Thanks for the Wee Jas cleric expansion details!
Would you be willing to share the details of your Jasidian LE paladin and monk/magic user multi class NPCs?
De nada. IIRC the Arrikuhn is just my Wee Jas variation on the Dragon 106 "Plethora of Paladins" article (I did mix/match some of those class powers to distill them down to just 5 core paladin variations: LG paladin, LE arrikuhn, CG fantra, CE anti-paladin, all Neutral paladins were paramandyrs; I have notes on these also, will pull them out later). In general those classes are too powerful to be PCs as-written (the Anti-Paladin being an exception, since it so closely hews to the original class)
Here are the two NPC summaries:
Khazant Nyl-vor: LE male Suloise human Arrikuhn 10th of Wee Jas; S 18/76, I 15, W 15, D 16, C 17, Ch 17; AC -4/-1/1/3 (chain +2, shield +2, boots+2, dex), MV 24" (boots of speed), HP 104, HD (11 d8): 8,7,8,5,8,2,5,7,8,7,6; spells/level (MU/Clr): 1st 4/3, 2nd 3/2, 3rd 2/1, 4th 1/0; potions: climbing, flying (2 doses), healing (2 doses), frost giant STR (2 doses), super-heroism (3 doses), reptile control; boots of speed; 4 javelins of lighting, 9 javelins of piercing, 2 javelins of entrapment (as net; +1, 3" range, save vs. magic, 1" radius); "The Twist of Fate": LE short sword +2 (Int 14, Ego 7; speaks LE, Greek, +3 more), detect magic 1" r., detect gems 2" r.), chain +2, shield +2; speaks LE, Common, Hobgoblin, Bronze Dragon, Stone Giant, Greek;
The Prismatic Monk (name not definite yet): LE male Bakluni human Monk (Dragon 53)//MU (presumed of Wee Jas but I was toying with the idea of him worshipping a different deity); S 17, I 18, W 15, D 17, C 17, Ch 16; AC 2 (-1 if I decide to give monks Dex adj)/2 in all other situations, MV 18", HP 60; HD 6,6,3,5,5,3,4,2;3,3; #AT 2/rd Open Hand for 3-9 D (5+ above to hit roll = stunned 1-6 rounds + % to kill at victim's AC), or 1 melee with Rod of Smiting +3 (42 charges, natural 20 = x3 D) for 1-8 +3 +3.5/hit); magic: Ophidian Sash (40 hp giant contstrictor amphisbaena, usable 2/week); scroll: AMS, legend lore, disintegrate at 13th; potions: healing (3 doses), clairvoyance; speaks LE, Common, Baklunish, Hill Giant, Orc, Ogre Mage, Goblin, Kobold, Suloise, Red Dragon
- Monk powers: Surprised only 22%; ESP works only 20%; immune to haste/slow/hold/disease; dodge non-magical missiles (save vs. petri), fall 30' if within 4' of surface; feign death (14T), speak w/animals; heal d4+4 1/day; body equilibrium, mind over body, empathy 1/day each;
- Spells/Day: 4/3/3/2/1
Spells Known:
- 1st: read magic, push, hold portal, detect magic, shield, mending, nystul's magic aura, comprehend languages, reduce, shocking grasp, write, magic missile
- 2nd: detect invisibility, fools gold, shatter, continual light, scare, levitate, rope trick, detect good, forget, audible glamer
- 3rd: water breathing, fly, suggestion, protection from good 1" radius, invisibility 1" radius, slow, dispel magic, inframvision
- 4th: ice storm, fumble, wall of fire, dimension door, minor globe of invulnerability, extension 1
- 5th: wall of iron, distance distortion, passwall, teleport
Spells Usually Memorized:
- 1st: Shocking Grasp x2, Magic Missile x2
- 2nd: Detect Invisibility, Levitate, Forget
- 3rd: Fly, Suggestion, Slow
- 4th: Ice Storm, Minor Gloe
- 5th: Teleport
Allan, I see in your Wee Jas cleric details that Animate Dead is available only by petition to Wee Jas - would a necromancer follower of Wee Jas have animate dead typically available spell from Wee Jas - why or why not?
I think a necromancer would be hard-pressed to find a willing goddess in Wee Jas, since they're really focused on creating and raising undead. I could probably find a way to make a undead studier/sage or an undead foe as a Wee Jas necromancer, but like a good necromancer, it would very much be the exception rather than the rule (at least in my campaigns). YMMV, of course!
Allan.