Kelvin360
2013-05-05, 06:16 PM
No points for guessing where I got the inspiration. This class was originally made for the Forgotten Realms setting, but can be easily refluffed to suit others. Essentially, I wanted to add some versatility to holy warriors who find themselves up against mages a lot, but don't want to be a Forsaker. A benefit for the Templar over the Forsaker, for example, is that the former can still use magic items. Other benefits below.
Pre-emptive footnote:
* - Spellbinder is a separate prestige class that I may or may not make at some point in the future.
Also, from this point forward, 'mage' means any sentient arcane spellcaster (for the moment, Warlocks qualify, though this may be subject to change).
TEMPLAR
In almost every major city, settlement, or landmass on Faerun, there are mages. Men and women who, by blood or by study, have tapped the secrets of the Weave to unleash terrible power. Karsus. Szass Tamm. Manshoon. Time and again, evil magi with naught but experience and lack of moral compass come into the world and carve a swath of destruction in their image.
And then, there are those who hunt them.
The Order of the Shattered Rune (also known to most as simply the Templars) are an organization of Knights, Squires, and Warriors who have banded together to address the growing threat of out-of-control arcane spell casters across Toril. Their mission is to seek out and assess potential threats; and if need be, eliminate them.
However, the Templars understand that magic cannot always be fought merely with steel. Thusly, if they encounter goodly mages, or those who understand the power they wield enough to use it wisely, the Knights will often assist their ventures or be assisted in their own. Particularly stalwart mages may even be asked to join the Templars as assistants and advisors. These rare (and very respected) few are known as Spellbinders.*
Hit Die: d10
Requirements
To qualify to become a templar, a character must fulfill all the following criteria.
Alignment: Any non-evil and non-chaotic
Base Attack Bonus: +6
Spellcraft: 6 ranks
Knowledge (Arcana): 6 ranks
Feats: Iron Will
Special: Must be inducted into the Templar order by at least a Junior Knight, and kill a non-good mage in single combat.
Class Skills
The templar’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
{table=head]Class Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Templar Oath, Anti Magic Training +1
2nd|+2|+3|+0|+3|Smite Mage
3rd|+3|+3|+1|+3|Defense, Willpower
4th|+4|+4|+1|+4|Anti Magic Training +2, Silence
5th|+5|+4|+1|+4|Cleansing Strikes, Annulment
6th|+6|+5|+2|+5|Junior Knight, Righteous Blow
7th|+7|+5|+2|+5|Anti Magic Training +3, Cleanse
8th|+8|+6|+2|+6|Power of Faith
9th|+9|+6|+3|+6|Absolute Willpower
10th|+10|+7|+3|+7|Senior Knight, Anti Magic Training +4
[/table]
Class Features
All of the following are class features of the templar prestige class.
Weapon and Armor Proficiency: Templars are proficient with all simple and martial weapons, with all types of armor, and with shields, but not tower shields.
Templar Oath: Upon entering the ranks of the Templars, an aspiring character must swear an oath to the cause. A character who breaks any of the clauses therein is dishonorably discharged effective immediately, and cannot take further levels in the prestige class unless they undertake a quest (chosen by their superior) and retake the oath, as well as the initial qualification. The clauses are thus:
A Templar must obey all orders from his superiors. However, if the order is suspect or goes against the code, a Templar may report it to another superior. This superior may also veto said order.
A Templar must not willingly commit an evil act with malevolent intent. There are two concessions to this; First, a Templar under the effects of mind-altering magic is not liable for his actions. Second, while most (if not all) Templars are expected to have significant presence of mind, an act that results in evil but is performed for benevolent reasons will be judged on a case by case basis (for example, giving money to a beggar whom you do not know is a doppleganger).
A Templar must do his utmost to stop and apprehend or kill a mage of malevolent intent when he learns of them. However, if he is obviously outmatched, he is required to contact the Templar headquarters or find suitable reinforcements.
Anti-Magic Training (Ex): Templars are specially trained to combat mages, and thus have learned certain techniques for fighting this foe. At 1st level, Templar adds a +1 bonus to attack rolls, damage, and skill rolls directed at finding or interacting with an arcane spellcaster. This bonus stacks with any bonuses gained from Ranger levels or any other classes that give similar abilities to Favored Enemy, provided the mage also falls under such parameters.
