Jervis
2022-07-08, 09:23 PM
This class is in part a adaptation of the Dark Sun class of the same name, and in part a class created for my setting for a upcoming game. Paladin's do not exist in this setting, or rather the paladin lore is reserved for prestige paladin which has been greatly buffed to be a "big dealtm" So these are basically the temple guards, the inquisition leaders, the guys healing people and then stabbing things, etc. Clerics are quite a bit stronger, even variant spontaneous clerics are probably better because of the bigger list a cleric can pull from, but these are still fairly interesting I think and do a good job of filling a different role than clerics in a given party, and in parties with a cleric these can handle some healing and status removal while clerics can do the scary scary things clerics do.
Templar
While clerics foster a connection with their deity through meditation and adherence to their code, templars serve as a strong arm of the church doing its will. They directly channel divine energy through their bodies instead of praying for specific blessings, allowing them great flexibility in the moment at the cost of having a much more limited array of spells at their disposal. They rely heavily on the domains powers their deity granted them for their strength in combat.
Alignment: Any but true neutral, unless serving a true neutral deity. Must be within one step of patron deity's alignment
Hit Die: d8
Class Skills: Bluff, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (any), Profession, Ride, Sense Motive, Spellcraft
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at each additional level: 4 + Int modifier
Saves
Spells Per Day
Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+0
+2
Weapon Focus, Turn/Rebuke Undead
5
3
-
-
-
-
-
-
-
-
2nd
+1
+3
+0
+3
Detect Alignment
6
4
-
-
-
-
-
-
-
-
3rd
+2
+3
+1
+3
Surge of Resolve
6
5
-
-
-
-
-
-
-
-
4th
+3
+4
+1
+4
Divine Inspiration
6
6
3
-
-
-
-
-
-
-
5th
+3
+4
+1
+4
Dauntless
6
6
4
-
-
-
-
-
-
-
6th
+4
+5
+2
+5
Alternative Turning
6
6
5
3
-
-
-
-
-
-
7th
+5
+5
+2
+5
Surge of Resolve
6
6
6
4
-
-
-
-
-
-
8th
+6/+1
+6
+2
+6
Divine Inspiration
6
6
6
5
3
-
-
-
-
-
9th
+6/+1
+6
+3
+6
Wholeness of Body
6
6
6
6
4
-
-
-
-
-
10th
+7/+2
+7
+3
+7
Alternative Turning
6
6
6
6
5
3
-
-
-
-
11th
+8/+3
+7
+3
+7
Surge of Resolve
6
6
6
6
6
4
-
-
-
-
12th
+9/+4
+8
+4
+8
Divine Inspiration
6
6
6
6
6
5
3
-
-
-
13th
+9/+4
+8
+4
+8
Life Surge
6
6
6
6
6
6
4
-
-
-
14th
+10/+5
+9
+4
+9
Alternative Turning
6
6
6
6
6
6
5
4
-
-
15th
+11/+6/+1
+9
+5
+9
Surge of Resolve
6
6
6
6
6
6
6
4
-
-
16th
+12/+7/+2
+10
+5
+10
Divine Inspiration
6
6
6
6
6
6
6
5
3
-
17th
+12/+7/+2
+10
+5
+10
Alternate Turning
6
6
6
6
6
6
6
6
4
-
18th
+13/+8/+3
+11
+6
+11
Divine Inspiration
6
6
6
6
6
6
6
6
5
3
19th
+14/+9/+4
+11
+6
+11
Surge of Resolve
6
6
6
6
6
6
6
6
6
4
20th
+15/+10/+5
+12
+6
+12
Divine Body
6
6
6
6
6
6
6
6
6
5
Weapon and Armor proficiencies
A Templar is proficient in all simple weapons and with their deity's favored weapon as well as all light, medium, and heavy armor and all shields (except tower shields).
Bonus Languages
A Templar may select Abyssal, Celestial, or Infernal as one of their bonus languages as if their race offered it. Many holy (or unholy) texts are written in such languages, even good aligned Templars may learn the language spoken by adversarial creatures, and vice versa.
Spellcasting
A Templar casts divine spells drawn primarily from the Templar spell list and from any domains they possess. Like sorcerers and favored souls they can cast spells spontaneously without preparing them ahead of time. Once a Templar gains access to a new level of spells, they learn every spell from the Templar spell list of that level. Templars add the domain spells from any domain they possess to their Templar spell list. A Templar can never cast a spell with a alignment descriptor they do not have, for example a neutral good Templar could not cast protection from law/chaos.
A Templar must have a Charisma score of 10 + the spell's level to cast a Templar spell. Saving throws against Templar spells have a Dc equal to 10 + the spells level + the Templar's charisma modifier. A Templar can only cast a certain number of spells per day, their base allotment is listed in the Templar table. A Templar gains bonus spells per day based on their Charisma modifier.
0th level: Create Water, Cure Minor Wounds, Deathwatch, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1st level: Align Weapon, Anarchic/Axiomatic/Bless/Curse Water, Command, Comprehend Languages, Cure Light Wounds, Divine Favor, Inflict Light Wounds, Magic Weapon, Protection from good/evil/chaos/law, Remove Fear, Remove Paralysis, Status
2nd level: Align Weapon (Mass), Consecrate, Cure Moderate Wounds, Death Knell, Delay Poison, Desecrate, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Restoration (Lesser), Undetectable Alignment, Whirling Blade, Zone of Truth
3rd level: Anarchic/Axiomatic/Unholy/Holy Storm, Blindness/Deafness, Create Food and Water, Cure Serious Wounds, Close Wounds, Dispel Magic, Inflict Serious Wounds, Magic Circle Against chaos/evil/good/law, Magic Vestment, Prayer, Remove Blindness/Deafness, Remove Disease
4th level: Aligned Aura, Align Weapon (Greater)*, Atonement, Bleakness, Blessings of the Righteous, Cure Critical Wounds, Death Ward, Discern Lies, Magic Weapon Greater, Panacea, Restoration, Sending, Tongues
5th level: Anarchic/Axiomatic/Unholy/Holy Squall**, Commune, Cure Light Wounds (mass), Dispel chaos/evil/good/law, Disrupting Weapon, Hallow, Inflight Light Wounds (mass), Plane Shift, Revivify, Slay Living, Unhallow
6th level: Cure Moderate Wounds (mass), Dispel Magic (greater), Find the Path, Harm, Heal, Inflict Moderate Wounds (mass), Word of Recall
7th level: Blasphemy, Cure Serious Wounds (mass), Dictum, Holy Word, Inflict Serious Wounds (mass), Plane Shift (mass), Regenerate, Restoration (greater), Resurrections, Word of Chaos
8th level: Chain Dispel, Cloak of Chaos, Cure Critical Wounds (mass), Discern Location, Holy Aura, Inflict Critical Wounds (mass), Shield of Law, Unholy Aura, Visions of the Future
9th level: Energy Drain, Gate, Harm (mass), Heal (mass), Implosion, Soul Bind, True Resurrections
* Functions as Align Weapon except it's duration is 1 hour/level and effected weapons deal an additional 2d6 damage to outsiders with an apposed alignment subtype.
**As Anarchic/Axiomatic/Unholy/Holy Storm except creatures damaged take 1d6/two caster levels damage.
Domains
A Templar gains access to one domain from their deity's list of available domains. The Templar gains that domain's granted powers and adds all spells from that domain's list of domain spells to their Templar spell list. A Templar dedicated to a pantheon of deity's worshiped together may select a domain from any deity within that pantheon. A Templar dedicated to a ideal or religious organization without a deity must select domains appropriate to that ideal or organization. In essence, treat a ideology or religious order the templar belongs to as a deity with appropriate domains and a appropriate favored weapon.
Aura (EX)
As the cleric ability of the same name.
Know Dogma (EX)
A Templar is always aware if any action they are contemplating will adversely effect their alignment or standing with their deity. This only takes into account the intention and nature of the act itself and if that act will effect their alignment or favor with their deity. This ability grants the Templar no special insight into any far reaching implications or consequences of their actions, though gods do not hold such things against their followers beyond expecting them to fix a problem they created in error. For example a Templar will know if their god would frown on them slaying a bandit in a fight. If that bandit surrenders the Templar will know what their god expects of their followers. If that templar later came across that dead bandit's orphaned children they will know what their god expects them to do in the situation.
