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View Full Version : Templar Class (mod-ed cleric)



Kayoden Usoden
2008-02-29, 07:46 PM
Templar
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+1|
+2|
+0|
+2|Lay on Hands|3|1

2nd|
+2|
+3|
+0|
+3|Class Ability|4|2|

3rd|
+3|
+3|
+1|
+3|Class Ability|4|2|1|

4th|
+4|
+4|
+1|
+4|Class Ability|5|3|2|

5th|
+5|
+4|
+1|
+4|Class Ability|5|3|2|1|

6th|
+6/+1|
+5|
+2|
+5|Class Ability|5|3|3|2|

7th|
+7/+2|
+5|
+2|
+5|Class Ability|6|4|3|2|1|

8th|
+8/+3|
+6|
+2|
+6|Class Ability|6|4|4|3|2|

9th|
+9/+4|
+6|
+3|
+6|Class Ability|6|4|4|3|2|1|

10th|
+10/+5|
+7|
+3|
+7|Class Ability|6|4|4|3|3|2|

11th|
+11/+6/+1|
+7|
+3|
+7|Class Ability|6|5|4|4|3|2|1|

12th|
+12/+7/+2|
+8|
+4|
+8|Class Ability|6|5|4|4|3|3|2|

13th|
+13/+8/+3|
+8|
+4|
+8|Class Ability|6|5|5|4|4|3|2|1|

14th|
+14/+9/+4|
+9|
+4|
+9|Class Ability|6|5|5|4|4|3|3|2|

15th|
+15/+10/+5|
+9|
+5|
+9|Class Ability|6|5|5|5|4|4|3|2|1|

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Class Ability|6|5|5|5|4|4|3|3|2

17th|
+17/+12/+7/+2|
+10|
+5|
+10|Class Ability|6|5|5|5|5|4|4|3|2|1

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Class Ability|6|5|5|5|5|4|4|3|3|2

19th|
+19/+14/+9/+4|
+11|
+6|
+11|Class Ability|6|5|5|5|5|5|4|4|3|2

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Class Ability|6|5|5|5|5|5|4|4|4|4[/table]


HD: d8
Domain: A templar gets one domain.
(I forgot to put +1 after the @#$% spells.... no i ain't goona fix it)

Its a cleric with one less domain, a higher BAB, and lay on hands.

Rayzin
2008-02-29, 08:16 PM
FTW. I'm seeing if i can use this for my next character.

Altair_the_Vexed
2008-02-29, 08:23 PM
Yeah... I can't see many people wanting to play a standard cleric with these guys around - which suggests it's too powerful.

I don't think losing Turn Undead (assuming that they don't get that as one of nineteen unnamed Class Abilities :smallwink:) and a domain is enough nerfing of spells and special abilities to give a full caster class a full BAB. Clerics are already tough enough (see the many CoDzilla threads on this board).
If you're going to give them full BAB, they need to at least totally lose domains, and I'd recommend losing the Lay on Hands ability - they get access to Cure spells anyway, right?

Cormac
2008-03-01, 02:46 PM
I think that this is very overpowered.

My suggestion would be to limit their spells to the domains they can use, and cut down on the number of spells they can cast a day.

Maybe start them out with one domain and have them end up with a total of three (and maybe make it so that they can only cast the second highest levels of their second domain and the third highest of their third domain).

In addition to this you might give them a few other interesting abilities, a bonus feat here or there or something, but be sure that these bonus abilities are not better than a paladins bonus abilities, because even though they lack spell versatility they are still much more powerful spell casters. I would say make their special abilities half as good as a paladins. even this might be too powerful.

I like the idea of a spell caster that gets nine levels of spells and has a high BAB, but i think that you really have to nerf their spells and their special abilities.

I have yabbered on enough. anyway, good luck with the design :-)