N. Jolly
2014-12-06, 11:30 AM
Sup all, just finishing off the triad of TOB classes that I made, with the Strategist (http://www.giantitp.com/forums/showthread.php?387038-The-Strategist-(WIP)-(TOB-Inspired-Homebrew)) and Strider (http://www.giantitp.com/forums/showthread.php?356181-The-Strider-(WIP)-(TOB-inspired-class)), feel free to check them out, they don't run exactly like TOB classes (no stances, and moves called 'assaults'), let me know that you think though.
The Templar
“They say faith is something only for times of trouble or war; a little secret to be kept in your back pocket just in case things go wrong. So few people realize the power of just a little faith, a little belief in something they can’t see. But once they challenged me, they were scrambling to find a god to take mercy on their souls. Unfortunately for them, while a little faith can change the course of a battle, my faith can change the course of history.” Gene Vale, Grand Enforcer of the Noble Blade temple.
There exist those who serve a power higher than themselves, ones who excel at channeling the ephemeral power of the gods themselves into a tangible form and wield it as though they themselves were gods. Templars are soldiers of the divine, avatars of divinity given form on the material plane. Warriors first and foremost, those who answer the calling of the Templar are often inspirational figures on the battlefield, inspiring allies on to greater heights as well as shattering the morale of those who would challenge them. The sight of a Templar is often enough to make others reconsider engaging in combat.
Aided by the outer planes, Templars serve as many gods as exist, each one striving towards a different goal. While gods of battle and war are often the patrons of Templars, all gods have their own soldiers of faith who champion their message through the song of steel. But Templars do not require a divine patron, some devoted to ideals or other concepts, each one empowering the Templar as though they had the support of a deity. The most brash among them are supported purely by belief in themselves, although these are the most rare of their ilk.
Templars find good company with Inquisitors and Clerics, although they prefer the former for their more tactical view on faith and encounters, both of which enjoying the support of the others. Only those who follow the path of good and law spend time with Paladins, as the conflicts of interest that arise otherwise can cause even the most level headed of Templars to come to blows. Having a bit of a distaste for the arcane, Templars have a begrudging respect for Wizards, for some reason finding more in common with Sorcerers for their inborn power.
Often employed by kings and high clergy, Templars are exemplary commanders of large forces, able to rally many behind their banner, as well as keeping their charges alive. Those serving under a Templar believe themselves to have the luck of the gods themselves, although it rarely leads to reckless actions. Above all else, a Templar strives for their goals, whether divinely inspired or more human in nature.
Role: The duty of most Templars falls to support those around them, either through revitalizing their body or invigorating their spirit. Always capable of providing aid to their fellows, the Templar knows the importance of teamwork in battle, able to rally even the most inexperience force to victory. Adept at combat, Templars often focus on one opponent at a time, especially those of whom find themselves opposed to the Templar’s staunch beliefs.
Abilities: Charisma is very important to a Templar, needing it both to rally others and to strengthen their bond between themselves and their divine bond. Strength is also important, needing to be able to take down their foes in a timely fashion, while many also favor Constitution to be able to take the blows of others and continue to provide aid to their fellows.
Alignment: Any non true neutral. The devotion of a Templar requires one to take a stand in some way, abhoring completely neutrality. While good Templars work to secure lands and enlighten others, evil Templars provide aid to their more cruel brethren, most often those whose dark powers would limit their own ability to supply their own divine succor. Lawful Templars are often found in temples, providing a strong arm of order and justice, while chaotic Templars are more likely to travel, often spreading their message in whatever way they find most appropriate.
