Arrikhan

The neutral evil Arrikhan, whose name in the Creation Argots means "beast servant," 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. 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 breast-plated furs for their protection. Their weapons tend to do the maximum amount of physical destruction (morning stars predominate). These preferences are in no way restrictions to the weapons and armor usable by the Arrikhan.

The strictures of an Arrikhan are:

1. Referring to his god only by his titles or as "arriman" (beast lord), except when the god's name must be used (rituals, ceremonies, proselytization, etc.).
2. 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.

Alignment: Neutral Evil

Hit Die: d10

Class Skills

Bluff (Cha), Craft (Int), Heal (Wis), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int).

Skill Ranks Per Level: 4 + Int modifier.

Level Base Attack Fort Ref Will Special Abilities
1st +1 +2 +0 +2 Divine Protection +1, Spells
2nd +2 +3 +0 +3 Smite Good 1/Day
3rd +3 +3 +1 +3 Channel Energy
4th +4 +4 +1 +4
5th +5 +4 +1 +4 Divine Protection +2
6th +6/+1 +5 +2 +5 Smite Good 2/Day
7th +7/+2 +5 +2 +5
8th +8/+3 +6 +2 +6 Resolve
9th +9/+4 +6 +3 +6 Smite Good 3/Day
10th +10/+5 +7 +3 +7 Divine Protection +3
11th +11/+6/+1 +7 +3 +7
12th +12/+7/+2 +8 +4 +8 Smite Good 4/Day
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9 Faith
15th +15/+10/+5 +9 +5 +9 Divine Protection +4, Smite Good 5/Day
16th +16/+11/+6/+1 +10 +5 +10
17th +17/+12/+7/+2 +10 +5 +10 Righteousness
18th +18/+13/+8/+3 +11 +6 +11 Smite Good 6/Day
19th +19/+14/+9/+4 +11 +6 +11
20th +20/+15/+10/+5 +12 +6 +12 Bestial Champion, Divine Protection +5

Class Features

Weapon and Armor Proficiency: An arrikhan is proficient with all simple and martial weapons as well as light, medium, and heavy armor, including shields.

Divine Protection (Su)
: An arrikhan receives a bonus on saving throws versus good aligned magic and poison. This bonus is +1 at 1st level and increases by 1 at 5th, 10th, 15th, and 20th level.

Spells: Beginning at 6th level, an arrikhan gains the ability to cast a small number of divine spells which are drawn from the cleric spell list. An arrikhan must choose and prepare his spells in advance.

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

Like other spellcasters, an arrikhan can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that the Arrikhan gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

An arrikhan must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. An arrikhan may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 5th level, an arrikhan has no caster level. At 6th level and higher, his caster level is equal to his arrikhan level – 3.

Spells Per Day
Level1st 2nd 3rd
1st -
- -
2nd -
- -
3rd -
-
-
4th -
-
-
5th -
-
-
6th 0
-
-
7th 1
-
-
8th 2
0
-
9th 2
1
-
10th 2
2
0
11th 2
2
1
12th 3 2 2
13th 3 3 2
14th 3 3 3
15th 4 3 3
16th 4 4 3
17th 4 4 4
18th 5 4 4
19th 5 5 4
20th 5 5
5

Channel Energy (Su): The Arrikhan gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his Smite Good ability. An arrikhan uses his level as his effective cleric level when channeling negative energy.

Resolve (Su): The Arrikhan is immune to charm spells and spell-like abilities.

Faith: The Arrikhan's weapons are treated as evil aligned for the purposes of overcoming Damage Reduction.

Righteousness (Su): The Arrikhan gains DR 5/good and immune to compulsions.

Bestial Champion (Su): Through the years of dedication to their deity, they are granted a boon: DR increases to 10/good and attacks against good creatures are considered Wounding.

Additional Ratings
Balance:
( 5 Votes )
Utility:
( 5 Votes )
Clarity:
( 5 Votes )


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