Djemnon, The Lord of Swords (God of Order and Justice)

Demigod

Alignment: Lawful Good
Worshipper Alignment: Any non-evil
Plane: Elysium
Followers: Few, any race, must be good.
Symbol: Balance suspended by a sword.
Cleric title: Paladin

Djemnon is a very new god. Djemnon was a great warrior who achieved divine ascension at the crux of the endings end with the death of Maer and the defeat of Ulgezin. Djemnon is a champion against the demonic forces that have invaded Shalor. Because Djemnon is so new to the lands his follower base is limited but it is growing. His powers are in turn limited but growing. Djemnon constantly works to bring justice upon those that have murdered or enslaved the good people of Shalor, and struggles to bring order back to the despoiled chaotic lands of Shalor. Djemnon is aided by his eternal wife the elvin arch mage Jenan. It is said that before his divine ascension Djemnon was a powerful ancient overman named Mori Lowfields. It is also said that he was also once a thoroughly evil and despotic king of the Mnorum Empire, and has a deep understanding of evil and its weaknesses. Djemnon is said to appear as tall strong trim bearded human. He has brown hair and wise caring eyes. His followers claim he is unmatched in his strategic abilities in war and his skill with a sword, but naturally the wolgs of Hun disagree.

Djemnon's paladins are expected to act with honor and chivalry at all times. They are champions of the good and humble, and unrelenting adversaries of evil. Djemnon has the ability to see into the hearts and will of all his paladins and if they stray from the course their god has set for them they are stripped of the powers he lends them.

The Paladin of Djemnon 25 points

17 spells mana filtered: 5 pts
Reaction (+2 reputation to good and humble): 5 pts
Lay on hands, heal 2d6+1 hp once per day, 10 pts
fatigue cost: 4 range: touch time: 1 round
Spell bonus: +1 5 pts
Protection from evil 10' radius: 25 pts
    Anyone within 2 hex distance receives a +2 on saves against attacks from evil, and
    evil is at -2 to hit anyone if the evil being is within the protection radius. All evil
    beings will be conscious the effects of the radius upon them.
Turn undead and demons: 15 pts
    This is the ability to intimidate and affect an evil undead or demon with terror and
    sometimes blasting damage. It takes two rounds of full action for a paladin to turn. A
    paladin turns a demon on a successful contest of will. The demon must initially be
    within 10 yards of the paladin. A turned creature will be affected with abject terror
    and will attempt to move away as quickly as possible from the paladin. Furthermore
    for every 5 points the creature fails by it takes 1d6 damage. A paladin may buy this
    advantage at 3 higher levels each at 5 points per level. Each further level gives a
    paladin a +3 on his contest of will. Certain creatures will get a bonus on will do to
    innate strength. Often they get a +1 bonus on will for every 5 points of strength.
Spells: Major Healing, Minor Healing, Compel Truth, Truthsayer, Exorcism, Cure disease,
Neutralize Poison, Bravery, Banish, Lend Strength, Sense Foes, Sense Emotion, Sense
Life, Persuasion, Sense Danger, Strengthen Will, Oath,

Worship 30 minutes/day, 2 fatigue: -5 pts
Vow, paladin code,: -30 pts
    -Never break your word
    -Never ignore an insult to yourself or your god, insults must be wiped out by an
      apology or a duel, not necessarily to the death.
    -Your friend's or ally's enemy is your enemy.
    -At all times work to restore order to chaos
    -Sworn duty to the aid and champion the good and humble. Never refuse a request
      for aid by those in need if they are good and humble.
    -Be just and true. Always return a favor in kind, and avenge a wrong done.
Broken Vow, loss of all powers permanently, excommunication: -5 pts