I give this to anyone with alignment requirements related to deities. In essence i think characters will know what their god expects of followers better than players will, same for alignment. This doesn't prevent a character from willingly shifting alignment because they are angry in the moment, it's just something to let players know what is and isn't expected in universe.
Weapon Focus
Templars gain the weapon focus feat with their deity's favored weapon as a bonus feat even if they don't meet the prerequisites. If they already have the weapon focus feat from another source, such as the war domain, they instead gain one fighter bonus feat of their choice for which they meet the prerequisites.
Turn or Rebuke undead (SU)
As the cleric ability of the same name.
Detect Alignment (SP)
A Templar gains the ability to cast Detect Good, Detect Evil, Detect Law and Detect Chaos at will as a spell like ability at 2nd level.
Surge of Resolve (SU)
From 3rd level a Templar can harness divine power to to increase their resilience. When a creature the Templar can see fails a saving throw the Templar can use an immediate action to allow that creature to attempt that saving throw again. The Templar can use this ability once per day, and gains an additional use at 7th, 11th, 15th, and 19th level.
Divine Inspiration
At 4th level a Templar adds 2 spells to their spell list. These can be any spell from the cleric spell list or from any domain spell list their deity offers, but they cannot be of a higher level than the highest level Templar spell the Templar can cast. The Templar can select 2 additional spells at 8th, 12th, 16th, and 18th level.
Dauntless (EX)
From 5th level a Templar is immune to magical and nonmagical fear.
Alternate Turning (SU)
At 6th level the Templar gains a new method of utilizing their turn undead attempts. Choose two abilities from the Alternate Turning Options list. Each of these requires a swift action and sacrificing a turn undead attempt to activate unless otherwise stated. Any option which gives a sacred bonus instead gives a profane bonus to evil Templars or neutral Templars serving a evil god. A Templar gains an additional Alternate Turning ability at level 10 and again at level 14 and 17th level.
Crusader Charge: You gain the Pounce special ability until the end of the turn.
Dampen Magic: You gain a +2 sacred bonus to dispel checks you make until the start of your next turn.
Divine Improvisation: You can attempt skill checks untrained for a number of rounds equal to your character level. When attempting a untrained skill check for the duration of this ability you gain a sacred bonus equal to your charisma modifier to those checks.
Divine Knowledge: You gain a sacred bonus equal to your charisma modifier on the next intelligence based skill check you make before the end of your next turn.
Divine Protection: You gain a sacred bonus to your AC equal to your charisma modifier for a number of rounds equal to your 1d4 + 1/4 your character level.
Energy Weapon: One weapon you touch changes it's damage type to your choice of Fire, Cold, Electricity, or Acid damage for a number of rounds equal to your character level or until you end this effect as a free action.
Enhance Fortitude: You gain a sacred bonus to fortitude saves equal to your Charisma modifier, this bonus lasts for a number of rounds equal to 1d4 + 1/4 of your character level.
Enhance Reflex: You gain a sacred bonus to reflex saves equal to your Charisma modifier, this bonus lasts for a number of rounds equal to 1d4 + 1/4 of your character level.
Enhance Will: You gain a sacred bonus to will saves equal to your Charisma modifier, this bonus lasts for a number of rounds equal to 1d4 + 1/4 of your character level.
Ensure Turning: You gain a +4 sacred bonus to turning checks you make and to your effective turning level until the start of your next turn.
Guide Arrow: You gain a sacred bonus to your next ranged weapon attack you make this turn equal to your charisma modifier.
Guide Blade: You gain a sacred bonus to your next melee weapon attack you make this turn equal to your charisma modifier.
Holy Rampage: Your bab equals your effective turning level for a number of rounds equal to 1d4 + 1/4 your character level. While this ability is active you cannot cast spells. You can end this ability early as a free action at the start of your turn.
Penetrate Resistance: You gain a +2 sacred bonus to caster level checks made to penetrate spell resistance you make until the start of your next turn.
Rebuke Fear: Friendly creatures within 60 feet gain a sacred bonus to saving throws against fear equal to your charisma modifier for 1d4 + 1/4 your character level rounds.
Rebuke Plosion: One willing creature you choose gains a sacred bonus to saving throws against poison equal to your Charisma modifier for 1d4 + 1/4 your character level.
Silver Weapon: One weapon you touch counts as silvered for a number of rounds equal to your charisma modifier.
Touch of Cold Iron: One weapon you touch counts as Cold Iron for a number of rounds equal to your charisma modifier.
Versatile Turning: Choose one creature type or type and subtype combination when you choose this ability -- Aberration, Animal, Construct, Dragon, Elemental (Air, Earth, Fire, or Water), Fey, Giant, Magical Beast, Ooze, Outsider (Air, Chaotic, Earth, Evil, Fire, Good, Lawful, Native, or Water), Plant, Vermin or any type your DM wishes to add to this list-- you can turn those creatures emplace of Turning or Rebuking. Unlike other Alternate Turning options this requires a standard action and otherwise works exactly like turning undead. You can select this ability more than once, choosing a different creature option each time.
*DM Note: this does not mean that non-undead monsters cannot possess turn resistance. When allowing this option feel free to add turn resistance to a creature and modify it's CR as appropriate.*
Wholeness of Body (EX)
At 9th level a Templar becomes especially resistant to disease and poison. A templar gains a sacred (or profane if the templar or their deity is evil) bonus to saving throws against poison and disease equal to their charisma modifier, if a templar succeeds on a saving throw against poison or disease it's effects are nullified.
Life Surge (SU)
From 13th level a Templar gains a +4 Sacred (or profane is the Templar or their deity is evil) bonus to saving throws against death effects and saving throws to remove negative levels. Additionally a Templar of at least 13th level remove a negative level from one creature they touch once per day.
Divine Body
At 20th level a Templar's type changes to Outsider with subtypes related to their alignment. If they die while on the material plane they reform on a plane appropriate to their deity or alignment in 3d6 months unless a spell capable of reviving outsiders is cast before then, allowing them to return in the typical fashion. The Templar no longer ages and does not require food or water.
Native Outsiders
As a rule native outsiders are less restricted in terms of alignment and rules relating to being a Templar due to their natural connection to planar energy. In general a native outsider or planetouched can take levels in templar and gain the benefits associated with a given deity or type of outsider to which they are related without worshiping them. In this case the Templar gains features mechanically in accordance with the deity or outsider the templar is related too. This can allow for odd interactions such as a Chaotic Good Teifling Templar having a Evil and Lawful aura, having the Evil domain, and being able to cast Evil aligned Templar spells while not being able to cast Chaotic or Good aligned Templar spells. Native outsiders related to specific deities can choose domains that the given deity offers without worshiping them. A Native Outsider or Planetouched who does worship a deity can instead choose to forgo this rule, behaving normally in terms of alignment and rules associated with their deity.
Native Outsider and Planetouched Templar Substitution Levels
Requirements: Outsider (Native) or Humanoid (Planetouched)
Levels: 2, 4, 7
Sense Alignment (SU): Planetouched and Native outsiders are more in touch with the energies of the universe. You always act as if under the Detect Chaos, Detect Evil, Detect Good, and Detect Law spells, these do not require concentration. This feature replaces detect alignment at level 2.
True Believer: From 4th level you gain the benefits of the True Believer feat even if you don't meet the prerequisites. This feature replaces one of your 2nd level spells per day permanently.
Aligned Weapons (SU): From 7th level your weapon attacks are always considered aligned in accordance with the deity or outsider you are most closely related too. For example a teifling Templar descendant from a devil will treat all of their weapon attacks as if they were Lawful and Evil aligned. This replaces your second use of Surge of Resolve gained at 7th level.
