Date: Wed, 29 Apr 1992 20:53:00 EST From: THE TERROR THAT FLAPS IN THE NIGHT Subject: Church Knights? Scott-- Okay, fine with everything you've described so far with the Church Knights, with the possible exception of alignments, and I'll get into that when I have more time with another post (tommorrow). Anyway, I disagree with the Knights using clerical magic. Big reason: they were the Knights of the Elene God, and used Syric magic, so if anything, they would be using good 'ol wizardly magic. Also, the way the magic in the books was presented was such that there was no prayer element to it. More later... -Jason :.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Date: Wed, 29 Apr 1992 15:13:00 EDT From: Scott Horrocks Subject: Eddings and Da Church Knights I like the idea of doing Edding's Church Knights ( No Bard this has nothing to do with your world as I know it) from the Daimond Throne. However I can't do the characters without getting more background. Mybe A friend of mine has the books. So I'll do an improvision on the class. Church Knight (sub class of fighter) The Church Knight can be human or halfelf (or for you sadistic DM's a halfdwarf). His minumum strength must be 15, wisdom 14, and dexterity 15. Even if he meets these requirements he is put through several test. For only those loyal to the church and crown are allowed in. These test are up to the individual DM but remember it is an elite group. The Church knight is then inducted in as a squire (1st level) where he learns special techniques and is taught clerical magic. I know you must be saying Hold On!! See below for restrictions. All Knights have to be some kind of lawful nature with 75% being good, 20% nuetral, and a rare 5% being evil. Each Knight can use any armor but prefer chain mail or plate. However when just starting out they get leather armor with church symbol and their chose of three weapons. All knights take pride in the church and are offened when the church is insulted. Restrictions 1. The Knight must be lawful, any deviation will have him stripped of his powers by the church forever kicked out and becomes a normal fighter. 2. Doesn't recieve bonus spells for high wisdom. Instead he has only the spell amount to a cleric 1 level below his. 3. He can't turn undead at anypoint or time. 4. Must return to a church every two months for various reasons, mostly to give reports of things he saw, heard, or did. Also must do anything to accomplish a quest given to him by his church *within alignment*. 5. Can only keep 25% of whatever he gets, and 9 magic items (potions when added all together only count as 1). 6. When he does a clerical spell it will appear he is doing a magic-user spell and can be interupted if hit. However the spell is not lost but can't be used intill two rounds later. Bonuses 1. He starts off with 1 automatic specailization in weapon of his choice, and three other slots. 2. Can ask anyone who worships his god or partheon for food and shelter and recieve it. 3. Can recieve anytype of help (within reason) from his church. Such as healing, remove curse, ect.... 4. Has an 65% chance to start off with a magic (+1) weapon or leather armor. Experience Point Table Xp's Level 0 to 6000 1 6001 to 12000 2 12001 to 24000 3 24001 to 36000 4 36001 to 55000 5 55001 to 85000 6 85000 to 134500 7 134501 to 165000 8 165001 to 195000 9 I'm not sure of these numbers are accurate, I don't have a book here to compare them with. The Church Knight gets 1d10 for hps and +2 hps past 9th level. Also it takes an additional 500000 to obtian a new level past 9th. Well that is a fast on the spot character class from Eddings book. Like I said I need to read more of them to do the characters. Well intill later bye, The short DM, Scott