Thus, the article presents these variant paladin "subclasses" as subclasses of the fighter. Of course, these classes may be treated as separate from true paladins, since the article makes "paladin" a term for any holy warrior who promotes the causes of his or her alignment. Use of these classes as player characters is not recommended, as they have not been playtested for balance and tend to duplicate powers from existing classes. Through breaks in the dense foliage overhead, Aan could see the moon, full and imposing, burned deep orange by the falling sun.
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The arrikhan serves his god in the field, carrying out the orders of the high priests of the church. Like a myrikhan, an arrikhan almost always travels alone. An arrikhan lives to promote the evil ways of his god.
Should he ever commit a good deed, he will find himself unquestioningly excommunicated. If the church allows him to live which is not likely , he becomes forevermore a normal fighter. Arrikhans favor light armor because of its low encumbrance, often using exotic hides or breastplated furs for their protection. Their weapons tend to do the maximum amount of physical destruction morning stars predominate. Wisdom is the prime requisite of an arrikhan.
Arrikhans receive spell bonuses and chances of spell failure according to their wisdom scores as clerics do see Players Hand- book, p. Arrikhans can use any magic items except those usable only by magic-users or illusionists. An arrikhan with sufficient funds can build a stronghold at any time. Arrikhan Table III shows the type of fol- lowers attracted. The special abilities of an arrikhan are: 1. Good magic includes any spells cast by good NPCs or monsters and any effects of magic items that are intrinsically good or that are used by good beings.
At 3rd level and above, affecting undead as a cleric of two levels below the level of the arrikhan 1st-level ability at 3rd level, 2nd-level ability at 4th level, etc.
The arrikhan can turn the un-dead or ally them with himself as desired. The ability has no effect on devils, demons, or other extraplanar creatures — it only affects undead. The arrikhan must be aware of the good alignment for these bonuses to apply.
At 5th level and above, the ability to call for a warhorse that magically appears near the arrikhan. The ability to torture helpless victims.
This torture requires special instruments restraints, hot irons, salt and other caustic chemicals and irritants, etc. The creature being tortured must make a saving throw against its constitution score rolling its consti- tution or less on a 3d6 roll during each turn of torture; otherwise, it will reveal any information that the arrikhan wishes to know.
Tor- ture damage accrues at points per round. Player characters cannot be tortured for information in this manner, but may be harmed. Spell use at 7th level and above. Arrikhan Table II shows the number and level of such spells. Halflings of the arrikhan class, unable to learn cleric spells, cannot advance past 6th level; dwarves of the arrikhan class, unable to learn druid spells, cannot advance past 10th level.
The use of certain thief functions at a level of ability equal to half the level of the arrikhan 1st-level ability at 1st and 2nd level, 2nd-level ability at 3rd and 4th level, etc. Racial bo- nuses do not apply. The ability to concoct ingestive poisons and their antidotes from natural herbs and roots. Arrikhan Table IV shows the possible poisons and antidotes and their concoction times. This ability as- sumes the availability of proper herbs and roots. The strictures of an arrikhan are: 1. The oinodaemon is the usual deity wor- shipped.
Forbidden accumulation of wealth or treasure. All plunder must go to the church, which might or might not award part of that plunder to the arrikhan as a reward for his deeds.
A plethora of paladins
Channel Arcana. You can use your Channel Divinity to tap into a well of arcane power. You can choose a spell from the wizard spell list and cast it using a spell slot. The spell you choose must be of a level you are capable of casting and must be cast with an action or bonus action Turn the Extreme. As an action, you speak an ancient word of power that drives away cosmic imbalance, using your Channel Divinity. Each dragon or giant that is not of a true neutral or unaligned alignment within 30 feet of you that can hear you must make a Wisdom saving throw.
A PLETHORA OF PALADINS
Faurisar The natural world is the ultimate symbol of freedom and coexistence, and it must be protected against those agents of law which would abuse and destroy it. The armored man scowls at the ancient creature and rubs at his bloody wound. A garath abuses this only at the risk of deviating from q alignment. You learn how to cast divine magics through faithful devotion.
The arrikhan serves his god in the field, carrying out the orders of the high priests of the church. Like a myrikhan, an arrikhan almost always travels alone. An arrikhan lives to promote the evil ways of his god. Should he ever commit a good deed, he will find himself unquestioningly excommunicated. If the church allows him to live which is not likely , he becomes forevermore a normal fighter.