Aotrs Commander
2007-10-10, 10:37 AM
Another one of homebrew classes, this one is somewhat different to my others. While the Tracker and Sekkou were designed to be mostly flavour-free and world unspecific, his one - the Intulo Templar - very much isn't.
(I'm not very hopeful anyone will be interested (since it got - unusually - zero feedback on WotC, not even to tell me how crap it is), but what the heck, I figured it'd be worth a try here, right?)
The Intulo Templar is designed as an anti-thesis to the Paladin, but not in the same way as the Blackguard; whereas a Paladin - or Blackguard - is a highly motivated (anti-)hero, the Intulo Templar is an emotionless engines of death. They are designed primarily as villains - in keeping with my current philosophy, they are a base class not a PrC so as to be suitable opposition at all play levels. Originally, I had thought of them as being mechanically like Paladins, but ToB offered me a better way!
So, what we have is a full-BAB martial adept tank, in a similar line to Paladin and Crusader, but with a slightly different (and hopefully unique) twist to the class features. (Why not just use Crusader? Simple; the Crusader's mechanics - never mind the flavour - are a bit too, well, random for what I envisioned the Intulo Templar - not iron-cladly logical.)
As usual, I'm looking primarily for mechanics feedback (though you might find the Intulo entertaining - that's typical of all the flavour text I put in my bestiary entries!) This is still pretty much a work in progress, more so than the other clases I have posted previously. Comments would be welcomed (though I suspect this will have rather less appeal than my others, since it is a much narrower field of usage.)
Power-wise, it doesn't matter if it's on the overpowered end, so long as it's not insane. (Heck, true be known, the Intulo themselves are a bit on the high side for +0LA). Hell, if it's as strong as CoDzilla, that is manageble (though somehow, I find that to be somewhat impossible!)
INTULO TEMPLAR
"You are an inferior combatant. I can predict your every move. It is only logical that will inevitably defeated. "
To speak of the Intulo Templar without first mentioning the Intulo who give it it's name would be foolish.
The Intulo are cold, dispassionate reptilians, favouring logic and reasoning over emotions.
Intulo stand about 6’4” high, and weigh about the same a human of the same size (meaning an average of 220lbs). Intulo show no sexual dimorphism in height or build; in fact, it is often difficult to tell the difference between the two. They are covered with a touch, scaly hide. The colour varies with subspecies, but is most commonly a mid-green. They have a shortish tail that is about a foot longer than their legs, which makes them well-balanced and can be used a support. It is not very flexible, however; it is mobile enough to assist their swimming, but not so much they could use it to grasp anything, not having even as much flexibility as a knee.
Their heads are somewhat saurian, with a pinched, deep snout allowing spectroscopic vision. Their eyes are snake-like and are yellow through brown and red in colour. Despite the fact their jaws are twice the size of a human’s they don’t tend to bite except in similar circumstances to those a human might (e.g. in a brawl). Intulo senses are on a par with humans, but their superior perceptiveness and intelligence gives them a slight edge.
Intulo live 100-200 years, dependant on conditions. They reproduce rarely, and in passing matings driven by either the need to create more young to fill the ranks or to purge their natural urges. Mating is seen as a necessary evil, and most Intulo derive not pleasure from it. The Intulo do not form emotional attachments; such is considered to be an anathema, a sign the Intulo is too weak-willed to overrule emotion and embrace logic. The original Intulo language (Kulobrak) does not even have a word for ‘love’, except as a negative affliction. They are just as dispassionate when it comes to cruelty or hatred; again, both are seldom seen. The Intulo are efficient above all else.
Intulo also match humans in their learning capabilities with their superior intellect. However, despite their sharp minds, Intulo are not especially inventive or imaginative. This is not the same as adaptable – they easily and readily accept change or technology – their mind set is just not good at creating new things themselves (technology, magic or otherwise). In fact, they adapt to new technology and tactics (usually with only one explanation) with alarming alacrity.
They do not tend to question higher authorities (provided the same are not being irrationally emotional), and so their soldiers are superb. They can, however, suffer the problem of being too obedient; however, their own incisive, analytical minds tend to make this much rarer than in humans.
Intulo are also exceptionally strong willed; they are very resistant to mind-affecting spells and attacks.
