Cogidubnus
2011-03-17, 04:55 PM
This is not intended as a replacement for the fighter, or as a fix for the Knight or Paladin classes, but it does combine several features of those classes. Anyway, here's the first 7 levels as they stand.
Knight Templar
http://fc01.deviantart.net/fs70/i/2011/009/3/6/templar_on_rearing_horse_digi_by_dashinvaine-d36sybe.jpg
Class Skills
The Templar Knight's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis) and Swim (Str)
Skills Points at Each Level: 4 + int
Alignment: Any
Hit Dice: d10
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Feature|
1st| +1 | +2 | +0 | +2 |Templar, True Knight
2nd| +2 | +3| +0 | +3 |Standard Bearer, A Worthy Knight
3rd| +3 | +3 | +1 | +3 |One Flag Still Stands, Dauntless
4th| +4 | +4 | +1 | +4 |Practised Lancer, Thorough Training
5th| +5 | +4 | +1| +4 |Mount, Spirited Charge
6th| +6/+1 | +5 | +2 | +5 |Essence of Battle
7th| +7/+2 | +5 | +2 | +5 |Quintessence of Battle, Spitting Strike
8th| +8/+3 | +6 | +2 | +6 |Remember Arsuf!
9th| +9/+4 | +6 | +3 | +6 |Advanced Mount
10th| +10/+5 | +7 | +3 | +7 |Jubilant Fervour,
11th| +11/+6/+1 | +7 | +3 | +7 |Most Inspiring of Deeds
12th| +12/+7/+2 | +8 | +4 | +8 |Come Out and Face Me
13th| +13/+8/+3 | +8 | +4 | +8 |Intelligent Mount
14th| +14/+9/+4 | +9 | +4 | +9 |
15th| +15/+10/+5 | +9 | +5 | +9 |Unmistakeable,
16th| +16/+11/+6/+1 | +10 | +5 | +10 |
17th| +17/+12/+7/+2 | +10 | +5 | +10 |
18th| +18/+13/+8/+3 | +11 | +6 | +11 |
19th| +19/+14/+9/+4 | +11 | +6 | +11 |
20th| +20/+15/+10/+5 | +12 | +6 | +12 |
[/table]
Weapon and Armour Proficiencies: The Templar Knight gains proficiency with all simple and martial weapons, with all armour types and with all shields (excluding tower shields).
Templar: Every Templar Knight is a member of the Templar Order. This does not carry any serious responsibilities, save that the Templar must obey any orders given him by a senior Templar (though he will be compensated for performing tasks for them), and may not initiate combat against another Templar. If one Templar attacks another, the Order convenes a tribunal and witnesses must be brought by the surviving Templar to attest that they were the one attacked. These tribunals are generally aided by Zones of Truth, Discern Lies and other discerning magic.
The Templar gains a bonus against compulsions equal to his class level, and access for himself and his allies to bed and board in any Templar chapterhouse (which may be more or less common depending on your campaign setting).
The Templar Order are recognised across the world as being exempt from several laws, and as such they and their companions are almost always free to travel where they please - borders are rarely closed to them. In addition, they gain a +4 bonus to any checks involving legal matters except those at a Templar tribunal.
Battlefield Role: At 1st level, the Templar Knight chooses one of the following Battlefield Roles, with the associated benefits:
True Knight: The Templar gains Mounted Combat as a bonus feat. They also gain the services of either a Light or Heavy Warhorse (player's choice). If this warhorse ever dies or is lost, another one will find him the next time he rests.
Standard Bearer: The Templar gains a standard, which may be carried in a variety of ways, such as worn as a tabard over his armour, born as a banner on a rig on his back, attached to the haft of a spear, or attached over the surface of his shield. As long as the Templar holds his standard, he and all allies who can see the standard gain immunity to fear (magical or otherwise). All allies within 10ft of the standard also gain a morale bonus to attack rolls equal to 1/2 the Templar's level (minimum 1).
A Worthy Knight: The Templar always knows the CR of the enemy with the highest CR in any encounter, and the enemy with the most HP at the start of each round in an encounter. If multiple monsters have the same CR/HP, he knows them all. This information should be communicated in an in-game manner (e.g. you notice that monster looks much tougher than the others, and that one more deadly.)
