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 skills and maintains a functioning network of followers to precipitate his crimes upon the world.

Few have the cruelty and dedication that it takes to walk the illrigger's path, but those few are rewarded with the power to conquer, to harm, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the illrigger is a beacon of darkness to be especially feared.

Characteristics: Divine power strengthens the illrigger and gives him special powers. It wards off harm, protects him from disease, lets him harm others, and guards his heart against fear. The illrigger can use this power to destroy good. Even the least experienced illrigger can detect good, and more experienced illriggers can smite good foes and rebuke undead. In addition, this power draws a mighty steed to the illrigger and imbues that mount with strength, menace, and dark magics.

Alignment: Illriggers must be lawful evil, and they lose their divine powers if they deviate from that alignment. Additionally, illriggers swear to follow a code of conduct that is in line with lawfulness and evilness.

Religion: Illriggers need not devote themselves to a single deity – devotion to the spread of dismay is enough. Those illriggers devoted to a god are meticulous in observing religious duties and are received (if not welcomed) in every associated temple.

Background: No one ever chooses to be a illrigger. Becoming an illrigger is answering a call. Most illriggers answer the call and begin training as adolescents. Typically, they become squires or assistants to experienced illriggers, train for years, and finally set off on their own to further the causes of evil and law. Other illriggers, however, find their calling only later in life, after having pursued some other career.

Races: Humans, with their ambitious souls, make feared illriggers. Half-orcs, who often have human ambition, may also find themselves called into service as illriggers. Goblins, hobgoblins and other humanoids of a lawful evil bent may hear the call.

Among the more cultured humanoids, illriggers are almost unheard of. But even an elf, lover of freedom and purity, may fall from grace given the right circumstances.

Other Classes: Even though illriggers are in some ways set apart from others, they are well known to team up with those whose skills and capabilities complement their own.

They work well with evil and lawful clerics, and they include others who are hard-working, depraved, and dedicated to the cause of evil in their schemes. While they cannot abide good acts by their companions, they are otherwise prepared to work with a variety of people quite different from themselves. Charismatic, scheming, and rightfully feared, the illrigger often takes a leadership role even if serving another.

Role: The illrigger's chief role is as a melee combatant, and his high Charisma opens up leadership opportunities.

Game Rule Information

Illriggers have the following game statistics.

Abilities: Charisma enhances an illrigger's self-protective capabilities and undead rebuking ability. Strength is important for an illrigger because of its role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful illrigger spells, and a score of 11 or higher is required to cast any illrigger spells at all.

Alignment: Lawful evil.

Hit Die: d10.

Class Skills: The illrigger's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nobility And Royalty) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4.

Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

All of the following are class features of the illrigger.

Weapon and Armor Proficiency: Illriggers are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Evil (Ex): The power of an illrigger's aura of evil (see the Detect Evil spell) is equal to his illrigger level, just like the aura of a cleric of an evil deity.

Detect Good (Sp): At will, an illrigger can use Detect Good, as the spell.

Smite Good (Su): Once per day, an illrigger may attempt to smite good with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per illrigger level. For example, a 13th-level illrigger armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the illrigger accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the illrigger may smite good one additional time per day, to a maximum of five times per day at 20th level.

Divine Grace (Su): At 2nd level, an illrigger gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Deadly Touch (Su): Beginning at 2nd level, an illrigger with a Charisma score of 12 or higher can cause wounds with a successful touch attack. Each day he can deal a total number of hit points of damage equal to his illrigger level × his Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + illrigger’s Cha modifier) to halve the damage dealt. An illrigger may choose to divide his deadly touch among multiple recipients, and he doesn't have to use it all at once.

Alternatively, an illrigger can use any or all of this power to cure damage to undead creatures, just as an Inflict Wounds spell does. Using deadly touch is a standard action.

Aura of Despair (Su): Beginning at 3rd level, an illrigger radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.. This ability functions while the illrigger is conscious, but not if he is unconscious or dead.

Divine Health (Ex): At 3rd level, a illrigger gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Rebuke Undead (Su): When an illrigger reaches 4th level, he gains the supernatural ability to rebuke undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He rebukes undead as an evil cleric of three levels lower would.

Spells: Beginning at 4th level, an illrigger gains the ability to cast a small number of divine spells (the same type of spells available to the cleric, druid, and ranger), which are drawn from the illrigger 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 (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against an illrigger's spell is 10 + the spell level + the illrigger's Wisdom modifier.

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 the accompanying table. In addition, he receives bonus spells per day if he has a high Wisdom score. When the spells per day table indicates that the illrigger gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level illrigger), he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level The illrigger does not have access to any domain spells or granted powers, as a cleric does.