Unlike many races, the Intulo have no preference for weapons, though they tend to use kukri and scimitars as the normal side arms for their military forces in the way humans use longswords and daggers. They fight with intelligence, and while they may not be innovative tacticians, they certainly are good ones. They will adapt their by-the-book tactics to deal with new threats with speed. A totally new and unfamiliar situation that requires them to develop new tactics as opposed to adapt a current one can and does give them difficulty. Otherwise, the only time their intelligence and logic fails to assist them in battle is when facing an opponent who is basing their strategy on emotions; land-stand heroism is a complete blank to them, for example.
Species Traits:
• Humanoid (Reptilian) type and subtype
• +2 Int, +2 Wis, -4 Cha: Intulo are cold and calculating, but their lack of emotion renders them passionless.
• Base Speed 30’
• Bite: treat this as an unarmed (rather than natural weapon) attack, which deals D4 lethal damage.
• Stability: The Intulo’s tail makes them very stable. +4 on ability checks made to resist bull rushes or trips when standing on the ground or climbing (but not when riding, swimming or flying etc.)
• +2 bonus to Balance, Climb and Swim checks; the tail adds to balance and aids both swimming and climbing.
• +2 Natural Armour: Intulo have a tough, scaly hide.
• +2 to all Will saves: Intulo are very hard to mentally affect.
Intulo Subrace Traits:
Height: 6’4”
Weight: 220lbs
Lifespan: 100; 300
Skin: Dark to mid green
Hair: None
Eyes: Yellow to brown or red
Alignment: Usually Lawful Evil.
Sokuintulo Cultural Traits:
• Use Intelligence bonus instead of Charisma on Handle Animal checks: The Intulo control their mounts as animal servants with scientific precision and techniques, rather than empathy.
• Skill Bonus: +3 to any two Knowledge skills, +2 to any one of the following: Craft (any), Concentration, Knowledge (any), Psicraft, Profession (any), Spellcraft.
• Access to Intulo Templar Class.
• Access to Archmage Prestige class.
Languages: Kulobrak and Linundin.
Bonus Languages: Thuuoonendarr, Tribal (sub-culture), Velinar, Zarrkane
Common Classes: Fighter
Rare Classes: Emotive Arcane Casters, Warlocks
Intulo Templars are feared through Dreemaenhyll. Since the first appearance in the Dark Wars, they have been a sign of impending death. Intulo Templars take the Intulo's most favoured traits - intelligence, lack of emotion and adherance to logic - and magnify them. They are, as it were, the embodiment of the will of Sokointulo, if one could place such an emotional definition onto them.
Intulo Templars fight without mercy, often in complete silence. They are governed by logic so powerful they seem almost telepathic, for they act without communication as one; each one has assessed the situation and come to the same logical conclusion and action. They do not rout, nor can they be intimidated. They will only withdraw when it becomes statistically unviable for them to win and then they will, without a word, withdraw until the instant the odds favour them again.
An Intulo Templar moves with a reptilian air. They are apt to stand totally still for hours on end until it is time for them to move or strike. They will then react with eerie efficency; no wasted motion until they have completed their task, being it striking down a foe or moving to a new position. And then they are still again, like living statues.
This style means they lend themselves well to heavy armour - and in particular, the Intulo Grand Templar Plate which was developed especially for them. The movement restrictions on such heavy armour would be too much for most beings to manage to fight effectively, but it is ideal for the Intulo Templar because it gives them great protection while they stand totally still.
Game Rule Information:
Abilities:Intelligence is paramount for Intulo Templars. Strength and Constitution are important for combat. Because of the heavy armour restrictions of Intulo Templar Plate, Dexterity is not as important.
Races: Typically Intulo, though anyone from Sokointulo's culture could concievably become an Intulo Templar provided they could manage enough seperation from their emotions.
Alignment: Intulo Templars are required to be Lawful Evil, as only a level of cold seperation from emotion and iron self-control allows them focus.