One Flag Still Stands: Templars do not leave the field while there is still an enemy to fight. If one or more of the Templar's allies decides to flee the encounter, or is forced to by an effect, the Templar may choose to declare they will not retreat. As long as that ally is not taking part in the encounter (when this is is subject to DM judgement), the Templar gains a bonus to saves ,AC and attack rolls equal to his Charisma modifier, and a bonus to damage rolls equal to 1/4 the ECL of the ally who fled (minimum 1). He also cannot be compelled to flee by any means, although compulsions may persuade him to surrender. These bonuses are applied each time an ally flees the encounter, and stack. They are removed if the ally who fled rejoins the fight (generally, this does not include if they are caught/cornered by pursuers).
If the Templar voluntarily leaves the encounter before all his enemies are defeated, he loses the benefits of all Templar abilities (excluding feats and mounts), for one week.
Dauntless: The Templar gains a dodge bonus to AC against attacks of opportunity equal to his Charisma modifier. This bonus also applies to the Templar's mount.
Practised Lancer: The Templar has fought from horseback for long enough that any reach weapon he uses while mounted may be used to strike enemies within 5ft without penalty.
Thorough Training: The Templar gains a bonus feat, chosen from the list of Fighter bonus feats. He also counts as a Fighter of his Templar level for the purposes of qualifying for feats.
Mount: The Templar gains a new mount to replace his horse, chosen from: Brown Bear, Giant Stag Beetle, Tiger, or another suitably-sized CR 4 or lower creature. If this mount dies, another comes to replace it (player's choice what sort) the next time the Templar rests.
Spirited Charge: The Templar gains Spirited Charge as a bonus feat, even if he does not meet the prerequisites. If the Templar already has it, he may choose another bonus feat.
Essence of Battle: Any weapon wielded by the Templar treats its enhancement bonus as one higher than it is for all purposes except determining the cost of enchanting it. Also, the Templar treats any weapon wielded in one hand as being wielded in two hands for the purpose of applying Str bonus to damage, Power Attack and disarm checks, as long as he is mounted.
Quintessence of Battle: The Templar's Standard Bearer ability now has a radius of 20ft. In addition, he may grant his allies a bonus to damage rolls equal to his Charisma modifier instead of a bonus to attack rolls. Changing between these two bonuses is a free action (generally some sort of rallying call).
Spitting Strike: When the Templar damages an enemy with a charge attack, he may choose to spear his target with his weapon. If he does so, his target counts as grappling him, except the only things actions they can attempt are to escape the grapple, disarm the Templar or make an attack with an unarmed strike or light weapon (assuming the Templar is within their reach, and at the usual -4 penalty). This effect ends when the Templar makes an attack on anyone other than the target (including AoOs), but the Templar may make attacks against the target as normal by grinding his weapon into his opponent.
Remember Arsuf!: At 8th level, the Templar always makes the most of his charges. He gains the Pounce ability.
Advanced Mount: At 9th level, the Templar gains a new mount, chosen from: Tyrannosaurus, Gargantuan Monstrous Spider, a 7-headed Pyro/Cryo-hydra, or another suitably-sized CR 8 creature. If this mount dies, another comes to replace it (player's choice what sort) the next time the Templar rests.
Jubilant Fervour: From 10th level, the first time the Templar hits an enemy in an encounter, all enemies who can see him suffer a -6 penalty to attack and damage rolls for a number of rounds equal to his Templar level. This can be reduced to a -3 penalty with a successful Will save (DC 10 + 1/2 total HD + Cha modifier).
Most Inspiring of Deeds: By halving the benefits of Standard Bearer and Quintessence of Battle, the Templar may grant both bonuses to all allies within 20ft.
Come Out and Face Me: When the Templar Knight attacks the monster with the highest CR in any given encounter (as determined with A Worthy Knight), if that monster makes an attack action or uses a targeted ability that is not targeted at the Templar, it has a 50% chance of failing and losing the action due to the Knight's interference.
Intelligent Mount: The Templar Knight's mount is replaced by an intelligent mount (see Creating Intelligent Mounts, below). This mount's CR is always equal to the Templar's ECL -2. Replacing an Intelligent Mount is harder than replacing a normal mount, though if the Templar's Intelligent Mount does die or otherwise leave him, a CR 8 or lower mount comes to him as per Advanced Mount. In order to replace a dead Intelligent Mount, the Templar must perform a quest to re-earn the respect of a prospective mount (tailored to each mount, but generally something to prove the relationship will be mutually beneficial or that they have similar goals). In addition, this mount may have a CR of no higher than the Templar's ECL -4. When the Templar next levels up, the mount increases in power to a CR equal to his ECL -3, and then to his ECL -2 when he levels up again.
