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The Purifiers

September 05, 2015

demoIn the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.

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Reference Scrolls

May 05, 2015

demoSome of the most viewed pages on this site are the O.C.C. List, Race List, and Skills List, all for Palladium Fantasy. This includes material from the various books, along with which book they're located in. This is an invaluable resource for new and experienced gamers alike.

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September 05, 2015

demoWhether you're new to the site or a long time fan but can't find an old favorite, feel free to check out the Sitemap. This is a list of all the pages on this site to help navigate you through your trip into the fantasy.

Dark Knight O.C.C.

Men of Arms


Loyal servants of elven royalty, members of the Dark would be knighted by the king. While the ceremony was performed in secret, the Dark were official knights of the Elven Empire. These knights served the king in darkness instead of on horseback, but their loyalty and importance just as significant. This is why when nobles and commoners spoke of the Dark in whispers they called them Dark Knights. Master assassins, spies, and thieves, these dark knights carried out missions ordered by the royal family. Throughout the years the Dark developed other specialties to aid in their missions, but the dark knights remained the heart of the organization. Even after the Dark broke away from the Elven Kingdom and now millennia later, the dark knight training still remains the standard training regiment for dark elves.


Dark Knights & Armor

As assassins, thieves, and spies by trade, dark knights felt that armor shouldn't be required. After all, if the job is done right, then direct combat should never be required. Wearing armor was worn only as a safety net, preferring the bare minimum so they could survive long enough to hide and escape. Dark knights only wore light armor, with hard leather being on the heavy side, favoring speed and silence. Dark elves avoid even studded leather. While studded leather is considered light, the metal pieces cause too much noise (prowl penalty) and hamper stealth.


Dark Knight O.C.C.

Alignment: None.

Attribute Requirements: I.Q. 9 and P.P. 10 or higher. This is the standard training for all dark elves. Any dark elves who cannot meet these requirements (or requirements for specialty training) are considered "children," even as adults.

Race Requirements: Dark elf only.

O.C.C. Skills:

Detect Concealment & Traps (+10%)

Disguise (+10%)


Intelligence (+10%)

Language Elven 98%, plus two of choice (+10%)

Prowl (+15%)

Wilderness Survival (+10%)

W.P. Dagger

W.P. One of choice

Hand to Hand: Assassin (no substitution allowed)

O.C.C. Related Skills: Select two espionage skills, two rogue skills, two physical or weapon proficiencies, and four other skills of choice (including additional skills from the above categories) at level one, plus select one additional skill at levels four, eight, and twelve.

Communications: Cryptography and Sing Language (+10%) only.

Domestic: Any

Espionage: Any (+10%)

Horsemanship: General or Exotic only.

Medical: First Aid only.

Military: Any

Physical: Any

Rogue: Any (+10%)

Science: Mathematics only.

Scholar/Technical: Any (+10% to Language, Literacy, and Lore only).

Weapon Proficiencies: Any

Wilderness: Any (+5%)

Secondary Skills: The character also gets to select two secondary skills from the previous list at level one, and one additional skill at levels two, five seven, ten, and thirteen. These are additional areas of knowledge that do not get the advantage of the bonus in listed in parentheses. All secondary skills start at the base level. Also, skills are limited (any, only, none) as previously indicated in the list.

Starting Equipment: Two sets of clothing, a cape or cloak or jacket (with or without a hood, and with 1D6+1 inside pockets), boots, a pair of soft leather gloves, bedroll, belt, purse, backpack, two large sacks, three small sacks, a water skin, a set of lock picking tools, 50 feet (15.2 m) of rope, grappling hook, 1D4+1 wooden or iron spikes, a small hammer, pocket mirror, spy glass (small telescope, 5x magnification, maximum range one mile/1.6 km), and a tinder box.

Armor: Starts with a suit of soft leather (A.R. 10, S.D.C. 20).

Weapons: A pair of daggers and one additional weapon of choice; all are basic S.D.C. weapons of very good quality. Magic weapons and additional items must be acquired later. Dark knights favor small weapons, easy to conceal and less likely to get in the way while sneaking around.

Money: The character starts with 200 in gold. Additional money will come from payment for jobs and/or booty. Remember that Dark Elves always travel in pairs (or more). When on assignment together, they can pool their resources for a single objective.


Experience Point Table: Same as the Assassin & Diabolist.