For example, a Ranger/Templar with Favored Enemy: Elf would combine his training bonus with his favored enemy bonus when dealing damage to an elven sorcerer, but would only use the former against a human wizard.
As well, whenever a Templar strikes a mage in a situation that would require an immediate concentration check on the part of the mage, the concentration DC is increased by double the Templar’s training bonus.
This bonus increases by +1 for every 3 Templar levels above 1st a character has, to a maximum of +4 at 10th level.
Smite Mage (Su): Once per day, a templar of 2nd level or higher may attempt to smite magi with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 2 points of extra damage per class level. This ability can only be used against characters with at least one level in an arcane spellcasting class. However, if the mage is of evil alignment and the Templar has the smite evil ability, he can use both types of smite in one attack, combining the respective attack and damage bonuses.
Defense (Ex): Mages are rarely alone - they can summon all sorts of terrible creatures to fight on their behalf. Thus, Templars are specially trained to fight both at once. At 3rd level, a Templar who is fighting a summoned creature of any kind or alignment (including outsiders and elementals) adds half his Templar level as a sacred bonus to his armor class. As well, if a mage who has an obscured view of the battling templar casts a targeted spell on the templar, the summoned creature counts as half cover if it is medium-size or larger. If the spell misses, it hits the creature instead.
Willpower (Ex): Templars are trained to defend not only their bodies, but their minds. At 3rd level, a Templar gains a +2 bonus to will saves. Essentially, he gains the iron will feat again, but the effects stack.
Silence (Sp): A Templar can use silence as a cleric of the same level as the character has levels in Templar. Starting at 4th level, the Templar can use this spell-like ability once per day.
Cleansing Strikes (Su): Templars are trained to funnel divine and spiritual energy into their blows, disrupting magic surrounding a subject. A Templar of at least 5th level who succeeds in smiting (whether via 'Smite Mage' or 'Smite Evil', or similar abilities) a creature or person also dispels any magic affecting them. This acts exactly like dispel magic as cast by a cleric of the Templar’s class level.
Annulment (Su): At 5th level, a Templar strengthens his mental and physical defenses by focusing himself into a walking antimagic ward. This grants the Templar a Spell Resistance of 15.
At 10th level, this increases to 20 Spell Resistance.
Junior Knight: At 6th level, the Templar has proven himself a viable asset to the order, and becomes a Junior Knight. Junior Knights have access to all minor-to-moderate resources of the order, including room and board, access to the main library (though not the forbidden tomes), and the ability to recommend people for induction into the order.
Junior Knights are not paid, but by the same token, all of the above is free, and Junior Knights have a much easier time requesting additional resources than rank-and-file Knights.
Righteous Blow (Su): At 6th level, a Templar who confirms a critical hit or succeeds in smiting a mage has a chance of channeling so much divine fury into the hit that it stuns the target. This acts as an automatic stunning blow against the proper target at a will save DC of 10+Cha modifier+½ the character’s Templar level. Creatures immune to stunning, critical hits, or death by massive damage are unaffected.
Cleanse (Sp): Upon reaching 7th level, a Templar can channel the power of his cleansing strikes in an outward blast that rips apart all magic in the area. This acts as a greater dispel magic effect in a 30-foot radius centered on the Templar, cast at his class level.
Power of Faith (Ex): At 8th level, the Templar’s faith in his cause is absolute, unwavering, and powerful. The Templar chooses one ability; from that point onward, he can increase that ability by 4 for a number of minutes equal to his Templar level twice per day. This stacks with similar effects from items, but not with spells of equal or lesser power (a Templar who chooses 'Strength' would gain no benefit from 'Bull's Strength', for example).
Absolute Willpower (Su): At 9th level, no magical force can turn the Templar against his cause. The Templar gains immunity to any magical effect that would force him to do something against his oath. This applies to spells such as suggestion, dominate person, and geas. However, if the hostile spell forces him to perform an action that does not violate the code, he rolls relevant saves as normal.
Senior Knight: At 10th level, the Templar is a true and full member of the order, gaining virtually unlimited access to resources, supplies, magic, allies, and information. At this point, the Templar’s title becomes ‘Knight-Captain’, and they only answer to the Knight-Commander in terms of authority. However, they are still subject to their oath.