Unmistakeable: The range of the Templar Knight's Standard Bearer ability increases to 5ft/2 HD he possesses.
Creating Intelligent Mounts:
Knight Templar
http://fc01.deviantart.net/fs70/i/2011/009/3/6/templar_on_rearing_horse_digi_by_dashinvaine-d36sybe.jpg
Class Skills
The Templar Knight's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis) and Swim (Str)
Skills Points at Each Level: 4 + int
Alignment: Any
Hit Dice: d10
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Feature|
1st| +1 | +2 | +0 | +2 |Templar, True Knight
2nd| +2 | +3| +0 | +3 |Standard Bearer, A Worthy Knight
3rd| +3 | +3 | +1 | +3 |One Flag Still Stands, Dauntless
4th| +4 | +4 | +1 | +4 |Practised Lancer, Thorough Training
5th| +5 | +4 | +1| +4 |Mount, Spirited Charge
6th| +6/+1 | +5 | +2 | +5 |Essence of Battle
7th| +7/+2 | +5 | +2 | +5 |Quintessence of Battle, Spitting Strike
8th| +8/+3 | +6 | +2 | +6 |Remember Arsuf!
9th| +9/+4 | +6 | +3 | +6 |Advanced Mount
10th| +10/+5 | +7 | +3 | +7 |Jubilant Fervour,
11th| +11/+6/+1 | +7 | +3 | +7 |Most Inspiring of Deeds
12th| +12/+7/+2 | +8 | +4 | +8 |Come Out and Face Me
13th| +13/+8/+3 | +8 | +4 | +8 |Intelligent Mount
14th| +14/+9/+4 | +9 | +4 | +9 |
15th| +15/+10/+5 | +9 | +5 | +9 |Unmistakeable,
16th| +16/+11/+6/+1 | +10 | +5 | +10 |
17th| +17/+12/+7/+2 | +10 | +5 | +10 |
18th| +18/+13/+8/+3 | +11 | +6 | +11 |
19th| +19/+14/+9/+4 | +11 | +6 | +11 |
20th| +20/+15/+10/+5 | +12 | +6 | +12 |
[/table]
Weapon and Armour Proficiencies: The Templar Knight gains proficiency with all simple and martial weapons, with all armour types and with all shields (excluding tower shields).
Templar: Every Templar Knight is a member of the Templar Order. This does not carry any serious responsibilities, save that the Templar must obey any orders given him by a senior Templar (though he will be compensated for performing tasks for them), and may not initiate combat against another Templar. If one Templar attacks another, the Order convenes a tribunal and witnesses must be brought by the surviving Templar to attest that they were the one attacked. These tribunals are generally aided by Zones of Truth, Discern Lies and other discerning magic.
The Templar gains a bonus against compulsions equal to his class level, and access for himself and his allies to bed and board in any Templar chapterhouse (which may be more or less common depending on your campaign setting).
The Templar Order are recognised across the world as being exempt from several laws, and as such they and their companions are almost always free to travel where they please - borders are rarely closed to them. In addition, they gain a +4 bonus to any checks involving legal matters except those at a Templar tribunal.
Battlefield Role: At 1st level, the Templar Knight chooses one of the following Battlefield Roles, with the associated benefits:
True Knight: The Templar gains Mounted Combat as a bonus feat. They also gain the services of either a Light or Heavy Warhorse (player's choice). If this warhorse ever dies or is lost, another one will find him the next time he rests.
Standard Bearer: The Templar gains a standard, which may be carried in a variety of ways, such as worn as a tabard over his armour, born as a banner on a rig on his back, attached to the haft of a spear, or attached over the surface of his shield. As long as the Templar holds his standard, he and all allies who can see the standard gain immunity to fear (magical or otherwise). All allies within 10ft of the standard also gain a morale bonus to attack rolls equal to 1/2 the Templar's level (minimum 1).
A Worthy Knight: The Templar always knows the CR of the enemy with the highest CR in any encounter, and the enemy with the most HP at the start of each round in an encounter. If multiple monsters have the same CR/HP, he knows them all. This information should be communicated in an in-game manner (e.g. you notice that monster looks much tougher than the others, and that one more deadly.)
One Flag Still Stands: Templars do not leave the field while there is still an enemy to fight. If one or more of the Templar's allies decides to flee the encounter, or is forced to by an effect, the Templar may choose to declare they will not retreat. As long as that ally is not taking part in the encounter (when this is is subject to DM judgement), the Templar gains a bonus to saves ,AC and attack rolls equal to his Charisma modifier, and a bonus to damage rolls equal to 1/4 the ECL of the ally who fled (minimum 1). He also cannot be compelled to flee by any means, although compulsions may persuade him to surrender. These bonuses are applied each time an ally flees the encounter, and stack. They are removed if the ally who fled rejoins the fight (generally, this does not include if they are caught/cornered by pursuers).
