Hospitalier

CLASS DESCRIPTION

The most devout priests will eventually become Hospitaliers, able to command greater divine power to heal more serious wounds, pluck their allies from death and protect them to a greater degree. As an adventurer they undertake quests of great importance, seeking out great evils and cults to find and destroy. When a Hospitalier retires from questing, will take up seat as head of local churches or temples, communicating and working with the greater network of their fellows.

Hospitaliers are among the most powerful mortals in the world, no matter which deity or region. With this power comes the total understanding that they must always be prepared to defend the innocent and protect their deities interests. In times of great need or desperation Hospitaliers are either gathering a group of powerful individuals or being recruited for the same purpose by a great leader.

Proficiencies

Simple or Light one handed weapons.
Light or Medium armour.

Divine Powers

Ward Dead

Appraisal: Elemental description coming soon

Appraisal: Elemental game effect coming soon

Consecrated Sheild

Cart Driving description coming soon

Cart Driving game effect coming soon

Celestial Smite

Appraisal (Elemental) description coming soon

Appraisal (Elemental) game effect coming soon

Hallow

Miner description coming soon

Miner game effect coming soon

Divine power requires the Hospitalier to be wielding a Holy Symbol A holy symbol varies from one divine user to another but most are hand crafted items in precious metals depicting a symbol of their deity.
If a class requires the use of a holy symbol it must be in the caster possesion when using or casting a power or spell.
(or their deities Chosen Weapon Each deity will have a chosen weapon, if the divine character uses a matching weapon then they gain a proficiency in that weapon even if the class does not grant it, and they can use the weapon in place of a Holy Symbol.
If the character has the [Melee] keyword, while using the chosen weapon, if they roll a [Wildcard] that hit will deal an addtional stack of damage.
).

Spellcasting

Sanctify

Description coming soon


Keywords: 0

Barrier Of Protection

Description coming soon


Keywords: 0

Repelling Wave

Description coming soon


Keywords: 0

Mass Heal

Description coming soon


Keywords: 0

Divine power and Spellcasting requires the Hospitalier to be wielding a Holy Symbol A holy symbol varies from one divine user to another but most are hand crafted items in precious metals depicting a symbol of their deity.
If a class requires the use of a holy symbol it must be in the caster possesion when using or casting a power or spell.
(or their deities Chosen Weapon Each deity will have a chosen weapon, if the divine character uses a matching weapon then they gain a proficiency in that weapon even if the class does not grant it, and they can use the weapon in place of a Holy Symbol.
If the character has the [Melee] keyword, while using the chosen weapon, if they roll a [Wildcard] that hit will deal an addtional stack of damage.
).

Skills:

Patience

Patience description coming soon


Combat Effect: Patience game effect coming soon

Passive Effect: Patience game effect coming soon

Devout

Fiercely loyal to their religious order and fully committed to their deity, their daily lives revolve around both.


Combat Effect: Attacks against Devout enemies of an opposing pantheon will gain +1 dice.

Passive Effect: Dice rolled I defence from a enemy Devout attacker can treat Ward results as successful.

Citizen Portrait

Champion Hospitalier Priest leader divine spellcaster

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Artwork of Terrainia

Last updated on the 28th April 26
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THE CONCEPTION

Terrainia started off in 2004 as a single island for a role-playing game (using a well-known and popular third edition rule set). This island became wonderfully detailed, players would recognise who they were dealing with when suitable miniatures (made by another well-known table-top games company) were placed on the table. But eventually the players finished the campaign, and managed to slay the dragon, or so they thought.

So with the campaign over, but the desire to continue burning ever bright, further areas were designed and planned, and over the course of five long but enjoyable years the world grew exponentially. At its peak of these five years there were six regular groups, around forty players, two dungeon masters, and a world as large as Earth drawn up and with huge levels of detail.

THE EVOLUTION

While that is where Terrainia was born, now twenty-two years on and the development hasn’t stopped, we began to construct this website in 2010 as a resource for our players to use. Then in 2020 (during the world wide pandemic), our founder took the opportunity to flesh out the world even more and add this to the website, during which thoughts turned to sharing Terrainia with the rest of the world.

It was at this time that the founder began to commission artists. Budgets were low, and it took time to find the right artists with the right style. But over the next few years, the main cast got made: the deities, the primary heroes and villains, then monsters. It was important for the founder that all artwork was theirs, monster design was theirs, and in turn, game systems were theirs — we did not want to copy or reproduce existing systems.

Along with the game world, contributors are writing novels and designing games, all set within Terrainia. At the time this page was last updated, there were no fewer than seven different games/books in production. Soon we will have links to these games/books for you to immerse yourselves within.

So that’s us. We hope you enjoy the site. If you want to give us some feedback, why not .

THE FUTURE

After this first wave of games and books, who knows? But one thing is for sure: there is plenty of material, and our aim will be to share this world with as many fantasy fans as possible.

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