WARRIOR-PALADIN KIT Athar Description: The Athar represent a very strange (some would say dangerously insane) breed of Paladins who in essence deny the existence of the powers of the planes. They contend that the deities are liars and charlatans, nothing more than unbelievably powerful mortals. Though it is possible that there might somewhere be a true god, or maybe even more than one, such a power would be beyond the understanding of mere mortals and would not behave like squabbling, feuding children, as most of the so-called powers do. Priest spells and powers, where they exist, are simply the result of unconsciously tapping into this greater source of power that is behind anything, and the powers have discovered some means to channel tiny fractions of this power. Foolish mortals believe that the powers themselves are the source of all of this power and majesty, and why would those deities have any interest in correcting such a mistake. The outer planes are not abodes of supreme beings, they are simply lands shaped by the will of the powers, and anyone could do it if they had the expertise and power. All things are or have the potential to be divine; it is simply a matter of passing through a nearly endless series of tests and steps to 'advance' toward infinity. The powers are not the end of the line, as even they are actually seeking and striving to take that final step and to merge with (or perhaps escape from) the multiverse forever. Every creature thus is able to manufacture or control its own fate, and they must be ready to truly work at it rather than hoping and praying that some so-called power is going to step down and carry them over the rough spots. In essence, all things in life must be earned, and it is possible within each person to do the work to achieve their destiny. All of the above said, Athar do not necessarily go out of their way to antagonize the powers directly, since they are very powerful and make dangerous enemies. All an Athar seeks is to part the veil, discover the secret beyond everything, to look on the face of the unknowable, and to let everyone else see the 'man behind the curtain'. Requirements: Athar must be of absolute and unflinching true neutral alignment. They must have scores of at least 13 in Intelligence and Wisdom, 9 in Strength and Constitution, and 17 in Charisma. Only humans of all the races have the temerity to adopt the defiant philosophy of the Athar. Weapons & Armor: Athar can wear any armor and use any type of weapon or shield. Special Benefits: Athar have the same ability to specialize in a melee weapon as other Paladins do. In addition, they gain an array of special abilities, including most of the usual Paladin powers. Aura of Holiness: As a standard Paladin, but an Athar's aura works grants no protection against true neutral creatures, the minimal +1 bonus vs. partially neutral creatures, and its full bonus against any creature of extreme (i.e., non-neutral) alignment. The dispelling effect of an Athar's Aura of Holiness functions vs. magic cast by creatures of extreme alignments and vs. all priest magic, regardless of the alignment of the caster. This dispelling effect can be negated by the will of the Athar with respect to wizardly magic, but not vs. priest magic. Call Mount: As a standard Paladin. Charismatic Appeal: As a standard Paladin, save that an Athar can automatically achieve a 'Friendly' reaction with any creature whose alignment is at least partially neutral. An Athar cannot, however, use his or her Charismatic Appeal upon any priestly character, including Paladins, Rangers, and others who have limited priest abilities. Chosen Foe: As a standard Paladin, save that an Athar can select any priesthood of an extreme alignment (lawful good, lawful evil, chaotic good, or chaotic evil) as his or her Chosen Foe. An Athar gains a +1 bonus to hit and damage against all priests and priest-like characters and against outer-planar creatures who are directly serving or acting as emissaries of a deity. Defiance of Divinity: Athar absolutely reject the authority and influence of so-called deities, and this provides them with a considerable measure of resistance to priestly magic. Athar are completely immune to all forms of priestly curses, as well as the following spells: abjure, augury, bless, divination, enthrall, exaction, holy word, and quest. They also receive a saving throw vs. any priest spell, even if no save is normally allowed; against spells that do allow a save, Athar never suffer saving throw penalties (e.g., hold person normally applies a penalty if directed at only 1 or 2 targets, but this would not apply vs. an Athar). Essence of Defiance: As a standard Paladin's Essence of Virtue. Sense Alignment: As a standard Paladin, save that an Athar can detect the presence of strong alignment tendencies in any direction. He or she also has a 5% chance per level to determine the precise alignment of any creature within the area of effect when this power is used. Universal Knowledge: Athar believe in self-sufficiency, and as a result they study very widely in order that they will be able to undertake a task in an area with a reasonable chance of success. Because of this practice, Athar gain six non-weapon proficiency slots in addition to the normal bonus slots allowed for his or her Intelligence. Athar can also learn proficiencies from all groups without penalty and without restriction. Universal Perception: An Athar's senses are highly attuned to the natural and supernatural forces that are at work in the world. This provides them with infravision out to a 60' range and also grants them a +1 bonus to avoid being