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toapat
2012-05-25, 04:01 PM
Warriors come in all shapes and varieties, and they typically have one combat style they favor over others, but they never form a truely destinct group. These warriors are the Combatants. They dont cuddle the wild like a ranger or druid, they dont embrace the power of faith like a templar or a paladin. They fight, because its what they know and like to do.

Notes: Replacement for the Fighter, Rogue, Barbarian, Monk, and Knight. Takes a few ques from the Ranger

http://www.sonofthesouth.net/leefoundation/civil-war/1863/june/hand-to-hand-combat-1500.jpg

Gameplay information:
Alignment: Any, although numerous class features favor certain alignments.
Attributes: A Combatant benefits from Strength, which increases their melee damage and accuracy, Dexterity, which increases their ranged accuracy, armor, and reflex saves, and initiative, Constitution which increases the duration of their combat stances and their health, Intelligence and Wisdom benefit them for feat prerequisites.
Hit Die: 1d12
Starting Age: As Fighter
Starting Gold: As Fighter


Combatant
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+1|+1|Law or Chaos, Combat Reflexes

2nd|+2|+3|+1|+1|Honor or Deciet, Combat Style

3rd|+3|+3|+2|+2|Bonus Feat

4th|+4|+4|+2|+2|Field Medicine 2d8, Diehard, Phylanx or Freelance

5th|+5|+4|+3|+3|Honor or Deciet

6th|+6/+1|+5|+3|+3|Combat Style, Bonus Feat

7th|+7/+2|+5|+3|+3|Law or Chaos

8th|+8/+3|+6|+4|+4|Field Medicine 4d8, Honor or Deciet

9th|+9/+4|+6|+4|+4|Bonus Feat

10th|+10/+5|+7|+5|+5|Combat Style

11th|+11/+6/+1|+7|+5|+5|Honor or Deciet

12th|+12/+7/+2|+8|+6|+6|Field Medicine 6d8, Bonus Feat

13th|+13/+8/+3|+8|+6|+6|Law or Chaos

14th|+14/+9/+4|+9|+6|+6|Honor or Deciet, Combat Style

15th|+15/+10/+5|+9|+7|+7|Bonus Feat

16th|+16/+11/+6/+1|+10|+7|+7|Field Medicine 8d8, Improved Phalanx or Freelance

17th|+17/+12/+7/+2|+10|+8|+8|

18th|+18/+13/+8/+3|+11|+8|+8|Legion or Slayer, Combat Style, Bonus Feat

19th|+19/+14/+9/+4|+11|+8|+8|Law or Chaos

20th|+20/+15/+10/+5|+12|+9|+9|Field Medicine 10d8

[/table]

Class Skills: All except Autohypnosis, Iaijutsu Focus, Lucid Dreaming, Psicraft, Spellcraft, Use Magical Device and Use Psionic Device.
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features:

Weapons and Armor Proficiencies: A combatant is proficient with all Simple and Martial weapons, and 2 exotic weapons of their choice. The Combatant is also proficient with all armors and shields (including Tower Shields).

Law or Chaos: When the combatant engages in combat, they take the stance of a well trained sentinel, or let loose with the wild fury of a berzerker. This stance they take on may at first be used once per day, and they gain additional uses of the stance every 6 levels afterwards.

Lawful combatants enter a Defensive stance, When he adopts a defensive stance, a combatant gains phenomenal strength and durability, but he cannot move more then 10 feet in a round. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the combatant’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a combatant cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A combatant may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the combatant is winded and takes a –2 penalty to Strength for the duration of that encounter. A combatant can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no time itself, but a combatant can only do so during his action.

At 12th level, the bonuses from defensive stance increase by 2 each.

Chaotic Combatants enter a Rage, as the Barbarian ability. (http://dnd-wiki.org/wiki/SRD:Barbarian)

At 13th level, the combatant's rage gains the effects of Greater Rage.
At 19th level, the combatant's rage gains the effects of Mighty Rage.

A neutral Combatant must choose which stance they use, and they can not change that decision.

Combat Reflexes: The combatant gains the feat combat reflexes, as a bonus feat, even if they do not meet the prerequisites.

Honor or Deceit: Combatants fight with honor or subtlety. You must choose either Honor or Deceit, and can not change which you choose. A combatant chooses whether they fight with honor or with Deceit at second level. This ability is gained again at levels 5, 8, 11, and 14.

Combatants who choose honor gain the Knight's Challenge Ability a number of times a day equal to 3+ the combatants charisma modifier. Each time afterwards, you gain 2 additional uses of your Knight's challenge, and you are treated as having a +1 inherent bonus to the DCs of your Knight's challenge.

Combatants who choose deceit gain +2d6 sneak attack damage and +1 attack bonus on sneak attacks for each instance of this ability they have.

Combat Style: The Combatant fights in a way that they most connect with. The Combatant chooses a combat style*, and gains the benefit of feats benefiting that combat style even if they do not meet the prerequisites for those feats.

Dual Wield: Two Weapon Fighting, Improved TWF, GTWF, Two Weapon Rend, Sweeping Strikes (http://www.giantitp.com/forums/showthread.php?t=242100)

Archery: Point Blank Shot and Rapid Shot, Manyshot, Improved Precise Shot, Far Shot, Swarm of Arrows

Unarmed Combat: Unarmed Strikes and Improved Unarmed Strike, Unarmed Strikes and Flurry of Blows, Unarmed strikes, Unarmed Strikes, unarmed Strikes

Two Handed Fighting: Power attack, Cleave, Sweeping Strikes, Pounce, Great Cleave.

