- | - | - | - | - |
Dragon | Classes | - | Paladins | Dragon 106 |
HIT DICE: d10 (max: 11)
SPELL ABILITY: yes (5)
CLASS LEVEL LIMIT: none
ARMOR PERMITTED: any, any shield
WEAPONS PERMITTED: any, oil = yes, poison = yes
ABILITY SCORES: S: 9/18(00), I: 13/pr, W: 12/pr, D: 9/18, CO: 10/18,
CH: 7/18
WEAPON PROFICIENCIES: 3, -2, 1/2 levels
ATTACKS PER MELEE ROUND: 1/1(1-6), 3/2(7-12), 2/1(13+)
The lawful evil illrigger creates for his god a framework of evil on
which to operate and subdue key proponents of good. He has crisply
efficient assassination skills and maintains a functioning network
of
followers to precipitate his crimes upon the world. Should the illrigger
ever commit a chaotic or carelessly disruptive act, his church will
excommunicate him and he will become forevermore a normal
fighter.
Illriggers prefer armor and weapons of darkened metal. Plate mail
and morning stars predominate. Illriggers wear great helmets bearing
the symbols and war standards of their gods. Insignias of rank,
each a subsymbol of the illrigger?s personal sigil, accompany every
f o l l o w e r .
Wisdom and intelligence are the prime requisites of the illrigger.
A total score in both abilities of 32 or greater adds 10% to earned
experience, and a total of 35 or greater adds 15%. Illriggers have
chances to know listed spells and minimum and maximum spells per
l e v e l a s m a g i c - u s e r s
d o ( s e e Players Handbook, p. 10, Intelligence
Table II: Ability for Magic-users)
and receive spell bonuses and
chances of spell failure according to their wisdom scores as clerics
do
(see Players Handbook, p. 11, Wisdom
Table II).
Illriggers can use any magic item unless it has an intrinsic good
alignment. Each time the illrigger gains a level, a cumulative 10%
chance indicates the presence of a follower (10% upon reaching 2nd
level, 20% upon reaching 3rd, etc.). Illrigger Table III shows the
type of followers attracted by an illrigger. An illrigger with sufficient
funds can build a stronghold at any time.
The special abilities of an illrigger are:
1. A continual emanation of a protection from good spell.
2. Immunity to all forms of disease.
3. Detection of good at 5? per level. The illrigger can determine
the type of good (lawful, neutral, or chaotic) in one segment of concentration.
4. Saving throw bonuses against chaotic magic at +1 for each
three levels ( +1 at 1st through 3rd level, +2 at 4th through 6th
level, etc.). Chaotic magic includes any spells cast by chaotic NPCs
or monsters, and any effects of magic items that are intrinsically
chaotic or that are used by chaotic beings.
5. Spell use at 5th level and above. Illrigger Table II shows the
number and level of such spells.
6. The use of certain thief functions at a level of ability equal to
half the level of the illrigger (1st-level ability at 1st and 2nd level,
2nd-level ability at 3rd and 4th level, etc.). The functions include
open locks, find/remove traps, move silently, hide in shadows, and
hear noise. Racial adjustments do not apply.
7. The ability to attack on the assassins? table for assassinations
after surprising an opponent.
The illrigger follows no strictures other than the rigid rules necessary to maintain his church. Nearly all known illriggers are devil-worshippers.
Illrigger Table I
Experience
points |
Experience
level |
Hit points | Level title |
0 -- 2,800 | 1 | d10 | Arch of Ruin |
2,801 -- 6,000 | 2 | 2d10 | Pillar of Sin |
6,001 -- 15,000 | 3 | 3d10 | Griefbringer |
15,001 -- 45,000 | 4 | 4d10 | Evilforger |
45,001 -- 75,000 | 5 | 5d10 | Illrigger |
75,001 -- 115,000 | 6 | 6d10 | Illrigger |
115,001 -- 165,000 | 7 | 7d10 | Illrigger |
165,001 -- 225,000 | 8 | 8d10 | Illrigger |
225,001 -- 300,000 | 9 | 9d10 | Illrigger |
300,001 -- 400,000 | 10 | 10d10 | Illrigger |
400,001 -- 800,000 | 11 | 11d10 | Illrigger |
800,001 -- 1,200,000 | 12 | 11d10 + 2 | Illrigger |
1,200,001 -- 1,600,000 | 13 | 11d10 + 4 | Illrigger |
Illriggers gain one level per 400,000 experience points above 10th
level.
Illriggers gain 2 hit points per level above 11th level.