This is mostly to put my thoughts out to the public. I'm on the fence as to whether this is too weak, too strong, or just right. Though, the previous version was DEFINITELY too OP, so I think I did well at toning it down. One of my main concerns is whether Power of Faith is too weak, and should be reset to the previous version's '+2 to one attribute permanently'.
Pre-emptive footnote:
* - Spellbinder is a separate prestige class that I may or may not make at some point in the future.
Also, from this point forward, 'mage' means any sentient arcane spellcaster (for the moment, Warlocks qualify, though this may be subject to change).
TEMPLAR
In almost every major city, settlement, or landmass on Faerun, there are mages. Men and women who, by blood or by study, have tapped the secrets of the Weave to unleash terrible power. Karsus. Szass Tamm. Manshoon. Time and again, evil magi with naught but experience and lack of moral compass come into the world and carve a swath of destruction in their image.
And then, there are those who hunt them.
The Order of the Shattered Rune (also known to most as simply the Templars) are an organization of Knights, Squires, and Warriors who have banded together to address the growing threat of out-of-control arcane spell casters across Toril. Their mission is to seek out and assess potential threats; and if need be, eliminate them.
However, the Templars understand that magic cannot always be fought merely with steel. Thusly, if they encounter goodly mages, or those who understand the power they wield enough to use it wisely, the Knights will often assist their ventures or be assisted in their own. Particularly stalwart mages may even be asked to join the Templars as assistants and advisors. These rare (and very respected) few are known as Spellbinders.*
Hit Die: d10
Requirements
To qualify to become a templar, a character must fulfill all the following criteria.
Alignment: Any non-evil and non-chaotic
Base Attack Bonus: +6
Spellcraft: 6 ranks
Knowledge (Arcana): 6 ranks
Feats: Iron Will
Special: Must be inducted into the Templar order by at least a Junior Knight, and kill a non-good mage in single combat.
Class Skills
The templar’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
{table=head]Class Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Templar Oath, Anti Magic Training +1
2nd|+2|+3|+0|+3|Smite Mage
3rd|+3|+3|+1|+3|Defense, Willpower
4th|+4|+4|+1|+4|Anti Magic Training +2, Silence
5th|+5|+4|+1|+4|Cleansing Strikes, Annulment
6th|+6|+5|+2|+5|Junior Knight, Righteous Blow
7th|+7|+5|+2|+5|Anti Magic Training +3, Cleanse
8th|+8|+6|+2|+6|Power of Faith
9th|+9|+6|+3|+6|Absolute Willpower
10th|+10|+7|+3|+7|Senior Knight, Anti Magic Training +4
[/table]
Class Features
All of the following are class features of the templar prestige class.
Weapon and Armor Proficiency: Templars are proficient with all simple and martial weapons, with all types of armor, and with shields, but not tower shields.
Templar Oath: Upon entering the ranks of the Templars, an aspiring character must swear an oath to the cause. A character who breaks any of the clauses therein is dishonorably discharged effective immediately, and cannot take further levels in the prestige class unless they undertake a quest (chosen by their superior) and retake the oath, as well as the initial qualification. The clauses are thus:
A Templar must obey all orders from his superiors. However, if the order is suspect or goes against the code, a Templar may report it to another superior. This superior may also veto said order.
A Templar must not willingly commit an evil act with malevolent intent. There are two concessions to this; First, a Templar under the effects of mind-altering magic is not liable for his actions. Second, while most (if not all) Templars are expected to have significant presence of mind, an act that results in evil but is performed for benevolent reasons will be judged on a case by case basis (for example, giving money to a beggar whom you do not know is a doppleganger).
A Templar must do his utmost to stop and apprehend or kill a mage of malevolent intent when he learns of them. However, if he is obviously outmatched, he is required to contact the Templar headquarters or find suitable reinforcements.
Anti-Magic Training (Ex): Templars are specially trained to combat mages, and thus have learned certain techniques for fighting this foe. At 1st level, Templar adds a +1 bonus to attack rolls, damage, and skill rolls directed at finding or interacting with an arcane spellcaster. This bonus stacks with any bonuses gained from Ranger levels or any other classes that give similar abilities to Favored Enemy, provided the mage also falls under such parameters.
For example, a Ranger/Templar with Favored Enemy: Elf would combine his training bonus with his favored enemy bonus when dealing damage to an elven sorcerer, but would only use the former against a human wizard.
