Jaded Mask
2015-01-31, 03:17 PM
"Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world" — "No, you move." -Captain America: The First Avenger
http://i1231.photobucket.com/albums/ee508/Kymme777/The%20Temppoacutetis%20Banner_zpssco5ad4u.png
The Temppóti̱s
Before the world, as it came to be, the titan’s of the past navigated the maelstrom. One such titan was the Shining Empyrean. Dogma worshiped him with unmatched fervor. However few others shared his loving faith. In response, Dogma created two soldiers, godling warriors that would use their powers and strength to convert more to his faith. These soldiers both shared the title of “Justice” lacking any individuality or characteristics of their own. However, when Dogma looked upon the guardians, he shuddered in disgust, he believed them vile in appearance, so he clothed them in belief, chained them in obedience, and masked their faces with obligation. After such, he realized his servants must be armed to go spread their word, as such, he sends his children to the Monster’s den, to retrieve a fang from his maw. Both obediently go to the dwelling of the great beast. Upon arriving, the first twin was snatched by the Monster’s tongue and pulled into his hideous mouth. However, the second twin follows in without fear, and while his brother is being gnawed on, retrieves the fang. He then leaves, returning and forging an unstoppable blade from the Monster’s great fang, awaiting Dogma’s approval. However, Dogma is fickle, and only wishes to please the Shining Empyrean, as such, he left a long time ago, forgetting about the twins entirely. However, the second twin is unaware of such, and begins to wait and pray for his father’s return. Over time, he loses hope, and falls into blind zealotry, making children of his own to seek Dogma’s attention. However, those children seek their father’s attention, making children of their own, who seek their own fathers. This creates a spiral that descends further and further, children seeking their creators who will never give the full attention the children desire.
However, during all of this time, the first twin lies in agony, being tortured and beaten by the Monster. He is in pain, and screams out for Dogma to save him, but Dogma never comes. He begins to resent Dogma but starts to find the Monster’s torture less and less agonizing, to the point of almost affection as he spends all of his days with the Monster. However, one day, the Monster becomes bored with the first twin, giving him enough time to escape with a few of the Monster’s children. He returns to the place where he was to meet with Dogma aeons ago. He finds his brother there and they look upon each other. The first of the two twins becomes known as Heresy, wielding the tongue that pulled him into the maw of agony, as a whip named Desecration. However, the second twin becomes known as Faith and wields the Monster’s tooth as a hammer named Zealotry. All that is left in Heresy is true hatred, a hatred exemplified so purely in his hate for his brother, for abandoning him years ago. Faith looks upon heresy with disgust and shares in his hatred for failing the mission they were sent on, as well as his unlike appearance and spirit, calling him a horrid abomination. Now they clash eternally in the stars, the great holy war. Both are matched in strength, neither truly gaining a foothold in the battle. Their story is played out throughout time as the combat of brother against brother, Blackguards and Paladins striking each other down one after the other. The Temppóti̱s is their story in its whole, from Justice to Heresy and Faith. Such a battle is filled with undeniable hatred, and a limitless font of the brothers’ anger, their fury...their Wrath.
Stories tell of heroes who rebel against the gods, who overcome their brethren, who rise up and have their stories told from generation to generation. This is not the story of that hero. This is the story of a different hero. A servant of the higher powers, and agent of the war of Light and Dark, of Law and Chaos. This is the agent of the normalization of the universe, the balancer of scales, the keeper of grievances and the judge of sins. Such a creature is perhaps born of worldly likeness but imbued with unworldly powers, and used as a tool by the gods to further their will in their wars.
This is the Temppóti̱s, the sanctified warrior of legend, the knight in cleric’s cloth, The “Templar”
Making a Temppóti̱s
The Temppóti̱s is a melee class which calls upon divine powers to either cast spells or channel the hatred of the gods. He is an agent of justice, destroying chaos or an opposite alignment without hesitation. They take silent joy in their work, though emotions should not show through the hunt so they often do not reveal such a notion. They pine for order, perhaps from a lost sense of it before, nevertheless they are wise beyond their years or carry great experience under their belt. The Temppóti̱s forces others to play by his rules. The battlefield is simply another kingdom for the Temppóti̱s to conquer and create edicts for. Law must be kept no matter the cost.
Abilities: The Temppóti̱s wants healthy Strength and Constitution scores for combat certainly, but his most valuable stat is his Wisdom, the driving force of all of his abilities, defensive and offensive alike. Dexterity can be helpful and Intelligence is quite useful. Charisma can be needed if a silver tongued templar is what you desire, but perhaps not as important as his wisdom, especially later on.
Race: While no one race resonates with the Templar more than any other, Temppóti̱s are usual born and raised in lawful societies, or more often, taken off to secluded monasteries where they are taught the ways of Holy War. All are welcome to join the crusade, so long as you can handle the fight.
Alignment: The Templar is Order, he is law, he is justice, he is equality, and the measurement of sins. He is also an active participant in the holy war, the fight of dark and light, of good and evil. Therefore, the Temppóti̱s must be Lawful Good or Lawful Evil, if he ever changes his alignment from lawful to neutral or chaotic he loses all mythos and excellencies he possesses until he returns to the path of law bringing, unless he is the Revolutionary Retribution Knight Shintai. Also, whenever there is a slash on abilities, it is meant to represent the difference between what a Lawful Good Temppóti̱s will receive and a Lawful Evil Temppóti̱s. The first one listed is always lawful good while the second is lawful evil.
Starting Gold: 6d4 x 10 (As Paladin)
Hit Die: d10
Skill Points: 4+ Intelligence Modifier
Class Skills: Balance, Climb, Gather Information, Heal, Intimidate, Knowledge (Any),Listen, Martial Lore, Ride, Search, Sense Motive, Spot, Spellcraft, Concentration, Diplomacy
Proficiencies: Temppóti̱s are proficient with all simple and martial weapons, as well as all light, medium, and heavy armors, and all shields except Tower shields, as well as Exotic weapons that are the favored weapon of their deity
Level
BAB
Fort
Ref
Will
Special
Mythos
Excellencies
1st
+1
+2
+2
+2
Wrathful Mythos, Exceptional Mythos, Excel at Purgation
+2
+1
2nd
+2
+3
+3
+3
+1
+1
3rd
+3
+3
+3
+3
+1
+0
4th
+4
+4
+4
+4
+0
+1
5th
+5
+4
+4
+4
+1
+0
6th
+6/+1
+5
+5
+5
+0
+1
7th
+7/+2
+5
+5
+5
Fantastic Mythos
+1
+1
8th
+8/+3
+6
+6
+6
+1
+1
9th
+9/+4
+6
+6
+6
+1
+0
10th
+10/+5
+7
+7
+7
+0
+1
11th
+11/+6/+1
+7
+7
+7
+1
+0
12th
+12/+7/+2
+8
+8
+8
+1
+1
13th
+13/+8/+3
+8
+8
+8
Legendary Mythos
+1
+1
14th
+14/+9/+4
+9
+9
+9
+0
+1
15th
+15/+10/+5
+9
+9
+9
+1
+0
16th
+16/+11/+6/+1
+10
+10
+10
+0
+1
17th
+17/+12/+7/+2
+10
+10
+10
+1
+0
18th
+18/+13/+8/+3
+11
+11
+11
+1
+1
19th
+19/+14/+9/+4
+11
+11
+11
Exalted Mythos
+1
+1
20th
+20/+15/+10/+5
+12
+12
+12
+1
+1
Hit Die: d10
Skill Points: 4+ Intelligence Modifier
Class Skills: Balance, Climb, Gather Information, Heal, Intimidate, Knowledge (Any),Listen, Martial Lore, Ride, Search, Sense Motive, Spot, Spellcraft, Concentration, Diplomacy
Proficiencies: Temppóti̱s are proficient with all simple and martial weapons, as well as all light, medium, and heavy armors, and all shields except Tower shields, as well as Exotic weapons that are the favored weapon of their deity
The Wrathful Mythos: The Temppóti̱s abilities are expressed through “Mythos” the stories that comprise their existence, and the legends that have been told about them or shall be. Most of these Mythos are wildly different than others, but all have some similarities. They are all extraordinary abilities (except for smite which is a supernatural ability) When they reference a save imposed by the Templar its is always calculated as (10+1/2 Level+Wisdom Modifier) When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the Temppóti̱s class. When a Mythos references "allies", it specifically does not refer to the Temppóti̱s using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.
Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Exceptional Mythos tell the tales of squires, clerics, priests, soldiers, faithful peasants, and clergymen. The men and women who uphold the laws of the gods, either physically or mentally combatting all considered evil. Fantastic Mythos are the ideals of heroic champions - templar, champions of the parish, and dragons protect and restore, devoted knights or the choirs of children, or defending villages and saving princesses. Legendary Mythos are methods of law and eternal order; the designs of angelic guards that preserve what is pure, dictate god’s laws to the people, and defend the heavens from those who would see them destroyed. Exalted Mythos are for templar transcending the moral planes. They destroy the abyss itself, dictate law to the immeasurable abyss, and even rise above the gods they served and become gods themselves.
Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Temppóti̱s gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When a Temppóti̱s gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of Temppóti̱s. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).
Mythos Known: A 1st level Temppóti̱s begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos as noted on the Temppóti̱s class table.
For characters that multiclass into Temppóti̱s after having taken levels in another PC character class, the 1st level of Temppóti̱s grants only a single Exceptional Mythos, rather than two.
A Temppóti̱s also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up - by giving of himself freely, doing away with his human essence to become more divine. At any time, a Temppóti̱s may spend gold on incenses, ritual sacrifices and various charms, he then must sit down with these items, typically "off-screen" or during a down period, and meditate. The trinkets purchased are destroyed and their value in gold pieces is recouped by the Temppóti̱s as an equal amount of Mythos Points. Such sacrifices show true loyalty in the eyes of the gods and rewards the individual who gave all he could for the divine.
By spending 1,000 Mythos Points, and 250xp, he may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.
For half the listed price for a given Tier, a Temppóti̱s learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.
Learning Mythos above the standard amount requires unquestionable and true devotion to the cause of the holy war and unrivaled service to their patron god. A Temppóti̱s may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Temppóti̱s class.
Excel at Purgation: As denoted on their class table, a Temppóti̱s gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, a Temppóti̱s may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)
Wrath: Wrath is a system that the Temppóti̱s uses to fuel his abilities, it is the festering rage of the angered god given tangible form, the god’s hand moving through the Temppóti̱s’ mind. A Temppóti̱s generates Wrath at the beginning of every combat, more specifically, when he rolls for his initiative. His Wrath is equal to 1d3+Current HD ( So for example, a Level 2 Temppóti̱s would have 1d3+2) Wrath can be channeled into a number of abilities, but the main one that every Temppóti̱s has, in its most basic form, is Smite. Wrath resets to zero as soon as combat is over. ( No you cannot go around killing small creatures to generate wrath, like having a small bag of kittens with you so you can cut one’s head off to count as being in combat.)
Smite: A Level 1 Temppóti̱s starts with Smite, Smite is an ability that enhances the physical attack of the wielder with his Willpower and Faithful Fortitude. When you smite, you must expend 2 wrath right before you make an attack, a charge, a full attack, or an attack of opportunity. The next attack made gains a bonus to attack and damage equal to the wielders Wisdom bonus, plus his level. This bonus is expended even if the attack misses. Smites are the tools of the gods, as such, a Lawful Good Temppóti̱s gains "Smite Evil" meaning this ability may only be used against evil aligned creatures. Naturally then, a Lawful Evil Temppóti̱s gains "Smite Good"
A 3rd level Temppóti̱s gains a more powerful version of smite, and gains option when smiting. Smiting is the art of the Temppóti̱s, and as such, he varies his power of smiting with a multitude of different varieties. You gain access to these smites in addition to your normal smite.
2 Wrath- Smite: Your normal smite improves, adding twice your Wisdom bonus to damage, instead of your normal Wisdom bonus, in addition to the normal level damage.
3 Wrath-Nullifying Smite: Add Level to Attack and Damage, if damage is dealt, any magic resistance the target possesses is destroyed and cannot reform until the combat with the Temppóti̱s is over.
3 Wrath-Armor Breaking Smite: Add wisdom bonus to attack and damage, if the damage dealt is double the AC of the armor worn by the target, his AC becomes reduced by the armors ac value until the end of the combat. Representing major parts of the armor’s connecting pieces being sliced off, however, no need to repair it, but rather a quick adjustment out of combat.
3 Wrath-Stupefying Smite: Add wisdom bonus to attack and damage, if damage is dealt the target must take a fortitude save against your attack or become stunned for 1 round.
A 5th Level Temppóti̱s gains 1d6+Level Wrath at the beginning of every combat instead of 1d3+Level
A 7th Level Temppóti̱s’ smite causes the target to take a Will save or die if the target is at 10hp or lower health, this increases to 25hp at level 14, then 40hp at level 20.
A 10th Level Temppóti̱s gains a bonus to AC equal to his Wisdom bonus
Exceptional Mythos
Sinner Slaying Judgement Grasp
Prerequisites: Strength>11
The Temppóti̱s may spend 3 Wrath to make a touch attack, if the attack succeeds the target must succeed on a will save or be grappled by the Temppóti̱s and be given a vision of his past sins, given a chance to repent and surrender to the judgement that the Temppóti̱s decides for the next minute, the target must do anything the templar says. This is a mind affecting ability, if the target is immune or refuses they take Leveld6 damage (To a maximum of 15d6)
Advanced
One Handed Justice Choking- The Temppóti̱s may attack the grappled target with any weapon he possesses (Even two handed weapons, but takes a -2 penalty to attacking with them) instead of just unarmed attacks.
Forceful Regret Snapping- The Temppóti̱s may end the grapple with an additional Leveld6 damage, trying to snap the targets neck with the fury of his god, if the creature is at least 10hd lower than the Temppóti̱s the damage will instead cause the targets head to explode, causing all of that targets allies who see this to take a DC 15 Will save or be shaken for a round.
Dark Soul Clergy Vision
Prerequisites:-
The Temppóti̱s gains Detect Evil/Good and Detect Chaos
Advanced
Cult Ending Templar- The Temppóti̱s may make a gather information check as he detects evil/good on a singular target, if he succeeds he can tell if that target is part of any evil/good aligned cults that he is aware of (The Temppóti̱s training makes him aware of most cults)
Demon Detecting Investigator- The Temppóti̱s may take a gather information check after a detection to see if the target is possessed by a demon, or is a demon that has changed shape. (Since Lawful Evil Temppóti̱s still hate demons this works, Demons always represent chaos, if a Temppóti̱s is to harken to such a being it would most likely be a devil instead, who hate demons.)