Hit Die: d10
Starting Wealth: 4d6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The Strategist’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis),Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis)
Skill points per level: 4 + Int mod
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Techs Known
Style Points
1st
+1
+2
+0
+2
Beginner Tier, Templar’s Calling, Divine Inspiration
3
3
2nd
+2
+3
+0
+3
Divine Grace
4
4
3rd
+3
+3
+1
+3
Style Dabbling
4
4
4th
+4
+3
+1
+3
Sacred Reflexes
5
4
5th
+5
+4
+1
+4
Intermediate Tier
6
5
6th
+6/+1
+5
+2
+5
Chosen Nemesis
6
5
7th
+7/+2
+5
+2
+5
Style Dabbling
7
5
8th
+8/+3
+6
+2
+6
Resolute Faith
8
6
9th
+9/+4
+6
+3
+6
Sanctified Healing
8
6
10th
+10/+5
+7
+3
+7
Expert Tactics
9
6
11th
+11/+6/+1
+7
+3
+7
Transcendent Defense
10
7
12th
+12/+7/+2
+8
+4
+8
Style Dabbler
10
7
13th
+13/+8/+3
+8
+4
+8
Immaculate Recovery
11
7
14th
+14/+9/+4
+9
+4
+9
Glorious Empower
11
8
15th
+15/+10/+5
+9
+5
+9
Master Tier
12
8
16th
+16/+11/+6/+1
+10
+5
+10
Perfect Nemesis
13
8
17th
+17/+12/+7/+2
+10
+5
+10
Style Dabbler
13
9
18th
+18/+13/+8/+3
+11
+6
+11
Glorious Maximize
14
9
19th
+19/+14/+9/+4
+11
+6
+11
Unshakable Faith
15
9
20th
+20/+15/+10/+5
+12
+6
+12
True Divinity
15
10
Class Features
Weapon and Armor proficiencies
Templar are proficient with all simple and martial weapons, Templar are also proficient with light, medium, and heavy armor as well as shields (excluding tower shields).
Beginner Tier (EX)
Unlike other martial characters, the Templar brings a whole new flair to combat, their fighting style uniquely tailored to whatever battle they’re in, able to change tactics at a moment’s notice. the Templar may select a number of techniques listed on the table above, being able to select techniques from the Iron Defender, Clarion Commander, Titan Fist, or Steel Gospel styles.
At 4th level, and every two levels afterwards, the Templar may exchange one technique for another, as long as they are able to qualify for it. They may exchange a technique of any level they wish, but may only take a new technique that they would qualify for at the time of the exchange. They may use the exchanged technique to qualify for the new technique (Ex: as Templar could exchange Scarlet Style for Advanced Scarlet Style, even if Scarlet Style was their only known Scarlet Bravo technique). The Templar may only exchange one technique at any given time.
Templars may treat every two non Templar levels as a technician level for the purposes of their effective technician level, which tier of techniques for which they would qualify, and saves for their techniques (Ex: A 3rd level Templar / 6th level Fighter would be able to select Intermediate Tier Techniques, have their techniques treated as though they were being used by a 6th level Templar for effects, and calculate saves as though they were a 6th level Templar.)
If the Templar would receive style points from another class, those style points are not added to those given by the Divine Inspiration class feature, and are expended or burned separately. The saves for a Templar’s techniques are 10 + ½ the Templar’s effective technician level + their Charisma modifier (minimum 1).
The most basic of the Templar’s tools, all Templar begin knowing three techniques chosen from the Beginner Tier list, gaining more as they increase in level.
Templar’s Calling (EX or SU)
The path of a Templar is always unique to themselves, always finding a particular style of combat in which they excel beyond all others. As the Templar takes their first level, they must select one style to specialize in. The Templar may access the mastery ability of the techniques of that style as well as gaining the following benefits:
Iron Defender
Key Ability: Constitution
At 1st level, an Iron Defender gains proficiency with heavy armor and tower shields. At 3rd level, and every three levels after, they receive an additional +3 hit points. At 6th level, an Iron Defender’s speed is no longer modified by armor or encumbrance.
Clarion Commander
Key Ability: Charisma
At 1st level, a Clarion Commander gives a +1 morale bonus to all attack rolls and saves made against mind affecting effects to all allies within 10 feet of them. At 4th level, and every four levels after, the radius of this ability increases by 5 feet. At 5th level, and every five levels after, this bonus increases by 1.
