Divine Knight

Benjamin M. Sloan

Divine Knight's Starting Attributes

Wounds 1d6+8
Move 4
Weapon Skill 4
Ballistic Skill 6+
Strength 3
Toughness 3(4)
Initiative 4
Attacks 1
Damage Dice     1
Luck 0
Will Power 2
Pin 4+
Skills 0

 

Enemy's WS 1 2 3 4 5 6 7 8 9 10
To Hit Foe 2 3 3 4 4 4 5 5 5 5

Equipment

Starts with 1 Divine Influence point

Weapon

Carries a Long Sword that deals 1d6+S damage

Armor

Wears a suit of Ring Mail, granting +1 T

Special Rules

See Below

Divine Knight's Battle-Level Table

Battle Level Gold M WS BS Dmg Dice T Wounds I A L WP Divine Path P
1 0 4 4 6+ 1  3 3d6 4 1 0 2 0 4+
2 2000       1             3  
3 4000       1   +1d6         3  
4 8000       1             2  
5 12000       2   +1d6         3  
6 18000       2             2  
7 24000       2   +1d6         3  
8 32000       2             2  
9 45000       3   +1d6         3  
10 50000       3             2  

Divine Influence Points

For each Divine Influence point that the Divine Knight possesses, he may choose to reroll any dice roll made by either him or another Warrior.  This ability may be used once per Adventure/Week/Day (regarding to Dungeon/Travel/Settlement respectively) for each point of Divine Influence he currently possesses.  The result of this reroll must be taken.  He may not spend another point to reroll the dice roll again.  These points also may not be combined in any means with any other ability that provides a reroll effect (e.g.: Luck points, an item's special ability, etc.).

Special Rules

Usable Equipment

The Divine Knight may only use Non-Magical equipment as he has the ability to acquire Magical equipment, granted by his deity, that he and he alone may use.  He may wear any type of Non-Magical Armor or Helmet, and may wield any type of Non-Magical Shield. His Weapon choices also must be Non-Magical and, in addition, he may not wield any axe or ranged Weapon (excluding Spears, although he may not use them as a projectile).  He may use any other items that he purchases/finds as long as they are Non-Magical.  He may use potions and healing herbs.  Even though he cannot use other Magical treasures, he can still collect them for their Gold Value.

Divine Gifts

The Divine Knight starts the game with a number of special abilities and/or items referred to as Divine Attributes and Divine Artifacts respectively.  Before play begins, the Divine Knight must Pray to his deity for guidance (roll 1d6) and consult the Table below in order to determine what starting Divine Gifts he is granted:

Starting Divine Gifts

1

1 Divine Attribute.  
Roll once on the Starting Divine Attributes Table.

2

1 Divine Artifact. 
Roll once on the Starting Divine Artifacts Table.

3-4

1 Divine Attribute and 1 Divine Artifact.  
Roll once on the Starting Divine Attributes Table and once on the Starting Divine Artifacts Table.

5

2 Divine Attributes and 1 Divine Artifact.  
Roll twice on the Starting Divine Attributes Table and once on the Starting Divine Artifacts Table.

6

1 Divine Attribute and 2 Divine Artifacts.  
Roll once on the Starting Divine Attributes Table and twice on the Starting Divine Artifacts Table.

Tables for generating the Starting Divine Gifts can be found below.

Starting Divine Attributes Table

Roll 1d6 for each Attribute granted and consult the following list for the result.  If the same Attribute is rolled twice, reroll until a different Attribute is selected.

1

Anticipation
If a 1 is rolled during the Power Phase, gain 1d6 Initiative until the end of the current Turn.

2

Night Vision
This ability allows the Divine Knight to see in the dark.  If he leaves the area lit by the lantern his movement suffers a -1 penalty (which returns to normal once he is back within range of the lantern.  With this ability, the Divine Knight cannot get Lost in the Dungeon and may explore on his own if he so desires.  This ability cannot be shared with other Warriors, therefore they are still restricted by the rules of Getting Lost even if they should decide to follow him into the darkness.

3

Laying Hands
Once per Turn, the Divine Knight may attempt to Lay Hands on a Target instead of Attacking.  In order to use this ability, he must stand adjacent to the intended Target and make a To Hit roll as usual, but at a -1 penalty.  If successful, Laying Hands deals an amount of Wounds damage equal to the Divine Knight's current Battle-Level to the Target, disregarding all Armor and Toughness.

4

Healing Touch
The Divine Knight gains the ability to heal an amount of Wounds equal to twice his current Battle-Level to any Warrior (including himself solely by touching that Warrior.  This ability may only be used once per Adventure for each point of Will Power the Divine Knight possesses.  He must stand adjacent to the intended Target in order to use this skill (unless it is being used on himsel

5

Second Chance
Once per Adventure, the Divine Knight may use this skill as an attempt to lessen the damage dealt from a successful Attack made against him.  When this ability is used, roll 1d6 and consult the following Table:

1-2

You completely fail to dodge the Attack.  You take the full amount of damage.

3-4

You manage to avoid the brunt of the blow and realize it hurt less than you would have imagined.  You take ½ damage from the Attack, rounded up.

5-6

You manage to slip out of the way just in time.  You take no damage from the Attack.

6

Banishment Once per Adventure, the Divine Knight may attempt to completely destroy the undead instead of Attacking on that Turn.  He may Target a number (less than or equal to his current Battle-Level  of undead creatures that are within his Line of Sight.  A normal To Hit roll is made for each of the Targeted creatures, but it is done so at a -1 penalty.  If a successful hit is rolled, the creature is destroyed.

Starting Divine Artifacts Table

1

Defense Blade

This Sword reduces the Attacks of one of the Divine Knight’s Opponents of his choice by –1 each Turn. 