Class Skills: Autohypnosis (Wis), Balance (Dex), Concentration (Con), Climb (Str), Craft (Int), Knowledge (Any), Martial Lore (Int), Profession (Wis), Ride (Wis), Sense Motive (Wis), Swim (Str)
Skill Points at 1st level: (4+Int mod) x 4
Skill Points at each Additional Level: 4+Int mod
Hit Die: D12
Level Base Attack Fort Reflex Will Manoeuvers
Bonus Save Save Save Known/
Readied Stances Special
1st +1 +2 +0 +2 5/5 1 Adaptive Attack
2nd +2 +3 +0 +3 5/5 2 Analytic Defense
3rd +3 +3 +1 +3 6/5 2 Cold Logic
4th +4 +4 +1 +4 6/5 2 Still to Strike
5th +5 +4 +1 +4 7/5 2
6th +6/+1 +5 +2 +5 7/5 2 Mettle
7th +7/+2 +5 +2 +5 8/5 2
8th +8/+3 +6 +2 +6 8/5 2 Pain is Illogical
9th +9/+4 +6 +3 +6 9/5 3
10th +10/+5 +7 +3 +7 9/6 3 Analytic Assault
11th +11/+6/+1 +7 +3 +7 10/6 3
12th +12/+7/+2 +8 +4 +8 10/6 3 Still to Strike, Greater
13th +13/+8/+3 +8 +4 +8 11/6 3
14th +14/+9/+4 +9 +4 +9 11/6 3 Pure Logic
15th +15/+10/+5 +9 +5 +9 12/6 4
16th +16/+11/+6/+1 +10 +5 +10 12/6 4 Rapid Adaption
17th +17/+12/+7/+2 +10 +5 +10 13/6 4
18th +18/+13/+8/+3 +11 +6 +11 13/6 4 Still to Strike, Supreme
19th +19/+14/+9/+4 +11 +6 +11 14/6 4
20th +20/+15/+10/+5 +12 +6 +12 14/7 4 Perfect Strike
Class Features
Weapon and Armour Proficiencies: An Intulo Templar is proficient with all simple and all martial weapons, all armour and shields (including tower shields) and exotic armour proficiency in Intulo Templar Grand Plate1.
Adaptive Attack (Ex): A Templar learns to rapidly analyse his opponent’s strategy and combat style to optimally eliminate them.
A Templar who spends at least one round studying an opponent (or an unattended object) gains a +1 insight bonus to attack and weapon damage rolls against that foe, +1 insight bonus to Armour Class against attacks from that foe and a +2 insight bonus on any opposed checks against that foe for the remainder of the encounter or until the Templar studies another target.
In order to study an opponent, the Templar must not attack any other targets and the target must remain in the Templer’s line of sight. This is a free action, but may requires a Concentration check in any circumstances that a spell casting would (i.e. entanglement, continuous damage, riding).
For each additional round of study, these bonuses rise by +1 (to a maximum of the Templar’s Intelligence bonus).
Maneovers: At first level an Intulo Templar starts with knowledge of five maneouvers from the Disciplines of Diamond Mind, Eternal Mount, Iron Heart, Stone Dragon and Unquiet Twilight.
Once you know a maneouver, you must ready it before you can use it. A maneuver usable by a Templar is considered an extraordinary ability unless otherwise noted in its description. Maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity when initiated.
When you reach 4th level, and every even numbered level thereafter, you can choose to swap out a maneouver you know and replace it with a new maneouver.
Eternal Mount (http://forums.gleemax.com/showthread.php?p=11650916) is here, and can be downloaded here (http://www.wikiupload.com/download_page.php?id=172590)
Unquiet Twilight (http://forums.gleemax.com/showthread.php?t=801933) is here and can be downloaded Here (http://www.inf.ufrgs.br:80/~stsilva/Sublime%20Way/Unquiet%20Twilight/) (with thanks to Flamewarrior.)
Maneovers Readied: You ready your maneuovers by meditating for 5 minutes. You do not need to rest before doing so and can change your readied your maneouvers at at any time by spending 5 minutes in meditiation.
You begin an encounter with all of your readied maneouvers unexpended, regardless of how many times you might have used them since you readied them.
You regain maneouvers by pausing long enough to refocus your mind. This is a Full-Round action that provokes an attack of opportunity and requires a DC 20 Concentration check. If you are a psionic character, you can simultaneously regain your psionic focus. (However, Psionic Meditation does not reduce the time required to regain your maneuvers in this case.) If succeed on the Concentration check, you regain all of your maneouvers.
Stances: Templars begin with one stance. They gain new stances at higher levels, though they may not swap stances out as with maneouvers.