Titan Fist
Key Stat: Strength
At 1st level and every level after, the Titan Fist gains Improved Unarmed Strike as a bonus feat. They also receive the unarmed damage progression of a monk of their level. They may use this damage while wielding a gauntlet, spike gauntlet, brass knuckles or a cestus in addition to their unarmed strikes. At 5th level, a Titan Fist may add their Strength ability to their Constitution to determine when they would die, at 10th level they are not treated as disabled or dying while they are at or below 0 hit points, and at 15th level they become immune to non lethal damage
Steel Gospel
Key Ability: Wisdom
At 1st level, the Steel Gospel may select one component of their alignment, allowing any weapon they wield to count as that alignment for the purposes of damage reduction. At 2nd level, when the Steel Gospel chooses to burn a Style point to receive a bonus to attack and damage rolls, they may select one target to gain these bonuses against. If they do, the bonuses lasting for an additional number of rounds equal to ½ the Steel Gospel’s level. At 15th level, all weapon the Steel Gospel wields is treated as either Holy, Unholy, Axiomatic, or Anarchist based on which alignment they selected at 1st level.
Divine Inspiration (EX)
Gifted with the powers of the almighty themselves, the Templar is a beacon of strength and succor in battle, able to use their holy combat prowess to lead others to victory. At 1st level the Templar gains 3 Style points at the beginning of the day. At 2nd level, and every three levels after, they gain an additional style point.
The Templar relies on their style points to use their many various techniques. The Templar must expend 1 Style point to use any technique they know. Whenever a point is expended, it may be recovered by resting for 5 minutes.
The Templar may also decide to ‘burn’ a style point, including an expended style Point, as a free action to receive a bonus on their attack and damage rolls equal to their Charisma modifier (minimum +1) until the beginning of their next round. A Style point that is burned is unavailable for the rest of the day, require the Templar to rest for 8 hours to regain it.
Divine Grace (SU)
At 2nd level, a Templar gains a bonus equal to their Charisma bonus (if any) on all Saving Throws.
Style Dabbler (EX)
The skills of most Templars are far more open to change than others, able to accept new ideas and strategies over time and adapt their way of fighting to encompass such changes. They may select one technique, gaining access to the technique’s mastery ability. At 7th level, and every five levels after, the Templar may pick a new tactic of any tier (beginner, intermediate, expert, master) of which they can access.
Sacred Reflexes (EX)
Rare is the opponent a Templar can’t best in combat, always vigilant. At 4th level, a Templar receives Combat Reflexes as a bonus feat, instead being able to determine the amount of additional attacks of opportunity with their Charisma modifier.
Intermediate Tier (EX)
At 5th level, the Templar may select their techniques from the Intermediate Tier list.
Chosen Nemesis (SU)
Some challenges require the direct intervention of the Templar, especially those of direct opposition to their own beliefs. At 6th level, when the Templar burns a Style point to gain a bonus on attack and damage rolls, if the Templar makes an attack against a target whose alignment opposes there on at least one axis, these bonuses last for 1 additional round against that target (Ex: If a lawful good Templar were to attack a chaotic neutral target, they could attack the target again next round, still receiving their Charisma bonus to attack and damage rolls).
Resolute Faith (SU)
Strengthened beyond normal capacities, Templars leave behind the frailty of lesser warriors. At 8th level, a Templar is immune to diseases and curses.
Immaculate Healing (SU)
Aware of their own limits, a Templar can aid themselves even as they assist others. At 9th level, whenever a Templar uses a technique that heals an ally, they heal themselves a number of hit points equal to ⅓ their Templar level + their Charisma modifier (minimum 1).
Expert Tier (EX)
At 10th level, the Templar may select their techniques from the Expert Tier list.
Transcendent Defense (SU)
Aware of their own mortality, Templars take care to survive no matter the cost. At 11th level, whenever a Templar burns a Style point to increase their attack and damage rolls, they also receive a sacred bonus to AC equal to their Charisma modifier (minimum 1) for the duration of their attack and damage bonus.
Glorious Recovery (SU)
Drawing strength from their sacrifice, a Templar is always able to continue the fight. At 13th level, whenever a Templar burns a Style point, they also heal an amount of hit points equal to twice their Charisma modifier (minimum 2).
Glorious Empower (SU)
Templars are capable of miracles when needed most. At 14th level, whenever a Templar uses a technique that heals an ally, they may empower the amount of healing the target receives.
Master Tier (EX)
At 15th level, the Templar may select their techniques from the Master Tier list.
