaning that this ability is replaced by the Leadership feat). The illrigger gains all the normal benefits of the Leadership feat, except that his cohort must remain at least three levels lower than him. In order for an apprentice to be able to be two levels lower than his master, the cohort must be at least 4th level, and the illrigger must witness him as he singlehandedly defeats a creature with Hit Dice equal to or greater than his own. Upon the creature's defeat, the cohort may increase in level to up to two levels lower than his master.

Death Attack (Ex): Starting at 6th level, if an illrigger studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (illrigger's choice). Studying the victim is a standard action. The death attack fails if the target detects the illrigger or recognizes the illrigger as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the illrigger's class level + the illrigger's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the illrigger. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the illrigger has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the illrigger does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Improved Uncanny Dodge (Ex): An illrigger of 8th level or higher can no longer be flanked. This defense denies another illrigger the ability to sneak attack the character by flanking him, unless the attacker has at least four more illrigger levels than the target does.

Hidden Weapons (Ex): At 8th level, an illrigger becomes a master at hiding weapons on his body. He adds his illrigger level to all Sleight of Hand skill checks made to prevent others from noticing them.

Camouflage (Ex): An illrigger of 12th level or higher can use the Stealth skill to hide as long as he is within 10 feet of some sort of shadow, even if the area doesn't grant cover or concealment.

Heavy Armor: At 13th level, an illrigger gains proficiency with heavy armor. An illrigger can cast arcane spells while wearing heavy armor without incurring the normal arcane spell failure chance.

Hide In Plain Sight (Ex): At 17th level, an illrigger can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, an illrigger can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Harbinger of Death (Ex): At 20th level, anyone slain by an illrigger's death attack becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 15 + the illrigger's level or the spell fails and the material component is wasted. Casting remove curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 10 + the illrigger's level.

In addition, whenever an illrigger kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the illrigger to avoid detection.

Code of Conduct: An illrigger must be of lawful evil alignment and loses all class features except proficiencies if he ever willingly commits an outright chaotic or carelessly disruptive act without good cause. An illrigger’s code requires that he adhere to the edicts of his church, remove those who oppose the will of his superiors, use the laws of the land to his greatest benefit, and do all within his power to exact lawful vengeance upon his enemies.

Associates: While he may adventure with allies of any alignment, an illrigger avoids working with anyone who consistently offends his moral code. He prefers to travel with allies of a lawful, neutral, and evil alignment (lawful neutral, neutral, lawful evil, neutral evil). Under exceptional circumstances, an illrigger can ally with someone with a chaotic alignment, but only if he believes that doings so will result in accomplishing his ultimate goal. Although he does not favor association with goodly people, he will often gain their trust and manipulate them to aid them in his cause. An illrigger should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should he feel it is not in the best interest of his church or his cause. An illrigger may accept only henchmen, followers, or cohorts who are lawful evil.

Table: Illrigger
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +0 +2 Aura of evil, detect good, sneak attack +1d6 — — — —
2nd +2 +3 +0 +3 Divine abjuration (chaotic), poison use — — — —
3rd +3 +3 +1 +3 Aura of protection, divine health — — — —
4th +4 +4 +1 +4 Sneak attack +2d6, uncanny dodge 0 — — —
5th +5 +4 +1 +4 Cohort 1 — — —
6th +6/+1 +5 +2 +5 Death attack 1 — — —
7th +7/+2 +5 +2 +5 Sneak attack +3d6 1 0 — —
8th +8/+3 +6 +2 +6 Improved uncanny dodge 1 1 — —
9th +9/+4 +6 +3 +6 Hidden weapons 2 1 — —
10th +10/+5 +7 +3 +7 Sneak attack +4d6 2 1 0 —
11th +11/+6/+1 +7 +3 +7 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Camouflage (dim light) 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Heavy armor, sneak attack +5d6 3 2 1 0
14th +14/+9/+4 +9 +4 +9 3 2 1 1
15th +15/+10/+5 +9 +5 +9 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Sneak attack +6d6 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Hide in plain sight (dim light) 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Sneak attack +7d6 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Harbinger of death 4 4 3 3


