Every religion has priests, those tasked with performing the duties of the religion. Many also have faithful members who leave their homes to travel distant lands, spreading the word of their god or pantheon. Templars are ordained warriors tasked with spreading the faith and defending the faithful, while also beating down the foes of a deity.
Templars are the militant arm of their church and/or cause. They are often guards of sacred places, dispatched away from the temples as agents of higher powers, or simply wander to share the virtues of their philosophy and ideal with others. Initially able and zealous warriors combining martial abilities with the power of their deity, they eventually become an active sword or shield for their deity, with high levels of offensive prowess and devastating crowd control. Whether as a bodyguard or a support character, they often find themselves in the ranks of adventuring parties who can make use of the talents.
A templar generally exemplifies a particular ideology of life, and associated nomenclature may depend on the side with which he aligns himself. A good templar, for instance, might assume the title of paladin while those who embrace evil are often known as blackguards and those who serve neutrality are called gray wardens. What truly differentiates these characters are the vows that they swear to uphold.
Making a Templar
Templars are often on the front lines, attempting to spread the word of their deity or knock some sense into the heads of unbelievers and enemies.
Abilities: Templars value Charisma greatly, as it allows them to better convince those they encounter of the importance of their deity and provides force to their spells. They also value Strength as it allows them to beat up those who steadfastly refuse to believe and get in the way of the templar's work. Constitution is often the third most important ability for a templar, as it allows them to stand longer in the fray.
Races: Any. Every race that has deities has templars to spread their teachings.
Alignment: Any, though a templar may only select a deity who allows worshipers of the templar's alignment. Conversely, a templar of a specific deity is limited to only those alignments which would be allowed by the deity for a follower.
Starting Gold: 3d10 x 10 gp (165 gp).
Starting Age: Moderate.
Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th 1st +1 +2 +0 +2 Avenger of the faith (primary), code of conduct, spells 2 2nd +2 +3 +0 +3 Divine vow (once vowed), vow of piety (1 domain) 3 3rd +3 +3 +1 +3 Avenger of the faith (secondary) 3 2 4th +4 +4 +1 +4 Divine vow (once vowed) 3 2 5th +5 +4 +1 +4 Avenger of the faith (primary) 3 3 2 6th +6/+1 +5 +2 +5 Arms of the faithful, divine vow (once vowed) 3 3 2 7th +7/+2 +5 +2 +5 Avenger of the faith (secondary) 3 3 3 2 8th +8/+3 +6 +2 +6 Inquisitor, divine vow (twice vowed), vow of piety (2 domains) 3 3 3 2 9th +9/+4 +6 +3 +6 Avenger of the faith (primary) 3 3 3 2 10th +10/+5 +7 +3 +7 Divine vow (twice vowed) 3 3 3 3 2 11th +11/+6/+1 +7 +3 +7 Avenger of the faith (secondary) 3 3 3 3 2 12th +12/+7/+2 +8 +4 +8 Sustained by faith, divine vow (twice vowed) 3 3 3 3 2 13th +13/+8/+3 +8 +4 +8 Avenger of the faith (primary) 3 3 3 3 3 2 14th +14/+9/+4 +9 +4 +9 Divine vow (thrice vowed), vow of piety (3 domains) 4 3 3 3 3 2 15th +15/+10/+5 +9 +5 +9 Undying faith (as raise dead), avenger of the faith (secondary) 4 4 3 3 3 2 16th +16/+11/+6/+1 +10 +5 +10 Divine vow (thrice vowed) 4 4 4 3 3 3 2 17th +17/+12/+7/+2 +10 +5 +10 Avenger of the faith (primary) 4 4 4 4 3 3 2 18th +18/+13/+8/+3 +11 +6 +11 Undying faith (as resurrection), divine vow (thrice vowed) 4 4 4 4 4 3 3 19th +19/+14/+9/+4 +11 +6 +11 Avenger of the faith (secondary) 4 4 4 4 4 4 3 20th +20/+15/+10/+5 +12 +6 +12 All things are possible 4 4 4 4 4 4 4
Hit Die: 1d6
Class Skills: Appraise, Climb, Concentration, Craft, Heal, Intimidate, Jump, Knowledge (nobility and royalty) (religion), Listen, Ride, Sense Motive, Speak Language, Spellcraft, Swim
Skill Points at 1st Level: (4 + Int modifier) Χ 4
Skill Points at Each Additional Level: 4 + Int modifier
All of the following are class features of the templar.