(ACF) Templar of the Elemental Lords
The elemental lords are a ancient and scarcely understood group of powerful elemental, primordial beings with power rivaling the gods. They do not rely on worship but have the power to hand down divine spells to their following. They have few laws and care for little besides the balance of the elements and their rivalry with one another.
Requirements: Must worship a elemental lord, Knowledge (Planes) 4 ranks, Must select the Air, Earth, Fire, or Water domain at level 1.
Replaces: Weapon Focus, Detect Alignment, Divine Inspiration
Elemental Devotion: A Templar cannot cast spell with one of the four primary elemental descriptors unless that descriptor matchers the elemental lord they follow. For example a templar following the elemental lord of fire cannot cast spells with the air, water, or earth descriptors.
Elemental Focus: From 1st level Templars cast spells with the Air, Earth, Fire, or Water descriptors at +1 caster level and increase their save DC by 1.
Detect Elemental Creature (SU): From 2nd level the Templar always knows if there is a elemental or a outsider with the air, earth, fire, or water subtypes within 60 feet + 10 feet per templar level. The Templar can use a standard action to detect the exact location of that creature within that area.
Elemental Inspiration: At 4th level a Templar adds 2 spells to their spell list. Templars of the air elemental lord may select spells with the air or electricity descriptor from the cleric, druid, or sorcerer/wizard spell list. Templars of the earth elemental lord may select spells with the earth or acid descriptor from the cleric, druid, or sorcerer/wizard spell list. Templars of the fire elemental lord may select spells with the fire descriptor from the cleric, druid, or sorcerer/wizard spell list. Templars of the water elemental lord may select spells with the water or cold descriptor from the cleric, druid, or sorcerer/wizard spell list. Regardless of the elemental lord the Templar worships these must be spells of a level equal to or lower than the highest level Templar spell the Templar can cast. The Templar can select 2 additional spells at 8th, 12th, 16th, and 18th level.
The following are not typical ACFs or alternate options for players. These exist as ways to increase the overall power of the class should the DM desire a higher optimization environment and want to keep a single class Templar viable.
Mettle (EX)
A Templar instead gains the mettle special ability (as hexblade) at 9th level in place of Wholeness of Body
Death Ward (SU)
A Templar of at least 13th level always acts as if under the effects of the Death Ward spell. The templar gains this ability in place of Life Surge.
I'm keeping a changelog for alterations made after the 2.0 version was created.
8/15/22
-General wording fixes to improve clarity.
-Weapon Focus now instead gives a bonus fighter feat instead of a devotion feat if you have the weapon focus feat for your deity's favored weapon already. Reasoning being that templars with the war domains are likely melee focused and thus this seems more thematic.
-Mettle and Improved Mettle removed from levels 9 and 17 respectively, replaced with options more appropriate to intended power level. As many pointed out a full caster with mettle is very strong and reasonably mettle should require the use of items or prestige classes. Ironically the Pius Templar class gives access to Mettle for a one level dip and the PrC is very easy to enter for this class.
-Death Ward removed from level 13 and replaced with a more limited form of the ability. As above a permanent death ward trivializes many methods of attack, the new version achieves a similar end result and allows for more support.
-(Re)Added ACFs and substitution levels
-Adjusted and expanded Advanced Turning option list.
-Added a Tuning Up section to increasing the classes power level in a high optimization environment where the DM desires a increased power level.
Alignment: Any but true neutral, unless serving a true neutral deity. Must be within one step of patron deity's alignment
Hit Die: d8
Class Skills: Bluff, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (any), Profession, Ride, Sense Motive, Spellcraft
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at each additional level: 4 + Int modifier
Saves
Spells Per Day
Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+0
+2
Weapon Focus, Turn/Rebuke Undead
5
3
-
-
-
-
-
-
-
-
2nd
+1
+3
+0
+3
Detect Alignment, Focused Spell
6
4
-
-
-
-
-
-
-
-
3rd
+2
+3
+1
+3
Bonus Domain
6
5
-
-
-
-
-
-
-
-
4th
+3
+4
+1
+4
Focused Spell
6
6
3
-
-
-
-
-
-
-
5th
+3
+4
+1
+4
Dauntless
6
6
4
-
-
-
-
-
-
-
6th
+4
+5
+2
+5
Focused Spell
6
6
5
3
-
-
-
-
-
-
7th
+5
+5
+2
+5
Bonus Domain
6
6
6
4
-
-
-
-
-
-
8th
+6/+1
+6
+2
+6
Focused Spell
6
6
6
5
3
-
-
-
-
-
9th
+6/+1
+6
+3
+6
Mettle
6
6
6
6
4
-
-
-
-
-
10th
+7/+2
+7
+3
+7
Focused Spell
6
6
6
6
5
3
-
-
-
-
11th
+8/+3
+7
+3
+7
Bonus Domain
6
6
6
6
6
4
-
-
-
-
12th
+9/+4
+8
+4
+8
Focused Spell
6
6
6
6
6
5
3
-
-
-
13th
+9/+4
+8
+4
+8
Death Ward
6
6
6
6
6
6
4
-
-
-
14th
+10/+5
+9
+4
+9
Focused Spell
6
6
6
6
6
6
5
4
-
-
15th
+11/+6/+1
+9
+5
+9
Bonus Domain
6
6
6
6
6
6
6
4
-
-
16th
+12/+7/+2
+10
+5
+10
Focused Spell
6
6
6
6
6
6
6
5
3
-
17th
+12/+7/+2
+10
+5
+10
Improved Mettle
6
6
6
6
6
6
6
6
4
-
18th
+13/+8/+3
+11
+6
+11
Focused Spell
6
6
6
6
6
6
6
6
5
3
19th
+14/+9/+4
+11
+6
+11
Bonus Domain
6
6
6
6
6
6
6
6
6
4
20th
+15/+10/+5
+12
+6
+12
Divine Body
6
6
6
6
6
6
6
6
6
5
Weapon and Armor proficiencies
A Templar is proficient in all simple weapons and with their deity's favored weapon as well as all light, medium, and heavy armor and all shields (except tower shields).
Bonus Languages
A Templar may select Abyssal, Celestial, or Infernal as one of their bonus languages as if their race offered it. Many holy (or unholy) texts are written in such languages, even good aligned Templars may learn the language spoken by adversarial creatures, and vice versa.
Spellcasting
A Templar casts divine spells drawn primarily from the Templar spell list and from any domains they possess. Like sorcerers and favored souls they can cast spells spontaneously without preparing them ahead of time. Once a Templar gains access to a new level of spells, they learn every spell from the Templar spell list of that level. Templars add the domain spells from any domain they possess to their Templar spell list. A Templar can never cast a spell with a alignment descriptor they do not have, for example a neutral good Templar could not cast protection from law/chaos.
A Templar must have a Charisma score of 10 + the spell's level to cast a Templar spell. Saving throws against Templar spells have a Dc equal to 10 + the spells level + the Templar's charisma modifier. A Templar can only cast a certain number of spells per day, their base allotment is listed in the Templar table. A Templar gains bonus spells per day based on their Charisma modifier.