Shield and Sword: Improved Shield bash, Power attack, Bulwark of Defense (Knight ability), Shield Expert, Shield Sling and Shield Charge

Notes: *: Combat styles open to addition and editing.

Bonus Feats: At third level, and every third level afterwards, a Combatant gains a bonus feat from the Fighter Bonus Feat list, so long as they qualify for the feat. A combatant is treated as a Fighter of his level for the prerequisite of feats.

Field Medicine: At fourth level, a combatant knows enough about injury to patch up wounds. They may, as an action that takes 2 full rounds, heal an ally for 2d8+Heal skill rank+repair skill rank points of damage. The amount of damage healed increases by 2d8 at every 4th level afterwards.
If a creature who has had the Field medicine ability used on them does not receive magical healing or surgery* in one weeks time, they take 2 permanant and irreversible damage to their constitution score. This damage increases by 1 for every 10 points of damage healed.

*Surgery in order to prevent a creature from receiving permanent constitution damage requires a Heal check of DC 10+Total health restored by Field Medicine to be succeeded on 3 separate rolls. If any one of these rolls fails, the target of surgery receives damage equal to half the damage healed in the initial Field Medicine usage.

Diehard: The combatant gains diehard, as a bonus feat, even if they do not meet the prerequisites.

Phalanx or Freelance: at 4th level, Phalanx combatants gain the benefits of the Mettle ability, while Freelance combatants gain the benefits of the Evasion ability.

Improved Phalanx or Freelance: at 16th level, a combatant's choice of Mettle or evasion is replaced with improved mettle (http://www.giantitp.com/forums/showthread.php?p=13209484#post13209484) or improved evasion respectively.

Legion or Slayer: By the time the Combatant is 18th level, they are legendary for their abilities.

Legionnaire Combatants are unstoppable warriors. They live, breath, and eat war. Defensive stance and Rage no longer fatigue the combatant, and have no maximum number of rounds. When in Defensive stance, the combatant may move upto their movement speed without canceling the stance.

Slayer combatants derise magic. Spells bounce harmlessly off of them without issue. The combatant gains spell resistance equal to 12+their combatant levels. Spellcasters always provoke attacks of opportunity against the combatant when they cast spells, and they must take 1 on their concentration check roll when struck by the combatant.

toapat
2012-05-25, 04:41 PM
There are those driven to carry out their will, wielding inner strength and divine might in order to deliver upon that will. Their names inspire hope in their allies, fear in their enemies, and admiration in civilian populous. They are Shining Knights with souls of righteous fury and Black Warriors who spread death and pestilence. Their touch causes life to be restored, or to end. They are harbingers of war and peace.

They are Templar.

http://krysiart.com/images/knights-illustration.jpg

Non-fluff fluffTemplar who choose to serve Good are men and women who wish to help others, by following the law or breaking it. They are typically called Paladins, and calling them a blackguard is considered highly suicidal. These Templar champion Hope, Honor, Compassion, and deities and ideals to benefit the people.

The Templar who serve ideas of chaos are freespirited individuals, who do what they want to do, so long as it doesnt conflict with their concience. They favor the name Anarch, while the name Justiciar is an incredible insult them. These Templar champion the ideas of Love, Freedom, and other ideas governed by emotion or the unknowable wills of chaotic divines.

The Templar who choose evil are cold individuals, who feel their power gives them the right to do what they wish. They enjoy the honorific of Blackguard, while being called a Paladin will quickly yield the separation of your head and body. They champion ideas such as Fear, Conflict, Malice, and the wills of the Infernal who wish to bring an end to that which is good.

Those Templar who choose to uphold Law are stoic unmoving beings. They respond well to the name Justiciar, while Anarch will result in some obscure local law being used against you. These Templar champion Order, Justice, Tryanny, and beings of supreme and perfect law.



Templar
{table=head]Level|BAB|Fort|Ref|Will|Special |
Words Per Day

1st|+1|+2|+0|+2|Detect Alignments, Divine Blow 1/day|
0

2nd|+2|+3|+0|+3|Divine Grace, Lay on Hands|
0

3rd|+3|+3|+1|+3|Bonus Feat, Aura of Courage/Aura of Terror, Divine Health|
0

4th|+4|+4|+1|+4|Mercy/Cruelty|
6

5th|+5|+4|+1|+4|Mount, Combat Stance 1/day, Divine Blow 2/day|
12

6th|+6/+1|+5|+2|+5|Mettle, Bonus Feat|
18

7th|+7/+2|+5|+2|+5|Measure of Conviction|
24

8th|+8/+3|+6|+2|+6|Nonrepetitive Prefixes, Mercy/Cruelty|
30

9th|+9/+4|+6|+3|+6|Bonus Feat|
36

10th|+10/+5|+7|+3|+7|Divine Blow 3/day|
42

11th|+11/+6/+1|+7|+3|+7|Combat Stance 2/day|
48

12th|+12/+7/+2|+8|+4|+8|Bonus Feat, Mercy/Cruelty|
54

13th|+13/+8/+3|+8|+4|+8|Divine Charge|
60

14th|+14/+9/+4|+9|+4|+9|Improved Mettle|
66

15th|+15/+10/+5|+9|+5|+9|Bonus Feat, Divine Blow 4/day|
72

16th|+16/+11/+6/+1|+10|+5|+10|Divine Edge, Mercy/Cruelty|
78

17th|+17/+12/+7/+2|+10|+5|+10|Combat Stance 3/day|
84

18th|+18/+13/+8/+3|+11|+6|+11|Bonus Feat|
90

19th|+19/+14/+9/+4|+11|+6|+11|Awesome Smite|
96

20th|+20/+15/+10/+5|+12|+6|+12|Mercy/Cruelty, Divine Blow 5/day|
102

[/table]
Alignment: Any, or same as Deity.
Hit Die: 1d10

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (Religion) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features:
Weapons and Armor Proficiency: Templar are proficient with all simple and Martial weapons, as well as all Armor and all shields (Except tower shields). Templar are also proficient with their Deity's favored weapon, or a single type of weapon of their choice if they do not follow any specific deity.

