Solinar (Paladin of Kij)


Requirements: Str 12, Int 12, Wis 14, Cha 15

The Solinar are an ancient order of knights devoted to Kij. They are the paladins of Rym, warriors who fight with the power of the sun. Unlike standard paladins, they may be of any race, but must still be of lawful good alignment. Solinar are very rare, constantly hunted by the Wastrels. The days of their great cathedrals and solar temples are over; now they are but a scattering of Believers trying to secretly bring hope back to the people of Rym.

A Solinar's skills are focused on the destruction of the undead, and the servants of the Eater. Their fighting prowess in this respect is legendary, and even the most mindless and hateful of the undead quake at the sight of them. Of all the different Believers, it is the Solinar who are the most hated by the Eater and its pawns.

Special Abilities (choose one only)

Sunstorm: A natural twenty result on turning undead catches a moment of Kij's full attention, and for a blinding instant, her radiant form appears above battle, bathing it in blinding streaks of light. The 2d6 undead normally subject to turning at the Solinar's level are obliterated as per 'D' results, while those of greater power are sticken in terror and stunned for 1d4 rounds, unable to attack or cast spells.

Pale Edge:All attacks against undead with a paladin's holy sword (special) automatically inflict maximum damage. For example, a hit with a longsword against a zombie would inflict eight points of damage every time. Furthermore, on a natural twenty to hit, triple maximum damage is inflicted. The same hit as above would thus inflict twenty four points of damage.

Life Force Feedback:The paladin is immune to level drain attacks from undead. Undead who touch the paladin for purposes of level drain suffer a positive planar charge. This is accompanied by a burst of light and fire that inflicts 2 points of damage for every level of the paladin. For instance, a vampire attempting to drain an 8th level paladin would suffer 16 points of damage. This ability works only as a defense.

Class Abilities: Solinar have all the standard paladin abilities, such as lay-on-hands, disease immunity, detect evil, and so on, in addition to one of the above individual powers. They also maintain all the standard paladin restrictions, such as limited magic items, tithe, rigid alignment, and code of conduct.


Arkanar (Mage)


Requirements: Int 14, Con 10, Dex 12

The Arkanar are a secretive school of sorcerors, and possibly the last organized wizards guild on all of Rym. Their society is one of absolute trust, and sacred oaths, more of a clan than a guild. They pride themselves on their intensity and effort, never taking the laid back and casual attitude displayed by so many who have mastered the magical arts. Combining sorcery with mental and physical dicipline, the Arkanar resemble monks in many ways.

It is no secret that the Arkanar are Believers. They have taken this stance more as a denial of the Eater, expression their animosity simply by joining the opposition. Their faith is real, though more questioning than the faith of those who draw their powers directly from Kij. Instead, they have devoted themselves to restoring balance and swinging the battle away from the vastly superior forces of the Eater.

Still, many of the Arkanar understand that they stand no chance on their own, mostly the younger members. These aspirants often search for Believers of other trades in attempts to learn the value of combined efforts. Far less aloof than most mages, they pride themselves in working as a team, either among each other or in diverse groups. It is in this way that they hope to show their elders that through unity, they may prevail against the seemingly unstoppable forces of oblivion.

Special Abilities (choose one only)

Soul Force:The Arkanar's magic is very intense, and undead who fail their saving throws by five or more suffer the maximum possible effect of the spell. This means maximum damage, area of effect, and duration. For instance, a fireball cast by a sixth level Arkanar would inflict thirty six points of damage.

Focal Wrath:Spells cast by the Arkanar against undead opponents incur a -3 to save, and a -33% to any magic resistance, natural or artificial. The Arkanar's powerful aura also incurs a -4 to the morale of free-willed or intelligent undead during battle.

Military Zeal:The Arkanar rolls 1d6 for hit points instead of the usual 1d4. They may also be proficient in small and medium swords (but never shields). The Arkanar may not wield two handed weapons with the exception of staves, and may not specialize. Wizard THAC0 is still used.

Class Abilities: Arkanar have all the standard magic-user abilities and restrictions, but may only specialize in Invocation, Alteration, Summoning, Abjuration, and Illusion. Also, spells of the Necromantic school are frowned upon. Most Arkanar prefer flexibility to specialization.