0th level: Create Water, Cure Minor Wounds, Deathwatch, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1st level: Align Weapon, Anarchic/Axiomatic/Bless/Curse Water, Command, Comprehend Languages, Cure Light Wounds, Divine Favor, Inflict Light Wounds, Magic Weapon, Protection from good/evil/chaos/law, Remove Fear, Remove Paralysis, Status
2nd level: Align Weapon (Mass), Consecrate, Cure Moderate Wounds, Death Knell, Delay Poison, Desecrate, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Restoration (Lesser), Spiritual Weapon, Stretch Weapon, Undetectable Alignment, Zone of Truth
3rd level: Anarchic/Axiomatic/Unholy/Holy Storm, Blindness/Deafness, Create Food and Water, Cure Serious Wounds, Close Wounds, Dispel Magic, Inflict Serious Wounds, Magic Circle Against chaos/evil/good/law, Magic Vestment, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease
4th level: Aligned Aura, Align Weapon (Greater)*, Atonement, Bleakness, Blessings of the Righteous, Cure Critical Wounds, Death Ward, Discern Lies, Divine Power (swift)**, Magic Weapon Greater, Neutralize Poison, Panacea, Restoration, Sending, Tongues
5th level: Break Enchantment, Commune, Cure Light Wounds (mass), Dispel chaos/evil/good/law, Disrupting Weapon, Hallow, Inflight Light Wounds (mass), Plane Shift, Revivify, Righteous Might, Slay Living, True Seeing, Unhallow
6th level: Cure Moderate Wounds (mass), Dispel Magic (greater), Find the Path, Harm, Heal, Inflict Moderate Wounds (mass), Word of Recall
7th level: Blasphemy, Cure Serious Wounds (mass), Dictum, Holy Word, Inflict Serious Wounds (mass), Plane Shift (mass), Regenerate, Restoration (greater), Resurrections, Word of Chaos
8th level: Chain Dispel, Cloak of Chaos, Cure Critical Wounds (mass), Discern Location, Holy Aura, Inflict Critical Wounds (mass), Shield of Law, Unholy Aura, Visions of the Future
9th level: Energy Drain, Gate, Harm (mass), Heal (mass), Implosion, Soul Bind, True Resurrections
* Functions as Align Weapon except it's duration is 1 hour/level and effected weapons deal an additional 2d6 damage to outsiders with an apposed alignment subtype.
** Functions as Divine Power except it's duration is 1 round/2 levels and its casting time is a swift action
Domains
A Templar gains access to one domain from their deity's list of available domains. The Templar gains those domain's granted powers and adds all spells from those domain's list of domain spells to their Templar spell list. A Templar dedicated to a pantheon of deity's worshiped together may select a domain from any deity within that pantheon. A Templar dedicated to a ideal or religious organization without a deity must select domains appropriate to that ideal or organization. In essence, treat a ideology or religious order the templar belongs to as a deity with appropriate domains and a appropriate favored weapon.
A Templar gains a additional domain from their deity's list of domains at level 3, and again at level 7, 11, 15, and 19. If a Templar has every domain their deity can grant they can select any domain.
From 3rd level and beyond whenever a Templar would gain a domain they can choose to forgo gaining a domain to instead gain a bonus feat, this feat must be a spell focus, metamagic, or item creation feat. They must meet all prerequisites of the feat.
Aura (EX)
As the cleric ability of the same name.
Know Dogma (EX)
A Templar is always aware if any action they are contemplating will adversely effect their alignment or standing with their deity. This only takes into account the intention and nature of the act itself and if that act will effect their alignment or favor with their deity. This ability grants the Templar no special insight into any far reaching implications or consequences of their actions, though gods do not hold such things against their followers beyond expecting them to fix a problem they created in error. For example a Templar will know if their god would frown on them slaying a bandit in a fight. If that bandit surrenders the Templar will know what their god expects of their followers. If that templar later came across that dead bandit's orphaned children they will know what their god expects them to do in the situation.
I give this to anyone with alignment requirements related to deities. In essence i think characters will know what their god expects of followers better than players will, same for alignment. This doesn't prevent a character from willingly shifting alignment because they are angry in the moment, it's just something to let players know what is and isn't expected in universe.
Weapon Focus
Templars gain the weapon focus feat with their deity's favored weapon as a bonus feat even if they don't meet the prerequisites. If they already have the weapon focus feat from another source, such as the war domain, they instead gain one devotion feat of their choice for which they meet the prerequisites.
Turn or Rebuke undead (SU)
As the cleric ability of the same name.
Detect Alignment (SP)
A Templar can cast Detect Good, Detect Evil, Detect Law and Detect Chaos at will as a spell like ability.
Focused Spell
At 2nd level and again at each even numbered level thereafter a Templar chooses two spells of a level they can cast as templar spells from the Templar spell list or from any domain they possess, whenever they cast one of those spells that spell's effective level increases by 1 without any increase in the spell slot required. It behaves in all other ways as a spell one level higher for the purposes of calculating the DC for saves against the spell, penetrating a lesser globe of invulnerability, etc. A Templar also casts Focused Spells at +2 caster level.
Dauntless (EX)
From 5th level a Templar is immune to magical and nonmagical fear.
Mettle (EX)
At 9th level a Templar gains the ability to shake off effects more easily. When a templar succeeds on a Fortitude or Will saving throw against a effect that would be reduced or changed on a success, the Templar instead ignores the effect similar to a rogue with Evasion succeeding on a Reflex saving throw.
At 17th level a Templar gains Improved Mettle, which functions as Improved Evasion except for Fortitude and Will saving throws.
Death Ward (SU)
From 13th level a Templar is always effected by a constant Death Ward effect as the spell. A Templar can suppress this effect as a free action.
Divine Body
At 20th level a Templar's type changes to Outsider with subtypes related to their alignment. If they die while on the material plane they reform on a plane appropriate to their deity or alignment in 3d6 months unless a spell capable of reviving outsiders is cast before then, allowing them to return in the typical fashion. The Templar no longer ages and does not require food or water.
Anarchic/Axiomatic/Holy/Malevolent Templar
These templars differ greatly from others of their class. Unlike other templars they do not, and indeed cannot, serve a deity. They instead serve the ideals of chaos, law, good, or evil. While all templars share a stronger connection with aligned forces than most, these are bound in soul and mind to their alignment. They often see the world in terms of black and white or have unconventional moral codes. A Lawful Axiomatic Templar might see no meaningful difference between a devil and a angle beyond seeing them both as agreeable if morally inferior to a modron.
Requirements: Must be CN,LN, NE, or NG. Must not serve a deity. Must select the Law, Good, Evil, or Chaos domain at first level, the domain chosen must match their alignment.
Replaces: Weapon Focus, Bonus Domain gained at 3rd level
Changes:
A Templar which selects this ACF adds the appropriate alignment descriptor to any and all spells they cast. For example a Anarchic Templar would add the Chaos descriptor too all Templar spells they cast, making them chaos spells.
Additionally these Templars gain the Spell Focus feat which matches their alignment at 3rd level. A 3rd level Holy Templar gains the Spell Focus (good) feat for example.
Templars of this nature do not need to worry about violating their deities code of conduct, only actions which are in opposition of their alignment. Such a templar naturally knows if any act would be chaotic, evil, good, or lawful because of of their Know Dogma ability. If a Templar willingly commits a action in opposition to their alignment they gain a negative level which lasts for 24 hours, they need not make a saving throw to remove them. If they are level 1 or would be killed by this negative level they instead take a cumulative -2 wisdom and charisma penalty which lasts 24 hours.
Divine Enforcer (Note this is the one i'm least sure about)
These Templars focus less on the nature of divine power and focus instead on protecting the presence and will of their god on earth.
Requirements: War Domain, Martial Lore 2 ranks
Replaces: Weapon Focus, Turn/Rebuke Undead, Focus Spell
Changes:
Divine Enforcers can cast one less spell per day of each level. They add Martial Lore to their list of class skills. They also remove their choice of Cure or Inflict spells from their spell list. Additionally a Templar adds their full Templar level to their initiator level instead of half their Templar level.
Holy Weapon Mastery (SU): From 1st level these templars are masters of their deity's favored weapon. When attacking with their deity's favored weapon they can treat their base attack bonus as being equal to their Templar caster level (to a maximum of their hit die) unless it would be higher, possibly granting them extra attacks when performing a full attack.
At 2nd level and each even numbered level thereafter a Templar who selects this ACF gain access to one stance or maneuver from the Devoted Spirit discipline, they must meet the requirements of that stance or maneuver including having a initiator level high enough to select it. They do not gain a recovery method, but if they have or later gain a recovery method from a source such as a Initiator class they can choose to add any maneuvers gained from this class to that class's manuvers known.
From 3rd level and whenever a Templar would gain access to a domain they can instead choose to gain a bonus feat from the fighter's list of bonus feats. They must meet all prerequisites of the feat.
Spell Warden
These Templars focus in preventing the abuse of magic and stopping those who would use magic to harm others.