Detect Alignments (Sp): At will, a Templar can use Detect Evil, Detect Good, Detect Law, and Detect Chaos, as the spells.

Divine Blow (Su): A Templar may once per day, channel the might of an ideal she does not oppose through her weapon. This blow gains the Templar's charisma modifier to her attack bonus, and deals additional damage against creatures that oppose the conviction equal to her Templar level. This strike gains an additional +4 to attack bonus, and bypasses aligned Damage Reduction if the Templar uses a blow of of an Alignment sharing her convictions. The Divine Blows are Smite Evil (Good aligned), Smite Good (Evil aligned), Axiomatic Strike (Law aligned), Anarchic Strike (Chaotic Aligned). The Templar may use this ability one additional time per day at every fifth level.

Lay on Hands (Su): Starting at level 2, a Templar can heal or inflict 1d6+her charisma modifier damage per day. For every 2 Templar levels afterwards, Lay on hands deals an additional 1d6 damage and can be used an additional time per day. Good aligned Templar channel Positive energy and use Lay on Hands to heal their allies, and to inflict damage against undead and evil outsiders. Evil Templar channel negative energy and use Lay on Hands to directly damage their enemies, or to heal undead and evil outsiders. Neutral Templar may choose to use Lay on Hands as either a positive or negative energy effect.
Lay on Hands is a Free action when the Templar uses it on herself, and a Swift action when used on a friendly ally. When used offensively, The Templar must succeed a melee touch attack in order for the lay on hands to take effect, if the Templar fails, the Lay on Hands has no effect and the lay on hands is not consumed for the day. A Templar must have one hand free in order to use Lay on Hands.

Divine Grace (Su): A Templar applies her Charisma Modifier, if positive, to her saves.

Aura of Courage/Aura of Terror (Su): Beginning at third level a Templar becomes immune to fear, and a Good aligned Templar inspires courage in her allies, while an Evil aligned Templar causes her opponents to quake in fear. Aura of Courage grants to allies within 30 feet of the Templar a +2 Moral bonus to attack rolls. Aura of Terror causes enemies within 30 feet of the Templar to take a -2 Moral penalty to attack rolls. The bonus from a Templar's arua increases by +1 every 2 Templar levels afterwards.
The Templar can manifest their aura for 1 minute per 2 Templar levels a day, although the duration the aura is manifested need not be one consecutive period.
Neutral Templar select one aura to use, and only through miraculous intervention may change their presence.

Divine Health (Ex): At 3rd level, a Templar gains immunity to all diseases, including supernatural and magical diseases.

Bonus Feats: At third level, and every third level afterwards, a Templar recieves a bonus feat. This feat may be any feat of the Templar's choosing, and she is considered a Fighter for any feat with which they are prerequisite.

Mercies and Cruelties (Su): Each Templar has their own worldviews, as well as their own personal view of the deity they serve if they serve one. This is most prominently noticeable in how a Templar’s lay on hands ability changes over time. At Every Fourth level, a good Templar chooses one effect that will benefit a target, such as curing a disease, or lifting a curse. Evil Templar wish to inflict worse harm upon their enemies, and thus may inflict curses, diseases, or blinding those who suffer the Templar’s touch. Mercies and Cruelties are permanent modifiers to the Lay on Hands Ability. Mercies will always be applied to a Lay on Hands used to heal a target, while Cruelties are always applied to a damaging Lay on Hands.
Neutral Templar may take a Mercy or Cruelty at every fourth level, but they can not take both a mercy and a cruelty at the same level.

{table=head]
Name|
Mercy|
Cruelty|
Minimum Level

Divine Influence|All variable numeric values of Lay on Hands are Maximized|All variable numeric values of Lay on Hands are Maximized|20

Divine Verdict|You may affect upto 5 targets withing 30 feet of you with your lay on hands|You may affect upto 5 targets withing 30 feet of you with your lay on hands|20

Luck|Touched creature gets a +1 luck bonus to all rolls for 1 hour|target suffers a -1 luck penalty on all rolls for an hour|4

Age|Cures 1d4 negative levels|Touched creature suffers 1d4 negative levels|12

Despair|As remove Curse|As Bestow Curse|8

Poison|Completely removes one poison that the touched creature suffers from|Target suffer 1d6 attribute damage and again 1 minute later|12

Pestilence|Cures one disease the target suffers from|Inflicts one mundane disease|4

Disorientation|Cures Confusion|The touched creature becomes confused|4

Sight|Cures Blindness|Inflicts Blindness|8

Hearing|Cures Deafness|Inflicts Deafness|4

Stone|As Stone to Flesh|As Flesh to Stone|16

Wellness| Cures 1d6 attribute damage|Target Suffers 1d6 attribute damage to an attribute of your choice for 1 day|4

Exoticism|You select one type of energy, so long as it is not negative or evil, and replace the possitive energy of your lay on hands with it.|You select one type of energy, so long as it is not positive or good, and replace the negative energy of your lay on hands with it.|4[/table]

Turn or Rebuke Undead (Su): All Templar can turn or rebuke undead as though they are a cleric 2 levels lower. See Turn or Rebuke Undead for rules governing your Templar’s use of turn or rebuke.