Perfect Nemesis(SU)
At 16th level, when the Templar burns a Style point to gain a bonus on attack and damage rolls, if the Templar makes an attack against a target whose alignment opposes there on two axises, these bonuses last until that target is reduced to 0 or lower hit points (Ex: If a lawful good Templar were to attack a chaotic evil target, they could attack the target again next round, still receiving their Charisma bonus to attack and damage rolls until that target was reduced to 0 or fewer hit points).
Glorious Maximize (SU)
The level of dedication a Templar has to their allies is impossible for lesser warriors to understand, allowing them to draw out amazing levels of potential. At 18th level, whenever a Templar uses a technique that heals an ally, they may also maximize the amount of healing the target receives. This ability may not be used with Glorious Empower.
Unshakable Faith (SU)
Standing against even the greatest trials, a Templar’s mind is beyond the ken of those who dare stand against them. At 19th level, a Templar is immune to mind affecting effects of their choosing.
True Divinity (SU)
Standing above all others, a Templar becomes more than mortal. At 20th level, a Templar is transformed into an Outsider (native), being treated as though they was any alignment they wish or whichever would be most beneficial at the time. All techniques that the Templar uses which heals a target have their healing automatically empowered.
Technician Basics
The user of a technique is known as a technician. All saves for techniques are determined by the class using them. The saves for each technique are 10 + ½ the technician’s effective technician level + their Intelligence modifier (for Strategist), Wisdom modifier (for Striders), or Charisma modifier (for Templars). All techniques are extraordinary (EX) abilities unless stated otherwise.
Technicians may treat every two non levels as technician level for the purposes of their effective technician level, which tier of techniques for which they would qualify, and saves for their techniques
Example: A 3rd level Strider / 6th level Fighter would have an effective technician level of 6, be able to select Intermediate Tier Techniques, have their techniques treated as though they were being used by a 6th level Strider for the purposes of their effects, and require saves for their techniques as though they were a 6th level Strider.)
In the same way, if a character takes levels in several different technician classes, each one is treated as a non technician in regards to the other class.
Example: A 4th level Strider / 6th level Strategist would be able to select Intermediate Tier Techniques for both Strategist and Strider techniques. The technician would have their Strider techniques treated as though they were being used by a 7th level Strider for effects and their Strategist techniques would treated as though they were being used by an 8th level Strategist. The technician’s Strider techniques would require saves as though they were a 6th level Strider, and the technician’s Strategist techniques would require saves as though they were an 8th level Strategist.
The Templar
“They say faith is something only for times of trouble or war; a little secret to be kept in your back pocket just in case things go wrong. So few people realize the power of just a little faith, a little belief in something they can’t see. But once they challenged me, they were scrambling to find a god to take mercy on their souls. Unfortunately for them, while a little faith can change the course of a battle, my faith can change the course of history.” Gene Vale, Grand Enforcer of the Noble Blade temple.
There exist those who serve a power higher than themselves, ones who excel at channeling the ephemeral power of the gods themselves into a tangible form and wield it as though they themselves were gods. Templars are soldiers of the divine, avatars of divinity given form on the material plane. Warriors first and foremost, those who answer the calling of the Templar are often inspirational figures on the battlefield, inspiring allies on to greater heights as well as shattering the morale of those who would challenge them. The sight of a Templar is often enough to make others reconsider engaging in combat.
Aided by the outer planes, Templars serve as many gods as exist, each one striving towards a different goal. While gods of battle and war are often the patrons of Templars, all gods have their own soldiers of faith who champion their message through the song of steel. But Templars do not require a divine patron, some devoted to ideals or other concepts, each one empowering the Templar as though they had the support of a deity. The most brash among them are supported purely by belief in themselves, although these are the most rare of their ilk.
Templars find good company with Inquisitors and Clerics, although they prefer the former for their more tactical view on faith and encounters, both of which enjoying the support of the others. Only those who follow the path of good and law spend time with Paladins, as the conflicts of interest that arise otherwise can cause even the most level headed of Templars to come to blows. Having a bit of a distaste for the arcane, Templars have a begrudging respect for Wizards, for some reason finding more in common with Sorcerers for their inborn power.
Often employed by kings and high clergy, Templars are exemplary commanders of large forces, able to rally many behind their banner, as well as keeping their charges alive. Those serving under a Templar believe themselves to have the luck of the gods themselves, although it rarely leads to reckless actions. Above all else, a Templar strives for their goals, whether divinely inspired or more human in nature.