2

Ring of Shielding

This Ring allows the wearer to cast Shield (as per the Wizard spell) once per Adventure on any Target within his Line of Sight (including himself).

3

Dimension Spear

This Spear allows its wielder to Attack Opponents up to 4 squares away.

4

Amulet of Precision

This item allows the wearer to make a number of Attacks per Adventure that will automatically hit their Target (i.e.: no To Hit roll is required).  Roll 1d6 at the start of the Adventure to determine how many of these Attacks the Divine Knight will receive.  He may opt to use them at any time during the Adventure.  Any that are left unused at the end of the Adventure are lost.

5

Hypnotic Blade

Whenever an Opponent Attacks the wielder of this Weapon, roll 1d6.  If a 6 is rolled, the Target is hypnotized and may do nothing on that Turn, but returns to normal at the beginning of the next Turn.

6

Power Spear

Once per Adventure, the Divine Knight can use this Weapon to cause 8d6 Wounds of damage to an Opponent.  He must declare this Attack before he rolls To Hit.  If the Attack misses, this ability is wasted.  At all other times, this Spear functions as normal, although it still counts as being Magical.  This Spear can Attack Opponents up to 2 squares away.

Visiting Settlements

Upon entering a Settlement, the Divine Knight must seek out a Temple of his respective deity.  The Divine Knight must find the Temple, just as with any other Special Location in a Settlement.  While in the Settlement, he may visit any Shop/Trader, the Alchemist, or his Temple.  He may not, under any circumstances, visit the Alehouse, the Gambling Den, or the Chaos Temple as these establishments are considered 'roads to evil' by the Divine Knight.  Any other 'respectable' Locations that may be present can be visited (assuming that he has the means to do so).

The Temple of the Divine Knight's Deity

Upon arriving at the Temple, the Divine Knight must make a Donation of 1d6x1d6x10 Gold.  If he cannot afford this cost, he may Donate an item of value greater than or equal to the remaining unpaid amount as his fee.  If he still cannot afford the fee, he will be sent on his way and will receive a -1 modifier (cumulative) on each subsequent attempt to find the Temple again during his stay in the current Settlement (these modifiers no longer apply only after the next Adventure is completed).  Once the Donation has been made, the Divine Knight may acquire lodging and meals (free of further charges) at the Temple and no further rolls are needed to find the Temple for the duration of the visit to the Settlement (although, if he wishes to Pray again, another Donation must be made).  The Divine Knight spends his first Day Praying to his deity at the Temple for further guidance (roll 1d6 and consult the following Table).

1

You seem to have caught your deity at a bad time as he appears to be angered by your presence.

You get -1 Divine Influence point during the next Adventure.

2

You Pray and Pray, but your deity must be otherwise engaged.

Your Prayers have gone unanswered.

3

You sense a feeling of enlightenment while Praying to your deity.  When you have finished with your Prayers, you realize that you have been granted a new power.

You permanently gain 1 Divine Attribute (see the Divine Attributes Table below).

4

Your deity has answered your Prayers and grants you an exchange of powers if you will only make an Offering.

You may choose one of your Divine Attributes as an Offering and your deity bestows you with another (roll another Divine Attribute from the Table below and take it in place of your Offering).

5

Your deity appears to be pleased with your progress thus far and rewards you with renewed strength.

You gain +1 Wound permanently.

6

You feel an awesome presence billowing from the altar in front of you.  You get the distinct feeling that something might happen if you were to place 2 of your Divine Artifacts upon it.

You may attempt to merge 2 of your Divine Artifacts, combining their abilities into a single Artifact.  If you decide to attempt this, choose 2 similar Weapons (e.g.: 2 Swords, 2 Shields, 2 Helms, etc.) and roll 1d6 to determine the results on the Table below:

1

Angered at your attempt to gain more power from him than he has already generously allotted you, your deity reclaims one of the 2 Artifacts and sends you on your way.

Randomly choose one of the 2 Artifacts to keep and you permanently lose the other.

2-3    

You watch and wait in eager astonishment as you realize nothing is happening at all.  The presence you felt must have been a figment of your imagination.

Your Prayers have gone unanswered and both Artifacts remain unchanged.

4

You momentarily lose your senses as you feel a surge of power erupt from the altar.  When you come to, you notice there are now 3 Artifacts resting upon the altar.

Your original 2 Divine Artifacts remain unchanged, although you have gained a new one (roll for the new Artifact on the Divine Artifacts Table).

5-6

You gasp in amazement as both Artifacts suddenly vanish from the altar in a cloud of smoke.  Moments later, a single Artifact reappears amidst a blinding flash of light.

Both of your Divine Artifacts are now merged into a single Artifact possessing the abilities of both.  If items of Armor were merged in this way, their Toughness values do not merge.  Instead, retain the highest Toughness value between the two for the newly combined Artifact.  This same rule applies for any ability that is duplicated by the two items merged; always use the highest value between the two items, and do not add them together under any circumstances.

Battle-Levels

In order to progress through the Battle-Levels, the Divine Knight must collect Gold just as any other Warrior normally does in the game.  His Training is carried out at the Divine Temple of his respective deity.  The Battle-Level Table, as you have probably already noticed, is rather empty because the Divine Warrior does not gain ability increases in quite the same manner as other Warriors.  The Divine Knight only uses whatever items, skills, and abilities that are granted unto him throughout his career.  The Divine Knight’s gains are always determined by his deity.  He is granted only what his deity deems necessary in order to aid or test the Faith of his followers, and it is very unlikely that you will ever see 2 Divine Knights with exactly the same Attributes, Characteristics, and Artifacts, as each person is an individual, and as each person will act differently and be judged accordingly by his or her deity. 
Training
The Divine Knight acquires new skills and abilities by making Offerings and Praying at his respective Temple.  The Temple is found just as any other Special Location in a Settlement by a roll of 7 or greater.  The Divine Knight will never find a Temple in a Village, but will find one in a Town using 2d6 and in a City using 3d6.  Training for the Divine Knight lasts only 1 Day, and Settlement Events are rolled as normal for the Day spent in Prayer, however, if he visits the Temple he may not visit any other Locations that Day.  When going up a Battle-Level, the Divine Knight pays the Training Costs (as per the Battle-Level he is attaining) as Donation to the Temple.  He then makes a set number of rolls (determined on the Battle-Level Table) for his Divine Path increases.  He may both Pray and Train in the same Day, however he must pay both costs in order to do so.