Heretical Sorcery Deflecting Aegis
Prerequisites:-
Once per round of combat,The Temppóti̱s may deflect a ranged touch attack spell that nominates him as its sole target, however, he must nominate to do so before he can discern what the spell is, as his gut reaction tells him to deflect any spell thrown at him. He must make an attack against the spell, if the attack roll in total is greater than the DC to save against the spell was, he cuts the spell into ribbons in the air before it reaches him. If he fails, it affects him as normal. Attacks made against spells likes this take a -4 penalty.
Basic
Faithful saving dispelling hero- The Temppóti̱s may deflect a spell that nominates multiple targets and includes him as one.
Fight Conflagration with Conflagration- The Temppóti̱s may deflect the spell back at the caster, making a to hit roll against the caster using the Temppóti̱s’ attack bonus, if this is done it can only be thrown back half the spells total distance.
Unshakable Beacon of Impending Justice
The Crusader is a beacon of light to his allies, and a beacon of hatred for his enemies, shining like a star or a sickly moon.
As a standard action you may activate a sustained beacon of light centered on yourself, if you are in combat, activating it costs 1 wrath but is a free action. Regardless, while this ability is active, -1 wrath from all instances of wrath gain. This light radiates 15ft outward from yourself, in addition, an evil/good creatures that enter the light's radius must take a will save or be dazzled until they leave the radius. Deactivating the light is a free action and costs no wrath.
Advanced:
Army rallying light beacon- Your light radiates up to 30ft
Blade guiding light swathes- Your allies gain +1 to attack rolls while in the radius of your light.
Wrathful Renewal
Prerequisites:-
The Temppóti̱s may spend 3 Wrath to cast a cure spell that a cleric of his level could cast. This can only be done inside of combat due to the Wrath cost.
Basic
Rest Expediting Healing Hand- The Temppóti̱s may cast one cure spell per day outside of combat, with no Wrath cost
Armor Bolstering Good Touch- The Temppóti̱s may instead target a creature’s armor with this spell, giving it a Enhancement bonus to AC equal to the spell’s level for the remainder of combat.
Faith Fueled Tactical Crusader
Prerequisites:-
The Temppóti̱s may add his Wisdom bonus to his initiative and touch AC
Advanced
Field Marshal- The Temppóti̱s may add +1 to his allies’ initiative
Plate Armored Lightning Crusade- The Temppóti̱s gains Improved Initiative as a bonus feat
Blade of God’s Own Craft
Prerequisites:-
The Temppóti̱s gains a weapon of the god’s favored weapon type, this weapon is his sanctified sword, his instrument of fury, his loyal sidekick, his unyielding ally. The Blade itself becomes more powerful with the wielder, growing together. This Mythos must be taken at Level 3 or lower.
At 1st Level it gains Masterwork
At 3rd Level it is always sheathed and unsheathed as a free action, and gains a +2 bonus to attacks made the turn it was unsheathed, however, the blade thirsts for the holy war, and cannot be sheathed in a combat until all evil/good enemies are slain.
At 5th Level it gains a +1 Enhancement Bonus
At 7th Level it gains the Holy/Unholy Enchantment
At 9th Level it increases to a +2 Enhancement Bonus
At 11th Level it increases to a +4 Enhancement Bonus
At 13th Level it increases to a +5 Enhancement Bonus
At 15th Level the blade replaces holy with the Holy Power/Unholy Power Enchantment
At 17th Level the blade gains +5 reach (this represents the swords holy cleaving strikes reaching out to their enemies in the midst of combat)
At 19th Level the blade rolls 2d20 when attacking and takes the highest roll
Advanced:
Undead Ending Catastrophe Blade- The Weapon gains the mighty disruption enchantment at 20th level
Undeniable Demon Ender- At 20th level the Weapon Automatically casts soul bind whenever it kills any chaotic aligned creature
Whirlwind of Unhindered Holy Might
Prerequisites:-
You gain Cleave as a bonus feat
Basic:
Blade of Many Smites: When Cleaving, you only spend one smite which covers every attack in that cleave, not pay for each individual
Cutting Swathes from the Ungodly Cloth: You gain Greater Cleave as a bonus feat
Concoction Deduction Reaction
Prerequisites:-
The Temppóti̱s is immune to disease and poison, but not magical diseases or curses.
Advanced:
Traitor Sensing Sniffer- The Temppóti̱s can take a heal check to sense if an item he is holding is poisoned in some way, he then can sense the aura left on it, if an evil/good creature poisoned it, he then can know which creature did so if they are present
I’ve Had Worse- The Temppóti̱s is immune to damage dealt or effects caused by potions thrown at him, or he is forced to consume.
Spite Filled Soul Taunt
Prerequisites: The Ability to Speak, 4 or more ranks in Intimidate
The Temppóti̱s spends 1 wrath and immediately makes an intimidate roll against all Evil/Good aligned creatures with 5 x Level feet. All intimidate checks that succeed send the target of the check into a rage unless they pass a will save. If they succeed their will save they simply become shaken for 1 round. However, if they fail, they then must charge you as their next action and must attack you as long as they are able and are still in a rage. The rage lasts 1d4 rounds. You ignore the first 5 points of damage that targets, suffering from a rage you caused, deal to you.
Advanced:
Reflective Regret: At the end of the rage inflicted by this ability, the target takes damage equal to the cumulative sum of the 5 points of damage that you resisted from his attacks
Tempt me not: You may make an attack at your highest Base attack bonus against a target that attacks you while under the effects of a rage you inflicted, this ability costs 2 wrath, you may also smite with that attack as normal.
Intuition for the Guided Blade
Prerequisites:-
The Temppóti̱s gains Power Attack as a bonus feat, as well as Weapon Focus with his Deity's preferred weapon.
Basic:
Divine Precision: You gain Improved Critical with your Deity's preferred weapon
Bone Splitting Smash: You gain Awesome Blow as a bonus feat
Fantastic Mythos
Crownguard Inertial Technique
Prerequisite: Whirlwind of Unhindered Might
The Temppóti̱s often finds himself outnumbered and overwhelmed by enemy forces, all too often is the knight clad in steel bombarded by those who would appose his edicts. Nonetheless, one cannot risk attacking each of these beings one by one, nor distribute attacks with less power behind them than others to thin the horde, no, the only effective manner in ending such a threat is a spin to win the battle.
You gain Whirlwind Attack as a bonus feat, in addition, when making a Whirlwind Attack, you may spend 2 Wrath to count enemy creatures within 10ft as being "Adjacent", making attacks against all such targets. You may spend for a smite as normal for this attack, and apply the smite to all attacks in the attack.
Advanced:
Eternally Spinning: After you declare a Whirlwind Attack and spend 2 wrath to increase the range, all units adjacent to you, on their turn, must take a reflex save or be hit by an additional attack. This lasts until your next turn. Units not adjacent to you do not count as being adjacent due to the wrath expenditure on their turn, ONLY when you first resolve the attack.
Army? I see no army, I see wood to be cut:You may move before and/or after declaring a Whirlwind attack, so long as the total distance moved isn't greater than your speed, in addition, you may move through units after declaring a Whirlwind attack
Concentration Breaking Decisive Strike
Prerequisite: Nullifying Smite
Your base smite gains a new effect, whenever it hits a target that can spell cast, it prevents them from casting spells for the next 1d3 rounds.
Advanced:
Mana Draining Smite: When you smite a spell caster they randomly select a spell from their highest level spells available, they instantly lose a use of that spell.