Analytic Defense (Ex): At 2nd level, a Templar is capable of resisting effects with mathmatic prescision, be it breaking mind control, dodging at exactly the optimum moment, or regulation of their own metabolism. The Templar adds his Intelligence bonus to all saving throws, to a maximum of his Templar class level.
Cold Logic (Ex): At 3rd level, the Templar becomes immune to Fear, morale effects and any other effect that relies on emotion (e.g. Bless, Charm effects, Hideous Laughter, Good Hope or Inspire Courage).
Still to Strike (Ex): At 4th level a Templar can enter a state where he ceases all movement, seeingly frozen as a statue, apparently ignoring all blows, and then striking with sudden force at a precise point, before returning to rest.
On a Templar’s action, before making any attack rolls for a round, he can take a penalty to his Armour Class and Reflex saves of up to his Intelligence bonus. (Both are reduced by the same amount.) He adds a bonus equal to the penalty to his attack rolls and twice the amount to his weapon damage rolls. He cannot move more than a single 5’ step while this ability is active. This ability applies to ranged attacks at a range of less than 30’. These changes last until the start of his next action.
Mettle (Ex): At 6th level, an Intulo Templar’s hard intellect can simply cleave through effects that would stay a lesser mortal. A Templar who succeeds on a Fortitude or Will against an attack that would normally produce a lesser effect (such as a spell with a saving throw of Will half or Fortitude negates), he instead negates the effect. Mettle does not function for an unconcious or sleeping Templar.
Pain is Illogical (Ex): At 8th level, a Templar gains mastery of her body such that sensation is seperated for conciousness. Pain ceases to have meaning; the Templar’s cold mind treats his body as merely another tool to be controlled.
The Templar heals at twice natural rate. He automatically stabilisises and can begin natural healing immediatly. In addition, he becomes immune to any effect that inflicts pain, irritation, sickness or nausea (such as Finger of Agony, Mage Burr or Symbol of Pain).
Analytic Assault (Ex): At 10th level, a Templar applies his Intelligence bonus (if any) as a bonus on all weapon damage rolls.
Still to Strike, Greater (Ex): At 12th level, the Templar’s Still to Strike improves, making a swift attack that catches his foe off-guard. On his first attack of the round, his chosen foe must make a Reflex save (DC 10+˝ the Templar’s class levels + the Templar’s Intelligence bonus) or be denied his Dexterity bonus against the Templar until the end of the Templar’s action. If the Templar makes a sucessful critical hit with the first attack, the foe is rendered flat-footed with surprise until his next action.
Pure Logic (Su): At 14th level, the Templar becomes immune to all mind-affecting effects.
Rapid Adaption (Ex): At 16th level, each round of studying an opponent counts as two (effectively doubling the speed at which the maximum bonus is obtained).
Still to Strike, Supreme (Ex): At 18th level, the Templar may take a penalty of up to his BAB plus his Intelligence bonus to his Armour Class and Reflex saves when using Still to Strike. In addition, any foe struck is rendered flat-footed automatically.
Perfect Strike (Ex): At 20th level, the Templar can strike with such terrible, calculated efficency and accuracy that he can fell the mightiest foe in a single perfectly aimed-stroke that resonates through the body, causing the heart to stop, the brain to fail, the structure to shatter or even the very fabric of animating spirit to collapse.
The Templar may declare a Perfect Strike as a Free action on any attack roll against a foe (or unattended object) the Templar has studied for at least one round. He expends two of his readied maneouvers as if he has just used them (they may be regained normally). If the Templar hits, the target creature or object must make a Fortitude save (DC 10+ ˝ the Templar’s class level + Intelligence bonus) or be immediately reduced to -10 hit points. A foe that makes the save takes an additional 5 hits points per Templar class level but is immune to further Perfect Strikes from that Templar for 24 hours. If the Templar misses, the attempt is wasted. A Templar can attempt a Perfect Strike a number of times per day equal to his Intelligence bonus.
Starting Gold: 6D4 x10
Starting Age: As Paladin.
1My campaign world uses nonstandard armour types, so there not a lot of point parroting the mechancis of Templar Plate here, since it's not compatible with core armour. Let's say it's slightly better (to the order of +2 armour) - but much more restrictive - than full plate (-8 ACP, +0 max Dex, 50% Arcane spell failure) and leave it at that!