Divine Path Table

1

2 Divine Attributes.  
Roll twice on the Divine Attributes Table.

2

1 Divine Attribute.  
Roll once on the Divine Attributes Table.

3

1 Divine Characteristic increase.  
Roll once on the Divine Characteristics Table.

4

2 Divine Characteristic increases. 
Roll twice on the Divine Characteristics Table.

5

1 Divine Artifact.  
Roll once on the Divine Artifacts Table.

6

1 Divine Artifact and 1 Divine Characteristic increase.  
Roll once on the Divine Artifacts Table and once on the Divine Characteristics Table.

Divine Attributes

The Divine Attributes are innate skills granted unto the Divine Warrior by his respective deity.  These skills are permanent, and unless otherwise noted, are always in effect.  Some Attributes are cumulative while others may be gained only once in the Divine Knight’s career, the state of which will be listed at the end of each Attribute’s description. 

Divine Attributes Table (d66)

11

Banishment

Once per Adventure, the Divine Knight may attempt to completely destroy the undead instead of Attacking on that Turn.  He may Target a number (less than or equal to his current Battle-Level) of undead creatures that are within his Line of Sight.  A normal To Hit roll is made for each of the Targeted undead creatures, but it is done so at a -1 penalty.  If a successful hit is rolled, the undead creature is destroyed.

If your Divine Knight gains Banishment again, he gains +1 attempt at using Banishment per Adventure.

12

Laying Hands

Once per Turn, the Divine Knight may attempt to Lay Hands on a Target instead of Attacking.  In order to use this ability, he must stand adjacent to the intended Target and make a To Hit roll as usual, but at a -1 penalty.  If successful, Laying Hands deals an amount of Wounds damage equal to the Divine Knight's current Battle-Level to the Target, disregarding all Armor and Toughness.

If your Divine Knight gains Laying Hands again, he gains +1 Laying Hands Attack per Turn.

13

Divine Influence

The Divine Knight permanently gains +1 Divine Influence point.  See the section entitled ‘Divine Influence Points’ for rulings on how to make use of these points.

This Attribute my be gained more than once, adding +1 divine Influence point for each occurrence.

14

Shield Sphere

The Divine Knight permanently gains a Magical Force Field which gives him +1 Toughness.

This Attribute may be gained more than once, granting an additional +1 Toughness for each occurrence.

15

Nimbleness

The Divine Knight is exceptionally nimble, granting him a +1 to all checks against his Agility, such as dodging, jumping, leaping, etc.

This Attribute may be gained more than once, with an additional +1 to Agility checks for each occurrence.

16

Trial of Strength

The Divine Knight’s deity has decided to test his follower’s Faith by granting him –1 to his Strength.  If this Attribute is still held after a Battle-Level increase, upon attaining the new level roll 1d6.  On a score of 3-6 this Attribute is permanently removed and the Trial has been passed.

This Attribute may be gained more than once, adding an additional –1 to his Strength for each occurrence.  The Divine Knight’s Strength, however, will never fall below a score of 1.  Each occurrence of this Attribute must be rolled for separately when determining if it is lost. 

21

Crusader’s Rage

Whenever an event reveals Foes, roll 1d6 to determine what effect their appearance has on the Divine Knight.

1 In a blind rage, the Divine Knight Attacks the nearest Target this Turn (whether it be a fellow Warrior or an Opponent), ignoring any Pinning rules.  For this Turn he is at –1 To Hit, but gains +1 Strength and +1 Attack.  If more than one Target is nearest, randomly determine which one is Attacked.  Roll again on this Table the next Turn. 
2-5 The Divine Knight mounts a raging Attack on the nearest Enemy, with –1 on his To Hit rolls, but with +1 Strength and +1 Attack for this Turn. If more than one Target is nearest, randomly determine which one is Attacked.  If there are no Enemies on the board, he will Attack a Warrior instead. Roll again on this Table the next Turn adding +1 to your roll.  This bonus to the die roll is cumulative, therefore the second time this event is rolled, the Divine Knight would add +2 to his next roll on this Table, and so on.  
6 The Divine Knight regains his self control and may move and fight as normal.

If your Divine Knight already has Crusader’s Rage, roll again for a different Attribute instead.

22

Doubted Faith

The Divine Knight has begun to doubt his Faith for his deity’s protection, and as such, he loses –1 to all rolls made for Fear and Terror checks.

This Attribute may be gained more than once, granting –1 to all Fear and Terror rolls for each occurrence. 

23

Lightning Stab

The Divine Knight may only use this Attribute in conjunction with a Sword.  Each Turn, he may declare 1 Attack (before rolling To Hit dice) that he wishes to use this Attribute with.  If the declared Attack is successful, Lightning Stab automatically hits the Target for an additional Attack.  This Attack strikes the Target with a bolt of lightning and deals 1d6 damage, which is not modified by Armor or Toughness.  At the beginning of the Target’s next Turn, roll 1d6.  On a roll of 5-6, the Target is blinded and gets –2 on its To Hit rolls.  The Target’s eyesight returns at the beginning of its next Turn which also returns its To Hit score to normal.

