The Order of Hospitaler is an order of knights that
dedicate themselves to the healing as well as the
military arts. While not as deadly as a Templar,
Knight or Pit Fighter, Hospitalers are valuable on the
battle field as well as adventuring groups that may
not have the benefit of a trained healer. While not
able to heal the major injuries that a healer is
capable of doing, Hospitalers are very good at
treating minor injuries and diseases. If they can be
said to have a combat specialty it is against disease
bearing creatures. They are relentless in their
pursuit of those who would spread disease and
sickness.
+2% to a weapon of their choice, +1 to damage at rank 3, 5 & 7, additional strike at rank 4
Hospitalers gain addition strikes in melee whenever they face an opponent that is a vermin or has the ability to
spread disease; they gain an extra strike at ranks 6 & 9 against these opponents.
Rank 1: Hospitalers have the ability to cure infections. There starting base chance is 3 X EN + 5% per rank and take
11 minutes – 1 per rank to perform. This ability cost 1 FT to use. Hospitalers have a 5 X PC + 4% per rank chance of
detection poison or disease within a 15 ft radius, +5 feet per rank.
Rank 3: Hospitalers are able to stop bleeding caused by wounds from magic or weapons. Whenever they touch a
patient the bleeding will immediately cease. This ability cost 2 FT to perform. Hospitalers may also transfer FT at the
cost of 1 for 2. This ability takes 4 minutes – 1 every two ranks after 3.
Rank 5: Hospitalers gain the ability to cure disease and to neutralize poisons. At rank 5 they are now immune to
diseases and have a heightened resistance to poisons. Their ability to cure disease is equal to 4 X EN + 4% per
rank. (The GM may assign negative modifiers if the disease is very difficult to cure.) It takes 10 minutes to cure
disease – 1 minute per rank over 5. This ability cost 2 FT to use. Hospitalers may also neutralize natural poison
with their touch, this ability cost 2 FT to use and the cure is immediate. Artificial poisons can be cured if the
Hospitalers rolls under 4 X EN +4% per rank – 3 X poison rank. Hospitalers may resist being poisoned by rolling
under 3 X EN and may transfer FT at a 1 for 2 ratio.
Rank 7: Hospitalers become proficient at attacking disease bearing opponents and those creatures classified as
vermin. Whenever Hospitalers fights an opponent who is a disease-bearer or a vermin they do full damage with their
attacks. The Hospitaler also radiates an aura that makes attacks by these opponents falter. When these opponents
fight a Hospitaler they must subtract 20% in melee combat.
Rank 8: Hospitalers are now immune to all poisons and may transfer FT at a 1 for 3 ratio.
Rank 9: Hospitalers radiate an aura of health that effects anyone who stands within 15 feet of them in combat. The
aura takes 1 FT to consciously activate and provides those in the radius of the aura with immunity to diseases as well
as the increased resistance to poison. (4 X EN) Any vermin or disease-bearing opponents fight with a -20% to strike
as well as -3 on damage. The aura will last as long as combat endures. (This -20% does not add on to the -20% that
a Hospitaler already benefits from, it now just applies to the whole area of the aura.)
Rank 10: Hospitalers have now mastered their abilities in fighting those who would spread disease and plagues,
whenever they fight a disease-bearer or vermin they do double damage in combat and any EN or Grievous does
triple damage. (Triple base damage not the dice roll.) This ability does not apply to non-vermin or disease free
opponents.