Edit: Added links to Eternal Mount and Unquiet Twilight, since it tends to help!
(I'm not very hopeful anyone will be interested (since it got - unusually - zero feedback on WotC, not even to tell me how crap it is), but what the heck, I figured it'd be worth a try here, right?)
The Intulo Templar is designed as an anti-thesis to the Paladin, but not in the same way as the Blackguard; whereas a Paladin - or Blackguard - is a highly motivated (anti-)hero, the Intulo Templar is an emotionless engines of death. They are designed primarily as villains - in keeping with my current philosophy, they are a base class not a PrC so as to be suitable opposition at all play levels. Originally, I had thought of them as being mechanically like Paladins, but ToB offered me a better way!
So, what we have is a full-BAB martial adept tank, in a similar line to Paladin and Crusader, but with a slightly different (and hopefully unique) twist to the class features. (Why not just use Crusader? Simple; the Crusader's mechanics - never mind the flavour - are a bit too, well, random for what I envisioned the Intulo Templar - not iron-cladly logical.)
As usual, I'm looking primarily for mechanics feedback (though you might find the Intulo entertaining - that's typical of all the flavour text I put in my bestiary entries!) This is still pretty much a work in progress, more so than the other clases I have posted previously. Comments would be welcomed (though I suspect this will have rather less appeal than my others, since it is a much narrower field of usage.)
Power-wise, it doesn't matter if it's on the overpowered end, so long as it's not insane. (Heck, true be known, the Intulo themselves are a bit on the high side for +0LA). Hell, if it's as strong as CoDzilla, that is manageble (though somehow, I find that to be somewhat impossible!)
INTULO TEMPLAR
"You are an inferior combatant. I can predict your every move. It is only logical that will inevitably defeated. "
To speak of the Intulo Templar without first mentioning the Intulo who give it it's name would be foolish.
The Intulo are cold, dispassionate reptilians, favouring logic and reasoning over emotions.
Intulo stand about 6’4” high, and weigh about the same a human of the same size (meaning an average of 220lbs). Intulo show no sexual dimorphism in height or build; in fact, it is often difficult to tell the difference between the two. They are covered with a touch, scaly hide. The colour varies with subspecies, but is most commonly a mid-green. They have a shortish tail that is about a foot longer than their legs, which makes them well-balanced and can be used a support. It is not very flexible, however; it is mobile enough to assist their swimming, but not so much they could use it to grasp anything, not having even as much flexibility as a knee.
Their heads are somewhat saurian, with a pinched, deep snout allowing spectroscopic vision. Their eyes are snake-like and are yellow through brown and red in colour. Despite the fact their jaws are twice the size of a human’s they don’t tend to bite except in similar circumstances to those a human might (e.g. in a brawl). Intulo senses are on a par with humans, but their superior perceptiveness and intelligence gives them a slight edge.
Intulo live 100-200 years, dependant on conditions. They reproduce rarely, and in passing matings driven by either the need to create more young to fill the ranks or to purge their natural urges. Mating is seen as a necessary evil, and most Intulo derive not pleasure from it. The Intulo do not form emotional attachments; such is considered to be an anathema, a sign the Intulo is too weak-willed to overrule emotion and embrace logic. The original Intulo language (Kulobrak) does not even have a word for ‘love’, except as a negative affliction. They are just as dispassionate when it comes to cruelty or hatred; again, both are seldom seen. The Intulo are efficient above all else.
Intulo also match humans in their learning capabilities with their superior intellect. However, despite their sharp minds, Intulo are not especially inventive or imaginative. This is not the same as adaptable – they easily and readily accept change or technology – their mind set is just not good at creating new things themselves (technology, magic or otherwise). In fact, they adapt to new technology and tactics (usually with only one explanation) with alarming alacrity.
They do not tend to question higher authorities (provided the same are not being irrationally emotional), and so their soldiers are superb. They can, however, suffer the problem of being too obedient; however, their own incisive, analytical minds tend to make this much rarer than in humans.
Intulo are also exceptionally strong willed; they are very resistant to mind-affecting spells and attacks.
