Athaniar
2008-12-05, 04:49 PM
OK, so here's something I posted in some contest back in May, which I have now decided to finally put in it's own thread. Please note that this is my first attempt at a class, and that I'm not really good at this.
Templar
Clerics? They havent got what it takes. Paladins? Good potential, but their silly moral code and healing abilities hinder them. Favored Souls? Dont even get me started. We are Templars. We are the chosen warriors of our Gods. None will defy us and live afterwards. To victory in the name of Heironeous! Strike the heathens down!
-Victorius Invictus, Templar of Heironeous
Templars are the ultimate warriors, the champions of their respective deities, unrelenting in their resolve. Healing is for healers, the true soldier of faith is an engine of pure warfare.
Adventuring Templars
Templars mostly adventure to further the cause of their religion. Though they may be nice, they usually are very zealous, and often annoyed at those who do not follow their code of faith. Common adventures for a templar may be to destroy a stronghold of an opposing faith, or to retrieve a powerful artefact.
Religion
This is what this class is for. They may follow any lawful god, but they must do so zealously.
Races
If a templar is a follower of a deity who favors a specific race, the templar most likely is of that race. Of the core races, humans and dwarves are the most likely templars, the others are too chaotic.
Role
Templars arent the healers paladins are. Templars are at their best when smashing some heathen heads on the frontlines.
Place in a Setting
Wherever there are lawful warrior gods, there are templars. There might even be templar devoted to more peaceful gods, with a shrewd perspective on morality.
Other Classes
Templars tend to only really trust others of the same faith, but those of allied faiths may be acceptable as well. Some very zealous templars only trust other, same-faith templars.
- - -
Tables:
The Templar
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+1|+2|+0|+2|Aura, Detect Heathen, Smite Heathen 1/day, Divine Armament
2nd|+2|+3|+0|+3|
3rd|+3|+3|+1|+3|Fearless, Divine Armament (Focus)
4th|+4|+4|+1|+4|
5th|+5|+4|+1|+4|Divine Grace, Smite Heathen 2/day
6th|+6/+1|+5|+2|+5|Divine Armament (Specialization)
7th|+7/+2|+5|+2|+5|Divine Health
8th|+8/+3|+6|+2|+6|
9th|+9/+4|+6|+3|+6|
10th|+10/+5|+7|+3|+7|Smite Heathen 3/day
11th|+11/+6/+1|+7|+3|+7|
12th|+12/+7/+2|+8|+4|+8|
13th|+13/+8/+3|+8|+4|+8|
14th|+14/+9/+4|+9|+4|+9|
15th|+15/+10/+5|+9|+5|+9|Smite Heathen 4/day
16th|+16/+11/+6/+1|+10|+5|+10|
17th|+17/+12/+7/+2|+10|+5|+10|
18th|+18/+13/+8/+3|+11|+6|+11|
19th|+19/+14/+9/+4|+11|+6|+11|
20th|+20/+15/+10/+5|+12|+6|+12|Smite Heathen 5/day[/table]
Spells per Day
{table=head]0SL|1SL|2SL|3SL|4SL|5SL|6SL
2||||||
3|0|||||
3|1|||||
3|2|0||||
3|3|1||||
3|3|2||||
3|3|2|0|||
3|3|3|1|||
3|3|3|2|||
3|3|3|2|0||
3|3|3|3|1||
3|3|3|3|2||
3|3|3|3|2|0|
4|3|3|3|3|1|
4|4|3|3|3|2|
4|4|4|3|3|2|0
4|4|4|4|3|3|1
4|4|4|4|4|3|2
4|4|4|4|4|4|3
4|4|4|4|4|4|4[/table]
Spells Known
{table=head]0SL|1SL|2SL|3SL|4SL|5SL|6SL
4||||||
5|2*|||||
6|3|||||
6|3|2*||||
6|4|3||||
6|4|3||||
6|4|4|2*|||
6|4|4|3|||
6|4|4|3|||
6|4|4|4|2*||
6|4|4|4|3||
6|4|4|4|3||
6|4|4|4|4|2*|
6|4|4|4|4|3|
6|4|4|4|4|3|
6|5|4|4|4|4|2*
6|5|5|4|4|4|3
6|5|5|5|4|4|3
6|5|5|5|5|4|4
6|5|5|5|5|5|4[/table]
- - -
Alignment
Any Lawful (same as patron deity)
Starting Gold/Age
As Paladin.