Role: The duty of most Templars falls to support those around them, either through revitalizing their body or invigorating their spirit. Always capable of providing aid to their fellows, the Templar knows the importance of teamwork in battle, able to rally even the most inexperience force to victory. Adept at combat, Templars often focus on one opponent at a time, especially those of whom find themselves opposed to the Templar’s staunch beliefs.
Abilities: Charisma is very important to a Templar, needing it both to rally others and to strengthen their bond between themselves and their divine bond. Strength is also important, needing to be able to take down their foes in a timely fashion, while many also favor Constitution to be able to take the blows of others and continue to provide aid to their fellows.
Alignment: Any non true neutral. The devotion of a Templar requires one to take a stand in some way, abhoring completely neutrality. While good Templars work to secure lands and enlighten others, evil Templars provide aid to their more cruel brethren, most often those whose dark powers would limit their own ability to supply their own divine succor. Lawful Templars are often found in temples, providing a strong arm of order and justice, while chaotic Templars are more likely to travel, often spreading their message in whatever way they find most appropriate.
Hit Die: d10
Starting Wealth: 4d6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The Strategist’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis),Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis)
Skill points per level: 4 + Int mod
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Techs Known
Style Points
1st
+1
+2
+0
+2
Beginner Tier, Templar’s Calling, Divine Inspiration
3
3
2nd
+2
+3
+0
+3
Divine Grace
4
4
3rd
+3
+3
+1
+3
Style Dabbling
4
4
4th
+4
+3
+1
+3
Sacred Reflexes
5
4
5th
+5
+4
+1
+4
Intermediate Tier
6
5
6th
+6/+1
+5
+2
+5
Chosen Nemesis
6
5
7th
+7/+2
+5
+2
+5
Style Dabbling
7
5
8th
+8/+3
+6
+2
+6
Resolute Faith
8
6
9th
+9/+4
+6
+3
+6
Sanctified Healing
8
6
10th
+10/+5
+7
+3
+7
Expert Tactics
9
6
11th
+11/+6/+1
+7
+3
+7
Transcendent Defense
10
7
12th
+12/+7/+2
+8
+4
+8
Style Dabbler
10
7
13th
+13/+8/+3
+8
+4
+8
Immaculate Recovery
11
7
14th
+14/+9/+4
+9
+4
+9
Glorious Empower
11
8
15th
+15/+10/+5
+9
+5
+9
Master Tier
12
8
16th
+16/+11/+6/+1
+10
+5
+10
Perfect Nemesis
13
8
17th
+17/+12/+7/+2
+10
+5
+10
Style Dabbler
13
9
18th
+18/+13/+8/+3
+11
+6
+11
Glorious Maximize
14
9
19th
+19/+14/+9/+4
+11
+6
+11
Unshakable Faith
15
9
20th
+20/+15/+10/+5
+12
+6
+12
True Divinity
15
10
Class Features
Weapon and Armor proficiencies
Templar are proficient with all simple and martial weapons, Templar are also proficient with light, medium, and heavy armor as well as shields (excluding tower shields).
Beginner Tier (EX)
Unlike other martial characters, the Templar brings a whole new flair to combat, their fighting style uniquely tailored to whatever battle they’re in, able to change tactics at a moment’s notice. the Templar may select a number of techniques listed on the table above, being able to select techniques from the Iron Defender, Clarion Commander, Titan Fist, or Steel Gospel styles.
At 4th level, and every two levels afterwards, the Templar may exchange one technique for another, as long as they are able to qualify for it. They may exchange a technique of any level they wish, but may only take a new technique that they would qualify for at the time of the exchange. They may use the exchanged technique to qualify for the new technique (Ex: as Templar could exchange Scarlet Style for Advanced Scarlet Style, even if Scarlet Style was their only known Scarlet Bravo technique). The Templar may only exchange one technique at any given time.
Templars may treat every two non Templar levels as a technician level for the purposes of their effective technician level, which tier of techniques for which they would qualify, and saves for their techniques (Ex: A 3rd level Templar / 6th level Fighter would be able to select Intermediate Tier Techniques, have their techniques treated as though they were being used by a 6th level Templar for effects, and calculate saves as though they were a 6th level Templar.)