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ARRIKHAN
The neutral evil arrikhan, whose name in the ancient tongue 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. Whether by obedience to the tenets of the appointed laws or through spontaneous anarchy, the arrikhan lives to spread the evil edicts and purposes of his god and church. Because of his great obligation to engender wickedness and malice throughout the lands, many of the evil races, such as orcs and other goblinoids flourish in this pursuit of promoting evil in all its aspects.

Alignment: Neutral evil.
Hit Dice: d10.
Skill Ranks at Each Level: 2 + Int

Class Skills: The arrikhan’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Spellcraft (Int).

Weapon and Armor Proficiency: An arrikhan is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and shields (except tower shields).

Spellcasting: The arrikhan casts divine spells drawn from the antipaladin spell list, and adds the following spells to that list: 1st–charm animal, detect animals or plants, detect snares and pits, entangle, faerie fire, longstrider, know direction, obscuring mist, pass without trace, produce flame, summon nature’s ally I; 2nd–barkskin, chameleon stride, forest friend, heat metal, locate weakness, summon nature’s ally II; 3rd–call lightning, pyrotechnics, remove disease, snare, summon nature’s ally III, water breathing; 4th–commune with nature, freedom of movement, grove of respite, summon nature’s ally IV, tree stride. He also loses access to all spells with the good descriptor. An arrikhan otherwise prepares and casts spells as an antipaladin of equal level, and receives bonus spells per day if he has a high Charisma score.

Alchemy (Ex): This is exactly like the alchemist ability of the same name, except that an arrikhan can only use his Craft (alchemy) to create poisons, whether of a plant, animal, or alchemical origin, but not bombs, extracts or mutatgens. Poisons can be made using Craft (alchemy). The DC to make a poison is equal to its Fortitude save DC. Rolling a natural 1 on a Craft skill check while making a poison exposes the arrikhan to the poison. An arrikhan can create any poison listed in Table 16–2: Sample Poisons (see page 559 of the Core Rulebook) if he has acquired the appropriate components for an individual poison.

Once an arrikhan has gained the poison use class feature, he does not risk poisoning himself when using Craft to make poison. When using his Craft (alchemy) to create a poison, an arrikhan gains a competence bonus equal to his arrikhan level on the Craft (alchemy) check. In addition, an arrikhan can use Craft (alchemy) to identify poisons or poisonous plants as if using detect poison. He must hold the poison filled vial or study the plant for 1 round to make such a check.

Aura of Evil (Su): The power of an arrikhan’s aura of evil (see the detect evil spell) is equal to his arrikhan level.

Channel Negative Energy (Su): An arrikhan can release a wave of negative energy by channeling the power of his faith through his unholy symbol like a cleric of an evil aligned deity. However, this energy neither causes nor heals any damage but functions as the Turn Undead feat.

Starting at 3rd level, this energy can be used to cause damage against living creatures or heal undead. An arrikhan’s channel negative energy causes or heals 1d6 points of damage at 3rd level and an additional 1d6 at 7th, 9th, 13th, 15th, and 19th level, to maximum of 6d6. This is a Charisma-based ability.

Detect Good (Sp): At will, an arrikhan can use detect good, as the spell. An arrikhan can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the arrikhan does not detect good in any other object or individual within range.

Wild Lore (Ex): At 1st level, an arrikhan gains a +4 bonus on all Knowledge (nature) and Survival skill checks to identify pure water and nontoxic edible plants.

Divine Abjuration (Su): At 2nd level, an arrikhan gains a bonus equal to his Charisma bonus (if any) on all saving throws against spells with the good descriptor, or those cast by a good spellcaster or creature.

Poison Use: Starting at 2nd level, an arrikhan is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon.