Hit Die
d10.
Class Skills
The Templars class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), and Sense Motive (Wis).
Skill Points at 1st Level
(2 + Int modifier) Χ4.
Skill Points at Each Additional Level
2 + Int modifier.
Class Features
All of the following are class features of the Templar.
Weapon and Armor Proficiency
Templars are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura (Ex)
A templar's aura matches her alignment.
Detect Heathen (Sp)
At will, a Templar can use detect heathen. It works as detect evil, except that it detect servants of other deities than her own instead of evil alignment. Those of no faith (such as most beasts and all atheists) do not register. The templar does not gain information on which the deity or pantheon in question is, except if the target draws his/her power from the deity (such as a cleric or another templar).
Smite Heathen (Su)
The templar has the smite heathen ability, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your templar level (if you hit). You must declare the smite before making the attack. This ability is usable once per day. The ability oly works against those of a different faith (see Detect Heathen above). If the smite is used in this way on another templar of the same faith, the templar falls (see Ex-Templars).
At 5th level, and at every five levels thereafter, the Templar may smite heathen one additional time per day, as indicated on Table: The Templar, to a maximum of five times per day at 20th level.
Divine Armament (Ex)
The Templar is always proficient with her deitys favored weapon. At 3rd level, the Templar gains Weapon Focus with that weapon, without having to meet the prerequisites. At 6th level, the Templar gains Weapon Specialization with that weapon, without having to meet the prerequisites.
Spells
A Templar has the ability to cast divine spells, which are drawn from the Cleric spell list. A Templar must choose and prepare her spells in advance.
To prepare or cast a spell, a Templar must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Templars spell is 10 + the spell level + the Templars Wisdom modifier.
Like other spellcasters, a Templar can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Templar. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: The Templar indicates that the Templar gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The Templar does not have access to any domain spells or granted powers, as a cleric does.
A Templar prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A Templar may prepare and cast any spell on the Templar spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
A templar cant cast spells of an alignment opposed to her own/her deitys. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Fearless (Su)
Beginning at 3rd level, a Templar is immune to fear (magical or otherwise).
Divine Grace (Su)
At 5th level, a Templar gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Divine Health (Ex)
At 7th level, a Templar gains immunity to all diseases, including supernatural and magical diseases.
Code of Conduct
A Templar must be of the same lawful alignment as her patron deity and loses all class abilities if she ever commits an act that opposes the code of her deity.
A Templar has no such restrictions as to respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. Thats for those gullible paladins.
Associates
A Templar will never knowingly associate with characters radically opposite to her/her deitys alignment (for example, Chaotic or Evil to a Lawful Good Templar), nor will she continue an association with someone who offends her moral code. A Templar may accept only henchmen, followers, or cohorts who are the same alignment as herself/her deity.
Ex-Templars
A templar who ceases to be the same alignment as her deity or who commits an act opposed to her deitys code of conduct loses all templar spells and abilities (not including weapon, armor, and shield proficiencies). She may not progress any farther in levels as a templar of the same deity. She regains her abilities and advancement potential if she atones for her violations. The only way to do this is to complete a difficult quest (usually involving an attack against an opposing faith), or forever be banished from her templar order. An ex-templar can take new levels of a templar of another deity as long as she fulfils the requirements, but her previous templar abilities and spells are forever gone.
Like a member of any other class, a templar may be a multiclass character, but multiclass templar face a special restriction. A templar who gains a level in any class other than templar may never again raise her templar level, though she retains all her templar abilities. The only exception may be certain prestige classes.