Templar wordcasting: Beginning at fourth level, the Templar can speak the words of creation as told to her by divine and eldrich powers. Templar cast spells as a caster of half their templar levels. For a templar's first three levels, they have no caster level.

The Templar uses Wordcasting (http://dnd-wiki.org/wiki/Wordcasting_(3.5e_Variant_Rule)) to cast spells.

The Templar must pray or meditate for 1 hour in order to be able to cast spells for the day, though they do not need to prep any words before they use them to create a spell. Templar can not use words that conflict with their alignment.

The save DC of a Templar's spell is equal to 10 + one quarter the spell's word count + the Templar's Charisma modifier.

Nonrepetitive Prefixes: The Templar may reduce the casting time of her spells by condensing long chains of the same spell word into a prefix and a spell word. The time it takes to cast the spell is reduced by one fewer than the number of words removed in this way, but all other attributes of the spell are left unchanged. For example, without using Nonrepetitive Prefixes, the spell "Bang Pyr Pyr Pyr Pyr Pyr" would normally take a standard action to cast. With Nonrepetitive Prefixes, it could be spoken as "Bang Pentapyr", meaning it would take a swift action to cast.

Templar Mount: Same as the paladin's (http://www.dandwiki.com/wiki/SRD:Templar%27s_Mount)

Combat Stance: At 4th level a templar may enter a combat stance once per day. The templar may assume this stance one additional time for every 6 levels they have.

Lawful Templar enter a defensive stance (http://www.dandwiki.com/wiki/SRD:Dwarven_Defender), while Chaotic templar enter a frenzy (http://nwn2.wikia.com/wiki/Frenzied_Berserker). neutral templar may use either stance.

Mettle (Su): The Templar's conviction is so strong, that she is able to shrug off magical effects that would harm her. If a Templar makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Improved Mettle (Su):As with Mettle, but the Templar also receives half damage on a failed Fortitude save, or partial damage on a failed Will save.

Measure of Conviction (Ex): The Templar's conviction strengthens, and she is now able to perform multiple attacks with a single use of her divine blow. Once activated, all bonuses of Divine blow apply until the beginning of the Templar's next turn.

Divine Charge (Ex): The Templar can focus their conviction into a mighty charge. When making an attack during a charge, a Templar may expend a use of their Divine blow ability, and instead adds 3 times their Templar level to damage. The divine blow is not expended if the attack misses.

Awesome Smiting (Su): The final attack a Templar makes in their full attack action is hypercharged with divine power. If this attack connects, the target is incapable of flight for one minute, and is knocked flying in a straight line for 10 feet per Templar level in a direction of the Templar's choosing. When the Opponent lands, it recieves 1d6 damage per 10 feet launched, and falls prone. If any object obstructs the path of the opponent, the object and opponent each are dealt 1d8 per Templar level. If damage dealt to the object would destroy the object and ends its movement in the space formerly occupied by the obstruction. Otherwise the opponent lands in a space adjacent to the obstruction. You may also perform an Awesome Smite by expending all charges of your Divine Blow ability for the day.

Divine Edge: The weapons a templar wields are conduits of divine power. The weapons a templar holds gain a +5 enhancement bonus, and deal 2d6 damage of holy, unholy, axiomatic, or anarchic damage, and 2d6 damage of another alignment, so long as neither alignment conflicts with the alignment of the templar. The weapons of the templar emit continuous magic circles against the alignments opposed to the alignments channeled through the weapons. (Holy weapons emit Magic Circle against evil, Anarchic Weapons emit Magic Circle against Law, Unholy Weapons emit Magic Circle against Good, and Axiomatic weapons emit Magic Circle against Chaos.)

The Templar's Code: All Templar must follow a code. This code can be self defined, or be that of the Templar's Patron deity. Repeated violations of the code will result in the Templar being stripped of their supernatural abilities until they atone or seek a cause which better reflects them. Severe and deliberate violation, that is not a result of an incomperable ultimatum, of the code results in the Templar immediately being struck by divine lightning, which destroys the templar's possessions, physical form, and the memory of the templar from his friends and allies.

Ex-Templar: Templar who violate their code frequently enough to be stripped of their powers may choose to spend a week in meditation in order to learn to champion a new cause, or they may meditate for a month and seek atonement to restore their powers.

Destroyed Templar: Templar who violate their code severely enough that they were destroyed divinely must undertake a quest within the realms of their afterlife in order to redeem themselves in the eyes of their cause or divinity. If they succeed in this quest, their body and possessions are restored, and the memory of them returned to their friends and allies. Their restored form appears in their home, or with their allies.


Feats:
Exalted Blow: Your Divine Blows strikes with greater Conviction.
Prerequisite: Templar Divine Blow
Benefit: Neutral Templar now gain +4 to hit bonus and bypass damage reduction with their Divine Blow. Aligned Templar deal +2d6 damage with their Divine Blow.
Special: Templar may select this feat multiple times, its effects stack.

Extra Conviction: You can perform extra Divine blows.
Prerequisite: Templar Divine Blow
Benefit: You may use your Divine blow ability 2 more times a day.

