Some fighting men ally themselves directly with one of the religious groups by joining a military order within that religion. Knights may enter the service of a deity for a fixed period or life. All orders demand absolute obediance and a high standard of martial prowess, coming under the command of the temple authorities and live within the temple precincts. It is their duty to provide guards for the temple and for important religious dignitaries, and to provide whatever military force might be required by the heads of the religion for the destruction of chaos.
Their code of honour includes;
To protect the weak and defenceless at all times regardless of personal safety
Not to use powers for unrighteous reasons
To sacrifice all in the name of honour
any previously listed
Knight |
||
Any alignment |
50 Points |
|
Ability |
Cost |
Description |
Cleric Spells |
10 |
Choose 1 sphere |
Curative |
10 |
Cure disease once per day per level |
Detect Evil |
5 |
any within 10ft or 3mtrs |
Heal |
5 |
up to 2 HP per level of own or another by touch |
Holy Word |
5 |
Once per day per level can; Banish Spirits(unless Spell save) Destroy Undead(unless Spell save) All evil enemies in hearing range take ½ own HP in damage(unless Spell save) |
Immune |
5 |
to all diseases |
Immune |
10 |
to energy drain |
Inspire |
5 |
Allies wont panic or be routed so long as continue fighting alongside them Can also rally any previously routed with a +2 roll |
Invoke |
5 |
Can invoke rune weapons |
Protection |
5 |
10x10ft(or 3x3mtr) radius causing all evil within to suffer –1 on all rolls |
Resist |
10 |
+2 vs Charm |
Resist |
5 |
+1 vs poison |
Strafe |
10 |
Every foe in short or point blank range can be hit once per day per level if using a ranged weapon -1 thaco for every second foe cumulative |
Turn Undead |
10 |
See special table |
Whirlwind |
10 |
number of attacks are tripled for 1 combat round with 1 melee weapon once per day per level |