Requirements: Magic Domain, Spellcraft 4 ranks
Replaces: Weapon Focus, Detect Alignment, 3rd level bonus domain
Changes:
These Templars gain Improved Counterspell at level 1. They do not gain proficiency in heavy armor and have 1/2 base attack bonus progression (as wizard).
From 2nd level these Templars can cast Detect Magic at will as a spell like ability.
At 3rd level these Templars gain Divine Defiance as a bonus feat.
Templar
While clerics foster a connection with their deity through meditation and adherence to their code, templars serve as a strong arm of the church doing its will. They directly channel divine energy through their bodies instead of praying for specific blessings, allowing them great flexibility in the moment at the cost of having a much more limited array of spells at their disposal. They rely heavily on the domains powers their deity granted them for their strength in combat.
Alignment: Any but true neutral, unless serving a true neutral deity. Must be within one step of patron deity's alignment
Hit Die: d8
Class Skills: Bluff, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (any), Profession, Ride, Sense Motive, Spellcraft
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at each additional level: 4 + Int modifier
Saves
Spells Per Day
Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+0
+2
Weapon Focus, Turn/Rebuke Undead
5
3
-
-
-
-
-
-
-
-
2nd
+1
+3
+0
+3
Detect Alignment
6
4
-
-
-
-
-
-
-
-
3rd
+2
+3
+1
+3
Surge of Resolve
6
5
-
-
-
-
-
-
-
-
4th
+3
+4
+1
+4
Divine Inspiration
6
6
3
-
-
-
-
-
-
-
5th
+3
+4
+1
+4
Dauntless
6
6
4
-
-
-
-
-
-
-
6th
+4
+5
+2
+5
Alternative Turning
6
6
5
3
-
-
-
-
-
-
7th
+5
+5
+2
+5
Surge of Resolve
6
6
6
4
-
-
-
-
-
-
8th
+6/+1
+6
+2
+6
Divine Inspiration
6
6
6
5
3
-
-
-
-
-
9th
+6/+1
+6
+3
+6
Wholeness of Body
6
6
6
6
4
-
-
-
-
-
10th
+7/+2
+7
+3
+7
Alternative Turning
6
6
6
6
5
3
-
-
-
-
11th
+8/+3
+7
+3
+7
Surge of Resolve
6
6
6
6
6
4
-
-
-
-
12th
+9/+4
+8
+4
+8
Divine Inspiration
6
6
6
6
6
5
3
-
-
-
13th
+9/+4
+8
+4
+8
Life Surge
6
6
6
6
6
6
4
-
-
-
14th
+10/+5
+9
+4
+9
Alternative Turning
6
6
6
6
6
6
5
4
-
-
15th
+11/+6/+1
+9
+5
+9
Surge of Resolve
6
6
6
6
6
6
6
4
-
-
16th
+12/+7/+2
+10
+5
+10
Divine Inspiration
6
6
6
6
6
6
6
5
3
-
17th
+12/+7/+2
+10
+5
+10
Alternate Turning
6
6
6
6
6
6
6
6
4
-
18th
+13/+8/+3
+11
+6
+11
Divine Inspiration
6
6
6
6
6
6
6
6
5
3
19th
+14/+9/+4
+11
+6
+11
Surge of Resolve
6
6
6
6
6
6
6
6
6
4
20th
+15/+10/+5
+12
+6
+12
Divine Body
6
6
6
6
6
6
6
6
6
5
Weapon and Armor proficiencies
A Templar is proficient in all simple weapons and with their deity's favored weapon as well as all light, medium, and heavy armor and all shields (except tower shields).
Bonus Languages
A Templar may select Abyssal, Celestial, or Infernal as one of their bonus languages as if their race offered it. Many holy (or unholy) texts are written in such languages, even good aligned Templars may learn the language spoken by adversarial creatures, and vice versa.
Spellcasting
A Templar casts divine spells drawn primarily from the Templar spell list and from any domains they possess. Like sorcerers and favored souls they can cast spells spontaneously without preparing them ahead of time. Once a Templar gains access to a new level of spells, they learn every spell from the Templar spell list of that level. Templars add the domain spells from any domain they possess to their Templar spell list. A Templar can never cast a spell with a alignment descriptor they do not have, for example a neutral good Templar could not cast protection from law/chaos.
A Templar must have a Charisma score of 10 + the spell's level to cast a Templar spell. Saving throws against Templar spells have a Dc equal to 10 + the spells level + the Templar's charisma modifier. A Templar can only cast a certain number of spells per day, their base allotment is listed in the Templar table. A Templar gains bonus spells per day based on their Charisma modifier.
0th level: Create Water, Cure Minor Wounds, Deathwatch, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1st level: Align Weapon, Anarchic/Axiomatic/Bless/Curse Water, Command, Comprehend Languages, Cure Light Wounds, Divine Favor, Inflict Light Wounds, Magic Weapon, Protection from good/evil/chaos/law, Remove Fear, Remove Paralysis, Status
2nd level: Align Weapon (Mass), Consecrate, Cure Moderate Wounds, Death Knell, Delay Poison, Desecrate, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Restoration (Lesser), Undetectable Alignment, Whirling Blade, Zone of Truth
3rd level: Anarchic/Axiomatic/Unholy/Holy Storm, Blindness/Deafness, Create Food and Water, Cure Serious Wounds, Close Wounds, Dispel Magic, Inflict Serious Wounds, Magic Circle Against chaos/evil/good/law, Magic Vestment, Prayer, Remove Blindness/Deafness, Remove Disease
4th level: Aligned Aura, Align Weapon (Greater)*, Atonement, Bleakness, Blessings of the Righteous, Cure Critical Wounds, Death Ward, Discern Lies, Magic Weapon Greater, Panacea, Restoration, Sending, Tongues
5th level: Anarchic/Axiomatic/Unholy/Holy Squall**, Commune, Cure Light Wounds (mass), Dispel chaos/evil/good/law, Disrupting Weapon, Hallow, Inflight Light Wounds (mass), Plane Shift, Revivify, Slay Living, Unhallow
6th level: Cure Moderate Wounds (mass), Dispel Magic (greater), Find the Path, Harm, Heal, Inflict Moderate Wounds (mass), Word of Recall
7th level: Blasphemy, Cure Serious Wounds (mass), Dictum, Holy Word, Inflict Serious Wounds (mass), Plane Shift (mass), Regenerate, Restoration (greater), Resurrections, Word of Chaos
8th level: Chain Dispel, Cloak of Chaos, Cure Critical Wounds (mass), Discern Location, Holy Aura, Inflict Critical Wounds (mass), Shield of Law, Unholy Aura, Visions of the Future
9th level: Energy Drain, Gate, Harm (mass), Heal (mass), Implosion, Soul Bind, True Resurrections
* Functions as Align Weapon except it's duration is 1 hour/level and effected weapons deal an additional 2d6 damage to outsiders with an apposed alignment subtype.
**As Anarchic/Axiomatic/Unholy/Holy Storm except creatures damaged take 1d6/two caster levels damage.
Domains
A Templar gains access to one domain from their deity's list of available domains. The Templar gains that domain's granted powers and adds all spells from that domain's list of domain spells to their Templar spell list. A Templar dedicated to a pantheon of deity's worshiped together may select a domain from any deity within that pantheon. A Templar dedicated to a ideal or religious organization without a deity must select domains appropriate to that ideal or organization. In essence, treat a ideology or religious order the templar belongs to as a deity with appropriate domains and a appropriate favored weapon.
Aura (EX)
As the cleric ability of the same name.
Know Dogma (EX)
A Templar is always aware if any action they are contemplating will adversely effect their alignment or standing with their deity. This only takes into account the intention and nature of the act itself and if that act will effect their alignment or favor with their deity. This ability grants the Templar no special insight into any far reaching implications or consequences of their actions, though gods do not hold such things against their followers beyond expecting them to fix a problem they created in error. For example a Templar will know if their god would frown on them slaying a bandit in a fight. If that bandit surrenders the Templar will know what their god expects of their followers. If that templar later came across that dead bandit's orphaned children they will know what their god expects them to do in the situation.