Council Field Training: When you smite a spell caster you may name one spell, they may not cast that spell for the rest of the combat as long as you are within 15ft of them.
Unbreakable Saving Deflection
Prerequisite:-
The Temppóti̱s combat expertise has warned him of what a great asset that truly loyal allies can be on the battlefield. As such, he must protect his assets more than even himself, for some of his allies may not be able to take the hits that he can.
If an ally of yours is within 5ft x 1/2 Wisdom Bonus, and is targeted by a ranged attack of any kind, even a ray that would blast through them, you may spend 2 wrath and move to an adjacent space, moving them out of their space and taking their place, moving them to the spot you were in. You then resolve the attack as if it were against you. If the attack would, for any reason, move through your space and hit targets behind you, it does not, it stops directly at you.
Clerical Usurpation Compensation
Prerequisite: Wisdom Bonus> +2
Clerics do not appreciate the power of their spells. They are far too busy using spells as utilities and saving themselves from the embarrassment of not having water to bring to a feast! Such things are nonsense for the Temppóti̱s. Those spells of creation, renewal, and vision are not nearly as appealing as that of the spells of law, of war, of order.
When you take this mythos, select one domain of the following: War, Law, Strength, Good/Evil. You may cast spells from the following domain as if you were a cleric of equal level to your class level. You must spend wrath equal to the spell level to cast it, and may only cast any given spell twice a day.
Basic:
Can one be without the other?: You may select an additional domain from the ones listed to cast spells from.
I must save my strength: Each time you cast a spell, instead, you spend wrath equal to the spell level minus 1/2 your current class level, to a minimum of 1.
Unstoppable Smiting
Prerequisites:-
Smiting is a sacred art that should not be undone by such simple things like the musings of a spell caster. Fields of antimagic should not be a roadblock to the purging of chaos, that being so, the Temppóti̱s refuses the denial of his smites.
Smiting is now an extraordinary ability.
Basic:
Soul Burning Smite: Smiting a target causes the target’s soul to be ruptured from the attack, whenever damage is suffered from your smites, that target cannot heal 50% of the damage dealt from the smite until he rests for 12 hours, as the shattered soul fragments return to their owner.
Unresistable Smiting: Smite damage becomes irresistible. Damage reduction, resistance, or any ability that reduce the damage taken from an attack, while you are smiting, does not.
Marked for Excommunication
Prerequisite: Dark Soul Clergy Vision
The Temppóti̱s’ field training is able to recognize threats when they arise, many a patron of chaos can flee lesser hunter’s gaze through blocking objects or perhaps lead sheets, but once seen, the Temppóti̱s know’s his target, and his pursuit has begun before his target even knows.
When you use your Detect Evil/Good or Detect Chaos you may mark one target within your line of sight. That target becomes marked, from that point on, until their aura dissipates or you select a new target, you may see their aligned aura through any obstructing objects even lead sheets. up to a distance of 120ft. You may only mark a new target once every hour.
Basic:
Bring them Justice: You gain a +2 Wrath when in combat with your marked target
Bring them Death: You gain +2 to Hit and Damage when in combat with your marked target.
Morbid Blade of Virtue
Prerequisite: Strength> 12
Many a warrior cannot rely on a stab, a slash, or a wayward bash to kill their target. Sometimes their needs to be solid evidence of death, for himself and the reassurance of those he defends.
All of your melee attacks are treated as if they have the Vorpal quality, even if you are wielding a blunt instrument, but not if you are unarmed.
Advanced:
Assured Head Removal: Your Critical threat range is increased by 1.
Make the Horrors cower: When you resolve a Vorpal critical that kills a target, all of that creature’s allies must take a will save or be shaken, if they roll a 1 on the save, they are instead sickened.
Armor Clad Holy Dash
Prerequisites:-
Fury of the god’s will not allow their patrons to be slowed by such trivial things as physical plates of mineral. Such things are nothing to the hunt.
You move at your normal move speed, regardless of the armor you’re wearing. In addition, you may select one creature you are in combat with that you know is good/evil or chaotic and is within 40ft, you may spend 2 wrath to instantly dash to that target, becoming ethereal for a breif moment, only a shaded outline of your physical body being seen, landing in a free adjacent space, if there is not an adjacent space, you cannot perform this ability. This is a free action, and as such, will allow a full round attack when you land there.
Basic:
Spirit Slicing Dash: When you move through creatures while you’re dashing you may nominate to deal 1d6 x Wisdom Bonus damage to them.
Constant Dashing Happiness: Your movement speed and dash distance are increased by 10ft
Judgement Fist of Supreme Denial
Prerequisites:-
Few have met in a battle with the Templar’s fury and been able to fight at their full capacity, instead, being marred by their tactical genius and magical restraints.
You may spend 3 Wrath to send a surge of penalizing energy at a target within 35ft, making a ranged touch attack. If the attack hits, the target must make a fortitude save or be stunned for 1d4 rounds. Regardless of the save, the target takes 1d6 damage for every class level (to a maximum of 20d6)
Basic:
Blind Fury: Target’s hit by your Judgement Fist also suffer from blindness for 1 round after the stun subsides.
Deafening Stun: Target’s hit by your Judgement Fist also suffer from Deafness for 1 round after the stun subsides.
Azorian Restraints of Penance
Prerequisites:-
On the field of battle, or in times of peace, prisoners sometimes must be taken. However, the hunters of demon kind would be fools to rely on worldly shackles to hold those they wish to keep under their watchful eye.
You gain 3 charges by which can be expended to restrain targets by making a ranged touch attack with them. Doing so out of combat costs no wrath, but it cannot be used to initiate combat unless you’ve already rolled for wrath. If used in combat, it costs 4 wrath. Either way, the target loses 2 from each ability score and lose the full use of either of their arms, as both are cuffed together behind their back, and cannot break the cuffs unless they make an escape artist check with a DC equal to (10+1/2 Your Wisdom Bonus+Your Class Level). These cuffs replenish after they miss or are removed, and, not being tangible, cannot be taken from you at any time.
Basic:
Mana Restraining Cuffs: Targets restrained by your cuffs cannot cast spells, as if they are in an Antimagic Field
Gibbering Madness Restraints: Targets restrained by your cuffs inside of combat suffer from confusion
Unwavering Faith fueled cult
Prerequisite: Wisdom> 14
Many Crusaders tend to walk their path alone, taking perhaps a few followers and none else, their work is a solemn undertaking, and not one to be mitigated to the forces of a mass army, one of which that may not capture the subtlety or zeal matching that which is needed. However, there are such times that a church is needed, a faithful following of those who heed your words that can carry the banners of the gods into battle, for better or worse.
You gain leadership as a bonus feat
You may only use the leadership to take followers, not cohorts, however, if a follower achieves a deed worthy of recognition, the DM may decide to promote him, After that point, they may continue to follow you and start to gain XP and levels as normal, becoming a cohort for the party if you wish. such is the power of mythos to bring ordinary men to extraordinary feats by simply being near them. Also, your leadership value scales off of your wisdom instead of your charisma.
Advanced:
Round Table of Loyalty- You may assemble a round table of lieutenants equal to your class level divided by 3, rounding up. Once you do so, they may be given class levels in any divine casting class or marshal class, but no one on the council may have the same class as another. They may never reach more than half of your level in class levels, rounding up. They may never join you as cohorts, they are your war council, not your battle brothers.