TuggyNE
2012-05-25, 10:05 PM
Hmm, spellcheck is your friend. ;)


Attributes: A Combatant benefits from Strength, which increases their melee damage, Dexterity, which increases their ranged accuracy, armor, and ranged dexterity, Constitution which increases the duration of their combat stances, Intelligence and Wisdom benefit them for feat prerequisites.

Str benefits melee attack also, obviously; Dex increases initiative, and Con increases HP as for anyone.


Alignment: Any
Hit Die: 1d12

The post-table entries are redundant.


Class Skills: All except Autohypnosis, Iaijutsu Focus, Psicraft, and Use Magical Device.
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Really? Open Lock, Spellcraft, Disable Device, Lucid Dreaming, Use Psionic Device (to name five of the remaining worst offenders)?
Use a list that includes only the ones you want, not a list that excludes those you don't want.


At 12th level, the bonuses from defensive stance increase by 2 each.

[...]

At 13th level, the combatant's rage gains the effects of Greater Rage.
At 19th level, the combatant's rage gains the effects of Mighty Rage.

These should be synchronized, I think, as a matter of symmetry. Also, am I correct in deducing that an ethically Neutral Combatant gains neither defensive stance nor rage?


Honor or Deceit: Combatants fight with honor or subtlety. You must choose either Honor or Deceit, and can not change which you choose

Combatants who choose honor gain the Knight's Challenge Ability a number of times a day equal to 3+ the combatants charisma modifier.

Combatants who choose deceit gain +2d6 sneak attack damage and +1 attack bonus on sneak attacks for each instance of this ability they have.

Honor does not appear at first glance to gain any scaling benefits. Deceit is strictly superior to Rogue's ability, obviously (2d6 and +1 attack/3 levels vs 1d6/2 levels), which seems a little odd for a more generic class, especially one with full BAB.

Also, this and other scaling abilities should ideally mention the rate at which they scale in the text, rather than relying solely on the table.


Combat Style
[...]
Dual Wield: Two Weapon Fighting, Improved TWF, GTWF, Two Weapon Rend, Sweeping Strikes (http://www.giantitp.com/forums/showthread.php?t=242100)

Spelling out Greater Two-Weapon Fighting, Improved Two-Weapon Fighting is probably preferable, just as a minor point.


Archery: Point Blank Shot and Rapid Shot, Manyshot, Improved Point blank shot, Far Shot, Swarm of Arrows

Where's Improved PBS/Swarm of Arrows from?


Unarmed Combat: Unarmed Strikes and Improved unarmed Strike, Unarmed Strikes and Flurry of Blows, Unarmed strikes, Unarmed Strikes, unarmed Strikes

I suspect the repetitive "unarmed strikes" entries are intended to indicate scaling at the appropriate levels, but it's not entirely clear.


Two Handed Fighting: Power attack, Cleave, Sweeping Strikes, Pounce, Great Cleave.

Just to be on the safe side, you should spell out the exact Pounce version you mean. Also, Pounce at 14th? Seems ... unpleasantly late.


Bonus Feats: At third level, and every third level afterwards, a Combatant gains a bonus feat from the Fighter Bonus Feat list, so long as they qualify for the feat.

Note that as written this does not allow them to qualify for Fighter-only feats.


If a creature who has had the Field medicine ability used on them does not receive magical healing or surgery in one weeks time, they take 2 permanant and irreversible damage to their constitution score. This damage increases by 1 for every 10 points of damage healed.

Ouch. Irreversible, as in miracle/wish fail? That is seriously painful (in all senses of the word). I would have trouble justifying using this in play. Although... what qualifies as "surgery"?


Phalanx or Freelance: at 4th level, Phalanx combatants gain the benefits of the Mettle ability, while Freelance combatants gain the benefits of the Evasion ability.

Improved Phalanx or Freelance: at 16th level, a combatant's choice of Mettle or evasion is replaced with improved mettle (http://www.giantitp.com/forums/showthread.php?p=13209484#post13209484) or improved evasion respectively.

Evasion itself isn't all that awesome (ring of, anyone?), but mettle, and even more so improved mettle, are quite sought-after. So this is pretty impressive, but hopefully not out of scale.


Legion or Slayer: By the time the Combatant is 18th level, they are legendary for their abilities.

Minor nitpick: any character is technically "legendary" at 11. :smalltongue:
Maybe refer to them as "living characters from ancient epics", or something similar?


Slayer combatants derise magic. Spells bounce harmlessly off of them without issue. The combatant gains spell resistance equal to 15+their combatant levels, and this spell resistance stacks with any other spell resistance they have. Spellcasters always provoke attacks of opportunity against the combatant when they cast spells, and they must take 1 on their concentration check roll when struck by the combatant.

Ow, this is ... no, please don't stack SR like this. Forcing a 1 on skill checks is a fairly powerful ability in its own right, granting Mage Slayer is also impressive, but stacking SR like this is torture to the d20-RNG. (It's like doubling up on total AC.) If you must put all three of these in, give them SR equal to 15+class level or 4+existing, whichever is higher. (Standard SR is nominally 11+ECL/CR.)

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Divine Blow (Su): A Templar may once per day, channel the might of an ideal she does not oppose through her weapon. This blow gains the Templar's charisma modifier to her attack bonus, and deals additional damage against creatures that oppose the conviction equal to her Templar level. This strike gains an additional +4 to attack bonus, and bypasses aligned Damage Reduction if the Templar uses a blow of of an Alignment sharing her convictions. The Divine Blows are Smite Evil (Good aligned), Smite Good (Evil aligned), Axiomatic Strike (Law aligned), Anarchic Strike (Chaotic Aligned). The Templar may use this ability one additional time per day at every fifth level.