Templar
Clerics? They havent got what it takes. Paladins? Good potential, but their silly moral code and healing abilities hinder them. Favored Souls? Dont even get me started. We are Templars. We are the chosen warriors of our Gods. None will defy us and live afterwards. To victory in the name of Heironeous! Strike the heathens down!
-Victorius Invictus, Templar of Heironeous
Templars are the ultimate warriors, the champions of their respective deities, unrelenting in their resolve. Healing is for healers, the true soldier of faith is an engine of pure warfare.
Adventuring Templars
Templars mostly adventure to further the cause of their religion. Though they may be nice, they usually are very zealous, and often annoyed at those who do not follow their code of faith. Common adventures for a templar may be to destroy a stronghold of an opposing faith, or to retrieve a powerful artefact.
Religion
This is what this class is for. They may follow any lawful god, but they must do so zealously.
Races
If a templar is a follower of a deity who favors a specific race, the templar most likely is of that race. Of the core races, humans and dwarves are the most likely templars, the others are too chaotic.
Role
Templars arent the healers paladins are. Templars are at their best when smashing some heathen heads on the frontlines.
Place in a Setting
Wherever there are lawful warrior gods, there are templars. There might even be templar devoted to more peaceful gods, with a shrewd perspective on morality.
Other Classes
Templars tend to only really trust others of the same faith, but those of allied faiths may be acceptable as well. Some very zealous templars only trust other, same-faith templars.
- - -
Tables:
The Templar
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+1|+2|+0|+2|Aura, Detect Heathen, Smite Heathen 1/day, Divine Armament
2nd|+2|+3|+0|+3|
3rd|+3|+3|+1|+3|Fearless, Divine Armament (Focus)
4th|+4|+4|+1|+4|
5th|+5|+4|+1|+4|Divine Grace, Smite Heathen 2/day
6th|+6/+1|+5|+2|+5|Divine Armament (Specialization)
7th|+7/+2|+5|+2|+5|Divine Health
8th|+8/+3|+6|+2|+6|
9th|+9/+4|+6|+3|+6|
10th|+10/+5|+7|+3|+7|Smite Heathen 3/day
11th|+11/+6/+1|+7|+3|+7|
12th|+12/+7/+2|+8|+4|+8|
13th|+13/+8/+3|+8|+4|+8|
14th|+14/+9/+4|+9|+4|+9|
15th|+15/+10/+5|+9|+5|+9|Smite Heathen 4/day
16th|+16/+11/+6/+1|+10|+5|+10|
17th|+17/+12/+7/+2|+10|+5|+10|
18th|+18/+13/+8/+3|+11|+6|+11|
19th|+19/+14/+9/+4|+11|+6|+11|
20th|+20/+15/+10/+5|+12|+6|+12|Smite Heathen 5/day[/table]
Spells per Day
{table=head]0SL|1SL|2SL|3SL|4SL|5SL|6SL
2||||||
3|0|||||
3|1|||||
3|2|0||||
3|3|1||||
3|3|2||||
3|3|2|0|||
3|3|3|1|||
3|3|3|2|||
3|3|3|2|0||
3|3|3|3|1||
3|3|3|3|2||
3|3|3|3|2|0|
4|3|3|3|3|1|
4|4|3|3|3|2|
4|4|4|3|3|2|0
4|4|4|4|3|3|1
4|4|4|4|4|3|2
4|4|4|4|4|4|3
4|4|4|4|4|4|4[/table]
Spells Known
{table=head]0SL|1SL|2SL|3SL|4SL|5SL|6SL
4||||||
5|2*|||||
6|3|||||
6|3|2*||||
6|4|3||||
6|4|3||||
6|4|4|2*|||
6|4|4|3|||
6|4|4|3|||
6|4|4|4|2*||
6|4|4|4|3||
6|4|4|4|3||
6|4|4|4|4|2*|
6|4|4|4|4|3|
6|4|4|4|4|3|
6|5|4|4|4|4|2*
6|5|5|4|4|4|3
6|5|5|5|4|4|3
6|5|5|5|5|4|4
6|5|5|5|5|5|4[/table]
- - -
Alignment
Any Lawful (same as patron deity)
Starting Gold/Age
As Paladin.