If the Templar would receive style points from another class, those style points are not added to those given by the Divine Inspiration class feature, and are expended or burned separately. The saves for a Templar’s techniques are 10 + ½ the Templar’s effective technician level + their Charisma modifier (minimum 1).
The most basic of the Templar’s tools, all Templar begin knowing three techniques chosen from the Beginner Tier list, gaining more as they increase in level.
Templar’s Calling (EX or SU)
The path of a Templar is always unique to themselves, always finding a particular style of combat in which they excel beyond all others. As the Templar takes their first level, they must select one style to specialize in. The Templar may access the mastery ability of the techniques of that style as well as gaining the following benefits:
Iron Defender
Key Ability: Constitution
At 1st level, an Iron Defender gains proficiency with heavy armor and tower shields. At 3rd level, and every three levels after, they receive an additional +3 hit points. At 6th level, an Iron Defender’s speed is no longer modified by armor or encumbrance.
Clarion Commander
Key Ability: Charisma
At 1st level, a Clarion Commander gives a +1 morale bonus to all attack rolls and saves made against mind affecting effects to all allies within 10 feet of them. At 4th level, and every four levels after, the radius of this ability increases by 5 feet. At 5th level, and every five levels after, this bonus increases by 1.
Titan Fist
Key Stat: Strength
At 1st level and every level after, the Titan Fist gains Improved Unarmed Strike as a bonus feat. They also receive the unarmed damage progression of a monk of their level. They may use this damage while wielding a gauntlet, spike gauntlet, brass knuckles or a cestus in addition to their unarmed strikes. At 5th level, a Titan Fist may add their Strength ability to their Constitution to determine when they would die, at 10th level they are not treated as disabled or dying while they are at or below 0 hit points, and at 15th level they become immune to non lethal damage
Steel Gospel
Key Ability: Wisdom
At 1st level, the Steel Gospel may select one component of their alignment, allowing any weapon they wield to count as that alignment for the purposes of damage reduction. At 2nd level, when the Steel Gospel chooses to burn a Style point to receive a bonus to attack and damage rolls, they may select one target to gain these bonuses against. If they do, the bonuses lasting for an additional number of rounds equal to ½ the Steel Gospel’s level. At 15th level, all weapon the Steel Gospel wields is treated as either Holy, Unholy, Axiomatic, or Anarchist based on which alignment they selected at 1st level.
Divine Inspiration (EX)
Gifted with the powers of the almighty themselves, the Templar is a beacon of strength and succor in battle, able to use their holy combat prowess to lead others to victory. At 1st level the Templar gains 3 Style points at the beginning of the day. At 2nd level, and every three levels after, they gain an additional style point.
The Templar relies on their style points to use their many various techniques. The Templar must expend 1 Style point to use any technique they know. Whenever a point is expended, it may be recovered by resting for 5 minutes.
The Templar may also decide to ‘burn’ a style point, including an expended style Point, as a free action to receive a bonus on their attack and damage rolls equal to their Charisma modifier (minimum +1) until the beginning of their next round. A Style point that is burned is unavailable for the rest of the day, require the Templar to rest for 8 hours to regain it.
Divine Grace (SU)
At 2nd level, a Templar gains a bonus equal to their Charisma bonus (if any) on all Saving Throws.
Style Dabbler (EX)
The skills of most Templars are far more open to change than others, able to accept new ideas and strategies over time and adapt their way of fighting to encompass such changes. They may select one technique, gaining access to the technique’s mastery ability. At 7th level, and every five levels after, the Templar may pick a new tactic of any tier (beginner, intermediate, expert, master) of which they can access.
Sacred Reflexes (EX)
Rare is the opponent a Templar can’t best in combat, always vigilant. At 4th level, a Templar receives Combat Reflexes as a bonus feat, instead being able to determine the amount of additional attacks of opportunity with their Charisma modifier.
Intermediate Tier (EX)
At 5th level, the Templar may select their techniques from the Intermediate Tier list.