Weapon and Armor Proficiency: A templar is automatically proficient with simple and martial weapons, all forms of armor, and all shields.
[B]Avenger of the Faith:[\B] A templar trains himself in multiple forms of combat, so as to serve as both the weapon and shield of their church or ideals. At first level, they choose a primary combat form (see Avenger of the Faith Styles) and gain its initial abilities. They gain the the second set of abilities from this style at 5th level, the third set at 9th level, the fourth set at 13th level, and the fifth and final set at 17th level.
At 3rd level, a templar chooses a secondary style and gains its initial abilities. They gain the the second set of abilities from this style at 7th level, the third set at 11th level, the fourth set at 15th level, and the fifth and final set at 19th level.
Code of Conduct: Like any other character, a templar does what he must to uphold the duties given to him by an organization of which he is a part, even if that organization is as loose as his alignment group. But lets face it; sometimes even the good and honorable knight may want to lie about his identity or consort with unscrupulous characters in order to root out the evil, demonic cult. And evil knights can be obsessed with battle, honor, and battling with honor. A templar is not specifically prohibited from acts that lie outside of their alignment or run counter to their deity's wishes. Many aspire to these things and most follow them, but not all do so and no templar is punished for being found slightly wanting. Templars who actively displease or betray their deity may still be stripped of their powers and dismissed, however.
Spells: A templar cast divine spells, which are drawn from the list below and supplemented by their deity's domains (see Vow of Piety). His caster level for these spells is equal to his class level. The save DCs for these spells are equal to 10 + the spell's level + his Charisma modifier. A templar must have a charisma score of at least 10 + the spell's level in order to cast the spell.
A templar know all of the spells on his class list, and may cast any of them without preparation so long as he has an appropriate spell slot available and an Charisma score of at least 10 + the spell's level. His maximum available slots per day are determined by his class level (as seen on Table: The Templar), and he gains bonus slots from his Charisma score.
In order to receive their spell slots, the templar must pray for 1 hour without interruption in a place free from distractions or noise. At the end of this time, he receives his spell slots. After praying, the templar cannot pray again until one whole day (24 hours) has passed.
A templars spells are more for utility than combat efficacy, either allowing him to better solve problems through non-violent means or enhancing his combat abilities past even their already formidable limits.
0th create water, cure light wounds, detect magic, guidance, inflict light wounds, light, purify food and drink, read magic, resistance
1st aid, bless, cure moderate wounds, detect chaos/evil/good/law (opposing alignments only), deathwatch, divine favor, find temple, inflict moderate wounds, protection from chaos/evil/good/law (opposing alignments only), remove fear, rhinos rush, shield of faith, zone of truth
2nd align weapon, augury, brand heretic, calm emotions, consecrate, cure serious wounds, delay poison, divine mount, inflict serious wounds, lesser restoration, mass cure light wounds, mass inflict light wounds, prayer, remove blindness/deafness, shield other, status
3rd air walk, atonement, commune, cure critical wounds, greater dispel magic, inflict critical wounds, glyph of warding, knight's move, magic circle against chaos/evil/good/law (opposing alignments only), mass cure moderate wounds, mass inflict moderate wounds, remove disease, speak with dead
4th death ward, discern lies, dismissal, divination, freedom of movement, harm, heal, holy sword (or unholy sword), mass cure serious wounds, mass inflict serious wounds, mark of justice, remove curse, restoration
5th banishment, break enchantment, contact other plane (own deity only), dispel chaos/evil/good/law (opposing allignments only), mass cure critical wounds, mass inflict critical wounds, raise dead, righteous might
6th binding, greater glyph of warding, heroes feast, mass heal, quest (willing creatures only), refuge, soul bind, word of recall
Divine Vow (Su): A templars code is somewhat variable; different deities and philosophies extol different virtues that a templar must try to uphold. But more than that, each templar is permitted to extol these virtues in slightly different ways. The vows a templar makes are a representation of his personal or religious code, and determine which aspects he attempts to uphold most strongly. These vows grant him extraordinary powers (the nature of which vary based on the vows he takes). These are detailed in the section below.
A templar may sear a new vow every even level. At 2nd level, when a templar swears a new vow they may only gain one rank 1 vow of their choice. They may not advance a vow beyond rank 1 at this time.