This Attribute may be gained more than once, with each occurrence granting the Divine Knight an additional Lightning Stab Attack each Turn (if the Divine Knight has more Lightning Stab Attacks than regular Attacks, Lightning Stab can only be used as many times a Turn as he has regular Attacks to combine it with).  This ability may not be used during the same Attack that an Ice Thrust, Fire Slash, or Earth Crush is used, although each individual Attack may use a different one of the mentioned abilities.

24

Undying Faith

The Divine Knight has an increased Faith for his deity’s protection, and as such, he gains +1 to all rolls made for Fear and Terror checks.

This Attribute may be gained more than once, granting +1 to all Fear and Terror rolls for each occurrence.

25

Magic Shell

The Divine Knight gains a protective Force Field that aids his protection from spells cast against him, granting him a +1 to all Magic Resistance rolls.

This Attribute may be gained more than once, granting an additional +1 to all Magic Resistance rolls for each occurrence.

26

Anticipation

If a 1 is rolled during the Power Phase, gain 1d6 Initiative until the end of the current Turn.

If your Divine Knight already has Anticipation, roll again for a different Attribute instead.

31

Fleet-Footed

The Divine Knight moves faster than normal and therefore gains +1 to his Movement score.

This Attribute may be gained more than once, granting an additional +1 Movement for each occurrence.

32

Fire Slash

The Divine Knight may only use this Attribute in conjunction with a Sword.  Each Turn, he may declare 1 Attack (before rolling To Hit dice) that he wishes to use this Attribute with.  If the declared Attack is successful, Fire Slash automatically hits the Target for an additional Attack.  This Attack strikes the Target with a blade of flame and deals 1d6 damage, which is not modified by Armor or Toughness.  Roll 1d6 on the beginning of the Target’s next Turn and on a score of 5-6, it takes an additional 1d6 burning damage (also unmodified by Armor and Toughness).  The fire automatically goes out at the beginning of the Target’s next Turn.

This Attribute may be gained more than once, with each occurrence granting the Divine Knight an additional Fire Slash Attack each Turn (if the Divine Knight has more Fire Slash Attacks than regular Attacks, Fire Slash can only be used as many times a Turn as he has regular Attacks to combine it with).  This ability may not be used during the same Attack that a Lightning Stab, Ice Thrust, or Earth Crush is used, although each individual Attack may use a different one of the mentioned abilities. 

33

Trial of Defense

The Divine Knight’s deity has decided to test his follower’s Faith by granting him –1 to his Toughness.  If this Attribute is still held after a Battle-Level increase, upon attaining the new level roll 1d6.  On a score of 3-6 this Attribute is permanently removed and the Trial has been passed.

This Attribute may be gained more than once, adding an additional –1 to his Toughness for each occurrence.  The Divine Knight’s Toughness, however, will never fall below a score of 1.  Each occurrence of this Attribute must be rolled for separately when determining if it is lost. 

34

Weapon Skill

The Divine Knight may choose one of his Weapons and roll 1d6 on the Table below to gain a permanent effect to be applied to the chosen Weapon.  These skills are only in effect while the chosen Weapon is in use.

1

The chosen Weapon gains a +1 on all To Hit rolls.

2

The chosen Weapon now allows the wielder to reroll any single Attack that misses each Turn.

3

The chosen Weapon now deals an additional +1d6 damage when it successfully hits a Target.

4

The chosen Weapon now ignores all Armor if a natural 5 or 6 is rolled To Hit.

5

The chosen Weapon now grants its wielder an additional +1 Attack per Turn.

6

The chosen Weapon now ignores all Armor and Toughness  if a natural 5 or 6 is rolled To Hit.

This Attribute may be gained more than once, enhancing a Weapon of the Divine Knight’s choice for each occurrence.

35

Holy Strength

The Divine Knight gains a permanent +1 to his Strength.

This Attribute may be gained more than once, granting an additional +1 Strength for each occurrence.

36

Speed Boost

The Divine Knight gains +1 Initiative and +1 Movement.

This Attribute may be gained more than once, granting +1 Initiative and +1 Movement for each occurrence.

41

Healing Touch

The Divine Knight gains the ability to heal an amount of Wounds equal to twice his current Battle-Level to any Warrior (including himself) solely by touching that Warrior.  This ability may only be used once per Adventure for each point of Will Power the Divine Knight possesses.  He must stand adjacent to the intended Target in order to use this skill (unless it is being used on himself).

If your Divine Knight already has Healing Touch, roll again for a different Attribute instead.

42

Trial of Precision

The Divine Knight’s deity has decided to test his follower’s Faith by granting him –1 to his To Hit rolls.  If this Attribute is still held after a Battle-Level increase, upon attaining the new level roll 1d6.  On a score of 3-6 this Attribute is permanently removed and the Trial has been passed.

This Attribute may be gained more than once, adding an additional –1 to his To Hit rolls for each occurrence.  The Divine Knight’s will always score a hit on a natural roll of 6, regardless of his current To Hit score.  Each occurrence of this Attribute must be rolled for separately when determining if it is lost. 

43

Trial of Agility

The Divine Knight’s deity has decided to test his follower’s Faith by granting his Opponents +1 to their To Hit rolls while Attacking him.  If this Attribute is still held after a Battle-Level increase, upon attaining the new level roll 1d6.  On a score of 3-6 this Attribute is permanently removed and the Trial has been passed.

This Attribute may be gained more than once, adding an additional +1 to his Opponents’ To Hit rolls while Attacking him for each occurrence.  The Divine Knight’s Opponents will always miss a hit on a natural roll of 1, regardless of their current To Hit score.  Each occurrence of this Attribute must be rolled for separately when determining if it is lost. 

