In-Character Info
Entrance
Benefits
Code of Conduct
History of the Order
Role of the Order
High Court of the Order
General Staff

Out-Of-Character Info
Structure of the Order
Order Training
Campaign Reports
Contact Information

Training of the Order

As the Order continues to develop its soldiers and officers, there are several areas where these Order members have advantages in training. What follows is a list of available Non-Weapon Proficiencies for assorted members of the Order, from the Cadet to the High General.



Combat Healing
Cost: 1 slot
Prerequisite: Healing, OS Soldier, or Specialty Priest of Celenia (Level 3)
Category: Priest and Warrior
Modifier: Wisdom -1

The healers of the Order of the Sword have developed an advanced form of healing with the aid of the Healers of Celenia. Combat healing may be used in combat situations with a better effect then normal healing. It is more difficult to do, as the healer must act faster to treat wounds then others.

All healing rolls may be replaced by combat healing rolls.

Instead of healing for 1d3 HP on the round following an injury, the healer may heal 1d6 hp. The healer may also now heal 1d3 HP two rounds later to a separate character. One healing attempt may be made once per character, once per day. If the healing returns characters to above 0 HP, they may be revived the next round and returned to combat.

As the healer must work with infection faster in non-sterile ground, the wounded soldier may receive an additional +3 to his saves against poison instead of +2.

To gain this NWP, healers must undertake training courses for two weeks, with a test of the healer's proficiency at the end of the two weeks. Healers of Celenia may also take this NWP once they reach the 3rd level.

Law
The Law NWP is made available to members of the Order starting at the rank of cadet. Follow the link to the Law NWP Table.


Officer NWP's of the Order of the Sword

The Order's officers have the added benefit of advancing their training along to new heights in combat and command.



Command
The Command NWP is made available to OS Officers only. This NWP is designed to aid in re-establishing order within a disrupted unit, convincing troops to move into a dangerous situation, and other assorted activities that troops might not be readily willing to engage in.
Command I Command II Command III Command IV
Cost 1 Slot 1 Slot 1 Slot 1 Slot
Pre-requisite Must be an OS Officer Must be an OS Officer and possess Command I Must be an OS Officer and possess Command I and II Must be an OS Officer and possess Command I, II, and III
Category General General General General
Modifier Charisma +2 Charisma 0 Charisma 0 Charisma 0
Effect +3 to all Morale Checks for the unit morale Additional +1 to all Morale Checks Additional +1 to all Morale Checks Additional +1 to all Morale Checks


Tactics
(Prerequisite for all other Tactics Specializations)

Cost: Bonus upon OTS completion
Category: General
Modifier: Wisdom 0

The initial slot for Tactics develops a rudimentary understanding of combat tactics. This basic level of tactics involves the use of range vs. melee combat, and understanding of what types of weapons are most effective in various encounters and environments, and how to form units for the best effectiveness.

With this initial NWP, the PC will receive a +1 to hit with any weapon for the next 1d4 rounds upon a successful Wisdom check. One round must be spent for the Tactics Check before the To Hit bonus can be applied. Because this is the basis of all extended Tactics, this ability will be included in all subsequent Tactics Checks.

As the player takes additional slots in Tactics, these additional slots may be in General Combat Tactics, Infantry Tactics, Cavalry Tactics, Mixed Forces Tactics, and Scouting Force Tactics.



All Advanced Tactics NWP's will interact with the Basic Tactics NWP
NO Advanced Tactics NWP will overlap with other Advanced Tactics NWP's


General Combat Tactics
Cost: 1 slot (beyond initial Tactics)
Category: General
Modifier: Wisdom +1

This is the continuation of studies into General Combat Tactics. It creates a further understanding and development of the use of range vs. melee weapons in combat, development of strategies for multi-weapon encounters and weapon adaptations for environment, and cohesion and personnel development in combat units.

With this added NWP, the PC will receive an additional +1 to hit with any weapon for the next 2d4 rounds upon a successful Wisdom check. One round must be spent for the Tactics Check before the To Hit bonus can be applied.

Infantry Tactics
Cost: 1 slot (beyond initial Tactics)
Category: General
Modifier: Wisdom +1

In addition to basic combat tactics, Infantry Tactics develops a further understanding of the maneuvers and strategies of infantry warfare. This developed skill will enhance the player character's ability to conduct infantry-based combat.

With this added NWP, the PC will receive an additional +1 to hit with any weapon for the next 1d4 rounds upon a successful Wisdom check. In addition, all members of the PC's unit who are on foot will receive a +1 to hit for 1d4 rounds. One round must be spent for the Tactics Check before the To Hit bonus can be applied.

Cavalry Tactics
Cost: 1 slot (beyond initial Tactics)
Category: General
Modifier: Wisdom +1

In addition to basic combat tactics, Cavalry Tactics develops a further understanding of the maneuvers and strategies of cavalry warfare. This developed skill will enhance the player character's ability to conduct cavalry-based combat.

With this added NWP, the PC will receive an additional +1 to hit with any weapon for the next 1d4 rounds upon a successful Wisdom check. In addition, all members of the PC's unit who are on mounts will receive a +1 to hit for 1d4 rounds. One round must be spent for the Tactics Check before the To Hit bonus can be applied.

Mixed Forces Tactics (MFT)
Cost: 1 slot (beyond initial Tactics)
Category: General
Modifier:
     General MFT - Wisdom +1
     Infantry MFT - Wisdom +2
     Cavalry MFT - Wisdom +2

The Mixed Forces Tactics NWP provides the player an opportunity to learn additional infantry and cavalry tactics to be used in conjunction to each other, rather than as two separate combat entities. If the player has already taken a slot in Infantry or Cavalry Tactics, a modifier bonus is applied to the Mixed Forces Tactics. This is granted due to the fact that the commander is proficient in Tactics, Infantry or Cavalry Tactics, and is now applying expertise to a mixed field. If the player has dedicated the necessary slots to two previous Tactics, this would result in a player receiving a total of +4 to their NWP check roll (+1 for Tactics, +1 for Infantry or Cavalry Tactics, and +2 for MFT).

With this added NWP, the PC will receive an additional +1 to hit with any weapon for the next 1d4 rounds upon a successful Wisdom check. In addition, all members of the PC's unit who are on foot or mounted will receive a +1 to hit for 1d4 rounds. One round must be spent for the Tactics Check before the To Hit bonus can be applied.

Scouting Force Tactics (SFT)
Cost: 1 slot (beyond initial Tactics)
Category: General
Modifier: Wisdom +1

Scouting Force Tactics (SFT) provides an additional base of knowledge for the player to make decisions of how to position units for scouting an area, as well as position small-scale assault units for harrying and disruption of enemy movements.

A successful Scouting Check will result in a Surprise Round for the group. This Surprise Round is the equivalent to a sneak attack. The unit members, other than the PC Tactician, will receive a +1 to hit for that immediate round, the enemy will not be allowed a counterattack, and the enemy will receive a -1 to hit penalty for 1d4 subsequent rounds. The PC Tactician will receive his/her normal +1 to hit for 1d4 rounds only.

Also with this added NWP, the PC will receive a +1to all rolls involving active Searching of an area for up to 6 rounds upon a successful Wisdom check. One round must be spent for the Tactics Check before the bonuses of this NWP can be applied.