1-12. The medieval cleric loses access to all his spells and turn ability. He must engage in various forms of penance in order to receive absolution and no commutations will be accepted. Roll 1d4 to see what specifically must be done to have each one restored.
[1] Confess to a stranger 1d4 unvirtuous acts that he has done.
[2] Fast, eating very little or not at all for 1d6 days, taking -1d3 to all physical rolls during that time.
[3] Recite psalms for 2d6 turns, doing so where others will hear him.
[4] Give alms worth 1d10% of his current wealth.
13-17. Divine wrath can be sensed, though a hidden, celestial hand allows such travails to help one atone for misdeeds. Roll 1d6 to see what happens to the medieval cleric, lasting 1 day per medieval test result over 12, or else will be tested more greatly.
[1] Publicly shamed, he suffers a -3d6 penalty to all rolls.
[2] Prohibited, he cannot partake of wine, women, song, violence, splendor, or indulgence, though he likely shouldn't do any of that in any case.
[3] Now a pilgrim, he must immediately begin journeying to a holy place.
[4] Like a pauper, he must give up all his possessions for a time, traveling about with nothing but the clothes on his back.
[5] In true medieval fashion, he is obliged to flog, whip, and engage in other purgative torture upon himself in order to drive the sin out, taking 1d4 damage per day. Any who are unvirtuous who he encounters should be met with the same.
[6] Reroll twice.
[6] Reroll twice.
18+ Providence's final judgement looms. Visions of the afterlife come now, measuring the cleric's life and deeds. He will fall comatose for 1 day per medieval test result over 17. Then, if found deserving, he will be granted his final reward. If found wicked, damnation. Most who are tested thus are instead sent in-between though, to purgatory, to where they must work for their own cleansing and salvation. Wherever he goes, the cleric has a (70 - his medieval test result) % chance of thereby returning when the duration of this test concludes (52% chance for 18, 51% for 19, etc.) Otherwise, he is no more of this world.
Medieval Knights
- Treat these noble, armored warriors as fighters, except that they can gain a +1 bonus per odd level that can be added to 2 of the following during each round in melee: their bonus to hit, damage, AC, or an ability score.
- To access this special ability, medieval knights must be acting honorably (if they are chivalric knights, dishonorably if dread knights, see below) and must also act in a way that corresponds to their heraldry / armor color (see further below), drawing upon its power.
- In addition, they must also abide by the weapon and armor restrictions of cleric-knights (sword, mace, lance, and dagger; plate, plate-chainmail (AC 4), or chainmail armor & shield).
- They must also serve their feudal responsibilities to their liege lord.
- In return, they often are granted title and other privileges.
- Note that when mounted on a war steed, knights gain a +3 bonus to hit, to damage, and to their AC bonus too.
- Unlike cleric-knights, medieval knights are more martial than religious, though the former can access the latter's heraldic / armor color ability by giving up miracles beforehand that day too. For each level of miracle (spell) use access a cleric-knight forgoes, he can use a specific type of medieval knight's heraldic / armor color ability for up to 3 rounds during a day instead. Cleric-knights who do so must pick one that matches their order.
- Dread knights are medieval knights that act dishonorably instead. They fail to keep their oaths and are dastardly poltroons, hated by all who are righteous.
Heraldry / Armor Color
Knight Champion - per another type of heraldry, determined at random before each battle or selected when facing a foe that has a knightly ability
Aquamarine Knight - when fighting in sight of freshwater or the sea
Green Knight - when at a certain type of land (pick one: meadows, forests, or hills)
Blue Knight - when attacking from above, whether a static vantage point or mounted
Red Knight - when fighting aggressively, having no holds barred
Grey Knight - when seeking knowledge, being intelligent
White Knight - when espousing purity, seeking to remove the impure
Black Knight - when bringing doom, fear upon one's enemies
For example, a 4th level chivalric green knight could add 2 to both his roll to hit and AC bonus one round when fighting honorably and in a meadow. Another round, he could improve both his damage or Constitution by 2 instead when doing the same.
If a cleric-knight of the same level wished to access those abilities too for up to 6 rounds, then he would need to give up the ability to call upon two 1st level or one 2nd level miracle (spell) that day instead, if his order would also correspond with the land type of a green knight.
Medieval Monks
- Treat these ascetic contemplatives as thieves, except that they lose the ability to backstab. They also would never pick locks or pockets, nor do anything else for unethical reasons, being more akin to thief class abilities than a thief's usual motivations.
- They follow what is virtuous for cleric-monks (see Part I), though they usually cannot call upon miracles like them.
- In addition, they must also abide by the weapon and armor restrictions of cleric-monks (blunt weapons only, no armor).
- They are required to faithfully serve their responsibilities to their monastery as well.
- In return, like cleric-monks, they can either resave against a failed save, attempt a failed ability score check again, or try to disarm a foe that they've hit in melee by succeeding at both opposed Strength and Dexterity checks. They may pick which they wish to attempt each round they use this ability, but unlike cleric-monks, they may do so as many times per day that such abilities are needed.
Next week: Medieval magic, Saints & Angels, and a Medieval encounter.
RPG srd Old School 1st ed AD&D Middle Age Ars Magic System