44

Defensive Aura

The Divine Knight is enclosed in a Defensive Aura that causes his Opponents to receive a –1 to their To Hit rolls when Attacking him.  His Opponents will still score a hit on a natural To Hit roll of 6, regardless of their current To Hit score.

If your Divine Knight gains Defensive Aura again, roll for a different Attribute instead.

45

Trial of Endurance

The Divine Knight’s deity has decided to test his follower’s Faith by granting him –1 to his Movement.  If this Attribute is still held after a Battle-Level increase, upon attaining the new level roll 1d6.  On a score of 3-6 this Attribute is permanently removed and the Trial has been passed.

This Attribute may be gained more than once, adding an additional –1 to his Movement score for each occurrence.  The Divine Knight’s Movement will never fall below a score of 1.  Each occurrence of this Attribute must be rolled for separately. 

46

Fortunate

The Divine Knight has an uncanny skill for finding Treasure in Hoards.  Whenever you roll for Gold found from a Treasure Hoard, you may reroll any resulting 1’s.  This ability may only be used once per Treasure Hoard and may not be combined with any other effects or abilities that produce a reroll effect (Luck points, Divine Influence points, etc.).

If your Divine Knight is already Fortunate, roll again for a different Attribute instead.

51

Stop

Once per Turn, the Divine Knight may attempt to Stop an Opponent in its tracks.  The Divine Knight rolls 1d6 and if the result is a 6, the Target is successfully Stopped for that Turn.  A Stopped Target may not move, however, it may still Attack as normal.

This Attribute may be gained more than once, granting +1 Stop Attack per Turn for each occurrence.

52

Levitation

On a dice roll of 5 or 6, the Divine Knight may levitate for one Turn, just as the Wizard’s spell.  This Attribute may be used once per Turn.

If your Divine Knight already has Levitation, roll again for a different Attribute instead.

53

Night Vision

This ability allows the Divine Knight to see in the dark.  If he leaves the area lit by the lantern, his movement suffers a –1 penalty (which returns to normal once he is back within range of the lantern).  With this ability, the Divine Knight cannot get lost in the Dungeon and may explore on his own if he so desires.  This ability cannot be shared with other characters, therefore they are still restricted by the rules of getting lost even if they should decide to follow him into the darkness.

If your Divine Knight already has Night Vision, roll again for a different Attribute instead.

54

Ice Thrust

The Divine Knight may only use this Attribute in conjunction with a Sword.  Each Turn, he may declare 1 Attack (before rolling To Hit dice) that he wishes to use this Attribute with.  If the declared Attack is successful, Ice Thrust automatically hits the Target for an additional Attack.  This Attack strikes the Target with a pillar of ice and deals 1d6 damage, which is not modified by Armor or Toughness.  Roll 1d6 on the beginning of the Target’s next Turn and on a score of 6, it is frozen and loses 1d6 Attacks this Turn.  The Target automatically unfreezes at the beginning of its next Turn, restoring its Attacks to normal as well.

This Attribute may be gained more than once, with each occurrence granting the Divine Knight an additional Ice Thrust Attack each Turn (if the Divine Knight has more Ice Thrust Attacks than regular Attacks, Ice Thrust can only be used as many times a Turn as he has regular Attacks to combine it with).  This ability may not be used during the same Attack that a Lightning Stab, Fire Slash, or Earth Crush is used, although each individual Attack may use a different one of the mentioned abilities. 

55

Trial of Battle

The Divine Knight’s deity has decided to test his follower’s Faith by granting him an increased chance at encountering Opponents while in the Dungeon.  While the Divine Knight possesses this Attribute, whenever the number of Opponents appearing is rolled for, add +1 to the roll.  If this Attribute is still held after a Battle-Level increase, upon attaining the new level roll 1d6.  On a score of 3-6 this Attribute is permanently removed and the Trial has been passed.

This Attribute may be gained more than once, adding an additional +1 to each roll to determine the number of Opponents appearing for each occurrence.  Each occurrence of this Attribute must be rolled for separately when determining if it is lost.

56

Second Chance

Once per Adventure, the Divine Knight may use this skill as an attempt to lessen the damage dealt from a successful Attack made against him.  When this ability is used, roll 1d6 and consult the following Table:

1-2

You completely fail to dodge the Attack.  You take the full amount of damage.

3-4

You manage to avoid the brunt of the blow and realize it hurt less than you would have imagined.  You take ½ damage from the Attack, rounded up.

5-6

You manage to slip out of the way just in time.  You take no damage from the Attack.

If your Divine Knight gains Second Chance again, he gains +1 attempt at using Second Chance per Adventure.

61

E.S.P.

The Divine Knight now has an unnatural ability to sense danger.  On any event that the Warriors are Ambushed, roll 1d6 and consult the following Table:

1-2

You fail to predict the Ambush. The Ambush Attack is carried out as normal.

3-4

You manage to predict the Ambush, however you don’t have time to warn the other Warriors.  The Divine Knight gains an extra set of Attacks before the Opponents carry out the Ambush.  All other Warriors are Ambushed as usual.

5-6

You predict the Ambush and manage to warn the other Warriors as well.  Treat the Attack as if no Ambush had occurred.

If your Divine Knight already has E.S.P., roll again for a different Attribute instead.

62

Holy Bolt

Once per Adventure, the Divine Knight can forfeit all of his Attacks in order to cast Holy Bolt on any one Opponent within his Line of Sight.  To Hit dice are rolled as normal.  If the Attack is successful, it deals 5d6 + the Divine Knight’s current Battle-Level Wounds of damage to the Target disregarding its Armor, although its Toughness may be deducted as normal.

If this Attribute is gained again, it grants the Divine Knight +1 attempt at using Holy Bolt per Adventure.