I give this to anyone with alignment requirements related to deities. In essence i think characters will know what their god expects of followers better than players will, same for alignment. This doesn't prevent a character from willingly shifting alignment because they are angry in the moment, it's just something to let players know what is and isn't expected in universe.
Weapon Focus
Templars gain the weapon focus feat with their deity's favored weapon as a bonus feat even if they don't meet the prerequisites. If they already have the weapon focus feat from another source, such as the war domain, they instead gain one fighter bonus feat of their choice for which they meet the prerequisites.
Turn or Rebuke undead (SU)
As the cleric ability of the same name.
Detect Alignment (SP)
A Templar gains the ability to cast Detect Good, Detect Evil, Detect Law and Detect Chaos at will as a spell like ability at 2nd level.
Surge of Resolve (SU)
From 3rd level a Templar can harness divine power to to increase their resilience. When a creature the Templar can see fails a saving throw the Templar can use an immediate action to allow that creature to attempt that saving throw again. The Templar can use this ability once per day, and gains an additional use at 7th, 11th, 15th, and 19th level.
Divine Inspiration
At 4th level a Templar adds 2 spells to their spell list. These can be any spell from the cleric spell list or from any domain spell list their deity offers, but they cannot be of a higher level than the highest level Templar spell the Templar can cast. The Templar can select 2 additional spells at 8th, 12th, 16th, and 18th level.
Dauntless (EX)
From 5th level a Templar is immune to magical and nonmagical fear.
Alternate Turning (SU)
At 6th level the Templar gains a new method of utilizing their turn undead attempts. Choose two abilities from the Alternate Turning Options list. Each of these requires a swift action and sacrificing a turn undead attempt to activate unless otherwise stated. Any option which gives a sacred bonus instead gives a profane bonus to evil Templars or neutral Templars serving a evil god. A Templar gains an additional Alternate Turning ability at level 10 and again at level 14 and 17th level.
Crusader Charge: You gain the Pounce special ability until the end of the turn.
Dampen Magic: You gain a +2 sacred bonus to dispel checks you make until the start of your next turn.
Divine Improvisation: You can attempt skill checks untrained for a number of rounds equal to your character level. When attempting a untrained skill check for the duration of this ability you gain a sacred bonus equal to your charisma modifier to those checks.
Divine Knowledge: You gain a sacred bonus equal to your charisma modifier on the next intelligence based skill check you make before the end of your next turn.
Divine Protection: You gain a sacred bonus to your AC equal to your charisma modifier for a number of rounds equal to your 1d4 + 1/4 your character level.
Energy Weapon: One weapon you touch changes it's damage type to your choice of Fire, Cold, Electricity, or Acid damage for a number of rounds equal to your character level or until you end this effect as a free action.
Enhance Fortitude: You gain a sacred bonus to fortitude saves equal to your Charisma modifier, this bonus lasts for a number of rounds equal to 1d4 + 1/4 of your character level.
Enhance Reflex: You gain a sacred bonus to reflex saves equal to your Charisma modifier, this bonus lasts for a number of rounds equal to 1d4 + 1/4 of your character level.
Enhance Will: You gain a sacred bonus to will saves equal to your Charisma modifier, this bonus lasts for a number of rounds equal to 1d4 + 1/4 of your character level.
Ensure Turning: You gain a +4 sacred bonus to turning checks you make and to your effective turning level until the start of your next turn.
Guide Arrow: You gain a sacred bonus to your next ranged weapon attack you make this turn equal to your charisma modifier.
Guide Blade: You gain a sacred bonus to your next melee weapon attack you make this turn equal to your charisma modifier.
Holy Rampage: Your bab equals your effective turning level for a number of rounds equal to 1d4 + 1/4 your character level. While this ability is active you cannot cast spells. You can end this ability early as a free action at the start of your turn.
Penetrate Resistance: You gain a +2 sacred bonus to caster level checks made to penetrate spell resistance you make until the start of your next turn.
Rebuke Fear: Friendly creatures within 60 feet gain a sacred bonus to saving throws against fear equal to your charisma modifier for 1d4 + 1/4 your character level rounds.
Rebuke Plosion: One willing creature you choose gains a sacred bonus to saving throws against poison equal to your Charisma modifier for 1d4 + 1/4 your character level.
Silver Weapon: One weapon you touch counts as silvered for a number of rounds equal to your charisma modifier.
Touch of Cold Iron: One weapon you touch counts as Cold Iron for a number of rounds equal to your charisma modifier.
Versatile Turning: Choose one creature type or type and subtype combination when you choose this ability -- Aberration, Animal, Construct, Dragon, Elemental (Air, Earth, Fire, or Water), Fey, Giant, Magical Beast, Ooze, Outsider (Air, Chaotic, Earth, Evil, Fire, Good, Lawful, Native, or Water), Plant, Vermin or any type your DM wishes to add to this list-- you can turn those creatures emplace of Turning or Rebuking. Unlike other Alternate Turning options this requires a standard action and otherwise works exactly like turning undead. You can select this ability more than once, choosing a different creature option each time.
*DM Note: this does not mean that non-undead monsters cannot possess turn resistance. When allowing this option feel free to add turn resistance to a creature and modify it's CR as appropriate.*
Wholeness of Body (EX)
At 9th level a Templar becomes especially resistant to disease and poison. A templar gains a sacred (or profane if the templar or their deity is evil) bonus to saving throws against poison and disease equal to their charisma modifier, if a templar succeeds on a saving throw against poison or disease it's effects are nullified.
Life Surge (SU)
From 13th level a Templar gains a +4 Sacred (or profane is the Templar or their deity is evil) bonus to saving throws against death effects and saving throws to remove negative levels. Additionally a Templar of at least 13th level remove a negative level from one creature they touch once per day.
Divine Body
At 20th level a Templar's type changes to Outsider with subtypes related to their alignment. If they die while on the material plane they reform on a plane appropriate to their deity or alignment in 3d6 months unless a spell capable of reviving outsiders is cast before then, allowing them to return in the typical fashion. The Templar no longer ages and does not require food or water.
Native Outsiders
As a rule native outsiders are less restricted in terms of alignment and rules relating to being a Templar due to their natural connection to planar energy. In general a native outsider or planetouched can take levels in templar and gain the benefits associated with a given deity or type of outsider to which they are related without worshiping them. In this case the Templar gains features mechanically in accordance with the deity or outsider the templar is related too. This can allow for odd interactions such as a Chaotic Good Teifling Templar having a Evil and Lawful aura, having the Evil domain, and being able to cast Evil aligned Templar spells while not being able to cast Chaotic or Good aligned Templar spells. Native outsiders related to specific deities can choose domains that the given deity offers without worshiping them. A Native Outsider or Planetouched who does worship a deity can instead choose to forgo this rule, behaving normally in terms of alignment and rules associated with their deity.
Native Outsider and Planetouched Templar Substitution Levels
Requirements: Outsider (Native) or Humanoid (Planetouched)
Levels: 2, 4, 7
Sense Alignment (SU): Planetouched and Native outsiders are more in touch with the energies of the universe. You always act as if under the Detect Chaos, Detect Evil, Detect Good, and Detect Law spells, these do not require concentration. This feature replaces detect alignment at level 2.
True Believer: From 4th level you gain the benefits of the True Believer feat even if you don't meet the prerequisites. This feature replaces one of your 2nd level spells per day permanently.
Aligned Weapons (SU): From 7th level your weapon attacks are always considered aligned in accordance with the deity or outsider you are most closely related too. For example a teifling Templar descendant from a devil will treat all of their weapon attacks as if they were Lawful and Evil aligned. This replaces your second use of Surge of Resolve gained at 7th level.
(ACF) Templar of the Elemental Lords
The elemental lords are a ancient and scarcely understood group of powerful elemental, primordial beings with power rivaling the gods. They do not rely on worship but have the power to hand down divine spells to their following. They have few laws and care for little besides the balance of the elements and their rivalry with one another.
Requirements: Must worship a elemental lord, Knowledge (Planes) 4 ranks, Must select the Air, Earth, Fire, or Water domain at level 1.