Illrigger Table II: Spells usable by experience level
Magic-user spell level Cleric spell level
Illrigger
level |
1 | 2 | 3 | 4 | 1 | 2 | 3 |
5 | 1 | - | - | - | - | - | - |
6 | 1 | 1 | - | - | 1 | - | - |
7 | 2 | 1 | - | - | 1 | - | - |
8 | 3 | 2 | 1 | - | 1 | - | - |
9 | 4 | 2 | 1 | 1 | 2 | - | - |
10 | 4 | 3 | 2 | 1 | 2 | 1 | - |
11 | 4 | 4 | 2 | 2 | 2 | 1 | - |
12 | 4 | 4 | 3 | 2 | 2 | 2 | - |
13 | 4 | 4 | 4 | 3 | 2 | 2 | 1 |
14 | 4 | 4 | 4 | 3 | 3 | 2 | 2 |
15 | 4 | 4 | 4 | 4 | 3 | 2 | 2 |
16 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
17 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
18* | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Note: 4th-level magic-user spells are usable only by illriggers of 15
or greater intelligence.
* -- Maximum spell-casting ability.
Illrigger Table III: Followers
Dice roll | Type of follower |
01-08 | 1-10 thieves of 1st level |
09-14 | 1-8 thieves of 1st-2nd level |
15-19 | 1-6 thieves of 1st-4th level |
20-23 | 1-4 thieves of 2nd-5th level |
24-26 | 1-2 thieves of 3rd-6th level |
27-28 | 1 thief of 4th-7th level |
29-31 | 1-4 assassins of 1st-2nd level |
32 | 1 assassin of 3rd-6th level |
33-35 | 1-6 magic-users of 1st level |
36-37 | 1-4 magic-users of 1st-2nd level |
38 | 1-2 magic-users of 2nd-5th level |
39-40 | 1-2 illusionists of 1st-2nd level |
41 | 1 illusionist of 2nd-4th level |
42-46 | 1-6 clerics of 1st-4th level |
47-49 | 1-3 clerics of 2nd-5th level |
50-51 | 1-2 clerics of 4th-7th level |
52 | 1 cleric of 5th-8th level |
53 | 1-2 cloistered clerics1 of 1st-4th level |
54-61 | 4-40 0-level men-at-arms of 1-6 hp each |
62-67 | 1-10 fighters of 1st level |
68-72 | 1-8 fighters of 1st-4th level |
73-76 | 1-6 fighters of 2nd-5th level |
77-79 | 1-4 fighters of 3rd-6th level |
80-81 | 1-2 fighters of 4th-7th level |
82 | 1 cavalier of 1st-6th level |
83-84 | 1 hellcat or hell hound |
85 | 6-24 mites |
86 | 1 penanggalan |
87 | 20-200 duergar plus females and young |
88 | 20-200 orcs plus females and young |
89 | 30-300 goblins plus females and young |
90 | 10-100 hobgoblins plus females and young |
91 | 1 blue dragon |
92 | 1 ghost |
93 | 1 spectre |
94 | 1 wight |
95 | 1 wraith |
96 | 2 manticore |
97 | 1-8 fire giants plus females and young |
98 | 1-4 NPCs of any lawful evil class or subclass |
99 | special (see subtable on next page) |
00 | DM's choice |
1 -- Cloistered clerics are described in Best of DRAGON Magazine, Volume 4, p. 7.
Special follower subtable
Die roll | Type of follower |
1-2 | styx devil |
3 | 1-3 abishai (any color) |
4 | 1 pit fiend |
5-6 | 1-2 horned devils |
7 | 1-2 bone devils |
8 | 1 ice devil |
9-10 | 1 rakshasa |
11-12 | 1 imp |
R a c e o f f o l l o w e r
(if needed)
Roll d20: 1-3 = dwarf; 4-7 = half-orc; 8 = elf (5%), drow (75%),
half-elf (20%); 9-11 = human; 12-17 = same race as the illrigger;
18 = halfling; 19-20 = gnome.
The illrigger has a 10% chance per level beginning with the second of
attracting a follower (10% upon reaching 2nd level, 20%
upon reaching 3rd level, etc.). Each time the illrigger gains a level
(or accumulates enough experience points to gain a level after reaching
his level limit), the DM rolls to determine whether a follower will
offer services. If a follower is indicated, roll to determine the type
of
follower.
For example, an illrigger gains sufficient experience points and
training to reach 5th level and has a 40% chance of attracting followers.
The DM determines that followers are present and rolls to
determine their type, the result indicating 1-6 thieves of 1st-4th
level. Additional rolls define them as two 1st-level thieves and a
3rdlevel thief. Upon reaching 6th level, the illrigger will have a 50%
chance of attracting followers ? perhaps a wight or hell hound.
Followers can never have levels or hit dice greater than the level
of
the illrigger. If such followers are rolled, disregard them. Suppose
the above illrigger attracted his followers at 2nd level. The two lowlevel
thieves offer services; the one of higher level does not. A hell
hound attracted at 6th level could have 4, 5, or 6 but not 7 hit dice.
All followers of an illrigger are lawful evil.