Smite Chaos (Su): Once per day, an arrikhan of 2nd level can call out to the powers of evil to aid him in his struggle against good. As a swift action, the arrikhan chooses one target within sight to smite. If this target is good, the arrikhan adds his Charisma bonus (if any) to his attack rolls and adds his arrikhan level to all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, or a good-aligned dragon, the bonus to damage on the first successful attack increases to 2 points of damage per level the arrikhan possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the arrikhan gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the arrikhan targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the arrikhan rests and regains his uses of this ability. At 6th level, and at every four levels thereafter, the arrikhan may smite good one additional time per day, as indicated on Table: Arrikhan, to a maximum of five times per day at 18th level.

Beastservant’s Bond (Ex): At 4th level, an arrikhan gains the service of an extraplanar ally from the infernal realms. This functions as summon monster II, except that he can summon only a single creature with the evil subtype or an evil animal, and it remains with the arrikhan until it is slain, at which time it returns to its infernal home. Once selected, the choice is set, but it may be changed whenever the arrikhan gains a level. Upon reaching 6th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 18th level. Once per day, as a full-round action, an arrikhan may magically call his ally to his side. This ability is the equivalent of a spell of a level equal to one-third the arrikhan’s level. The ally immediately appears adjacent to the aryrikhan. An arrikhan can use this ability once per day at 4th level, and one additional time per day for every five levels thereafter, for a total of four times per day at 19th level.

At 11th level, the ally gains the advanced template. At 15th level, an arrikhan’s ally gains spell resistance equal to the arrikhan’s level + 11. Should the arrikhan’s infernal ally die or become banished, the arrikhan may not summon another ally for 30 days or until he gains an arrikhan level, whichever comes first. During this 30-day period, the arrikhan takes a –1 penalty on attack and weapon damage rolls.

Detect Animals or Plants (Sp): At 4th level, an arrikhan gains the ability to detect animals and plants once per day. This ability functions like the detect animals and plants spell. An arrikhan can use this ability an additional time per day at 6th level and every two levels thereafter. At 20th level, an arrikhan can use detect animals and plants at will.

Pain Bringer (Su): Once per day as a standard action, an arrikhan of 5th level or higher can speak a word of power to bring pain to another creature. Upon speaking the word, the target must make a Fortitude saving throw (DC 10 + 1/2 the arrikhan’s level + the arrikhan’s Charisma modifier) or become nauseated for 1 round per arrikhan level from the pain. An arrikhan can use this ability an additional time for every four levels after 5th. In addition, when using the Heal skill to torture creatures, an arrikhan gains a competence bonus equal to his class level on the Heal check.

Command Undead (Ex): At 7th level, an arrikhan can channel negative energy so as to force undead into his serve. He gains Command Undead as a bonus feat.

Code of Conduct: An arrikhan must be of neutral evil alignment and loses all class features except proficiencies if he ever willingly commits a good act. Additionally, an arrikhan's code requires that he act in an evil manner at all times, serve his church, eliminate those who harm or threaten the natural order of things, and destroy any good outsiders who have encroached into the Material Plane.

Associates: While he may adventure with evil or neutral allies, an arrikhan avoids working with good characters or with anyone who consistently offends his moral code. An arrikhan may associate with good characters for the purpose of facilitating an evil scheme or endeavor. An arrikhan should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately upon its completion. An arrikhan may accept only henchmen, followers, or cohorts who are neutral evil.