Beginning at 8th level, when a templar swears a new vow they may reaffirm one vow for which they already possess the rank 1 ability, in order to gain the rank 2 ability. A vow that has been reaffirmed in this way is known as "twice vowed." Instead of reaffirming a rank 1 vow, they may instead select two new vows at rank 1. They may not advance a vow beyond rank 2 at this time.
Beginning at 14th level, when a templar swears a new vow they may reaffirm any other vow for which they already possess the rank 2 ability, in order to gain the rank 3 ability. A vow that has been reaffirmed in this way is known as "thrice vowed." Instead of reaffirming a rank 2 vow, they may instead select a new vow to gain both the rank 1 and rank 2 benefits, or they may select two new rank 1 vows.
Vow of Piety: When you prepare your spells, you may also prepare one of your deity's domains. The spells of a prepared domain are added to your list of spells known, and you may cast them so long as you have a slot of the appropriate level remaining. You also gain access to the associated domain power, using your class level to determine any relevant variables. When you next prepare spells you may choose to gain a different domain from among those offered by your deity. If you do so, you lost access to the spells and power of the previously prepared domain, and instead gain access to the spells and powers of the new domain.
At 8th level you may prepare two domains at a time, gaining access to all sets of spells and powers for as long as they remain prepared. At 14th level you may prepare three domains at a time.
Arms of the Faithful: At sixth level a templar gains Craft Magic Arms and Armor as a bonus feat. When crafting any magic items with this feat, they are treated as having access to the spells of the war domain in addition to those on their class list. If they already possess Craft Magic Arms and Armor, they may select another item creation feat for which they qualify.
Inquisitor (Su): An eigth level templar can detect the alignments of any creature that he can see as a swift action. He instantly gains all information about their alignment as if he had spent three rounds concentrating on them with the appropriate spells. If the creature is warded, the templar may make a caster level check against the warding spell to gain the information if such a check is allowed by the ward.
In addition, all the templars natural and weapon attacks are automatically considered aligned (good or evil, lawful or chaotic, etc. based on his alignment) for the purposes of overcoming damage reduction.
Sustained by Faith (Ex): An eleventh level templar gains everything they need to live from their relationship with their deity. They no longer need to eat, drink, or breathe. They can still do these things if they want to of course.
Undying Faith (Su): Fifteenth level templars are extremely difficult to kill. The templar may elect to gain the benefit of a raise dead spell at any time within 1 minute of being killed. If they do, their return is announced by a powerful flash of light (as a daylight spell) for 1 round. Instead of the normal level loss, they instead suffer 2 points of Charisma burn. Once used, they may not return from the dead in this way for 24 hours; a templar who dies twice in a day will need someone else to bring them back to continue their work.
At eighteenth level, this ability improves to offer the benefit of a resurrection spell instead, though the templar only returns with half of their maximum hit points.
All Things Are Possible (Sp): The prayers of a twentieth level templar are taken very seriously. Once per day they may cast miracle as a spell-like ability, though they must still spend experience points if the effect would require them from a spellcaster casting it.
A templar who wishes to pursue other classes is welcome to do so. There are no multiclssing restrictions against the templar.
A templar who willingly leaves his faith or who is cast out loses all spells, spell-like, and supernatural abilities, as well as any ability stemming from one of their vows. They may return to the faith if a ranking member casts an atonement for them. They may also pursue a new faith entirely. They must still find a member of the faith to atone them, however. When joining a new faith in this way, the templar loses all of their old vows. They may swear a new one each day until they have reached the level allotted them based on their level.
Avenger of the Faith Styles
As there are many different vows that a templar can swear, so to are there different combat styles that they may practice. A templar selects one of these styles as their primary style and another as a secondary. They are both then advanced as the templar gains levels.
A charger is a very straightforward templar. They see their foes, and they run or ride out to meet them. This generally leads to the defeat of their foes.
Knight Errant (Ex): A charger needs to reach his foes in order to strike them down. You may charge up to three times your normal base speed when you make a charge as a [[SRD:Full-Round Actions|full-round action]]. If you would only be limited to a partial charge, you may move twice your base speed as part of that action. You may make 1 turn up to 90 degrees as part of your charge action, though you must still travel at least 10 feet in a straight line immediately before you attack a target. Additionally, you are not required to move to the closest space to your opponent during a charge, and may make your charge attack when your opponent is in any of your threatened spaces. This does allow you to take a charge attack while running past an opponent, but this movement would provoke attacks of opportunity as normal.
