Talisman OCCs

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