If the Templar voluntarily leaves the encounter before all his enemies are defeated, he loses the benefits of all Templar abilities (excluding feats and mounts), for one week.
Dauntless: The Templar gains a dodge bonus to AC against attacks of opportunity equal to his Charisma modifier. This bonus also applies to the Templar's mount.
Practised Lancer: The Templar has fought from horseback for long enough that any reach weapon he uses while mounted may be used to strike enemies within 5ft without penalty.
Thorough Training: The Templar gains a bonus feat, chosen from the list of Fighter bonus feats. He also counts as a Fighter of his Templar level for the purposes of qualifying for feats.
Mount: The Templar gains a new mount to replace his horse, chosen from: Brown Bear, Giant Stag Beetle, Tiger, or another suitably-sized CR 4 or lower creature. If this mount dies, another comes to replace it (player's choice what sort) the next time the Templar rests.
Spirited Charge: The Templar gains Spirited Charge as a bonus feat, even if he does not meet the prerequisites. If the Templar already has it, he may choose another bonus feat.
Essence of Battle: Any weapon wielded by the Templar treats its enhancement bonus as one higher than it is for all purposes except determining the cost of enchanting it. Also, the Templar treats any weapon wielded in one hand as being wielded in two hands for the purpose of applying Str bonus to damage, Power Attack and disarm checks, as long as he is mounted.
Quintessence of Battle: The Templar's Standard Bearer ability now has a radius of 20ft. In addition, he may grant his allies a bonus to damage rolls equal to his Charisma modifier instead of a bonus to attack rolls. Changing between these two bonuses is a free action (generally some sort of rallying call).
Spitting Strike: When the Templar damages an enemy with a charge attack, he may choose to spear his target with his weapon. If he does so, his target counts as grappling him, except the only things actions they can attempt are to escape the grapple, disarm the Templar or make an attack with an unarmed strike or light weapon (assuming the Templar is within their reach, and at the usual -4 penalty). This effect ends when the Templar makes an attack on anyone other than the target (including AoOs), but the Templar may make attacks against the target as normal by grinding his weapon into his opponent.
Remember Arsuf!: At 8th level, the Templar always makes the most of his charges. He gains the Pounce ability.
Advanced Mount: At 9th level, the Templar gains a new mount, chosen from: Tyrannosaurus, Gargantuan Monstrous Spider, a 7-headed Pyro/Cryo-hydra, or another suitably-sized CR 8 creature. If this mount dies, another comes to replace it (player's choice what sort) the next time the Templar rests.
Jubilant Fervour: From 10th level, the first time the Templar hits an enemy in an encounter, all enemies who can see him suffer a -6 penalty to attack and damage rolls for a number of rounds equal to his Templar level. This can be reduced to a -3 penalty with a successful Will save (DC 10 + 1/2 total HD + Cha modifier).
Most Inspiring of Deeds: By halving the benefits of Standard Bearer and Quintessence of Battle, the Templar may grant both bonuses to all allies within 20ft.
Come Out and Face Me: When the Templar Knight attacks the monster with the highest CR in any given encounter (as determined with A Worthy Knight), if that monster makes an attack action or uses a targeted ability that is not targeted at the Templar, it has a 50% chance of failing and losing the action due to the Knight's interference.
Intelligent Mount: The Templar Knight's mount is replaced by an intelligent mount (see Creating Intelligent Mounts, below). This mount's CR is always equal to the Templar's ECL -2. Replacing an Intelligent Mount is harder than replacing a normal mount, though if the Templar's Intelligent Mount does die or otherwise leave him, a CR 8 or lower mount comes to him as per Advanced Mount. In order to replace a dead Intelligent Mount, the Templar must perform a quest to re-earn the respect of a prospective mount (tailored to each mount, but generally something to prove the relationship will be mutually beneficial or that they have similar goals). In addition, this mount may have a CR of no higher than the Templar's ECL -4. When the Templar next levels up, the mount increases in power to a CR equal to his ECL -3, and then to his ECL -2 when he levels up again.
Unmistakeable: The range of the Templar Knight's Standard Bearer ability increases to 5ft/2 HD he possesses.
Creating Intelligent Mounts: