



THE NEW ILLRIGGER The lawful evil illrigger creates for his god a framework of evil on which to operate and subdue key proponents of good. He has crisply efficient assassination skills and maintains a functioning network of followers to precipitate his crimes upon the world. Should the illrigger ever commit a chaotic or carelessly disruptive act, his church will excommunicate him and he will become forevermore a normal fighter. Illriggers prefer armor and weapons of darkened metal. Plate mail and morning stars predominate. Illriggers wear great helmets bearing the symbols and war standards of their gods. Insignias of rank, each a subsymbol of the illrigger's personal sigil, accompany every follower. Wisdom and intelligence are the prime requisites of the illrigger. A score of 16 in both stats or greater adds 10% to earned experience. Illriggers have chances to know listed spells and minimum and maximum spells per level as magic-users do and receive spell bonuses and chances of spell failure according to their wisdom scores as clerics do. Ability score requirements are as follows: Illriggers can use any magic item unless it has an intrinsic good alignment. The special abilities of an illrigger are: 1. A continual emanation of a protection from good spell. 2. Immunity to all forms of disease. 3. Detection of good at 5' per level. The illrigger can determine the type of good (lawful, neutral, or chaotic) in one segment of concentration. 4. Saving throw bonuses against chaotic magic at +1 for each three levels (+1 at 1st through 3rd level, +2 at 4th through 6th level, etc.) to a maximum of +5. Chaotic magic includes any spells cast by chaotic NPCs or monsters, and any effects of magic items that are intrinsically chaotic or that are used by chaotic beings. 5. Spell use at 5th level and above. Illrigger Table II shows the number and level of such spells. 6. The use of certain thief abilities. They get 20 initial discretionary points to spend on their thief abilities (with a base equal to the bases for thieves) and 10 additional points per level. The abilies are: open locks, find/remove traps, move silently, hide in shadows, and hear noise. Racial adjustments do not apply. 7. Backstab like a thief of half level. 8. Illriggers do not gain followers. Instead they can summon any lawful denizen from the lower planes 1/week. If they summon something that is of equal or higher hit dice than the Illrigger, they cannot control it and whatever happens is up to the DM. If they summon something of lower hit dice, they get a 5% chance per level difference to control the summoned demon. Controlled demons can roll a save versus spells each day they are under the Illrigger's control (except for the first) to break from his control. Each save after the first gets a cumulative +1 bonus to their save to break the control. After the demon has successfully broken the Illrigger's control, they immediately return to their plane. They may only have one demon under their control at a time. Note: Typically higher level (hit dice) demons will enact a revenge of some type on the insolent Illrigger who summoned them. The control is never complete. While under an Illrigger's control, they cannot directly harm him and must follow his exact words, however they do not have to follow the spirit of the Illrigger's requests. It is customary for the Illrigger to give the demon a gift for its service. An Illrigger who neglects that fact finds himself a victim of an unfortunate accident. The illrigger follows no strictures other than the rigid rules necessary to maintain his church. Nearly all known illriggers are devil-worshippers. Illrigger Table I Experience Hit Save points Level Points Level title Bonus 0--2,800 1 d10 Arch of Ruin +1 2,801--6,000 2 2d10 Pillar of Sin +1 6,001--15,000 3 3d10 Griefbringer +1 15,001--45,000 4 4d10 Evilforger +2 45,001--75,000 5 5d10 Illrigger +2 75,001--115,000 6 6d10 Illrigger +2 115,001--165,000 7 7d10 Illrigger +3 165,001--225,000 8 8d10 Illrigger +3 225,001--300,000 9 9d10 Illrigger +3 300,001--400,000 10 10d10 Illrigger +4 400,001--800,000 11 11d10 Illrigger +4 800,001--1,200,000 12 11d10 + 2 Illrigger +4 1,200,001--1,600,000 13 11d10 + 4 Illrigger +5* *-- Maximum for listed value. Illriggers gain one level per 400,000 experience points above 10th level. Illriggers gain 2 hit points per level above 11th level. Illrigger Table II: Spells usable by experience level Illrigger Magic-user spell level Cleric spell level level 1 2 3 4 1 2 3 5 1 -- -- -- -- -- -- 6 1 1 -- -- 1 -- -- 7 2 1 -- -- 1 -- -- 8 3 2 1 -- 1 -- -- 9 4 2 1 1 2 -- -- 10 4 3 2 1 2 1 -- 11 4 4 2 2 2 1 -- 12 4 4 3 2 2 2 -- 13 4 4 4 3 2 2 1 14 4 4 4 3 3 2 2 15 4 4 4 4 3 2 2 16 4 4 4 4 3 3 2 17 4 4 4 4 4 3 3 18* 4 4 4 4 4 4 4 Note: 4th-level magic-user spells are usable only by illriggers of 15 or greater intelligence. * -- Maximum spell-casting ability. Illriggers acquire and cast magic-user spells in the same way that a magic-user does, by use of spellbooks. They acquire and cast cleric spells in the same way that a cleric does, by meditation and prayer. Illriggers have access to the following spheres: All, Combat, Elemental, Healing, Law, Protection. Back to see other alternate Paladins

Last Updated: 2.2.99

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