63

Earth Crush

The Divine Knight may only use this Attribute in conjunction with a Sword.  Each Turn, he may declare 1 Attack (before rolling To Hit dice) that he wishes to use this Attribute with.  If the declared Attack is successful, Earth Crush automatically hits the Target for an additional Attack.  This Attack strikes the Target with stone spikes that protrude Magically from the floor and deal 1d6 damage, which is not modified by Armor or Toughness.  Roll 1d6 on the beginning of the Target’s next Turn and on a score of 5-6, one piece of the Target’s Armor is destroyed as long as it is not Magical.

This Attribute may be gained more than once, with each occurrence granting the Divine Knight an additional Ice Thrust Attack each Turn (if the Divine Knight has more Ice Thrust Attacks than regular Attacks, Ice Thrust can only be used as many times a Turn as he has regular Attacks to combine it with).  This ability may not be used during the same Attack that a Lightning Stab, Fire Slash, or Ice Thrust is used, although each individual Attack may use a different one of the mentioned abilities. 

64

Invisibility

the Divine Knight now gains the ability to become Invisible for one Turn.  This ability may be used once per Adventure.  Invisibility allows the Divine Knight to move and Attack as normal, however, he may not be Attacked while in this state.

This Attribute may be gained more than once, granting the Divine Knight an additional +1 use of Invisibility per Adventure.

65

Regeneration

At the end of any Turn where the Divine Knight receives damage, he may attempt to Regenerate.  Roll 1d6 and if the result is 4-6, Regeneration restores an amount of Wounds equal to the Divine Knight’s current Battle-Level.  If the Divine Knight is at zero Wounds or less (meaning he is about to die), on a roll of 5-6 he regains an additional 1d6 Wounds as well.

If your Divine Knight already has Regeneration, roll again for a different Attribute instead.

66

Divine Enlightenment

The Divine Knight gains new abilities as he feels the power of his deity surge through his body momentarily.  Roll 1d6 and consult the following Table to determine the new abilities:

1

The Divine Knight gains 2 extra Divine Characteristics.  Roll twice on the Divine Characteristics Table.

2-3

The Divine Knight gains 1 extra Divine Characteristic.  Roll once on the Divine Characteristics Table.

4

The Divine Knight gains 1 extra Divine Attribute.  Roll once on the Divine Attributes Table.

5

The Divine Knight gains 1 extra Divine Artifact.  Roll once on the Divine Artifacts Table.

6

The Divine Knight gains 1 extra Divine Attribute and 1 extra Divine Artifact.  Roll once on the Divine Attributes Table and once on the Divine Artifacts Table.

This Attribute may be gained more than once, granting the additional selected abilities on each occurrence.

Divine Characteristics

Whenever the Divine Knight gains a new Divine Characteristic, roll on the following Table in order to determine which new permanent ability he receives:

Divine Characteristics Table (2d6)

2

+1 Movement

3

+1 Luck

4

+1 Attack

5

+1 Ballistic Skill

6

+1 Toughness

7

+1 Weapon Skill

8

+1 Wounds

9

+1 Initiative

10   

+1 Pinning

11

+1 Strength

12

+1 Willpower

These Characteristic improvements are permanent increases on the Divine Knight’s profile.

Divine Artifacts

Divine Artifact Table (d66)

Whenever the Divine Knight gains another Divine Artifact, roll d66 and consult the following Table to determine which Artifact he receives.  Any items gained from this Table are Magical.  This is the only way for the Divine Knight to obtain Magical items that he can use.  Furthermore, the Divine Knight is the only one who can use Divine Artifacts and he may never sell them or trade them with any other Warrior.

11

Helm of Security

This Helm glows softly, surrounding the Divine Knight in an aura of protection.

This glowing Helm adds +1 to the wearer’s Toughness and grants him the ability to disregard the damage of one Attack per Adventure. 

12

Blade of Ordeals

The Divine Knight was forced to share a fraction of the pain that he dealt to others as just one, of many, Trials of his Faith.

This Sword must be used once it has been received and may not be removed.  It has been given to the Divine Knight as a test of his Faith and skill.  While Cursed, this Weapon gives its wielder –1 To Hit and –1 to all damage rolls (will never drop below 1.  Each time this Weapon successfully hits a Target while Cursed, roll 1d6.  On a result of 1 or 2, the Sword deals 1 damage to its wielder (unmodified) as well.  There are only 2 ways to remove the Sword’s Curse.  The first method is to Donate 5d6x100 gold and spend a Day Praying at the Divine Temple the next time he finds one (he may not Pray to his deity for aid on the same Day. If the Curse is lifted in this manner, the Sword is destroyed.  The second method requires the Divine Knight to wield the Weapon and keep track of the damage that it has dealt to him.  Once it has dealt a total amount of damage greater than double his current Starting Wounds, the Curse is automatically lifted.  
If the Curse is broken in this manner, the Sword loses its old abilities and gains the following new ones in their place: +1 To Hit, +2 on all damage rolls, +1 Attack, and on a natural To Hit roll of 6, it deals double damage to its Target (doubled before the Sword’s and the wielder’s strength bonuses are applied.  If this Sword is combined with another that doubles damage, it overrides this Sword’s ability). This Weapon may be obtained only once in the Divine Knight’s career and may not be combined with any other item while it is still Cursed. 

13

Breath Helm

This Helm is rumored to be the product of many years of intense Magical research in ages past in order to aid in the exploration of regions normally uninhabitable by man.

This Helm Magically provides the wearer with a constant supply of fresh air.  It fully encloses the wearer’s head and renders all gas-based Attacks against him useless.  In addition, he can breathe freely in other normally air-less environments such as underwater or in a vacuum. 

14

Ring of Shielding

This Ring has the emblem of a Shield finely engraved upon its surface.