Replaces: Weapon Focus, Detect Alignment, Divine Inspiration
Elemental Devotion: A Templar cannot cast spell with one of the four primary elemental descriptors unless that descriptor matchers the elemental lord they follow. For example a templar following the elemental lord of fire cannot cast spells with the air, water, or earth descriptors.
Elemental Focus: From 1st level Templars cast spells with the Air, Earth, Fire, or Water descriptors at +1 caster level and increase their save DC by 1.
Detect Elemental Creature (SU): From 2nd level the Templar always knows if there is a elemental or a outsider with the air, earth, fire, or water subtypes within 60 feet + 10 feet per templar level. The Templar can use a standard action to detect the exact location of that creature within that area.
Elemental Inspiration: At 4th level a Templar adds 2 spells to their spell list. Templars of the air elemental lord may select spells with the air or electricity descriptor from the cleric, druid, or sorcerer/wizard spell list. Templars of the earth elemental lord may select spells with the earth or acid descriptor from the cleric, druid, or sorcerer/wizard spell list. Templars of the fire elemental lord may select spells with the fire descriptor from the cleric, druid, or sorcerer/wizard spell list. Templars of the water elemental lord may select spells with the water or cold descriptor from the cleric, druid, or sorcerer/wizard spell list. Regardless of the elemental lord the Templar worships these must be spells of a level equal to or lower than the highest level Templar spell the Templar can cast. The Templar can select 2 additional spells at 8th, 12th, 16th, and 18th level.
The following are not typical ACFs or alternate options for players. These exist as ways to increase the overall power of the class should the DM desire a higher optimization environment and want to keep a single class Templar viable.
Mettle (EX)
A Templar instead gains the mettle special ability (as hexblade) at 9th level in place of Wholeness of Body
Death Ward (SU)
A Templar of at least 13th level always acts as if under the effects of the Death Ward spell. The templar gains this ability in place of Life Surge.
I'm keeping a changelog for alterations made after the 2.0 version was created.
8/15/22
-General wording fixes to improve clarity.
-Weapon Focus now instead gives a bonus fighter feat instead of a devotion feat if you have the weapon focus feat for your deity's favored weapon already. Reasoning being that templars with the war domains are likely melee focused and thus this seems more thematic.
-Mettle and Improved Mettle removed from levels 9 and 17 respectively, replaced with options more appropriate to intended power level. As many pointed out a full caster with mettle is very strong and reasonably mettle should require the use of items or prestige classes. Ironically the Pius Templar class gives access to Mettle for a one level dip and the PrC is very easy to enter for this class.
-Death Ward removed from level 13 and replaced with a more limited form of the ability. As above a permanent death ward trivializes many methods of attack, the new version achieves a similar end result and allows for more support.
-(Re)Added ACFs and substitution levels
-Adjusted and expanded Advanced Turning option list.
-Added a Tuning Up section to increasing the classes power level in a high optimization environment where the DM desires a increased power level.
Alignment: Any but true neutral, unless serving a true neutral deity. Must be within one step of patron deity's alignment
Hit Die: d8
Class Skills: Bluff, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (any), Profession, Ride, Sense Motive, Spellcraft
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at each additional level: 4 + Int modifier
Saves
Spells Per Day
Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+0
+2
Weapon Focus, Turn/Rebuke Undead
5
3
-
-
-
-
-
-
-
-
2nd
+1
+3
+0
+3
Detect Alignment, Focused Spell
6
4
-
-
-
-
-
-
-
-
3rd
+2
+3
+1
+3
Bonus Domain
6
5
-
-
-
-
-
-
-
-
4th
+3
+4
+1
+4
Focused Spell
6
6
3
-
-
-
-
-
-
-
5th
+3
+4
+1
+4
Dauntless
6
6
4
-
-
-
-
-
-
-
6th
+4
+5
+2
+5
Focused Spell
6
6
5
3
-
-
-
-
-
-
7th
+5
+5
+2
+5
Bonus Domain
6
6
6
4
-
-
-
-
-
-
8th
+6/+1
+6
+2
+6
Focused Spell
6
6
6
5
3
-
-
-
-
-
9th
+6/+1
+6
+3
+6
Mettle
6
6
6
6
4
-
-
-
-
-
10th
+7/+2
+7
+3
+7
Focused Spell
6
6
6
6
5
3
-
-
-
-
11th
+8/+3
+7
+3
+7
Bonus Domain
6
6
6
6
6
4
-
-
-
-
12th
+9/+4
+8
+4
+8
Focused Spell
6
6
6
6
6
5
3
-
-
-
13th
+9/+4
+8
+4
+8
Death Ward
6
6
6
6
6
6
4
-
-
-
14th
+10/+5
+9
+4
+9
Focused Spell
6
6
6
6
6
6
5
4
-
-
15th
+11/+6/+1
+9
+5
+9
Bonus Domain
6
6
6
6
6
6
6
4
-
-
16th
+12/+7/+2
+10
+5
+10
Focused Spell
6
6
6
6
6
6
6
5
3
-
17th
+12/+7/+2
+10
+5
+10
Improved Mettle
6
6
6
6
6
6
6
6
4
-
18th
+13/+8/+3
+11
+6
+11
Focused Spell
6
6
6
6
6
6
6
6
5
3
19th
+14/+9/+4
+11
+6
+11
Bonus Domain
6
6
6
6
6
6
6
6
6
4
20th
+15/+10/+5
+12
+6
+12
Divine Body
6
6
6
6
6
6
6
6
6
5
Weapon and Armor proficiencies
A Templar is proficient in all simple weapons and with their deity's favored weapon as well as all light, medium, and heavy armor and all shields (except tower shields).
Bonus Languages
A Templar may select Abyssal, Celestial, or Infernal as one of their bonus languages as if their race offered it. Many holy (or unholy) texts are written in such languages, even good aligned Templars may learn the language spoken by adversarial creatures, and vice versa.
Spellcasting
A Templar casts divine spells drawn primarily from the Templar spell list and from any domains they possess. Like sorcerers and favored souls they can cast spells spontaneously without preparing them ahead of time. Once a Templar gains access to a new level of spells, they learn every spell from the Templar spell list of that level. Templars add the domain spells from any domain they possess to their Templar spell list. A Templar can never cast a spell with a alignment descriptor they do not have, for example a neutral good Templar could not cast protection from law/chaos.
A Templar must have a Charisma score of 10 + the spell's level to cast a Templar spell. Saving throws against Templar spells have a Dc equal to 10 + the spells level + the Templar's charisma modifier. A Templar can only cast a certain number of spells per day, their base allotment is listed in the Templar table. A Templar gains bonus spells per day based on their Charisma modifier.
0th level: Create Water, Cure Minor Wounds, Deathwatch, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1st level: Align Weapon, Anarchic/Axiomatic/Bless/Curse Water, Command, Comprehend Languages, Cure Light Wounds, Divine Favor, Inflict Light Wounds, Magic Weapon, Protection from good/evil/chaos/law, Remove Fear, Remove Paralysis, Status
2nd level: Align Weapon (Mass), Consecrate, Cure Moderate Wounds, Death Knell, Delay Poison, Desecrate, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Restoration (Lesser), Spiritual Weapon, Stretch Weapon, Undetectable Alignment, Zone of Truth
3rd level: Anarchic/Axiomatic/Unholy/Holy Storm, Blindness/Deafness, Create Food and Water, Cure Serious Wounds, Close Wounds, Dispel Magic, Inflict Serious Wounds, Magic Circle Against chaos/evil/good/law, Magic Vestment, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease
4th level: Aligned Aura, Align Weapon (Greater)*, Atonement, Bleakness, Blessings of the Righteous, Cure Critical Wounds, Death Ward, Discern Lies, Divine Power (swift)**, Magic Weapon Greater, Neutralize Poison, Panacea, Restoration, Sending, Tongues
5th level: Break Enchantment, Commune, Cure Light Wounds (mass), Dispel chaos/evil/good/law, Disrupting Weapon, Hallow, Inflight Light Wounds (mass), Plane Shift, Revivify, Righteous Might, Slay Living, True Seeing, Unhallow
6th level: Cure Moderate Wounds (mass), Dispel Magic (greater), Find the Path, Harm, Heal, Inflict Moderate Wounds (mass), Word of Recall
7th level: Blasphemy, Cure Serious Wounds (mass), Dictum, Holy Word, Inflict Serious Wounds (mass), Plane Shift (mass), Regenerate, Restoration (greater), Resurrections, Word of Chaos
8th level: Chain Dispel, Cloak of Chaos, Cure Critical Wounds (mass), Discern Location, Holy Aura, Inflict Critical Wounds (mass), Shield of Law, Unholy Aura, Visions of the Future
9th level: Energy Drain, Gate, Harm (mass), Heal (mass), Implosion, Soul Bind, True Resurrections
* Functions as Align Weapon except it's duration is 1 hour/level and effected weapons deal an additional 2d6 damage to outsiders with an apposed alignment subtype.