Unlike many races, the Intulo have no preference for weapons, though they tend to use kukri and scimitars as the normal side arms for their military forces in the way humans use longswords and daggers. They fight with intelligence, and while they may not be innovative tacticians, they certainly are good ones. They will adapt their by-the-book tactics to deal with new threats with speed. A totally new and unfamiliar situation that requires them to develop new tactics as opposed to adapt a current one can and does give them difficulty. Otherwise, the only time their intelligence and logic fails to assist them in battle is when facing an opponent who is basing their strategy on emotions; land-stand heroism is a complete blank to them, for example.
Species Traits:
• Humanoid (Reptilian) type and subtype
• +2 Int, +2 Wis, -4 Cha: Intulo are cold and calculating, but their lack of emotion renders them passionless.
• Base Speed 30’
• Bite: treat this as an unarmed (rather than natural weapon) attack, which deals D4 lethal damage.
• Stability: The Intulo’s tail makes them very stable. +4 on ability checks made to resist bull rushes or trips when standing on the ground or climbing (but not when riding, swimming or flying etc.)
• +2 bonus to Balance, Climb and Swim checks; the tail adds to balance and aids both swimming and climbing.
• +2 Natural Armour: Intulo have a tough, scaly hide.
• +2 to all Will saves: Intulo are very hard to mentally affect.
Intulo Subrace Traits:
Height: 6’4”
Weight: 220lbs
Lifespan: 100; 300
Skin: Dark to mid green
Hair: None
Eyes: Yellow to brown or red
Alignment: Usually Lawful Evil.
Sokuintulo Cultural Traits:
• Use Intelligence bonus instead of Charisma on Handle Animal checks: The Intulo control their mounts as animal servants with scientific precision and techniques, rather than empathy.
• Skill Bonus: +3 to any two Knowledge skills, +2 to any one of the following: Craft (any), Concentration, Knowledge (any), Psicraft, Profession (any), Spellcraft.
• Access to Intulo Templar Class.
• Access to Archmage Prestige class.
Languages: Kulobrak and Linundin.
Bonus Languages: Thuuoonendarr, Tribal (sub-culture), Velinar, Zarrkane
Common Classes: Fighter
Rare Classes: Emotive Arcane Casters, Warlocks
Intulo Templars are feared through Dreemaenhyll. Since the first appearance in the Dark Wars, they have been a sign of impending death. Intulo Templars take the Intulo's most favoured traits - intelligence, lack of emotion and adherance to logic - and magnify them. They are, as it were, the embodiment of the will of Sokointulo, if one could place such an emotional definition onto them.
Intulo Templars fight without mercy, often in complete silence. They are governed by logic so powerful they seem almost telepathic, for they act without communication as one; each one has assessed the situation and come to the same logical conclusion and action. They do not rout, nor can they be intimidated. They will only withdraw when it becomes statistically unviable for them to win and then they will, without a word, withdraw until the instant the odds favour them again.
An Intulo Templar moves with a reptilian air. They are apt to stand totally still for hours on end until it is time for them to move or strike. They will then react with eerie efficency; no wasted motion until they have completed their task, being it striking down a foe or moving to a new position. And then they are still again, like living statues.
This style means they lend themselves well to heavy armour - and in particular, the Intulo Grand Templar Plate which was developed especially for them. The movement restrictions on such heavy armour would be too much for most beings to manage to fight effectively, but it is ideal for the Intulo Templar because it gives them great protection while they stand totally still.
Game Rule Information:
Abilities:Intelligence is paramount for Intulo Templars. Strength and Constitution are important for combat. Because of the heavy armour restrictions of Intulo Templar Plate, Dexterity is not as important.
Races: Typically Intulo, though anyone from Sokointulo's culture could concievably become an Intulo Templar provided they could manage enough seperation from their emotions.
Alignment: Intulo Templars are required to be Lawful Evil, as only a level of cold seperation from emotion and iron self-control allows them focus.
