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<blockquote data-quote="Neurotic" data-source="post: 3738322" data-attributes="member: 24380"><p><strong>Alexander</strong></p><p></p><p>No problem, I'm secular then...</p><p></p><p>Maybe there was some misunderstanding regarding runes. I'm not enchanting armor with them. They ARE what I have available as spells. Enchantment is separate from this. As for description I went with that on the bottom and creating trouble for me won't deter me (I was ready to play a dwarf <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) ...just kidding... I'll adjust history to take it into account...you may want to include that these orders were part of the Church and just were too liberal with magic so they were detached.</p><p></p><p>How does Keen enchantment stack with Improved Critical?</p><p>Is there any limit on what enchantments are available (maybe only those priests can make)? With magic being more expensive.</p><p></p><p>I just realized that I'm ready to go after I list items in Rogue's gallery. Please prepare the scene for arrival of The (K)Night. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>[sblock=Knight's description]</p><p>The Knights are the most liberal branch of the Church of Telatium. They were created because the leaders of the church realized that in a world of magic, a country without magic stood little chance of defending itself if war were to break out between Telatium and just about anybody else. So the four orders were created. The knights were given license to use magic in the service of the church.</p><p>Because of this, the church had to bring in mages from other countries to train the Knights. The influence these mages have exerted over the knights have made them far more tolerant of the 'heathens' of other countries, and have even allowed the knights to develop good relations with some of the non human races that are in close proximity to Telatium.</p><p>This has created intense rivalries between the knights, and some of the more conservative branches of the church that view the knights as being corrupted by the heathens. Despite this, the knights have become one of the most successful branches of the Church of Telatium, and the branch with the least problems with corruption.</p><p>The knights wear a special armor into battle, from which their magical ability arises. This armor contains a complex lattice of runes, each if which represents a spell that the knight is capable of casting. The four knight orders represent the four elements that God used to create the world from. Finisterre represent Air, Herati represent Fire, Ir'Kithlen represents Water and the Tolgarien represent Earth. Because of this, in some parts of the world these knights are called ‘Elementalist Paladins’.</p><p></p><p>Rune Magic:</p><p>The magic of the Knights is called Rune Magic. The name was given because all of the spells a knight has access to are runes engraved upon his armor. Without his armor a knight cannot cast spells. Each spell is one rune. Each grouping of runes of similar power is known as a structure. (Each structure being of a different spell level) Power is restored over time. I recommend that the armor charges at dawn each day.</p><p>To put this all simply, each structure represents a level, and that structure contains enough energy to cast only so many spells of that level per day. This power rises with the level of the character, and thus follows the spell progression chart.</p><p>Spells are added to the armor by use of a special spell, which is central to the first level structure, (and doesn't count as rune for the above chart) this spell is Rune Transfer, and is detailed above.</p><p>The Tolgarien Knight Order uses the Constitution ability score for the purposes of their spells.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 3738322, member: 24380"] [b]Alexander[/b] No problem, I'm secular then... Maybe there was some misunderstanding regarding runes. I'm not enchanting armor with them. They ARE what I have available as spells. Enchantment is separate from this. As for description I went with that on the bottom and creating trouble for me won't deter me (I was ready to play a dwarf :) ) ...just kidding... I'll adjust history to take it into account...you may want to include that these orders were part of the Church and just were too liberal with magic so they were detached. How does Keen enchantment stack with Improved Critical? Is there any limit on what enchantments are available (maybe only those priests can make)? With magic being more expensive. I just realized that I'm ready to go after I list items in Rogue's gallery. Please prepare the scene for arrival of The (K)Night. :) [sblock=Knight's description] The Knights are the most liberal branch of the Church of Telatium. They were created because the leaders of the church realized that in a world of magic, a country without magic stood little chance of defending itself if war were to break out between Telatium and just about anybody else. So the four orders were created. The knights were given license to use magic in the service of the church. Because of this, the church had to bring in mages from other countries to train the Knights. The influence these mages have exerted over the knights have made them far more tolerant of the 'heathens' of other countries, and have even allowed the knights to develop good relations with some of the non human races that are in close proximity to Telatium. This has created intense rivalries between the knights, and some of the more conservative branches of the church that view the knights as being corrupted by the heathens. Despite this, the knights have become one of the most successful branches of the Church of Telatium, and the branch with the least problems with corruption. The knights wear a special armor into battle, from which their magical ability arises. This armor contains a complex lattice of runes, each if which represents a spell that the knight is capable of casting. The four knight orders represent the four elements that God used to create the world from. Finisterre represent Air, Herati represent Fire, Ir'Kithlen represents Water and the Tolgarien represent Earth. Because of this, in some parts of the world these knights are called ‘Elementalist Paladins’. Rune Magic: The magic of the Knights is called Rune Magic. The name was given because all of the spells a knight has access to are runes engraved upon his armor. Without his armor a knight cannot cast spells. Each spell is one rune. Each grouping of runes of similar power is known as a structure. (Each structure being of a different spell level) Power is restored over time. I recommend that the armor charges at dawn each day. To put this all simply, each structure represents a level, and that structure contains enough energy to cast only so many spells of that level per day. This power rises with the level of the character, and thus follows the spell progression chart. Spells are added to the armor by use of a special spell, which is central to the first level structure, (and doesn't count as rune for the above chart) this spell is Rune Transfer, and is detailed above. The Tolgarien Knight Order uses the Constitution ability score for the purposes of their spells. [/sblock] [/QUOTE]
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