Cataphract (Ex): When charging, you may make a full attack with a weapon in your primary hand. If you destroy an effect in your path, render a charged opponent unconscious or dead, or otherwise clear the way forward while charging you may continue the charge along the same path (following all normal restrictions as they apply) up to your full allowed distance. If you have any remaining attacks, you may make them against those in your way along this additional distance as if they were your intended charge target. You may not make a full-attack when you perform a partial charge, however. This benefit also applies while you are mounted.
Charge of Necessity (Su): While charging or running, you gain the benefit or air walk for the round, until the start of your next turn. If you do not continue running or charging at the start of the next round, you instead fall to the ground under the effect of feather fall. If you begin a fall from other circumstances you do not benefit from this effect. This benefit also applies while you are mounted.
Charge of Destruction (Ex): In addition to charging foes, you can also charge barriers and zones of magic. If you make an attack against a physical object or barrier and your attack roll is greater than it's AC + it's hardness, a 10' cube of it is lost as if it had been disintegrated (force effects are treated as if they had a hardness of 30 for the purposes of this attack). If you make an attack roll against a magic effect in a space, your attack duplicates the effect of a targeted greater dispel magic, and your dispel check is equal to your attack roll. This benefit also applies while you are mounted.
Charge of Glory (Su): When you kill a foe with an attack while charging, they are destroyed utterly as if they had been immolated or disintegrated. Further, while charging or running you may leave behind a blade barrier as you leaves each space. The wall need not be continuous, and may have as many or as few breaks in it as you desire. This wall deals 15d6 points of damage, has a save DC of 16 + the templar's Charisma modifer, and dissipates at the start of your next turn. This benefit also applies while you are mounted.
Templars who follow the harrier path frustrate the efforts of foes by interrupting and directing their attacks.
Vanguard (Ex): While wielding a reach weapon, you threaten adjacent spaces and may attack adjacent enemies as if you were not wielding a reach weapon. Additionally, you may wield a two-handed polearm reach weapon at the same time as you wield a small or larger shield in your off hand, gaining the shield's benefit. When you do so, you still deal damage with the weapon as though it was wielded in two hands.
Focused Offensive (Ex): You may focus your attention on a specific target within your threatened area for 1 round as a swift action. For the next round, if this target makes an attack not directed at you you may make an attack against them. If you attack deals damage to the target, they automatically fail their attempted attack. These attacks are not attacks of opportunity and occur in place of them. You may use an attack of opportunity instead of these bonus attacks if you wish. Your stance makes this obvious, and they are aware of the consequences of not attacking you if they can see you.
Warding Thrust (Su): Any time you strike with a two-handed weapon, you may attempt to force the target back as a free action. The target must then succeed on a DC 10 + half templar level + Cha mod reflex save or they are thrown back 1 square per five points of damage dealt, plus any reach you have with your weapon, and then fall prone. If they are unable to move the full distance, they suffer 1d6 points of damage per square they could not move. Against the target of a focused offensive, any damage you have dealt to them within the last round in response to their attacking other creatures may be added together to determine the total distance they are thrown back, should you elect to force them at any point.
Resounding Thrust (Su): As a standard action, you may target any or all creatures or objects within a cone extending out to Close range (25' plus 5' per 2 class levels) plus any reach you have from your weapon with a melee attack. Roll a single attack roll and compare it to the AC of each target. If the roll would hit them, they take damage and suffer effects as if you had hit them with a normal melee attack.
Divine Offensive (Su): You may immediately make an attack against anyone in your threatened area who makes an attack that is not directed at you, even if they are not the target of your focused offensive. These attacks are not attacks of opportunity and occur in place of them. You may use an attack of opportunity instead of these bonus attacks if you wish. You may also select the target of your focused offensive out to Close range (25' plus 5' per 2 class levels) plus any reach you have from your weapon. For the purposes of attacking them when they make an attack that is not directed at you, your reach is considered equal to your target selection range.
A herald is a shining beacon of the strength of their patron or philosophy. While they generally do so with protective and restorative auras, they are eventually capable of showing the terrible might of their beliefs as well.