An illrigger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure or inflict spell in its place. An illrigger may prepare and cast any spell on the illrigger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, an illrigger has no caster level. At 4th level and higher, his caster level is one-half his illrigger level.

Special Mount (Sp): Upon reaching 5th level, an illrigger gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against good. This mount is usually a heavy warhorse (for a Medium illrigger) or a warpony (for a Small illrigger).

Once per day, as a full-round action, an illrigger may magically call his mount from the infernal realms in which it resides. The mount immediately appears adjacent to the illrigger and remains for 2 hours per illrigger level; it may be dismissed at any time as a free action.

The mount is the same creature each time it is summoned, though the illrigger may release a particular mount from service (if it has grown too old to join his crusade, for instance). Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed, including barding, saddle, saddlebags, and the like. Calling a mount is a Conjuration (Calling) effect equal to a spell level 1/3 the illrigger level.

Should the illrigger's mount die, it immediately disappears, leaving behind any equipment it was carrying. The illrigger may not summon another mount for thirty days or until he gains an illrigger level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the illrigger takes a –1 penalty on attack and weapon damage rolls.

Cause Disease (Sp): At 6th level, an illrigger can inflict disease with his touch (as the Contagion spell), once per week. He can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Code of Conduct: An illrigger must be of lawful evil alignment and loses all class abilities if he ever willingly commits a good act. Additionally, an illrigger’s code requires that he respect authority figures as long as they have the strength to rule over the weak, act with discipline (not engaging in random slaughter, keeping firm control over those beneath his station, and so forth), help only those who help him maintain or improve his status, and punish those who challenge authority (unless, of course, such challengers prove more worthy to hold that authority).

Associates: While he may adventure with characters of any evil or neutral alignment, an illrigger will never knowingly associate with good characters unless it specifically serves his needs, nor will he continue an association with someone who consistently offends his moral code. An illrigger may accept henchmen and followers of any alignment, but may only accept cohorts who are lawful evil.


A illrigger who ceases to be lawful evil, who willfully commits a good act, or who grossly violates the code of conduct loses all illrigger spells and abilities (including the service of the illrigger's mount, but not weapon, armour, and shield proficiencies). He may not progress any farther in levels as an illrigger. He regains his abilities and advancement potential if he atones for his violations, as appropriate.

Like a member of any other class, an illrigger may be a multiclass character, but multiclass illriggers face a special restriction. An illrigger who gains a level in any class other than illrigger may never again raise his illrigger level, though he retains all his illrigger abilities.

The path of the illrigger requires a constant heart. If a character adopts this class, he must pursue it to the exclusion of all other careers. Once he has turned off the path, he may never return.

Level Progression

Level Base Attack Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Aura Of Evil, Detect Good, Smite Good 1/day
2 +2 +3 +0 +0 Divine Grace, Deadly Touch
3 +3 +3 +1 +1 Aura Of Despair, Divine Health
4 +4 +4 +1 +1 Rebuke Undead
5 +5 +4 +1 +1 Smite Good 2/day, Special Mount
6 +6/+1 +5 +2 +2 Cause Disease 1/week
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3 Cause Disease 2/week
10 +10/+5 +7 +3 +3 Smite Good 3/day
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4 Cause Disease 3/week
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5 Cause Disease 4/week, Smite Good 4/day
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6 Cause Disease 5/week
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6 Smite Good 5/day

Spells Per Day

Level 1 2 3 4
4 0
5 0
6 1
7 1
8 1 0
9 1 0
10 1 1
11 1 1 0
12 1 1 1
13 1 1 1
14 2 1 1 0
15 2 1 1 1
16 2 2 1 1
17 2 2 2 1
18 3 2 2 1
19 3 3 3 2
20 3 3 3 3

Starting Packages

Race: Human.
Armor: Scale mail (+4 AC, armor check penalty –4, speed 20 ft., 30 lb.).
Heavy wooden shield (+2 AC, armor check penalty –2, 10 lb.).
Weapons: Longsword (1d8, crit 19–20/×2, 4 lb., one-handed, slashing).
Shortbow (1d6, crit ×3, range inc. 60 ft., 2 lb., piercing).
Skill Selection: Pick a number of skills equal to 3 + Int modifier.

Skill Ranks Ability Armor Check Penalty
Heal 4 Wis
Ride 4 Dex
Diplomacy 4 Cha
Spot (cc) 2 Wis
Listen (cc) 2 Wis
Climb (cc) 2 Str -6
Search (cc) 2 Int

Feat: Weapon Focus (longsword).
Bonus Feat: Improved Initiative.
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel. Hooded lantern, three pints of oil. Quiver with 20 arrows. Wooden holy symbol.
Gold: 6d4 gp.

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