surprised. Athar also gain a +2 bonus to saves vs. ingested poison, as they are more sensitive to the presence of foreign substances in their food and drink. With their search for the true path of ascension and divinity available to all things, Athar come to realize certain 'universal truths', which allows them to sense and evaluate patterns and systems with great skill. Athar are thus able to use the following spell-like powers as they advance in level. Level Power 1st comprehend languages 3rd calculate chances 5th patternweave 7th moment 9th probability control Each of these powers is usable once per day and functions exactly as the spell of the same name, cast at the Athar's level, save that the maximum duration for any spell is 24 hours, regardless of the Athar's level. Special Hindrances: Athar are passionately dedicated to their anti-deific cause, which has earned them the epithet 'The Lost' from most priesthoods. An Athar, of course, cannot receive any sort of Priestly Powers, and he or she also loses any ability to perform Faith Healing (after all, how could one do this when he or she has no faith in the 'charlatan' deities). In addition, because Athar deny the validity of the powers they cannot receive beneficial effects from priests of any sort. Simply put, deities will not allow their servants to use their divinely granted spells or magical devices to assist an individual who so strenuously denies their power and authority (note that healing potions will work normally on an Athar, as will psionic cell adjustment and similar powers). Thus, the resistance to priest magic conferred by an Athar's Aura of Holiness really only applies to hostile priest magic, since beneficial priest magic has no chance of working on an Athar. Because of this restriction, it is obviously impossible for an Athar to be raised or resurrected from the dead, though he or she can be reincarnated by a wizard or brought back to life by a wish or similar magic. Athar follow a balanced path of strict neutrality, utilizing their Charismatic Appeal as well as more mundane forms of diplomacy and persuasion to quell conflict and stifle extremism. They also tend not to put themselves forward and prefer to build a balanced consensus that incorporates many different viewpoints. Consequently, when part of a group an Athar will not pursue an action that has been discussed unless at least one opposing viewpoint has been offered and at least one other character (besides the one who initially proposed the idea) agrees with the plan. Athar are seen by some as heartless because of their belief in self-sufficiency and that every individual is ultimately responsible for their own ascension into the ranks of the divine. This is borne out by the fact that Athar carry this philosophy to the extreme that they will not ever perform or accept charity or 'free' gifts or services from others. To an Athar, such an act is in contravention to the natural mechanics of the universe and does not serve the interests of either party in the long run. Everything that one gives or receives must be earned or paid for in some fashion, and such recompense must be provided before payment is accepted. Athar seek happiness and fulfillment of their destiny, and they believe the best way to achieve their goal of universal knowledge (and consequent 'advancement') is by learning and experiencing everything possible as they travel throughout the world and the planes. Thus, whenever possible Athar will seek out new experiences or recovery of lost lore. In practice, an Athar will practically never refuse an offer that will lead to such experiences or knowledge, even something as seemingly trivial as tasting a new type of wine or journeying to seek out a rare and beautiful flower and inhale its fragrance. Only when faced with very obvious and deadly peril will an Athar resist such temptations. Finally, Athar sometimes succumb to fits of deep melancholia as they reflect on their existence and the general lack of progress in the grand universal matrix by themselves and society in general. The rampant deception, self-deception, and general venality of the world around them is just too much to bear sometimes, and at the start of each game day an Athar has a 1 in 20 chance to be overcome by frustration and hopelessness at the simple futility of existence of themselves and all those around them. Despite their best efforts, it seems they will never learn all they need to in order to pass the tests and advance to the next stage of existence. During a day in which an Athar is overcome by melancholy, he or she will simply sit and meditate and try to figure out a new way of doing things that might get them 'over the hump'. They will refuse to do anything else unless they can be philosophically convinced by another character that it is truly worthwhile or meaningful. It should be noted that a monster eating another party member, for instance, is not sufficient justification for an Athar to set aside his or her contemplation. To an Athar's point of view, that character's existence is more or less irrelevant anyway, so their life or death is simply a reflection of their own competence or incompetence and not really important to the Athar's quest for enlightenment and fulfillment. Bonus Proficiency: Debate Required Proficiencies: Numeracy, Reading/Writing Preferred Proficiencies: Alertness, Bookbinding, Calligraphy, Cartography, Diplomacy, Direction Sense, Distance Sense, Ecology, Healing, Herbalism, Investigation, Languages (Ancient), Languages (Modern), Medicine, Monster Lore, Navigation, Papermaking, Planology, Prophecy, Research, Rune Lore, Teaching, Time Sense