** Functions as Divine Power except it's duration is 1 round/2 levels and its casting time is a swift action
Domains
A Templar gains access to one domain from their deity's list of available domains. The Templar gains those domain's granted powers and adds all spells from those domain's list of domain spells to their Templar spell list. A Templar dedicated to a pantheon of deity's worshiped together may select a domain from any deity within that pantheon. A Templar dedicated to a ideal or religious organization without a deity must select domains appropriate to that ideal or organization. In essence, treat a ideology or religious order the templar belongs to as a deity with appropriate domains and a appropriate favored weapon.
A Templar gains a additional domain from their deity's list of domains at level 3, and again at level 7, 11, 15, and 19. If a Templar has every domain their deity can grant they can select any domain.
From 3rd level and beyond whenever a Templar would gain a domain they can choose to forgo gaining a domain to instead gain a bonus feat, this feat must be a spell focus, metamagic, or item creation feat. They must meet all prerequisites of the feat.
Aura (EX)
As the cleric ability of the same name.
Know Dogma (EX)
A Templar is always aware if any action they are contemplating will adversely effect their alignment or standing with their deity. This only takes into account the intention and nature of the act itself and if that act will effect their alignment or favor with their deity. This ability grants the Templar no special insight into any far reaching implications or consequences of their actions, though gods do not hold such things against their followers beyond expecting them to fix a problem they created in error. For example a Templar will know if their god would frown on them slaying a bandit in a fight. If that bandit surrenders the Templar will know what their god expects of their followers. If that templar later came across that dead bandit's orphaned children they will know what their god expects them to do in the situation.
I give this to anyone with alignment requirements related to deities. In essence i think characters will know what their god expects of followers better than players will, same for alignment. This doesn't prevent a character from willingly shifting alignment because they are angry in the moment, it's just something to let players know what is and isn't expected in universe.
Weapon Focus
Templars gain the weapon focus feat with their deity's favored weapon as a bonus feat even if they don't meet the prerequisites. If they already have the weapon focus feat from another source, such as the war domain, they instead gain one devotion feat of their choice for which they meet the prerequisites.
Turn or Rebuke undead (SU)
As the cleric ability of the same name.
Detect Alignment (SP)
A Templar can cast Detect Good, Detect Evil, Detect Law and Detect Chaos at will as a spell like ability.
Focused Spell
At 2nd level and again at each even numbered level thereafter a Templar chooses two spells of a level they can cast as templar spells from the Templar spell list or from any domain they possess, whenever they cast one of those spells that spell's effective level increases by 1 without any increase in the spell slot required. It behaves in all other ways as a spell one level higher for the purposes of calculating the DC for saves against the spell, penetrating a lesser globe of invulnerability, etc. A Templar also casts Focused Spells at +2 caster level.
Dauntless (EX)
From 5th level a Templar is immune to magical and nonmagical fear.
Mettle (EX)
At 9th level a Templar gains the ability to shake off effects more easily. When a templar succeeds on a Fortitude or Will saving throw against a effect that would be reduced or changed on a success, the Templar instead ignores the effect similar to a rogue with Evasion succeeding on a Reflex saving throw.
At 17th level a Templar gains Improved Mettle, which functions as Improved Evasion except for Fortitude and Will saving throws.
Death Ward (SU)
From 13th level a Templar is always effected by a constant Death Ward effect as the spell. A Templar can suppress this effect as a free action.
Divine Body
At 20th level a Templar's type changes to Outsider with subtypes related to their alignment. If they die while on the material plane they reform on a plane appropriate to their deity or alignment in 3d6 months unless a spell capable of reviving outsiders is cast before then, allowing them to return in the typical fashion. The Templar no longer ages and does not require food or water.
Anarchic/Axiomatic/Holy/Malevolent Templar
These templars differ greatly from others of their class. Unlike other templars they do not, and indeed cannot, serve a deity. They instead serve the ideals of chaos, law, good, or evil. While all templars share a stronger connection with aligned forces than most, these are bound in soul and mind to their alignment. They often see the world in terms of black and white or have unconventional moral codes. A Lawful Axiomatic Templar might see no meaningful difference between a devil and a angle beyond seeing them both as agreeable if morally inferior to a modron.
Requirements: Must be CN,LN, NE, or NG. Must not serve a deity. Must select the Law, Good, Evil, or Chaos domain at first level, the domain chosen must match their alignment.
Replaces: Weapon Focus, Bonus Domain gained at 3rd level
Changes:
A Templar which selects this ACF adds the appropriate alignment descriptor to any and all spells they cast. For example a Anarchic Templar would add the Chaos descriptor too all Templar spells they cast, making them chaos spells.
Additionally these Templars gain the Spell Focus feat which matches their alignment at 3rd level. A 3rd level Holy Templar gains the Spell Focus (good) feat for example.
Templars of this nature do not need to worry about violating their deities code of conduct, only actions which are in opposition of their alignment. Such a templar naturally knows if any act would be chaotic, evil, good, or lawful because of of their Know Dogma ability. If a Templar willingly commits a action in opposition to their alignment they gain a negative level which lasts for 24 hours, they need not make a saving throw to remove them. If they are level 1 or would be killed by this negative level they instead take a cumulative -2 wisdom and charisma penalty which lasts 24 hours.
Divine Enforcer (Note this is the one i'm least sure about)
These Templars focus less on the nature of divine power and focus instead on protecting the presence and will of their god on earth.
Requirements: War Domain, Martial Lore 2 ranks
Replaces: Weapon Focus, Turn/Rebuke Undead, Focus Spell
Changes:
Divine Enforcers can cast one less spell per day of each level. They add Martial Lore to their list of class skills. They also remove their choice of Cure or Inflict spells from their spell list. Additionally a Templar adds their full Templar level to their initiator level instead of half their Templar level.
Holy Weapon Mastery (SU): From 1st level these templars are masters of their deity's favored weapon. When attacking with their deity's favored weapon they can treat their base attack bonus as being equal to their Templar caster level (to a maximum of their hit die) unless it would be higher, possibly granting them extra attacks when performing a full attack.
At 2nd level and each even numbered level thereafter a Templar who selects this ACF gain access to one stance or maneuver from the Devoted Spirit discipline, they must meet the requirements of that stance or maneuver including having a initiator level high enough to select it. They do not gain a recovery method, but if they have or later gain a recovery method from a source such as a Initiator class they can choose to add any maneuvers gained from this class to that class's manuvers known.
From 3rd level and whenever a Templar would gain access to a domain they can instead choose to gain a bonus feat from the fighter's list of bonus feats. They must meet all prerequisites of the feat.
Spell Warden
These Templars focus in preventing the abuse of magic and stopping those who would use magic to harm others.
Requirements: Magic Domain, Spellcraft 4 ranks
Replaces: Weapon Focus, Detect Alignment, 3rd level bonus domain
Changes:
These Templars gain Improved Counterspell at level 1. They do not gain proficiency in heavy armor and have 1/2 base attack bonus progression (as wizard).
From 2nd level these Templars can cast Detect Magic at will as a spell like ability.
At 3rd level these Templars gain Divine Defiance as a bonus feat.