This Ring allows the wearer to cast Shield (as per the Wizard Spell)  once per Adventure on any Target within his Line of Sight (including himself

15

Spear of Piercing

The tip of this Spear is unimaginably sharper than most, as it has been forged with the power of Magic.

This Spear Magically pierces the Armor and skin of its victim on a natural To Hit roll of 5 or 6, therefore disregarding their toughness and any Armor that they may be wearing.  This Spear can Attack Opponents up to 2 squares away.

16

Blade of the Void

This Sword was created in ancient times during the dawn of Magic’s discovery.  It aided the Divine Knights in their many crusades against the onslaught of sorcerers who chose to persecute others with their newfound powers.

This Sword will give its wielder +2 to all of his Magic Resistance rolls.

21

Dual Blade

The twin blades of this Sword render it particularly unwieldy, but the benefits sometimes outweigh the costs.

A strange sight indeed, this Magical Sword’s twin blades deal double damage to its Targets (damage is double before adding the strength modifier) .  The size of this Sword, however, mandates that it be controlled by both hands at all times, therefore the wielder may not use a Shield while wielding this Weapon.  If this Artifact is combined, the new Artifact retains the Shield restriction of this Weapon. 

22

Cloak of Protection

The Divine Warrior’s assailant gazed in amazement as his Attack was helplessly flung aside by an unseen force.

This Cloak allows the wearer to disregard a single Attack of his choice, once per Adventure.  This item may be worn in addition to Armor.

23

Mace of Disruption

The sorcerer cringed in terror as the source of his power was destroyed, for he knew he was surely lost without his powerful Wizard’s Staff.

This Mace will destroy one of an Opponent’s Magical items on a natural To Hit roll of 6.  The Magical item destroyed is chosen by the wielder of the Mace of Disruption. 

24

Hypnotic Blade

The swirling colors of this blade can prove to be fatal to the Enemy.

Whenever an Opponent Attacks the wielder of this Weapon, roll 1d6.  If a 6 is rolled, the Target is hypnotized and may do nothing on that Turn, however, it returns to normal at the beginning of the next Turn.

25

Haste Mail

This Suit of Armor has the visage of the god Mercury engraved on the chest plate.

This Armor grants the wearer +2 Toughness and adds +4 to his Initiative.

26

Mirror Shield

The spell caster was amazed to see his Attack Turned back against him.

The Mirror Shield grants the wearer +1 Toughness.  In addition, once per Adventure the wearer may reflect a single Magic Attack directed at him back on the caster instead.

31

Spellfire Ring

This Ring is adorned with various Magical runes.

When this Ring is acquired, randomly select 1 Attack Spell.  The wearer may cast this Spell as many times as he has points of Will Power each Adventure.  The casting of this Spell is automatic.

32

Feather Boots

The Divine Knight simply floated over the pit that open up below him without a second thought.

These Feather Boots allow the wearer to float approximately 6” above the ground.  He can move, Attack, and be Attacked as normal (unlike Levitation) however he is now immune to pit traps and can move or stop over any pits or chasms in the ground with ease. 

33

Lifeguard Amulet

The Divine Knight once again raised to his feet, though his Attackers thought him surely for dead.

Once per Adventure, when the wearer of the Lifeguard Amulet reaches zero or fewer Wounds (meaning he is about to die), he may call on its powers in order to restore 2d6 Wounds.

34

Dimension Spear

This Spear seems to defy all reality as it appears to bend space in order to strike its Target.

This Spear allows its wielder to Attack Opponents up to 4 squares away.

35

Shimmering Shield

The shimmering effect of this Shield is said to distract the wearer’s assailants.

This Shield grants +1 Toughness to its wearer.  It also reduces the To Hit rolls of any Opponents Attacking the wearer hand-to-hand by –1 (this does not affect ranged projectile-type Weapons

36

Power Spear

This Spear is rumored to have the power to take down even a great wyrm in one blow.

Once per Adventure, the Divine Knight can use this Weapon to cause 8d6 Wounds of damage to an Opponent.  He must declare this Attack before he rolls To Hit.  If the Attack misses, this ability is wasted.  At all other times, this Spear functions as normal, although it still counts as being Magical.  This Spear can Attack Opponents up to 2 squares away.

41

Defense Blade

This Sword glows with an eerie light that draws the attention of others.

This Sword reduces the Attacks of one of the Divine Knight’s Opponents of his choice by –1 each Turn. 

42

Barbed Mace

This Mace has 2” barbed spikes protruding from its head in all directions.

This Mace disregards the Target’s Armor on a successful To Hit roll.  The Target’s Toughness may still be deducted as normal. 

43

Ring of Regeneration

This Ring is inscribed with the rune of everlasting life.

This Ring restores the wearer’s Wounds by 1 each Turn.  This Ring has no effect on a character who is at zero or fewer Wounds.

44

Spear of the Wind

This Spear is unusually light for its size as it has been Magically forged to reduce its weight.

This Spear doubles the wielder’s Attacks each Turn and can Attack Opponents up to 2 squares away. 

45

Spiked Shield

This face of this Shield is adorned with numerous spikes that can injure the careless Attacker.

The Spiked Shield gives its wearer +1 Toughness.  In addition, whenever a successful Attack is made against the wearer of this Shield, roll 1d6.  If a 6 is rolled, the Attacker has made physical contact with the Shield’s spikes and takes 1d6 Wounds damage, unmodified by Armor (Toughness is still deducted).

46

Armor of Faith

This Suit of Armor will grow with its wearer as he matures throughout his career.

This Armor grants the wearer additional Toughness equal to ½ his current Battle-Level, rounded up.  Therefore if the Divine Knight was Battle-Level 1 he would gain +1 Toughness, while a Battle-Level 5 Divine Knight would gain +3 Toughness.  If this Armor is combined with any other Armor, this Toughness rule will always apply to the newly combined Armor, regardless of the other Armor’s Toughness rating. 