Chosen Nemesis (SU)
Some challenges require the direct intervention of the Templar, especially those of direct opposition to their own beliefs. At 6th level, when the Templar burns a Style point to gain a bonus on attack and damage rolls, if the Templar makes an attack against a target whose alignment opposes there on at least one axis, these bonuses last for 1 additional round against that target (Ex: If a lawful good Templar were to attack a chaotic neutral target, they could attack the target again next round, still receiving their Charisma bonus to attack and damage rolls).
Resolute Faith (SU)
Strengthened beyond normal capacities, Templars leave behind the frailty of lesser warriors. At 8th level, a Templar is immune to diseases and curses.
Immaculate Healing (SU)
Aware of their own limits, a Templar can aid themselves even as they assist others. At 9th level, whenever a Templar uses a technique that heals an ally, they heal themselves a number of hit points equal to ⅓ their Templar level + their Charisma modifier (minimum 1).
Expert Tier (EX)
At 10th level, the Templar may select their techniques from the Expert Tier list.
Transcendent Defense (SU)
Aware of their own mortality, Templars take care to survive no matter the cost. At 11th level, whenever a Templar burns a Style point to increase their attack and damage rolls, they also receive a sacred bonus to AC equal to their Charisma modifier (minimum 1) for the duration of their attack and damage bonus.
Glorious Recovery (SU)
Drawing strength from their sacrifice, a Templar is always able to continue the fight. At 13th level, whenever a Templar burns a Style point, they also heal an amount of hit points equal to twice their Charisma modifier (minimum 2).
Glorious Empower (SU)
Templars are capable of miracles when needed most. At 14th level, whenever a Templar uses a technique that heals an ally, they may empower the amount of healing the target receives.
Master Tier (EX)
At 15th level, the Templar may select their techniques from the Master Tier list.
Perfect Nemesis(SU)
At 16th level, when the Templar burns a Style point to gain a bonus on attack and damage rolls, if the Templar makes an attack against a target whose alignment opposes there on two axises, these bonuses last until that target is reduced to 0 or lower hit points (Ex: If a lawful good Templar were to attack a chaotic evil target, they could attack the target again next round, still receiving their Charisma bonus to attack and damage rolls until that target was reduced to 0 or fewer hit points).
Glorious Maximize (SU)
The level of dedication a Templar has to their allies is impossible for lesser warriors to understand, allowing them to draw out amazing levels of potential. At 18th level, whenever a Templar uses a technique that heals an ally, they may also maximize the amount of healing the target receives. This ability may not be used with Glorious Empower.
Unshakable Faith (SU)
Standing against even the greatest trials, a Templar’s mind is beyond the ken of those who dare stand against them. At 19th level, a Templar is immune to mind affecting effects of their choosing.
True Divinity (SU)
Standing above all others, a Templar becomes more than mortal. At 20th level, a Templar is transformed into an Outsider (native), being treated as though they was any alignment they wish or whichever would be most beneficial at the time. All techniques that the Templar uses which heals a target have their healing automatically empowered.
Technician Basics
The user of a technique is known as a technician. All saves for techniques are determined by the class using them. The saves for each technique are 10 + ½ the technician’s effective technician level + their Intelligence modifier (for Strategist), Wisdom modifier (for Striders), or Charisma modifier (for Templars). All techniques are extraordinary (EX) abilities unless stated otherwise.
Technicians may treat every two non levels as technician level for the purposes of their effective technician level, which tier of techniques for which they would qualify, and saves for their techniques
Example: A 3rd level Strider / 6th level Fighter would have an effective technician level of 6, be able to select Intermediate Tier Techniques, have their techniques treated as though they were being used by a 6th level Strider for the purposes of their effects, and require saves for their techniques as though they were a 6th level Strider.)
In the same way, if a character takes levels in several different technician classes, each one is treated as a non technician in regards to the other class.
Example: A 4th level Strider / 6th level Strategist would be able to select Intermediate Tier Techniques for both Strategist and Strider techniques. The technician would have their Strider techniques treated as though they were being used by a 7th level Strider for effects and their Strategist techniques would treated as though they were being used by an 8th level Strategist. The technician’s Strider techniques would require saves as though they were a 6th level Strider, and the technician’s Strategist techniques would require saves as though they were an 8th level Strategist.