Teeming Cultist Horde- You may double the number of followers you may have.
http://i1231.photobucket.com/albums/ee508/Kymme777/The%20Temppoacutetis%20Banner_zpssco5ad4u.png
The Temppóti̱s
Before the world, as it came to be, the titan’s of the past navigated the maelstrom. One such titan was the Shining Empyrean. Dogma worshiped him with unmatched fervor. However few others shared his loving faith. In response, Dogma created two soldiers, godling warriors that would use their powers and strength to convert more to his faith. These soldiers both shared the title of “Justice” lacking any individuality or characteristics of their own. However, when Dogma looked upon the guardians, he shuddered in disgust, he believed them vile in appearance, so he clothed them in belief, chained them in obedience, and masked their faces with obligation. After such, he realized his servants must be armed to go spread their word, as such, he sends his children to the Monster’s den, to retrieve a fang from his maw. Both obediently go to the dwelling of the great beast. Upon arriving, the first twin was snatched by the Monster’s tongue and pulled into his hideous mouth. However, the second twin follows in without fear, and while his brother is being gnawed on, retrieves the fang. He then leaves, returning and forging an unstoppable blade from the Monster’s great fang, awaiting Dogma’s approval. However, Dogma is fickle, and only wishes to please the Shining Empyrean, as such, he left a long time ago, forgetting about the twins entirely. However, the second twin is unaware of such, and begins to wait and pray for his father’s return. Over time, he loses hope, and falls into blind zealotry, making children of his own to seek Dogma’s attention. However, those children seek their father’s attention, making children of their own, who seek their own fathers. This creates a spiral that descends further and further, children seeking their creators who will never give the full attention the children desire.
However, during all of this time, the first twin lies in agony, being tortured and beaten by the Monster. He is in pain, and screams out for Dogma to save him, but Dogma never comes. He begins to resent Dogma but starts to find the Monster’s torture less and less agonizing, to the point of almost affection as he spends all of his days with the Monster. However, one day, the Monster becomes bored with the first twin, giving him enough time to escape with a few of the Monster’s children. He returns to the place where he was to meet with Dogma aeons ago. He finds his brother there and they look upon each other. The first of the two twins becomes known as Heresy, wielding the tongue that pulled him into the maw of agony, as a whip named Desecration. However, the second twin becomes known as Faith and wields the Monster’s tooth as a hammer named Zealotry. All that is left in Heresy is true hatred, a hatred exemplified so purely in his hate for his brother, for abandoning him years ago. Faith looks upon heresy with disgust and shares in his hatred for failing the mission they were sent on, as well as his unlike appearance and spirit, calling him a horrid abomination. Now they clash eternally in the stars, the great holy war. Both are matched in strength, neither truly gaining a foothold in the battle. Their story is played out throughout time as the combat of brother against brother, Blackguards and Paladins striking each other down one after the other. The Temppóti̱s is their story in its whole, from Justice to Heresy and Faith. Such a battle is filled with undeniable hatred, and a limitless font of the brothers’ anger, their fury...their Wrath.
Stories tell of heroes who rebel against the gods, who overcome their brethren, who rise up and have their stories told from generation to generation. This is not the story of that hero. This is the story of a different hero. A servant of the higher powers, and agent of the war of Light and Dark, of Law and Chaos. This is the agent of the normalization of the universe, the balancer of scales, the keeper of grievances and the judge of sins. Such a creature is perhaps born of worldly likeness but imbued with unworldly powers, and used as a tool by the gods to further their will in their wars.
This is the Temppóti̱s, the sanctified warrior of legend, the knight in cleric’s cloth, The “Templar”
Making a Temppóti̱s
The Temppóti̱s is a melee class which calls upon divine powers to either cast spells or channel the hatred of the gods. He is an agent of justice, destroying chaos or an opposite alignment without hesitation. They take silent joy in their work, though emotions should not show through the hunt so they often do not reveal such a notion. They pine for order, perhaps from a lost sense of it before, nevertheless they are wise beyond their years or carry great experience under their belt. The Temppóti̱s forces others to play by his rules. The battlefield is simply another kingdom for the Temppóti̱s to conquer and create edicts for. Law must be kept no matter the cost.
Abilities: The Temppóti̱s wants healthy Strength and Constitution scores for combat certainly, but his most valuable stat is his Wisdom, the driving force of all of his abilities, defensive and offensive alike. Dexterity can be helpful and Intelligence is quite useful. Charisma can be needed if a silver tongued templar is what you desire, but perhaps not as important as his wisdom, especially later on.
Race: While no one race resonates with the Templar more than any other, Temppóti̱s are usual born and raised in lawful societies, or more often, taken off to secluded monasteries where they are taught the ways of Holy War. All are welcome to join the crusade, so long as you can handle the fight.
Alignment: The Templar is Order, he is law, he is justice, he is equality, and the measurement of sins. He is also an active participant in the holy war, the fight of dark and light, of good and evil. Therefore, the Temppóti̱s must be Lawful Good or Lawful Evil, if he ever changes his alignment from lawful to neutral or chaotic he loses all mythos and excellencies he possesses until he returns to the path of law bringing, unless he is the Revolutionary Retribution Knight Shintai. Also, whenever there is a slash on abilities, it is meant to represent the difference between what a Lawful Good Temppóti̱s will receive and a Lawful Evil Temppóti̱s. The first one listed is always lawful good while the second is lawful evil.
Starting Gold: 6d4 x 10 (As Paladin)
Hit Die: d10
Skill Points: 4+ Intelligence Modifier
Class Skills: Balance, Climb, Gather Information, Heal, Intimidate, Knowledge (Any),Listen, Martial Lore, Ride, Search, Sense Motive, Spot, Spellcraft, Concentration, Diplomacy
Proficiencies: Temppóti̱s are proficient with all simple and martial weapons, as well as all light, medium, and heavy armors, and all shields except Tower shields, as well as Exotic weapons that are the favored weapon of their deity
Level
BAB
Fort
Ref
Will
Special
Mythos
Excellencies
1st
+1
+2
+2
+2
Wrathful Mythos, Exceptional Mythos, Excel at Purgation
+2
+1
2nd
+2
+3
+3
+3
+1
+1
3rd
+3
+3
+3
+3
+1
+0
4th
+4
+4
+4
+4
+0
+1
5th
+5
+4
+4
+4
+1
+0
6th
+6/+1
+5
+5
+5
+0
+1
7th
+7/+2
+5
+5
+5
Fantastic Mythos
+1
+1
8th
+8/+3
+6
+6
+6
+1
+1
9th
+9/+4
+6
+6
+6
+1
+0
10th
+10/+5
+7
+7
+7
+0
+1
11th
+11/+6/+1
+7
+7
+7
+1
+0
12th
+12/+7/+2
+8
+8
+8
+1
+1
13th
+13/+8/+3
+8
+8
+8
Legendary Mythos
+1
+1
14th
+14/+9/+4
+9
+9
+9
+0
+1
15th
+15/+10/+5
+9
+9
+9
+1
+0
16th
+16/+11/+6/+1
+10
+10
+10
+0
+1
17th
+17/+12/+7/+2
+10
+10
+10
+1
+0
18th
+18/+13/+8/+3
+11
+11
+11
+1
+1
19th
+19/+14/+9/+4
+11
+11
+11
Exalted Mythos
+1
+1
20th
+20/+15/+10/+5
+12
+12
+12
+1
+1
Hit Die: d10
Skill Points: 4+ Intelligence Modifier
Class Skills: Balance, Climb, Gather Information, Heal, Intimidate, Knowledge (Any),Listen, Martial Lore, Ride, Search, Sense Motive, Spot, Spellcraft, Concentration, Diplomacy
Proficiencies: Temppóti̱s are proficient with all simple and martial weapons, as well as all light, medium, and heavy armors, and all shields except Tower shields, as well as Exotic weapons that are the favored weapon of their deity
The Wrathful Mythos: The Temppóti̱s abilities are expressed through “Mythos” the stories that comprise their existence, and the legends that have been told about them or shall be. Most of these Mythos are wildly different than others, but all have some similarities. They are all extraordinary abilities (except for smite which is a supernatural ability) When they reference a save imposed by the Templar its is always calculated as (10+1/2 Level+Wisdom Modifier) When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the Temppóti̱s class. When a Mythos references "allies", it specifically does not refer to the Temppóti̱s using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.
Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Exceptional Mythos tell the tales of squires, clerics, priests, soldiers, faithful peasants, and clergymen. The men and women who uphold the laws of the gods, either physically or mentally combatting all considered evil. Fantastic Mythos are the ideals of heroic champions - templar, champions of the parish, and dragons protect and restore, devoted knights or the choirs of children, or defending villages and saving princesses. Legendary Mythos are methods of law and eternal order; the designs of angelic guards that preserve what is pure, dictate god’s laws to the people, and defend the heavens from those who would see them destroyed. Exalted Mythos are for templar transcending the moral planes. They destroy the abyss itself, dictate law to the immeasurable abyss, and even rise above the gods they served and become gods themselves.
Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Temppóti̱s gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When a Temppóti̱s gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of Temppóti̱s. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).
Mythos Known: A 1st level Temppóti̱s begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos as noted on the Temppóti̱s class table.
For characters that multiclass into Temppóti̱s after having taken levels in another PC character class, the 1st level of Temppóti̱s grants only a single Exceptional Mythos, rather than two.
A Temppóti̱s also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up - by giving of himself freely, doing away with his human essence to become more divine. At any time, a Temppóti̱s may spend gold on incenses, ritual sacrifices and various charms, he then must sit down with these items, typically "off-screen" or during a down period, and meditate. The trinkets purchased are destroyed and their value in gold pieces is recouped by the Temppóti̱s as an equal amount of Mythos Points. Such sacrifices show true loyalty in the eyes of the gods and rewards the individual who gave all he could for the divine.
By spending 1,000 Mythos Points, and 250xp, he may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.
For half the listed price for a given Tier, a Temppóti̱s learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.
Learning Mythos above the standard amount requires unquestionable and true devotion to the cause of the holy war and unrivaled service to their patron god. A Temppóti̱s may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Temppóti̱s class.
Excel at Purgation: As denoted on their class table, a Temppóti̱s gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, a Temppóti̱s may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)
Wrath: Wrath is a system that the Temppóti̱s uses to fuel his abilities, it is the festering rage of the angered god given tangible form, the god’s hand moving through the Temppóti̱s’ mind. A Temppóti̱s generates Wrath at the beginning of every combat, more specifically, when he rolls for his initiative. His Wrath is equal to 1d3+Current HD ( So for example, a Level 2 Temppóti̱s would have 1d3+2) Wrath can be channeled into a number of abilities, but the main one that every Temppóti̱s has, in its most basic form, is Smite. Wrath resets to zero as soon as combat is over. ( No you cannot go around killing small creatures to generate wrath, like having a small bag of kittens with you so you can cut one’s head off to count as being in combat.)
Smite: A Level 1 Temppóti̱s starts with Smite, Smite is an ability that enhances the physical attack of the wielder with his Willpower and Faithful Fortitude. When you smite, you must expend 2 wrath right before you make an attack, a charge, a full attack, or an attack of opportunity. The next attack made gains a bonus to attack and damage equal to the wielders Wisdom bonus, plus his level. This bonus is expended even if the attack misses. Smites are the tools of the gods, as such, a Lawful Good Temppóti̱s gains "Smite Evil" meaning this ability may only be used against evil aligned creatures. Naturally then, a Lawful Evil Temppóti̱s gains "Smite Good"
A 3rd level Temppóti̱s gains a more powerful version of smite, and gains option when smiting. Smiting is the art of the Temppóti̱s, and as such, he varies his power of smiting with a multitude of different varieties. You gain access to these smites in addition to your normal smite.
2 Wrath- Smite: Your normal smite improves, adding twice your Wisdom bonus to damage, instead of your normal Wisdom bonus, in addition to the normal level damage.
3 Wrath-Nullifying Smite: Add Level to Attack and Damage, if damage is dealt, any magic resistance the target possesses is destroyed and cannot reform until the combat with the Temppóti̱s is over.
3 Wrath-Armor Breaking Smite: Add wisdom bonus to attack and damage, if the damage dealt is double the AC of the armor worn by the target, his AC becomes reduced by the armors ac value until the end of the combat. Representing major parts of the armor’s connecting pieces being sliced off, however, no need to repair it, but rather a quick adjustment out of combat.
3 Wrath-Stupefying Smite: Add wisdom bonus to attack and damage, if damage is dealt the target must take a fortitude save against your attack or become stunned for 1 round.
A 5th Level Temppóti̱s gains 1d6+Level Wrath at the beginning of every combat instead of 1d3+Level
A 7th Level Temppóti̱s’ smite causes the target to take a Will save or die if the target is at 10hp or lower health, this increases to 25hp at level 14, then 40hp at level 20.
A 10th Level Temppóti̱s gains a bonus to AC equal to his Wisdom bonus
Exceptional Mythos
Sinner Slaying Judgement Grasp
Prerequisites: Strength>11
The Temppóti̱s may spend 3 Wrath to make a touch attack, if the attack succeeds the target must succeed on a will save or be grappled by the Temppóti̱s and be given a vision of his past sins, given a chance to repent and surrender to the judgement that the Temppóti̱s decides for the next minute, the target must do anything the templar says. This is a mind affecting ability, if the target is immune or refuses they take Leveld6 damage (To a maximum of 15d6)
Advanced
One Handed Justice Choking- The Temppóti̱s may attack the grappled target with any weapon he possesses (Even two handed weapons, but takes a -2 penalty to attacking with them) instead of just unarmed attacks.
Forceful Regret Snapping- The Temppóti̱s may end the grapple with an additional Leveld6 damage, trying to snap the targets neck with the fury of his god, if the creature is at least 10hd lower than the Temppóti̱s the damage will instead cause the targets head to explode, causing all of that targets allies who see this to take a DC 15 Will save or be shaken for a round.
Dark Soul Clergy Vision
Prerequisites:-
The Temppóti̱s gains Detect Evil/Good and Detect Chaos
Advanced
Cult Ending Templar- The Temppóti̱s may make a gather information check as he detects evil/good on a singular target, if he succeeds he can tell if that target is part of any evil/good aligned cults that he is aware of (The Temppóti̱s training makes him aware of most cults)
Demon Detecting Investigator- The Temppóti̱s may take a gather information check after a detection to see if the target is possessed by a demon, or is a demon that has changed shape. (Since Lawful Evil Temppóti̱s still hate demons this works, Demons always represent chaos, if a Temppóti̱s is to harken to such a being it would most likely be a devil instead, who hate demons.)