Hit Die
d10.
Class Skills
The Templars class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), and Sense Motive (Wis).
Skill Points at 1st Level
(2 + Int modifier) Χ4.
Skill Points at Each Additional Level
2 + Int modifier.
Class Features
All of the following are class features of the Templar.
Weapon and Armor Proficiency
Templars are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura (Ex)
A templar's aura matches her alignment.
Detect Heathen (Sp)
At will, a Templar can use detect heathen. It works as detect evil, except that it detect servants of other deities than her own instead of evil alignment. Those of no faith (such as most beasts and all atheists) do not register. The templar does not gain information on which the deity or pantheon in question is, except if the target draws his/her power from the deity (such as a cleric or another templar).
Smite Heathen (Su)
The templar has the smite heathen ability, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your templar level (if you hit). You must declare the smite before making the attack. This ability is usable once per day. The ability oly works against those of a different faith (see Detect Heathen above). If the smite is used in this way on another templar of the same faith, the templar falls (see Ex-Templars).
At 5th level, and at every five levels thereafter, the Templar may smite heathen one additional time per day, as indicated on Table: The Templar, to a maximum of five times per day at 20th level.
Divine Armament (Ex)
The Templar is always proficient with her deitys favored weapon. At 3rd level, the Templar gains Weapon Focus with that weapon, without having to meet the prerequisites. At 6th level, the Templar gains Weapon Specialization with that weapon, without having to meet the prerequisites.
Spells
A Templar has the ability to cast divine spells, which are drawn from the Cleric spell list. A Templar must choose and prepare her spells in advance.
To prepare or cast a spell, a Templar must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Templars spell is 10 + the spell level + the Templars Wisdom modifier.
Like other spellcasters, a Templar can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Templar. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: The Templar indicates that the Templar gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The Templar does not have access to any domain spells or granted powers, as a cleric does.
A Templar prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A Templar may prepare and cast any spell on the Templar spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
A templar cant cast spells of an alignment opposed to her own/her deitys. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Fearless (Su)
Beginning at 3rd level, a Templar is immune to fear (magical or otherwise).
Divine Grace (Su)
At 5th level, a Templar gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Divine Health (Ex)
At 7th level, a Templar gains immunity to all diseases, including supernatural and magical diseases.
Code of Conduct
A Templar must be of the same lawful alignment as her patron deity and loses all class abilities if she ever commits an act that opposes the code of her deity.
A Templar has no such restrictions as to respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. Thats for those gullible paladins.
Associates
A Templar will never knowingly associate with characters radically opposite to her/her deitys alignment (for example, Chaotic or Evil to a Lawful Good Templar), nor will she continue an association with someone who offends her moral code. A Templar may accept only henchmen, followers, or cohorts who are the same alignment as herself/her deity.
Ex-Templars
A templar who ceases to be the same alignment as her deity or who commits an act opposed to her deitys code of conduct loses all templar spells and abilities (not including weapon, armor, and shield proficiencies). She may not progress any farther in levels as a templar of the same deity. She regains her abilities and advancement potential if she atones for her violations. The only way to do this is to complete a difficult quest (usually involving an attack against an opposing faith), or forever be banished from her templar order. An ex-templar can take new levels of a templar of another deity as long as she fulfils the requirements, but her previous templar abilities and spells are forever gone.
Like a member of any other class, a templar may be a multiclass character, but multiclass templar face a special restriction. A templar who gains a level in any class other than templar may never again raise her templar level, though she retains all her templar abilities. The only exception may be certain prestige classes.