Class Skills: Autohypnosis (Wis), Balance (Dex), Concentration (Con), Climb (Str), Craft (Int), Knowledge (Any), Martial Lore (Int), Profession (Wis), Ride (Wis), Sense Motive (Wis), Swim (Str)
Skill Points at 1st level: (4+Int mod) x 4
Skill Points at each Additional Level: 4+Int mod
Hit Die: D12
Level Base Attack Fort Reflex Will Manoeuvers
Bonus Save Save Save Known/
Readied Stances Special
1st +1 +2 +0 +2 5/5 1 Adaptive Attack
2nd +2 +3 +0 +3 5/5 2 Analytic Defense
3rd +3 +3 +1 +3 6/5 2 Cold Logic
4th +4 +4 +1 +4 6/5 2 Still to Strike
5th +5 +4 +1 +4 7/5 2
6th +6/+1 +5 +2 +5 7/5 2 Mettle
7th +7/+2 +5 +2 +5 8/5 2
8th +8/+3 +6 +2 +6 8/5 2 Pain is Illogical
9th +9/+4 +6 +3 +6 9/5 3
10th +10/+5 +7 +3 +7 9/6 3 Analytic Assault
11th +11/+6/+1 +7 +3 +7 10/6 3
12th +12/+7/+2 +8 +4 +8 10/6 3 Still to Strike, Greater
13th +13/+8/+3 +8 +4 +8 11/6 3
14th +14/+9/+4 +9 +4 +9 11/6 3 Pure Logic
15th +15/+10/+5 +9 +5 +9 12/6 4
16th +16/+11/+6/+1 +10 +5 +10 12/6 4 Rapid Adaption
17th +17/+12/+7/+2 +10 +5 +10 13/6 4
18th +18/+13/+8/+3 +11 +6 +11 13/6 4 Still to Strike, Supreme
19th +19/+14/+9/+4 +11 +6 +11 14/6 4
20th +20/+15/+10/+5 +12 +6 +12 14/7 4 Perfect Strike
Class Features
Weapon and Armour Proficiencies: An Intulo Templar is proficient with all simple and all martial weapons, all armour and shields (including tower shields) and exotic armour proficiency in Intulo Templar Grand Plate1.
Adaptive Attack (Ex): A Templar learns to rapidly analyse his opponent’s strategy and combat style to optimally eliminate them.
A Templar who spends at least one round studying an opponent (or an unattended object) gains a +1 insight bonus to attack and weapon damage rolls against that foe, +1 insight bonus to Armour Class against attacks from that foe and a +2 insight bonus on any opposed checks against that foe for the remainder of the encounter or until the Templar studies another target.
In order to study an opponent, the Templar must not attack any other targets and the target must remain in the Templer’s line of sight. This is a free action, but may requires a Concentration check in any circumstances that a spell casting would (i.e. entanglement, continuous damage, riding).
For each additional round of study, these bonuses rise by +1 (to a maximum of the Templar’s Intelligence bonus).
Maneovers: At first level an Intulo Templar starts with knowledge of five maneouvers from the Disciplines of Diamond Mind, Eternal Mount, Iron Heart, Stone Dragon and Unquiet Twilight.
Once you know a maneouver, you must ready it before you can use it. A maneuver usable by a Templar is considered an extraordinary ability unless otherwise noted in its description. Maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity when initiated.
When you reach 4th level, and every even numbered level thereafter, you can choose to swap out a maneouver you know and replace it with a new maneouver.
Eternal Mount (http://forums.gleemax.com/showthread.php?p=11650916) is here, and can be downloaded here (http://www.wikiupload.com/download_page.php?id=172590)
Unquiet Twilight (http://forums.gleemax.com/showthread.php?t=801933) is here and can be downloaded Here (http://www.inf.ufrgs.br:80/~stsilva/Sublime%20Way/Unquiet%20Twilight/) (with thanks to Flamewarrior.)
Maneovers Readied: You ready your maneuovers by meditating for 5 minutes. You do not need to rest before doing so and can change your readied your maneouvers at at any time by spending 5 minutes in meditiation.
You begin an encounter with all of your readied maneouvers unexpended, regardless of how many times you might have used them since you readied them.
You regain maneouvers by pausing long enough to refocus your mind. This is a Full-Round action that provokes an attack of opportunity and requires a DC 20 Concentration check. If you are a psionic character, you can simultaneously regain your psionic focus. (However, Psionic Meditation does not reduce the time required to regain your maneuvers in this case.) If succeed on the Concentration check, you regain all of your maneouvers.
Stances: Templars begin with one stance. They gain new stances at higher levels, though they may not swap stances out as with maneouvers.