Aura of Vitality (Su): As a swift or move action, you may radiate a protective divine aura. All designated creatures within Close range (25 ft, +5 feet per 2 class levels) of you when you activate the aura gain its benefits until the start of your next turn. You must have line-of-effect to a creature to designate them, however. You may also exclude yourself from the effect if you prefer. There is no limit to the number of times per day that a herald may create a dine aura. <br />Creatures benefiting from your protective aura gain temporary hit points equal to your class level or your charisma modifier, whichever is higher. These temporary hit points last until used or 1 day has passed, and they do not stack with additional exposure to the aura or with any other source of temporary hit points.
Aura of Sanctuary (Su): Creatures benefiting from your protective aura also gain the effects of the sanctuary spell. If a warded creature takes an offensive action, the sanctuary effect is only broken for them. The effect may be restored next round as long as they remain within range of you when your aura is renewed, however. If a creature attacks any warded creature and successfully saves against the sanctuary effect, they are considered to have saved against it for all creatures protected by your aura. Further, they need not make any additional saves against the sanctuary effect of your aura for 24 hours, and ignore it even if you continue to renew it during that time.
Aura of Protection (Su): Creatures benefiting from your protective aura are protected by a protection from X spell, where X is any alignment descriptor opposed to your own. Characters with a Neutral alignment may select an opposed alignment. You may change the alignment protected against whenever your aura is renewed.
Aura of Assistance (Su): You may add the benefits of one personal or touch range spell of level 2 or less that you currently benefit from to your protective aura. A creature who is not a legal target for the spell may not gain the benefit of it from your aura, however.
Otherworldy Aura (Su): As a standard action, you can project an otherworldly aura of divine might. You may project this aura in addition to your protective aura, but you must spend both actions to do so. When you project this aura, every creature within close range must make a will save or cower for 1 round. Creatures that are immune to fear are instead dazed for 1 round on a failed save.
Protectors understand a simple truth about the world and faith: when faced with throngs of unbelievers or the enemies of your deity, it's important to stand your ground. Which they do quite admirably.
Hardline Stance (Ex): You may enter a hardline stance as a move action, and may maintain it additional rounds as a swift action. While holding a hardline stance you are treated as if you had readied an attack against any foe's movement within the spaces you threaten. There is no limit to the number of attacks you can make against moving opponents in this way, and you may make an attack against a foe for each space moved. These attacks are not attacks of opportunity and occur in place of them. You may use an attack of opportunity instead of these bonus attacks if you wish. You may only take a 5' step each round you maintain a hardline stance, regardless of the mode of movement. Moving farther through a movement mode causes you to leave the stance, but you do not lose the stance if moved by an outside event such as falling or a creature's ability, or if you move instantaneously via magic.
Hardline Emanations (Su): While holding a hardline stance you gain reach as if they were one size larger (small and medium are considered to be the same size category for these purposes). Additionally, if you are carrying a shield the emanations may provide cover to creatures targeted by any attack or spell that passes through a space you threaten at your discretion.
Dividing Aegis (Su): While holding a hardline stance you may create a force effect that breaks line of effect across your threatened spaces as a free action on your turn. This break must be a straight line that passes from one side of your threatened area to the opposite side and passes through yourself. It can be maintained for as long as you maintains your hardline stance, but it may only be changed on your turn.
Hardline Lock (Su): While holding a hardline stance, your threatened spaces may also block teleportation effects as with a dimensional lock. A creature that exits your threatened area remains affected by this until the start of their next turn. Your shield bonus to AC is added to your caster level for the purposes of overcoming spell resistance with this effect. Additionally, you are treated as readied against the use of any ability blocked by dimensional lock while you maintain your hardline stance, and may strike creatures who attempt to use such abilities as if they had moved.
Mirrored Aegis (Su): When your dividing aegis would block a spell, spell-like, or supernatural effect targeted at those past you as a result of it's line of effect interruption, you may choose to instead absorb the effect into your aegis. You may only have one effect absorbed at a time, and if you absorb a second effect the first drains away immediately. As a standard action you may release a captured effect at a valid target of your choosing. This released effect has the same numeric effects as when it was originally cast. If not used within a number of additional rounds equal to your shield bonus to AC (minimum 0), it simply drains away. The effect also drains away immediately if you leave your hardline stance.