As well, whenever a Templar strikes a mage in a situation that would require an immediate concentration check on the part of the mage, the concentration DC is increased by double the Templar’s training bonus.
This bonus increases by +1 for every 3 Templar levels above 1st a character has, to a maximum of +4 at 10th level.
Smite Mage (Su): Once per day, a templar of 2nd level or higher may attempt to smite magi with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 2 points of extra damage per class level. This ability can only be used against characters with at least one level in an arcane spellcasting class. However, if the mage is of evil alignment and the Templar has the smite evil ability, he can use both types of smite in one attack, combining the respective attack and damage bonuses.
Defense (Ex): Mages are rarely alone - they can summon all sorts of terrible creatures to fight on their behalf. Thus, Templars are specially trained to fight both at once. At 3rd level, a Templar who is fighting a summoned creature of any kind or alignment (including outsiders and elementals) adds half his Templar level as a sacred bonus to his armor class. As well, if a mage who has an obscured view of the battling templar casts a targeted spell on the templar, the summoned creature counts as half cover if it is medium-size or larger. If the spell misses, it hits the creature instead.
Willpower (Ex): Templars are trained to defend not only their bodies, but their minds. At 3rd level, a Templar gains a +2 bonus to will saves. Essentially, he gains the iron will feat again, but the effects stack.
Silence (Sp): A Templar can use silence as a cleric of the same level as the character has levels in Templar. Starting at 4th level, the Templar can use this spell-like ability once per day.
Cleansing Strikes (Su): Templars are trained to funnel divine and spiritual energy into their blows, disrupting magic surrounding a subject. A Templar of at least 5th level who succeeds in smiting (whether via 'Smite Mage' or 'Smite Evil', or similar abilities) a creature or person also dispels any magic affecting them. This acts exactly like dispel magic as cast by a cleric of the Templar’s class level.
Annulment (Su): At 5th level, a Templar strengthens his mental and physical defenses by focusing himself into a walking antimagic ward. This grants the Templar a Spell Resistance of 15.
At 10th level, this increases to 20 Spell Resistance.
Junior Knight: At 6th level, the Templar has proven himself a viable asset to the order, and becomes a Junior Knight. Junior Knights have access to all minor-to-moderate resources of the order, including room and board, access to the main library (though not the forbidden tomes), and the ability to recommend people for induction into the order.
Junior Knights are not paid, but by the same token, all of the above is free, and Junior Knights have a much easier time requesting additional resources than rank-and-file Knights.
Righteous Blow (Su): At 6th level, a Templar who confirms a critical hit or succeeds in smiting a mage has a chance of channeling so much divine fury into the hit that it stuns the target. This acts as an automatic stunning blow against the proper target at a will save DC of 10+Cha modifier+½ the character’s Templar level. Creatures immune to stunning, critical hits, or death by massive damage are unaffected.
Cleanse (Sp): Upon reaching 7th level, a Templar can channel the power of his cleansing strikes in an outward blast that rips apart all magic in the area. This acts as a greater dispel magic effect in a 30-foot radius centered on the Templar, cast at his class level.
Power of Faith (Ex): At 8th level, the Templar’s faith in his cause is absolute, unwavering, and powerful. The Templar chooses one ability; from that point onward, he can increase that ability by 4 for a number of minutes equal to his Templar level twice per day. This stacks with similar effects from items, but not with spells of equal or lesser power (a Templar who chooses 'Strength' would gain no benefit from 'Bull's Strength', for example).
Absolute Willpower (Su): At 9th level, no magical force can turn the Templar against his cause. The Templar gains immunity to any magical effect that would force him to do something against his oath. This applies to spells such as suggestion, dominate person, and geas. However, if the hostile spell forces him to perform an action that does not violate the code, he rolls relevant saves as normal.
Senior Knight: At 10th level, the Templar is a true and full member of the order, gaining virtually unlimited access to resources, supplies, magic, allies, and information. At this point, the Templar’s title becomes ‘Knight-Captain’, and they only answer to the Knight-Commander in terms of authority. However, they are still subject to their oath.
This is mostly to put my thoughts out to the public. I'm on the fence as to whether this is too weak, too strong, or just right. Though, the previous version was DEFINITELY too OP, so I think I did well at toning it down. One of my main concerns is whether Power of Faith is too weak, and should be reset to the previous version's '+2 to one attribute permanently'.