Heretical Sorcery Deflecting Aegis
Prerequisites:-
Once per round of combat,The Temppóti̱s may deflect a ranged touch attack spell that nominates him as its sole target, however, he must nominate to do so before he can discern what the spell is, as his gut reaction tells him to deflect any spell thrown at him. He must make an attack against the spell, if the attack roll in total is greater than the DC to save against the spell was, he cuts the spell into ribbons in the air before it reaches him. If he fails, it affects him as normal. Attacks made against spells likes this take a -4 penalty.
Basic
Faithful saving dispelling hero- The Temppóti̱s may deflect a spell that nominates multiple targets and includes him as one.
Fight Conflagration with Conflagration- The Temppóti̱s may deflect the spell back at the caster, making a to hit roll against the caster using the Temppóti̱s’ attack bonus, if this is done it can only be thrown back half the spells total distance.
Unshakable Beacon of Impending Justice
The Crusader is a beacon of light to his allies, and a beacon of hatred for his enemies, shining like a star or a sickly moon.
As a standard action you may activate a sustained beacon of light centered on yourself, if you are in combat, activating it costs 1 wrath but is a free action. Regardless, while this ability is active, -1 wrath from all instances of wrath gain. This light radiates 15ft outward from yourself, in addition, an evil/good creatures that enter the light's radius must take a will save or be dazzled until they leave the radius. Deactivating the light is a free action and costs no wrath.
Advanced:
Army rallying light beacon- Your light radiates up to 30ft
Blade guiding light swathes- Your allies gain +1 to attack rolls while in the radius of your light.
Wrathful Renewal
Prerequisites:-
The Temppóti̱s may spend 3 Wrath to cast a cure spell that a cleric of his level could cast. This can only be done inside of combat due to the Wrath cost.
Basic
Rest Expediting Healing Hand- The Temppóti̱s may cast one cure spell per day outside of combat, with no Wrath cost
Armor Bolstering Good Touch- The Temppóti̱s may instead target a creature’s armor with this spell, giving it a Enhancement bonus to AC equal to the spell’s level for the remainder of combat.
Faith Fueled Tactical Crusader
Prerequisites:-
The Temppóti̱s may add his Wisdom bonus to his initiative and touch AC
Advanced
Field Marshal- The Temppóti̱s may add +1 to his allies’ initiative
Plate Armored Lightning Crusade- The Temppóti̱s gains Improved Initiative as a bonus feat
Blade of God’s Own Craft
Prerequisites:-
The Temppóti̱s gains a weapon of the god’s favored weapon type, this weapon is his sanctified sword, his instrument of fury, his loyal sidekick, his unyielding ally. The Blade itself becomes more powerful with the wielder, growing together. This Mythos must be taken at Level 3 or lower.
At 1st Level it gains Masterwork
At 3rd Level it is always sheathed and unsheathed as a free action, and gains a +2 bonus to attacks made the turn it was unsheathed, however, the blade thirsts for the holy war, and cannot be sheathed in a combat until all evil/good enemies are slain.
At 5th Level it gains a +1 Enhancement Bonus
At 7th Level it gains the Holy/Unholy Enchantment
At 9th Level it increases to a +2 Enhancement Bonus
At 11th Level it increases to a +4 Enhancement Bonus
At 13th Level it increases to a +5 Enhancement Bonus
At 15th Level the blade replaces holy with the Holy Power/Unholy Power Enchantment
At 17th Level the blade gains +5 reach (this represents the swords holy cleaving strikes reaching out to their enemies in the midst of combat)
At 19th Level the blade rolls 2d20 when attacking and takes the highest roll
Advanced:
Undead Ending Catastrophe Blade- The Weapon gains the mighty disruption enchantment at 20th level
Undeniable Demon Ender- At 20th level the Weapon Automatically casts soul bind whenever it kills any chaotic aligned creature
Whirlwind of Unhindered Holy Might
Prerequisites:-
You gain Cleave as a bonus feat
Basic:
Blade of Many Smites: When Cleaving, you only spend one smite which covers every attack in that cleave, not pay for each individual
Cutting Swathes from the Ungodly Cloth: You gain Greater Cleave as a bonus feat
Concoction Deduction Reaction
Prerequisites:-
The Temppóti̱s is immune to disease and poison, but not magical diseases or curses.
Advanced:
Traitor Sensing Sniffer- The Temppóti̱s can take a heal check to sense if an item he is holding is poisoned in some way, he then can sense the aura left on it, if an evil/good creature poisoned it, he then can know which creature did so if they are present
I’ve Had Worse- The Temppóti̱s is immune to damage dealt or effects caused by potions thrown at him, or he is forced to consume.
Spite Filled Soul Taunt
Prerequisites: The Ability to Speak, 4 or more ranks in Intimidate
The Temppóti̱s spends 1 wrath and immediately makes an intimidate roll against all Evil/Good aligned creatures with 5 x Level feet. All intimidate checks that succeed send the target of the check into a rage unless they pass a will save. If they succeed their will save they simply become shaken for 1 round. However, if they fail, they then must charge you as their next action and must attack you as long as they are able and are still in a rage. The rage lasts 1d4 rounds. You ignore the first 5 points of damage that targets, suffering from a rage you caused, deal to you.
Advanced:
Reflective Regret: At the end of the rage inflicted by this ability, the target takes damage equal to the cumulative sum of the 5 points of damage that you resisted from his attacks
Tempt me not: You may make an attack at your highest Base attack bonus against a target that attacks you while under the effects of a rage you inflicted, this ability costs 2 wrath, you may also smite with that attack as normal.
Intuition for the Guided Blade
Prerequisites:-
The Temppóti̱s gains Power Attack as a bonus feat, as well as Weapon Focus with his Deity's preferred weapon.
Basic:
Divine Precision: You gain Improved Critical with your Deity's preferred weapon
Bone Splitting Smash: You gain Awesome Blow as a bonus feat
Fantastic Mythos
Crownguard Inertial Technique
Prerequisite: Whirlwind of Unhindered Might
The Temppóti̱s often finds himself outnumbered and overwhelmed by enemy forces, all too often is the knight clad in steel bombarded by those who would appose his edicts. Nonetheless, one cannot risk attacking each of these beings one by one, nor distribute attacks with less power behind them than others to thin the horde, no, the only effective manner in ending such a threat is a spin to win the battle.
You gain Whirlwind Attack as a bonus feat, in addition, when making a Whirlwind Attack, you may spend 2 Wrath to count enemy creatures within 10ft as being "Adjacent", making attacks against all such targets. You may spend for a smite as normal for this attack, and apply the smite to all attacks in the attack.
Advanced:
Eternally Spinning: After you declare a Whirlwind Attack and spend 2 wrath to increase the range, all units adjacent to you, on their turn, must take a reflex save or be hit by an additional attack. This lasts until your next turn. Units not adjacent to you do not count as being adjacent due to the wrath expenditure on their turn, ONLY when you first resolve the attack.
Army? I see no army, I see wood to be cut:You may move before and/or after declaring a Whirlwind attack, so long as the total distance moved isn't greater than your speed, in addition, you may move through units after declaring a Whirlwind attack
Concentration Breaking Decisive Strike
Prerequisite: Nullifying Smite
Your base smite gains a new effect, whenever it hits a target that can spell cast, it prevents them from casting spells for the next 1d3 rounds.
Advanced:
Mana Draining Smite: When you smite a spell caster they randomly select a spell from their highest level spells available, they instantly lose a use of that spell.
