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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. Breast plate and morning stars predominate. Illriggers wear great helmets bearing the symbols and war standards of their gods. Insignias of rank, each a sub-symbol of the illrigger's personal sigil, accompany every follower.

The illrigger follows no strictures other than the rigid rules necessary to maintain his church. Nearly all known illriggers are diabolists.

Alignment: Lawful Evil

Hit Die: d10

Class Skills

Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex).

Skill Ranks Per Level: 4 + Int modifier.

Level Base Attack Fort Ref Will Special Abilities
1st +1 +2 +0 +2 Sense Infidel, Divine Assurance
2nd +2 +3 +0 +3 Divine Protection +1
3rd +3 +3 +1 +3 Divine Health, Sneak Attack 1d6, Spells
4th +4 +4 +1 +4
5th +5 +4 +1 +4 Divine Protection +2
6th +6/+1 +5 +2 +5 Sneak Attack 2d6
7th +7/+2 +5 +2 +5
8th +8/+3 +6 +2 +6 Divine Protection +3
9th +9/+4 +6 +3 +6 Sneak Attack 3d6
10th +10/+5 +7 +3 +7 Divine Grace
11th +11/+6/+1 +7 +3 +7 Divine Protection +4
12th +12/+7/+2 +8 +4 +8 Sneak Attack 4d6
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9 Divine Protection +5
15th +15/+10/+5 +9 +5 +9 Sneak Attack 5d6
16th +16/+11/+6/+1 +10 +5 +10
17th +17/+12/+7/+2 +10 +5 +10
18th +18/+13/+8/+3 +11 +6 +11 Sneak Attack 6d6
19th +19/+14/+9/+4 +11 +6 +11
20th +20/+15/+10/+5 +12 +6 +12

Class Features

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

Sense Infidel (Su)
: At 1st level, an illrigger gains the ability to sense good (infidels in their eyes) 5 feet per level.

Divine Assurance (Su): At 1st level, an illrigger gains protection versus good as per the spell.

Divine Protection (Su): An illrigger receives a bonus on saving throws versus chaotic magic. This bonus is +1 at 2nd level and increases by 1 at 5th, 8th, 11th, and 14th level.

Divine Health (Su): At 3rd level, an illrigger is immune to disease (magical and supernatural).

Divine Grace (Su): At 10th level, an illrigger gains a bonus to his saves equal to his Charisma bonus.

Sneak Attack: At 3rd level, an illrigger is expected to dispatch his foes with swift precision. Every 3 levels after 3rd he gains +1d6 to Sneak Attack.

Spells: Unlike other types of paladin, illriggers gain the ability to cast wizard and cleric spells. Therefore they need to have a high Intelligence and Wisdom. An illrigger must keep his arcane spells in spellbooks and divine spells in prayer books. They have arcane spell failure checks for armor for both arcane and divine spells.

Beginning at 5th level, an illrigger gains the ability to cast a small number of arcane spells which are drawn
from the wizard spell list. An illrigger must choose and prepare his spells in advance. To prepare or cast a spell, an illrigger must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an illrigger's spell is 10 + the spell level + the illrigger's Intelligence modifier.

Beginning at 6th level, an illrigger gains the ability to cast a small number of divine spells which are drawn
from the cleric spell list. An illrigger must choose and prepare his spells in advance. To prepare or cast a spell, an illrigger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an illrigger's spell is 10 + the spell level + the illrigger's Wisdom modifier.

When an illrigger gains the ability to cast spells they gain 2 spells into their book. They can choose them to be
either arcane or divine or one of each. They gain no bonus spells for having a high governing stat.

Like other spellcasters, an illrigger can cast only a certain number of spells of each spell level per day. His
base daily spell allotment is given on Table: Illrigger. They gain no bonus spells for having a high governing stat.

An illrigger must spend 2 hours each day in quiet prayer and meditation to regain his daily allotment of spells.
An illrigger may prepare and cast any spell from his spell/prayer books, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 4th level, an illrigger has no caster level. At 5th level and higher, his caster level is equal to his illrigger level – 3.

Wizard Spells Per Day Cleric Spells Per Day
Level1st 2nd 3rd 4th 1st2nd3rd
1st -
- - - - - -
2nd -
-
- - - - -
3rd -
-
-
- - - -
4th -
-
-
- - - -
5th 1
-
-
- - - -
6th 1
1
-
-
1 - -
7th 1
1
-
-
1 - -
8th 2
1
1
-
1 - -
9th 2
2
1
1
2 - -
10th 2
2
1
1
2 1 -
11th 3
2
2
1
2 1 -
12th 3
3
2
2
3 1 -
13th 3
3
2
2
3 2 1
14th 4
3
3
2
3 2 1
15th 4
4
3
3
4 2 1
16th 4
4
3
3
4 3 2
17th 4
4
4
3
4 3 2
18th 4
4
4
4
4 3 2
19th 4
4
4
4 4 4 3
20th 4
4
4
4 4 4 3


Additional Ratings
Balance:
( 2 Votes )
Utility:
( 2 Votes )
Clarity:
( 3 Votes )


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