So a True Neutral Templar can Smite anything not also True Neutral?


Lay on Hands (Su): Starting at level 2, a Templar can heal or inflict 1d6+her charisma modifier damage per day.

Should say "once per day".


For every 2 Templar levels afterwards, Lay on hands deals an additional 1d6 damage and can be used an additional time per day. Good aligned Templar channel Positive energy and use Lay on Hands to heal their allies, and to inflict damage against undead and evil outsiders. Evil Templar channel negative energy and use Lay on Hands to directly damage their enemies, or to heal undead and evil outsiders. Neutral Templar may choose to use Lay on Hands as either a positive or negative energy effect.

I believe morally Neutral Templars should be forced to choose once, and not change it, like Neutral Clerics. The same applies to all other choices through this class.


Aura of Courage/Aura of Terror (Su): Beginning at third level a Templar becomes immune to fear, and a Good aligned Templar inspires courage in her allies, while an Evil aligned Templar causes her opponents to quake in fear. Aura of Courage grants to allies within 10 feet of the Templar a +2 Moral bonus to attack rolls. Aura of Terror causes allies within 10 feet of the Templar to take a +2 Moral bonus to armor class. The bonus from a Templar's arua increases by +1 every 2 Templar levels afterwards.
The Templar can manifest their aura for 1 minute per 2 Templar levels a day, although the duration the aura is manifested need not be one consecutive period.
Neutral Templar select one aura to use, and only through miraculous intervention may change their presence.

... like this. Shouldn't aura of terror apply to enemies as a penalty? (Also, those should be morale bonuses.)


Neutral Templar may take a Mercy or Cruelty at every fourth level, but they can not take both a mercy and a cruelty.

They may not take mercy and cruelty at the same level, or they may only ever choose mercies or cruelties?


(Mercies and Cruelties are spells or metamagics that are combined into Lay on Hands. In order to create one, a beneficial or harmful non-healing, non-dirrect-damage spell is chosen. The spell must be equal to or below the highest spell level a Templar knows of, although the Templar does not need to know the spell. Any metamagic used can not use a spell slot modifier greater then Highest spell level - 1. If a spell used this way has a duration, that duration is applied as cast by a caster of half the Templar's level, rounded down.)

I call true strike! This has basically the same problem an Archivist has: access to all divine lists, however obscure or restricted they were intended to be. Except this is worse in some ways, covering arcane lists as well.


Templar wordcasting: The Templar uses Wordcasting (http://dnd-wiki.org/wiki/Wordcasting_(3.5e_Variant_Rule)) to cast spells.

I don't feel like mastering another variant system of magic right now, so I'll skip over this.


Divine Charge (Ex): The Templar can focus their conviction into a mighty charge. When making an attack during a charge, a Templar may expend a use of their Divine blow ability, and instead adds 3 times their Templar level to damage. The divine blow is not expended if the attack misses.

Does this combine with Measure of Conviction on a pounce or similar?


Divine Edge: The weapons a templar wields are conduits of divine power. The weapons a templar holds gain a +5 enhancement bonus, and deal 2d6 damage of holy, unholy, axiomatic, or anarchic damage, and 2d6 damage of another alignment, so long as both alignments do not conflict with the alignment of the templar. The weapons of the templar emit continuous magic circles against the alignments opposed to the alignments channeled through the weapons.

I believe that should be "as long as neither alignment conflicts with the templar's". Also, it's probably preferable to give full examples of the magic circle effects, broken out by alignment.

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On the whole, these look largely OK, although there are some specific trouble spots. When fixed, they'll probably be somewhere between T3 and T4, which should be fine.

toapat
2012-05-25, 10:51 PM
Hmm, spellcheck is your friend. ;)

Str benefits melee attack also, obviously; Dex increases initiative, and Con increases HP as for anyone.

The post-table entries are redundant.

Really? Open Lock, Spellcraft, Disable Device, Lucid Dreaming, Use Psionic Device (to name five of the remaining worst offenders)?
Use a list that includes only the ones you want, not a list that excludes those you don't want.

These should be synchronized, I think, as a matter of symmetry. Also, am I correct in deducing that an ethically Neutral Combatant gains neither defensive stance nor rage?

Honor does not appear at first glance to gain any scaling benefits. Deceit is strictly superior to Rogue's ability, obviously (2d6 and +1 attack/3 levels vs 1d6/2 levels), which seems a little odd for a more generic class, especially one with full BAB.

Also, this and other scaling abilities should ideally mention the rate at which they scale in the text, rather than relying solely on the table.

Spelling out Greater Two-Weapon Fighting, Improved Two-Weapon Fighting is probably preferable, just as a minor point.

Where's Improved PBS/Swarm of Arrows from?

I suspect the repetitive "unarmed strikes" entries are intended to indicate scaling at the appropriate levels, but it's not entirely clear.

Just to be on the safe side, you should spell out the exact Pounce version you mean. Also, Pounce at 14th? Seems ... unpleasantly late.

Note that as written this does not allow them to qualify for Fighter-only feats.

Ouch. Irreversible, as in miracle/wish fail? That is seriously painful (in all senses of the word). I would have trouble justifying using this in play. Although... what qualifies as "surgery"?