Council Field Training: When you smite a spell caster you may name one spell, they may not cast that spell for the rest of the combat as long as you are within 15ft of them.
Unbreakable Saving Deflection
Prerequisite:-
The Temppóti̱s combat expertise has warned him of what a great asset that truly loyal allies can be on the battlefield. As such, he must protect his assets more than even himself, for some of his allies may not be able to take the hits that he can.
If an ally of yours is within 5ft x 1/2 Wisdom Bonus, and is targeted by a ranged attack of any kind, even a ray that would blast through them, you may spend 2 wrath and move to an adjacent space, moving them out of their space and taking their place, moving them to the spot you were in. You then resolve the attack as if it were against you. If the attack would, for any reason, move through your space and hit targets behind you, it does not, it stops directly at you.
Clerical Usurpation Compensation
Prerequisite: Wisdom Bonus> +2
Clerics do not appreciate the power of their spells. They are far too busy using spells as utilities and saving themselves from the embarrassment of not having water to bring to a feast! Such things are nonsense for the Temppóti̱s. Those spells of creation, renewal, and vision are not nearly as appealing as that of the spells of law, of war, of order.
When you take this mythos, select one domain of the following: War, Law, Strength, Good/Evil. You may cast spells from the following domain as if you were a cleric of equal level to your class level. You must spend wrath equal to the spell level to cast it, and may only cast any given spell twice a day.
Basic:
Can one be without the other?: You may select an additional domain from the ones listed to cast spells from.
I must save my strength: Each time you cast a spell, instead, you spend wrath equal to the spell level minus 1/2 your current class level, to a minimum of 1.
Unstoppable Smiting
Prerequisites:-
Smiting is a sacred art that should not be undone by such simple things like the musings of a spell caster. Fields of antimagic should not be a roadblock to the purging of chaos, that being so, the Temppóti̱s refuses the denial of his smites.
Smiting is now an extraordinary ability.
Basic:
Soul Burning Smite: Smiting a target causes the target’s soul to be ruptured from the attack, whenever damage is suffered from your smites, that target cannot heal 50% of the damage dealt from the smite until he rests for 12 hours, as the shattered soul fragments return to their owner.
Unresistable Smiting: Smite damage becomes irresistible. Damage reduction, resistance, or any ability that reduce the damage taken from an attack, while you are smiting, does not.
Marked for Excommunication
Prerequisite: Dark Soul Clergy Vision
The Temppóti̱s’ field training is able to recognize threats when they arise, many a patron of chaos can flee lesser hunter’s gaze through blocking objects or perhaps lead sheets, but once seen, the Temppóti̱s know’s his target, and his pursuit has begun before his target even knows.
When you use your Detect Evil/Good or Detect Chaos you may mark one target within your line of sight. That target becomes marked, from that point on, until their aura dissipates or you select a new target, you may see their aligned aura through any obstructing objects even lead sheets. up to a distance of 120ft. You may only mark a new target once every hour.
Basic:
Bring them Justice: You gain a +2 Wrath when in combat with your marked target
Bring them Death: You gain +2 to Hit and Damage when in combat with your marked target.
Morbid Blade of Virtue
Prerequisite: Strength> 12
Many a warrior cannot rely on a stab, a slash, or a wayward bash to kill their target. Sometimes their needs to be solid evidence of death, for himself and the reassurance of those he defends.
All of your melee attacks are treated as if they have the Vorpal quality, even if you are wielding a blunt instrument, but not if you are unarmed.
Advanced:
Assured Head Removal: Your Critical threat range is increased by 1.
Make the Horrors cower: When you resolve a Vorpal critical that kills a target, all of that creature’s allies must take a will save or be shaken, if they roll a 1 on the save, they are instead sickened.
Armor Clad Holy Dash
Prerequisites:-
Fury of the god’s will not allow their patrons to be slowed by such trivial things as physical plates of mineral. Such things are nothing to the hunt.
You move at your normal move speed, regardless of the armor you’re wearing. In addition, you may select one creature you are in combat with that you know is good/evil or chaotic and is within 40ft, you may spend 2 wrath to instantly dash to that target, becoming ethereal for a breif moment, only a shaded outline of your physical body being seen, landing in a free adjacent space, if there is not an adjacent space, you cannot perform this ability. This is a free action, and as such, will allow a full round attack when you land there.
Basic:
Spirit Slicing Dash: When you move through creatures while you’re dashing you may nominate to deal 1d6 x Wisdom Bonus damage to them.
Constant Dashing Happiness: Your movement speed and dash distance are increased by 10ft
Judgement Fist of Supreme Denial
Prerequisites:-
Few have met in a battle with the Templar’s fury and been able to fight at their full capacity, instead, being marred by their tactical genius and magical restraints.
You may spend 3 Wrath to send a surge of penalizing energy at a target within 35ft, making a ranged touch attack. If the attack hits, the target must make a fortitude save or be stunned for 1d4 rounds. Regardless of the save, the target takes 1d6 damage for every class level (to a maximum of 20d6)
Basic:
Blind Fury: Target’s hit by your Judgement Fist also suffer from blindness for 1 round after the stun subsides.
Deafening Stun: Target’s hit by your Judgement Fist also suffer from Deafness for 1 round after the stun subsides.
Azorian Restraints of Penance
Prerequisites:-
On the field of battle, or in times of peace, prisoners sometimes must be taken. However, the hunters of demon kind would be fools to rely on worldly shackles to hold those they wish to keep under their watchful eye.
You gain 3 charges by which can be expended to restrain targets by making a ranged touch attack with them. Doing so out of combat costs no wrath, but it cannot be used to initiate combat unless you’ve already rolled for wrath. If used in combat, it costs 4 wrath. Either way, the target loses 2 from each ability score and lose the full use of either of their arms, as both are cuffed together behind their back, and cannot break the cuffs unless they make an escape artist check with a DC equal to (10+1/2 Your Wisdom Bonus+Your Class Level). These cuffs replenish after they miss or are removed, and, not being tangible, cannot be taken from you at any time.
Basic:
Mana Restraining Cuffs: Targets restrained by your cuffs cannot cast spells, as if they are in an Antimagic Field
Gibbering Madness Restraints: Targets restrained by your cuffs inside of combat suffer from confusion
Unwavering Faith fueled cult
Prerequisite: Wisdom> 14
Many Crusaders tend to walk their path alone, taking perhaps a few followers and none else, their work is a solemn undertaking, and not one to be mitigated to the forces of a mass army, one of which that may not capture the subtlety or zeal matching that which is needed. However, there are such times that a church is needed, a faithful following of those who heed your words that can carry the banners of the gods into battle, for better or worse.
You gain leadership as a bonus feat
You may only use the leadership to take followers, not cohorts, however, if a follower achieves a deed worthy of recognition, the DM may decide to promote him, After that point, they may continue to follow you and start to gain XP and levels as normal, becoming a cohort for the party if you wish. such is the power of mythos to bring ordinary men to extraordinary feats by simply being near them. Also, your leadership value scales off of your wisdom instead of your charisma.
Advanced:
Round Table of Loyalty- You may assemble a round table of lieutenants equal to your class level divided by 3, rounding up. Once you do so, they may be given class levels in any divine casting class or marshal class, but no one on the council may have the same class as another. They may never reach more than half of your level in class levels, rounding up. They may never join you as cohorts, they are your war council, not your battle brothers.
Teeming Cultist Horde- You may double the number of followers you may have.