
The Order is a special organisation of people in the lands of blood (and beyond) who have unique magics and serve fate in many ways. As with all things, being a member of the order has a price. Several, in fact. The first is that only druids and monks can multi class into The Order. Other pcs must just it by level 2 or they can't at all. The other is that the members of The Order are bound by fate. They serve it in many ways and tend to be looked on as fanatics or really odd folks by other people. However, they learn healing magics quickly and use their powers when needed. As such, the common people of the lands are very tolerant towards them, while the ruling classes look on them with disfavour.
| Table One: The Order | |||||||||||||||
|   | Base | Fort | Ref | Will |   | Spells per day | |||||||||
| Level | Attack Bonus | Save | Save | Save | Special | 0 | 1  | 2  | 3  | 4  | 5  | 6  | 7  | 8  | 9  |
| 1 | +0 | +2 | +0 | +2 | Fate bound | 4 | 2 | ||||||||
| 2 | +1 | +3 | +0 | +3 |   | 5 | 2 | ||||||||
| 3 | +2 | +3 | +1 | +3 |   | 5 | 3 | ||||||||
| 4 | +3 | +4 | +1 | +4 |   | 6 | 3 | 1 | |||||||
| 5 | +3 | +4 | +1 | +4 | Fate Twist | 6 | 4 | 2 | |||||||
| 6 | +4 | +5 | +2 | +5 |   | 7 | 4 | 2 | 1 | ||||||
| 7 | +5 | +5 | +2 | +5 |   | 7 | 5 | 3 | 2 | ||||||
| 8 | +6/+1 | +6 | +2 | +6 |   | 8 | 5 | 3 | 2 | 1 | |||||
| 9 | +6/+1 | +6 | +3 | +6 |   | 8 | 5 | 4 | 3 | 2 | |||||
| 10 | +7/+2 | +7 | +3 | +7 | Force Sensetive | 9 | 5 | 4 | 3 | 2 | 1 | ||||
| 11 | +8/+3 | +7 | +3 | +7 |   | 9 | 5 | 5 | 4 | 3 | 2 | ||||
| 12 | +9/+4 | +8 | +4 | +8 |   | 9 | 5 | 5 | 4 | 3 | 3 | 1 | |||
| 13 | +9/+4 | +8 | +4 | +8 | Force Feat | 9 | 5 | 5 | 4 | 4 | 3 | 2 | |||
| 14 | +10/+5 | +9 | +4 | +9 |   | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 1 | ||
| 15 | +11/+6/+1 | +9 | +4 | +9 |   | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | ||
| 16 | +12/+7/+2 | +10 | +5 | +10 | Force Feat | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | |
| 17 | +12/+7/+2 | +10 | +5 | +10 |   | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | |
| 18 | +13/+8/+3 | +11 | +6 | +11 |   | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 |
| 19 | +14/+9/+4 | +11 | +6 | +11 | Force Feat | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20 | +15/+10/+5 | +12 | +6 | +12 |   | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
Races, Classes, Ability, Alignment and Hit Dice are the same as a Cleric. Members of The Order are rarely CE though. No PC can begin as an evil alignment.
All class skills are the same as a Cleric's.
Armour and Weapon Proficiency: A member of the order is proficient with all simple weapons and all types of armour.
Fate Bound: This class ability allows a mmeber of the order to be where they are needed. In game terms, they get hunches from the DM to "go west" and such, but they don't have to obey them. Something will find them anyway, as they act like a weirdness magnet in many ways.
Fate Twist: The member of the Order can reroll 1 roll they make each gaming session.
Force Feat: The PC begins learning the force feats. Most of them generally learn the Alter, Control and Sense feats but not always.
Force Sensetive: If you don't have the Star Wars rpg, don't worry about this one. It allows a member of the order to learn the force-based skills of Empathy, Enhance Ability and Friendship. At DM discretion they may also become a member of the Inner Circle, the Guardians.
Spells: Members of the Order can only learn clerical spells. Due to their proficiency with weapons, few of them ever learn combat oriented magics since they can fight better than other magic users. They cast spells as if they were Blood using the following table:
| Table Two: Spells | ||
| Spell Level | Hit Point Cost | Hit Point Cost |
|   | (for Caster) | (Willing Sacrifices) |
| 0 | 0 | 3 |
| 1 | 1 | 4 |
| 2 | 2 | 5 |
| 3 | 3 | 6 |
| 4 | 4 | 7 |
| 5 | 5 | 8 |
| 6 | 7 | 10 |
| 7 | 9 | 12 |
| 8 | 11 | 14 |
| 9 | 13 | 16 |
Mmebers of The Order are limited to only using willing sacrifices but the sacrifice (regardless if it is animal, blood or half blood or whatnot) counts as the same for cost! This is quite possibly there most dangerous ability.