Evasion itself isn't all that awesome (ring of, anyone?), but mettle, and even more so improved mettle, are quite sought-after. So this is pretty impressive, but hopefully not out of scale.

Minor nitpick: any character is technically "legendary" at 11. :smalltongue:
Maybe refer to them as "living characters from ancient epics", or something similar?

Ow, this is ... no, please don't stack SR like this. Forcing a 1 on skill checks is a fairly powerful ability in its own right, granting Mage Slayer is also impressive, but stacking SR like this is torture to the d20-RNG. (It's like doubling up on total AC.) If you must put all three of these in, give them SR equal to 15+class level or 4+existing, whichever is higher. (Standard SR is nominally 11+ECL/CR.)

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So a True Neutral Templar can Smite anything not also True Neutral?

Should say "once per day".

I believe morally Neutral Templars should be forced to choose once, and not change it, like Neutral Clerics. The same applies to all other choices through this class.

... like this. Shouldn't aura of terror apply to enemies as a penalty? (Also, those should be morale bonuses.)



They may not take mercy and cruelty at the same level, or they may only ever choose mercies or cruelties?

I call true strike! This has basically the same problem an Archivist has: access to all divine lists, however obscure or restricted they were intended to be. Except this is worse in some ways, covering arcane lists as well.

I don't feel like mastering another variant system of magic right now, so I'll skip over this.

Does this combine with Measure of Conviction on a pounce or similar?

I believe that should be "as long as neither alignment conflicts with the templar's". Also, it's probably preferable to give full examples of the magic circle effects, broken out by alignment.

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On the whole, these look largely OK, although there are some specific trouble spots. When fixed, they'll probably be somewhere between T3 and T4, which should be fine.

Yes, yes it is
Will add
Will Remove
Will exclude those you named except Open Lock/Disable Device, this is a Frame class, i wanted them to get everything except the stuff that requires supernatural stuff.
I went wording blind, i should have stated one choice forever for the neutrally aligned one. Asto the timing, i felt Bulwark of Defense (Epic Levels Handbook feat) should be automatic, way earlier, and come with the dwarven defender, i staggered it to make it make D-stance more palletable.
One of the classes this was intended to replace was the rogue, thats why i was so willing to positively curbstomp their sneak attack ability. i will add in the scaling.
TWF=maybe
Archer=Swarm of arrows is again from the epic level handbook. the other fail was improved precise shot
Hand to Hand: yes, each repetition is the next die step.
2Hr: I needed to make this unpleasently slow so that it wouldnt eclipse the other ones. Pounce being basically Lion's Pounce frome complete divine.
oops
Surgery being a 5 roll DC heal check in order to undo, reset, and patch up the injuries. Field medicine is about making things work again and keeping people alive, not making them better. if they dont get it fixed, they get maimed.
Improved Mettle is the same version as with the templar below the combatant. The templar gets vastly better saves.
I know.
Good point, i wanted to do something that would make them better anti-magic characters, but a drow with 18 levels of this would have 63SR


Yes, they dont get the best form of the smite though.
ok
no
Auras are problematic. Aura of Terror should apply line of sight penalties.
They get a choice each time.
Actually, the way those rules work, you have no spell slots, so you cant even learn anything, so atm, there are no mercies or cruelties.
you should, it is pretty good, i forgot to halve their casterlevel though. They were changed to wordcasters because you cant have a T2 wordcaster, you can have a T2 with only 6 spell levels, if they have the right spells.
It should, you get it practically as your capstone.
wording issues aside, this was added in as a replacement for the 4th level spellslots, i will anotate that though

The aim was T3 for each. The templar is a revision of a templar (http://www.giantitp.com/forums/showpost.php?p=13026488&postcount=1) i did that was in retrospect a Tier 2.

toapat
2012-05-26, 04:55 PM
mercy and cruelty chart added, willing to take suggestions and additions

any comments on the changes?

TuggyNE
2012-05-28, 12:37 AM
Will exclude those you named except Open Lock/Disable Device, this is a Frame class, i wanted them to get everything except the stuff that requires supernatural stuff.

I would still recommend listing out all the skills specifically, because that's more reliable. (For one thing: mixing in other homebrew becomes easier.)


Hand to Hand: yes, each repetition is the next die step.

While the clarification is nice, you should probably edit the source as well so it's easier to see.


2Hr: I needed to make this unpleasently slow so that it wouldnt eclipse the other ones. Pounce being basically Lion's Pounce frome complete divine.

Again, noting in the text. :smallwink:


Surgery being a 5 roll DC heal check in order to undo, reset, and patch up the injuries. Field medicine is about making things work again and keeping people alive, not making them better. if they dont get it fixed, they get maimed.

Hmm, well, I guess it could be worse. Though... is that DC 5? Seems low. DC 15 is more probable IMO.


Good point, i wanted to do something that would make them better anti-magic characters, but a drow with 18 levels of this would have 63SR

Yeah, it's a common desire, and it's not immediately obvious how dangerous it is.


Auras are problematic. Aura of Terror should apply line of sight penalties.

Word it as being an emanation; that should take care of most of the problems.


any comments on the changes?
Mercies and Cruelties (Su): Each Templar has their own worldviews, as well as their own personal view of the deity they serve if they serve one. This is most prominently noticeable in how a Templar’s lay on hands ability changes over time. At Every Fourth level, a good Templar chooses one effect that will benefit a target, such as curing a disease, or lifting a curse. Evil Templar wish to inflict worse harm upon their enemies, and thus may inflict curses, diseases, or blinding those who suffer the Templar’s touch. Mercies and Cruelties are permanent modifiers to the Lay on Hands Ability. Mercies will always be applied to a Lay on Hands used to heal a target, while Cruelties are always applied to a damaging Lay on Hands.
Neutral Templar may take a Mercy or Cruelty at every fourth level, but they can not take both a mercy and a cruelty at the same level.

