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Dragon | Classes | - | Paladins | Dragon 106 |
Garaths are chaotic good church guardians.
They primarily defend their churches, no matter what the method or
cost; often guarding church journeys or caravans. Devout church members,
garaths
adhere to their god's strictures with absolute conviction. If a garath
ever breaks a church rule, he loses his garath church rank and abilities
and becomes forevermore a normal fighter.
Garaths pride themselves on finely crafted and exquisitely detailed
clothes, weapons, and armor. Plate mail is the most common garath
protection, always embellished with church symbols and holy script.
Wisdom and charisma (a factor of devotion for garaths) are the
prime requisites of the garath. A score of 16 or greater in one of
these abilities adds 10% to earned experience, and scores of 16 or
greater in both abilities add 15%. Garaths receive spell bonuses and
chances of spell failure according to their wisdom scores as clerics
do
( s e e Players Handbook p. 11, Wisdom
Table II).
Garaths use any magic items usable by fighters or clerics. Normal
followers are those found in the church as lower-level garaths, for
a
garath?s level determines his church rank. At 7th level, the church
appoints two 1st-level fighters of the same race as personal guardians
to the garath. Check for other followers at each new level using a
5% chance per level beginning with 2nd level of a follower joining
the garath (5% at 2nd level, 10% at 3rd, etc.). If a follower is indicated,
roll once on Garath Table III to determine the type of follower. Garaths
never build strongholds.
The special abilities of a garath are:
1. Detection of evil within a 100? radius, revealing only the general direction of the evil source and requiring total concentration.
2. Saving throw bonuses against evil magic at +1 for each three
levels the garath possesses ( +1 at 1st through 3rd level, +2 at 4th
through 6th level, etc.). Evil magic includes any spells cast by evil
NPCs or monsters, and any effects of magic items that are intrinsically
evil or that are used by evil beings.
3. Protection from devils beginning at 5th level, including
all
lawful evil creatures from the lower planes.
4. Spell use at 8th level and above. Garath Table II shows the
number and level of such spells.
5. The ability to use all holy swords (of chaotic good alignment) as
paladins do.
6. Good welcome from any allied chaotic good church. A garath
abuses this only at the risk of deviating from his alignment.
7. Hit and damage bonuses of +1 for each 4 levels of experience
( +1 at 1st through 4th level, +2 at 5th through 8th, etc.) with any
weapon, due to their fierce fighting ability and devotion.
8. Two bodyguards appointed at 7th level. These two 1st-level
fighters, of the same race as the garath, progress in level as normal
NPCs and will serve unto death. The church will not replace killed
bodyguards.
The strictures of a garath are:
1. Forbidden retention of wealth. Garaths keep non-monetary
treasure if desired; otherwise, they give it to the church.
2. Use of force only against non-good-aligned individuals, except
for self-defense or church defense.
3. Employment of only good-aligned individuals, except for
church defense.
Garath Table I
Experience
points |
Experience
level |
Hit points | Level title |
0 -- 2,400 | 1 | d8 | Shroud |
2,401 -- 5,000 | 2 | 2d8 | Defender |
5,001 -- 11,500 | 3 | 3d8 | Guardian |
11,501 -- 22,000 | 4 | 4d8 | Keeper |
22,001 -- 47,500 | 5 | 5d8 | Lord's Shield |
47,501 -- 100,500 | 6 | 6d8 | Garath Aspirant |
100,501 -- 190,000 | 7 | 7d8 | Garath |
190,001 -- 320,000 | 8 | 8d8 | Garath |
320,001 -- 640,000 | 9 | 9d8 | Garath |
640,001 -- 960,000 | 10 | 9d8+2 | Garath |
960,001 -- 1,280,000 | 11 | 9d8+4 | Garath |
Garaths gain one level per 320,000 exp. pts. above 8th level.
Garaths gain 2 hp per level above 9th level.
Garath Table II: Spells
Cleric spell level
Garath level | 1 | 2 | 3 | 4 |
8 | 1 | - | - | - |
9 | 2 | 1 | - | - |
10 | 2 | 2 | - | - |
11 | 3 | 2 | 1 | - |
12 | 3 | 2 | 2 | - |
13 | 3 | 3 | 2 | 1 |
14 | 3 | 3 | 3 | 2 |
15* | 3 | 3 | 3 | 3 |
* -- Maximum spell-casting ability.
Garaths acquire and cast spells in the same way that a cleric does,
by meditation and prayer.
Garath Table III: Followers
Dice roll | Type of follower |
01-20 | 1-4 clerics of 1st level |
21-30 | 1-2 clerics of 2nd level |
31-56 | 1-6 0-level men-at-arms of 1-6 hp each |
57-76 | 1-4 fighters of 1st level |
77-86 | 1-2 fighters of 2nd level |
87-91 | 1 scribe2 of 1st-3rd level |
92-96 | 1 cloistered cleric1 of 1st-2nd level |
97 | 1 pegasus (mount) |
98 | 1 faerie dragon |
99 | 1-3 NPCs of any chaotic good-aligned class or subclass |
00 | DM's choice |
1 -- Cloistered clerics
are described in Best of DRAGON Magazine, Volume 4, p. 7.
2 -- Scribes are described in Best of DRAGON
Magazine, Volume 4, p. 23.
Note: Most followers of a garath are human (80%), but elves and
half-elves are often seen with them.
Each time the garath gains a level (or accumulates enough experience
points to gain a level after reaching his level limit), the chance
of a follower increases by 5% (5% at 2nd level, 10% at 3rd, etc.).
The DM rolls to determine the type of follower and, if necessary, the
race of the follower. All followers of a garath are chaotic good.