A member of The Order who multi classes can no longer advance in this class. Only single classed Monks and Druids can move into this class after level 2.
Guardians are rare people who are drawn to The Order. They are the result of a strange melding of blood and druid powers and sacrifice hit points for strange and powerful effects. Most members of The Order are largely unaware the guardians exist until they can multi class to it (at level 10) and are approached by the guardians for membership. There are perhaps 200 true guardians alive in the Lands of Blood currently. While they are not fate bound, they do serve the force and can be drawn to different situations in much the way a normal member of The Order is.
While this game will not use force points and dark side points, guardians who use their power for evil will find themselves stuck with the penalities imposed on dark side users and have to atone for that. Using the darker powers (like the force grip skill) for good ends is a grey area that guardians tread carefully.
| Table One: The Order | |||||
|   | Base | Fort | Ref | Will |   |
| Level | Attack Bonus | Save | Save | Save | Special |
| 1 | +0 | +1 | +1 | +2 | Starting Feats |
| 2 | +1 | +2 | +2 | +3 | Sense |
| 3 | +2 | +2 | +2 | +3 |   |
| 4 | +3 | +2 | +2 | +4 | Control |
| 5 | +3 | +3 | +3 | +4 | Force Weapon +1d6 |
| 6 | +4 | +3 | +3 | +5 |   |
| 7 | +5 | +4 | +4 | +5 | Comprehend Speech |
| 8 | +6/+1 | +4 | +4 | +6 |   |
| 9 | +6/+1 | +4 | +4 | +6 |   |
| 10 | +7/+2 | +5 | +5 | +7 | Force Weapon +1d8 |
| 11 | +8/+3 | +5 | +5 | +7 |   |
| 12 | +9/+4 | +6 | +6 | +8 | Comprehend Written Languages |
| 13 | +9/+4 | +6 | +6 | +8 |   |
| 14 | +10/+5 | +6 | +6 | +9 |   |
| 15 | +11/+6/+1 | +7 | +7 | +9 | Force Weapon +1d10 |
| 16 | +12/+7/+1 | +7 | +7 | +10 |   |
| 17 | +12/+7/+2 | +8 | +8 | +10 | Speak Any Language |
| 18 | +13/+8/+3 | +8 | +8 | +11 |   |
| 19 | +14/+9/+4 | +8 | +8 | +11 |   |
| 20 | +15/+10/+5 | +9 | +9 | +12 | Force Weapon +2d6 |
The most important ability scores are intelligence and wisdom (for the Alter and Sense feats). Charisma is also very important.
Guardians have 1d8 hit points.
Skill points at level 1: (6 + Int modifier) X4
Skill Points At Each Additional Level: 6 + Int modifier
Class Skills: Affect Mind (cha), Climb (str), Empathy (wis), Enhance Ability (con), Force Grip (int), Force Push (int), Friendship (cha), Handle Animal (cha), Heal Another (wis), Hide (dex), Jump (int), Knowledge (int), Listen (wis), Move Object (int), Sense Motive (wis), Spot (wis), Survival (wis)
For effects of the non-d&d skills, ask Alcar. As they come out of the Star Wars d20 rpg, some of them don't fit in properly with D&D and will have to be modified a little.
Armour and Weapon Proficiency: Guardians are proficient in all simple weapons only.
Starting Feats: All gauardians begin with the Force Sensetive and Alter feats and access to alter-based force skills.
Sense: At level 2 the guardian gains the sense feat and access to sense based force skills.
Control: At level 4 the guardian gains the control feat and access to control based force skills.
Force Weapon At level 5 a force adept can imbue one weapon with the force. It costs 3 hp and the benefit is gained for a number of rounds equal to your level. It only works for them.
Comprehend Speech At level 7 you gain the ability to comprehend any spoken lauguage, but can't speak it. At level 12 this ability allows you to comprehend any written language. At level 17 you can speak any language.
Once a guardian, always a guardian. You can multi class into any class except Blood.
The Guardian is modified a little from the Force Adept in the Star Wars RPG. No copyright infringement is implied as this is a fan work and most of the game players don't have access to the star wars RPG.
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