{table=head]
Name|
Mercy|
Cruelty|
Minimum Level

Divine Influence|All variable numeric values of Lay on Hands are Maximized|All variable numeric values of Lay on Hands are Maximized|20

Divine Verdict|You may affect upto 5 targets withing 30 feet of you with your lay on hands|You may affect upto 5 targets withing 30 feet of you with your lay on hands|20

Luck|Touched creature gets a +1 luck bonus to all rolls for 1 hour|target suffers a -1 luck penalty on all rolls for an hour|4

Age|Cures 1d4 negative levels|Touched creature suffers 1d4 negative levels|12

Despair|As remove Curse|As Bestow Curse|8

Poison|Completely removes one poison that the touched creature suffers from|Target suffer 1d6 attribute damage and again 1 minute later|12

Pestilence|Cures one disease the target suffers from|Inflicts one mundane disease|4

Disorientation|Cures Confusion|The touched creature becomes confused|4

Sight|Cures Blindness|Inflicts Blindness|8

Hearing|Cures Deafness|Inflicts Deafness|4

Stone|As Stone to Flesh|As Flesh to Stone|16

Wellness| Cures 1d6 attribute damage|Target Suffers 1d6 attribute damage to an attribute of your choice|4

Exoticism|You select one type of energy, so long as it is not negative or evil, and replace the possitive energy of your lay on hands with it.|You select one type of energy, so long as it is not positive or good, and replace the negative energy of your lay on hands with it.|4[/table]

These mostly look good, though some of the min levels (Divine Influence? Wellness?) seem a little too high or too low. Definitely a solid improvement, and fairly comprehensive as well.

toapat
2012-05-28, 01:41 AM
While the clarification is nice, you should probably edit the source as well so it's easier to see.

Again, noting in the text. :smallwink:

Hmm, well, I guess it could be worse. Though... is that DC 5? Seems low. DC 15 is more probable IMO.

Word it as being an emanation; that should take care of most of the problems.

These mostly look good, though some of the min levels (Divine Influence? Wellness?) seem a little too high or too low. Definitely a solid improvement, and fairly comprehensive as well.

in order:
i guess i can
sure
no, the DC isnt 5, its 5 rolls each requiring a check of 10+Amount of damage healed. basically you are: Pulling appart the bandaging>undoing the settings>examination>tissue repair>bandaging.
ill leave it as a 30 ft aura.
Divine Influence is Maximize, and with the rules from the previous itteration, you couldnt slap maximize in until 16th level. I forgot the duration on some of the mods.

toapat
2012-06-04, 11:24 PM
Corrected the Combatant getting +7/+14d6 sneak damage

Please PEACH

chrisrawr
2012-06-14, 10:47 PM
PEACH!

Skillpoints and choices seem high for a martial class that should be spending all or most of its time improving its fighting. This is usually why wizard and fighter archetypes have low skillpoints - they're supposed to gain their class benefits through training and learning, improving their craft via dedication to it. That's just my take on it however, and I understand that D&D doesn't offer much outside of skills and class abilities for out-of-combat play.

3 Bonus Feats at first level is pretty hefty.

Law or Chaos: Law states you may use it a number of times per day determined by level, but it doesn't state how you determine the uses by level. Also, seems very powerful with little to no drawbacks outside of "can't move more than 10 feet" which doesn't bother a ranged Combatant at all (and which is negated by the endcap - so no drawbacks :P).
Winded should also included fatigued or exhausted, or possibly dazed.

Honour or Deceit: Both of these skills are better than the skills they're pulled from. Deceit grants not only +1SA dice compared to the Rogue and finishes out 5 levels before it, but a bonus on attacks with it as well! Both of these abilities stack very well with Defensive Stance or Rage already; this class as a 2 level dip is an incredibly potent addition to any martial build, especially one using animal companions.

Combat Style: RAW you get all of these feats at level 2. Wording on it could be clarified that you gain them sequentially.

Bonus Feats: I'm alright with this.

Field Medicine: There is so much wrong with this in my opinion... I'll start with the heal amount - I assume you're basing this off the paladin's lay on hands, but martial, so perhaps LevelxIntmod + Heal or Repair (depending on the target's type) - also, should be Heal Skill or Repair Skill, instead of Skill Ranks, I feel.

I also don't know how I feel about the con damage part... It just feels to clanky and abrupt; perhaps an increasing CON penalty each day until surgery is performed or healing is received. The graduality of it will remind players and GM's more often, and it'll feel less like a slap in the face when the rogue suddenly keels over.

The rest are fine, but the Slayer's description should state "despise" instead of "derise" :P

Overall, with 2 'free' levels for many classes to capitalize on, I can see the last 2 levels being used in initiator classes to gain some decent-level stances and strikes. The level 18 endcap lets this class easily be a high tier-3, but most of all with the incredibly heavy front-loading it feels like a 2-3 level dip replacement for fighter in the case of martial optimization.

If you intended to hextalt and then pare down the barbarian, fighter, rogue, ranger, palading, and knight, then this is a good job of it. My only recommendation would be to break things up a little more irregularly to fill in the dead 17th level slot, and to extend honor/deceit over all 20 levels.