Table: Arrikhan
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +1 +2 +0 +2 Alchemy (poison), aura of evil, channel negative energy — — — —
(turn undead) detect good, wild lore
2nd +2 +3 +0 +3 Divine abjuration (good), poison use, smite good 1/day — — — —
3rd +3 +3 +1 +3 Channel negative energy 1d6, poison resistance +2 — — — —
4th +4 +4 +1 +4 Beastservant’s bond), detect animals or plants (1/day) 0 — — —
5th +5 +4 +1 +4 Pain bringer, poison resistance +4 1 — — —
6th +6/+1 +5 +2 +5 Detect animals or plants (2/day), smite good 2/day 1 — — —
7th +7/+2 +5 +2 +5 Channel negative energy 2d6, command undead 1 0 — —
poison resistance +6
8th +8/+3 +6 +2 +6 Detect animals or plants (3/day) 1 1 — —
9th +9/+4 +6 +3 +6 Channel negative energy 3d6, poison immunity 2 1 — —
10th +10/+5 +7 +3 +7 Detect animals or plants (4/day), smite good 3/day 2 1 0 —
11th +11/+6/+1 +7 +3 +7 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Detect animals or plants (5/day) 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Channel negative energy 4d6 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Detect animals or plants (6/day), smite good 4/day 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Channel negative energy 5d6 3 2 2 1
16th +16/+11/+7/+2 +10 +5 +10 Detect animals or plants (7/day) 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Detect animals or plants (8/day), smite good 5/day 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Channel negative energy 6d6 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Detect animals or plants (at will) 4 4 3 3


Not sure why this thread makes me think about Highlander...."there can only be one..."


1 person marked this as a favorite.

These look really good. I loved that article and one of the most powerful antagonists in my original homebrew setting was an Illrigger. I'm not good at analyzing the math behind mechanics and such, but flavor wise I like 'em!


Dotting for the future


DungeonmasterCal wrote:
These look really good. I loved that article and one of the most powerful antagonists in my original homebrew setting was an Illrigger. I'm not good at analyzing the math behind mechanics and such, but flavor wise I like 'em!

Thanks DMCal! Bardess, Elghinn and I worked very hard to retain the original essence of each of the seven paladin-types while also maintaining balance wih the PF ruleset and with Core/Base classes - especially Paladins/Antipaladins.

Elghinn and Bardess are definite Paladin-ophiles, I'm merely a major fan of the old article...
The major difficultY was the wildly varying abilities between the original seven - everything from HD to spell-use, weapon/armor proficiencies and followers - especially when trying to port them into PF as a balanced group.
Where there were major blank levels on a 20 level progression, we got inventive along the lines of the original flavor - the Fantra's trance dances and alchemical herbology for example; looking at existing PF mechanics helped a lot.
Glad you like the results!!!


+1. I like this conversion.


Here's my conversion of the 3.5E Sentinel and Avenger
And here's my Inquisition Paladin (an "inquisitive" twist on the Sacred Servant; I suppose that "Divine Judge" could be a more proper name).
The Merciful Redeemer will appear on the MCArchetype site when it's refined.^^

Finally, here's a race trait I made for my campaign, on request from a player who would be a proper paladin but with a NG alignment. Seems fit to me.

Mystic Warrior (Aasimar, Angelkin): Your angelic ancestor transmitted you its fervor in fighting for good. You can take levels in paladin even while mantaining a NG or CG alignment.


Bardess, those look really good. I always thought the Champion class from Monte Cooke's Ptolus setting would be a great one to convert. I don't know if he'd permit it, but I always liked the class itself.


Excellent conversions. I've loved the Plethora of Paladins since I first read it back in the day.

Question though: You have the paramander...are you contemplating any conversion for the paramandyr?


No.


Yo Elghinn - where is the Fantra's tribal mind ability?


It's there, right under Divine Abjuration. I apparently for got to space the two abilities and bold the ability title. Here it is for easy reference.

Tribal Mind (Ex): At 2nd level, a fantra views himself as a guardian of his entire people as a whole and his protective and comforting nature grants him a +3 circumstance bonus on all Diplomacy skill checks when dealing with other tribe members.

RPG Superstar 2012 Top 16

The paramandyer is a paramander who instead of molding the forces of opposite alignments, simply kills them all. He believes that in death, there is perfect balance.

His attitude is different, but his powers are the same. He's simply a paramander with a different TN outlook...an extremely proactive one.

==Aelryinth


YEah, dotting for reference.

-Ben.

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