51

Chain Mail of Dexterity

Most suits of chain mail would normally inhibit the wearer’s actions, but such is not the case with this enchanted piece.

This Suit of Armor grants the wearer +3 Toughness and allows him to disregard the damage of one Attack per Adventure.

52

Haste Helm

The Power Helm infuses its wearer with renewed energy during battle.

This Helm grants its wearer +1 Toughness and +1 Attack per Turn.

53

Kite Shield of the Holy Order

This Shield has been blessed by the gods and appears to glow with a faint white light.

This Shield grants its wearer +2 Toughness.  If an effect or ability that destroys Armor Targets this Shield, roll 1d6.  On a roll of 5-6, the Kite Shield of the Holy Order resists this attempt of destruction.

54

Boots of Speed

These finely crafted boots have translucent white wings attached at the ankles.

These boots grant the wearer +1 Movement while worn.

55

Winged Helm of the Holy Order

The miniature wings found on this blessed Helm are said to be made from the actual feathers of an angel.

This Helm grants the wearer +2 Toughness.  If an effect or ability that destroys Armor Targets this Helm, roll 1d6.  On a roll of 5-6, the Winged Helm of the Holy Order resists this attempt of destruction.

56

Mace of Power

The power running throughout this Weapon makes it warm to the touch.  This Mace is a favorite among those who dislike the use of edged Weapons.

This Mace deals an additional +1d6 Wounds of damage when it hits its Target.

61

Luck Blade

This blade allows even the unluckiest of Warriors a fighting chance in hand-to-hand combat situations.

The Luck Blade allows the wielder to reroll any one To Hit roll that misses per Turn.  In addition, it grants the wielder +1 Attack per Turn as well.

62

Deflecting Cloak

The archers had to resort to hand-to-hand combat as their arrows were deflected effortlessly by the Divine Knight’s Magical Cloak.

This Cloak reduces the To Hit rolls of Opponents using ranged projectile-type Weapons by –1 when Attacking the wearer. 

63

Blade of Life Stealing

The Sword seemed to have a will of its own as it drained its victims of their last ounce of life’s energy.

When a successful Attack is made with this Sword, roll 1d6.  On a score of 4-6, this Sword will restore its wielder’s Wounds by the amount of damage it deals to its Target after its Armor and Toughness have been deducted.  This ability cannot restore more life than the Target of the attack possesses. 

64

Plate Mail of the Holy Order

This Suit of Armor is claimed to be a replica of that which the gods themselves wore in the Great Holy Wars of ages past. 

This Suit of Armor grants the wearer +4 Toughness.  If an effect or ability that destroys Armor Targets this Suit of Armor, roll 1d6.  On a roll of 5-6, the Plate Mail of the Holy Order resists this attempt of destruction.

65

Doppelganger Ring

It confused the Attackers severely when they saw what appeared to be the Divine Knight splitting into two.

This Ring allows its wearer to invoke an illusionary duplicate of himself once per Adventure.  The duplicate can move on its own and can appear to Attack (although, being only an illusion, it will do no damage .  When Enemies appear, the duplicate is treated as if it were a real character and will receive Attackers just as the normal Warriors.  If an Opponent makes a successful Attack roll against the duplicate, roll 1d6.  If the resulting roll is 4-6, the duplicate appears to take damage and remains intact, fooling the Opponent's Attacking it.  On a result of 1-3, the illusion dissipates and the Opponents Attacking it will make their way to a new Target.

66

Amulet of Precision

This bright green amulet is said to be able to make even the blind a worthy Opponent in battle.

This item allows the wearer to make a number of Attacks per Adventure that will automatically hit their Target (i.e.: no To Hit roll is required.  Roll 1d6 at the start of the Adventure to determine how many of these Attacks the Divine Knight will receive.  He may opt to use them at any time during the Adventure.  Any of these Attacks that are left unused at the end of the Adventure are lost.

Miscellaneous Notes

Deathblows

When using any of the Sword skills (Lightning Stab, Ice Thrust, Fire Slash, or Earth Crush) and a Deathblow is made, the Attack carries on as usual and the Sword skill Attack only affects the last Target hit (as it would be the only one left alive).  When using a Spear, instead of the deathblow continuing in a circular pattern, the Attack continues in a straight line, but only up to the maximum range of the Spear.  The normal method for determining Deathblows still applies as usual.

Sword Skills

The Divine Knight may use any Sword Skill (Lightning Stab, Fire Slash, Ice Thrust, or Earth Crush) that he possesses during any normal Attack with a Sword, however, only one of the Sword Skills may be used with each single Attack.  Therefore if the Divine Knight had 2 Attacks, he could use Lightning Stab on the first Attack and Fire Slash on the second, but he could not use both of them on the first Attack, and so on.  Any of the 4 Sword Skills may be combined with any Sword.

Divine Attributes

Whenever the Divine Knight gains a new Battle-Level, if he has more Divine Attributes than twice his new Battle-Level, he must either pay 1d6x250 Gold for each Attribute over his maximum allowed, or sacrifice any extra Attributes (each extra Attribute is handled separately, therefore if he has 2 extra Attributes, he may decide to pay for the first one and then sacrifice the second).

Rings

Only up to two Rings may be worn at any time (one on each hand), although both Rings worn may be of the same type, essentially granting the same abilities twice.

Divine Knight v1.0 © 1999 – Benjamin M. Sloan
All items, locations, abilities, and references within this document in relation to Warhammer Quest, and the Warhammer Quest game itself, are properties and/or copyrights belonging to Games Workshop.  This document is freely distributable as long as it is not modified in any means.  If you wish to make changes or amendments to this document, all I ask is that you use a different character and file name and give proper credit where it is due.