Analytic Defense (Ex): At 2nd level, a Templar is capable of resisting effects with mathmatic prescision, be it breaking mind control, dodging at exactly the optimum moment, or regulation of their own metabolism. The Templar adds his Intelligence bonus to all saving throws, to a maximum of his Templar class level.
Cold Logic (Ex): At 3rd level, the Templar becomes immune to Fear, morale effects and any other effect that relies on emotion (e.g. Bless, Charm effects, Hideous Laughter, Good Hope or Inspire Courage).
Still to Strike (Ex): At 4th level a Templar can enter a state where he ceases all movement, seeingly frozen as a statue, apparently ignoring all blows, and then striking with sudden force at a precise point, before returning to rest.
On a Templar’s action, before making any attack rolls for a round, he can take a penalty to his Armour Class and Reflex saves of up to his Intelligence bonus. (Both are reduced by the same amount.) He adds a bonus equal to the penalty to his attack rolls and twice the amount to his weapon damage rolls. He cannot move more than a single 5’ step while this ability is active. This ability applies to ranged attacks at a range of less than 30’. These changes last until the start of his next action.
Mettle (Ex): At 6th level, an Intulo Templar’s hard intellect can simply cleave through effects that would stay a lesser mortal. A Templar who succeeds on a Fortitude or Will against an attack that would normally produce a lesser effect (such as a spell with a saving throw of Will half or Fortitude negates), he instead negates the effect. Mettle does not function for an unconcious or sleeping Templar.
Pain is Illogical (Ex): At 8th level, a Templar gains mastery of her body such that sensation is seperated for conciousness. Pain ceases to have meaning; the Templar’s cold mind treats his body as merely another tool to be controlled.
The Templar heals at twice natural rate. He automatically stabilisises and can begin natural healing immediatly. In addition, he becomes immune to any effect that inflicts pain, irritation, sickness or nausea (such as Finger of Agony, Mage Burr or Symbol of Pain).
Analytic Assault (Ex): At 10th level, a Templar applies his Intelligence bonus (if any) as a bonus on all weapon damage rolls.
Still to Strike, Greater (Ex): At 12th level, the Templar’s Still to Strike improves, making a swift attack that catches his foe off-guard. On his first attack of the round, his chosen foe must make a Reflex save (DC 10+˝ the Templar’s class levels + the Templar’s Intelligence bonus) or be denied his Dexterity bonus against the Templar until the end of the Templar’s action. If the Templar makes a sucessful critical hit with the first attack, the foe is rendered flat-footed with surprise until his next action.
Pure Logic (Su): At 14th level, the Templar becomes immune to all mind-affecting effects.
Rapid Adaption (Ex): At 16th level, each round of studying an opponent counts as two (effectively doubling the speed at which the maximum bonus is obtained).
Still to Strike, Supreme (Ex): At 18th level, the Templar may take a penalty of up to his BAB plus his Intelligence bonus to his Armour Class and Reflex saves when using Still to Strike. In addition, any foe struck is rendered flat-footed automatically.
Perfect Strike (Ex): At 20th level, the Templar can strike with such terrible, calculated efficency and accuracy that he can fell the mightiest foe in a single perfectly aimed-stroke that resonates through the body, causing the heart to stop, the brain to fail, the structure to shatter or even the very fabric of animating spirit to collapse.
The Templar may declare a Perfect Strike as a Free action on any attack roll against a foe (or unattended object) the Templar has studied for at least one round. He expends two of his readied maneouvers as if he has just used them (they may be regained normally). If the Templar hits, the target creature or object must make a Fortitude save (DC 10+ ˝ the Templar’s class level + Intelligence bonus) or be immediately reduced to -10 hit points. A foe that makes the save takes an additional 5 hits points per Templar class level but is immune to further Perfect Strikes from that Templar for 24 hours. If the Templar misses, the attempt is wasted. A Templar can attempt a Perfect Strike a number of times per day equal to his Intelligence bonus.
Starting Gold: 6D4 x10
Starting Age: As Paladin.
1My campaign world uses nonstandard armour types, so there not a lot of point parroting the mechancis of Templar Plate here, since it's not compatible with core armour. Let's say it's slightly better (to the order of +2 armour) - but much more restrictive - than full plate (-8 ACP, +0 max Dex, 50% Arcane spell failure) and leave it at that!
Edit: Added links to Eternal Mount and Unquiet Twilight, since it tends to help!