A Monster for Every Season: Summer 2
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    Bugbear in the Playground
     
    Chimera

    Join Date
    Jun 2020

    Default Templar, a full list spontaneous divine caster for your games (PEACH)

    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 Mettle 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 Death Ward 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 Improved Mettle 6 6 6 6 6 6 6 6 4 -
    18th +13/+8/+3 +11 +6 +11 Alternative Turning 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.

    Spoiler: Templar Spell List
    Show

    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.

    Spoiler: Dev Note on Alignment
    Show
    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 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 and again at 10th, and 14th level the Templar gains a new method of utilizing their turn undead attempts. Each of these requires a swift action and sacrificing a turn undead attempt to activate. Any option which gives a sacred bonus instead gives a profane bonus to evil Templars or neutral Templars serving a evil god.

    Spoiler: Alternate Turning Options
    Show

    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 +4 sacred bonus 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 1/4 your character level.

    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 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 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 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 your charisma modifier. While this ability is active you cannot cast spells. You can end this ability early as a free action, but cannot do so if you have already made a weapon attack this 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.

    Silver Weapon: One weapon you touch counts as silvered for a number of rounds equal to your charisma modifier.


    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.










    Spoiler: Prior Versions-1.0
    Show

    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.

    Spoiler: Templar Spell List
    Show

    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.

    Spoiler: Dev Note on Alignment
    Show
    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.

    Spoiler: ACFs
    Show

    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.

    Last edited by Jervis; 2022-08-01 at 05:01 AM.
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  2. - Top - End - #2
    Ogre in the Playground
     
    Maat Mons's Avatar

    Join Date
    May 2018

    Default Re: Templar, a full list spontaneous divine caster for your games (PEACH)

    I'm not a big fan of Focused Spell. At least it only occurs on the levels where you gain access to higher-level spells. Those levels would still be good even if they were otherwise blank.

    I'm also not a fan of Alignment Language. I suggest instead giving an unrestricted Tongues ability, but at higher level.

    I'd consider moving Mettle up to level 9. As far as I know, among official sources, getting Mettle before character level 6 normally requires giving up 3 caster level.

    For consistency with other sources, Divine Health should only grant disease immunity. Immunity to poison should instead be granted by a separate ability named Diamond Body or Venom Immunity.

    I think a Paladin-ish class should grant immunity to fear.

  3. - Top - End - #3
    Bugbear in the Playground
     
    Chimera

    Join Date
    Jun 2020

    Default Re: Templar, a full list spontaneous divine caster for your games (PEACH)

    Quote Originally Posted by Maat Mons View Post
    I'm not a big fan of Focused Spell. At least it only occurs on the levels where you gain access to higher-level spells. Those levels would still be good even if they were otherwise blank.

    I'm also not a fan of Alignment Language. I suggest instead giving an unrestricted Tongues ability, but at higher level.

    I'd consider moving Mettle up to level 9. As far as I know, among official sources, getting Mettle before character level 6 normally requires giving up 3 caster level.

    For consistency with other sources, Divine Health should only grant disease immunity. Immunity to poison should instead be granted by a separate ability named Diamond Body or Venom Immunity.

    I think a Paladin-ish class should grant immunity to fear.
    Thanks. I'll swap mettle and to 9 and probably change divine health, for some reason I misremembered that feature as having poison immunity. I'll probably just make level 5 the fear immunity level. As for alignment languages I'll admit the feature is a mess, it's 90% a first edition meme and it probably doesn't belong here. I'll take a second look at focused spell but like you said i don't want to load up even numbered levels with much. I made it partially to interact with something i haven't posted yet thats important in the setting i mentioned but I'm not sure i'm happy with it. Something to consider. Thanks again, i's love to hear any other thoughts you have.
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    Default Re: Templar, a full list spontaneous divine caster for your games (PEACH)

    Some thoughts:

    Improved mettle is much stronger than improved evasion. Improved evasion caps damage output, this is straight-up immunity to half the death effects in the game. Not saying it should be out, just noting it.

    The whole warmage schtick with knowing all your spells is ripe with potential for abuse. Sovereign speaker would be scary here, like most options that expand your class list.

    Focused spell is phrased so that you can use it on any spell from the templar list, without requiring it to be a templar spell. A wizard or a cleric 18/ templar 2 could choose gate, or any 9th level spell from one of their domains. If that's not what you want, you should clarify that "when casting that spell as a templar spell" or something.

    Speaking of dips, this thing is a supremely effective first level dip. Better than cleric, IMO - weapon focus, +2 domains (or devotion feats), +turn undead, +cha based casting... you might want to push weapon focus a level or two forward, at the very least.

    It also greatly discourages a templar from taking the war domain, which, fine.

    Finally, you should note that it could be confused with Complete Divine's pious templar, called simply "templar" in 3.0 Defenders of Faith.

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    Default Re: Templar, a full list spontaneous divine caster for your games (PEACH)

    Quote Originally Posted by H_H_F_F View Post
    The whole warmage schtick with knowing all your spells is ripe with potential for abuse. Sovereign speaker would be scary here, like most options that expand your class list.
    I don't think there's anything the class does that's more abusive than what you can already do as a Warmage. Rainbow Servant makes you cast off the entire Cleric list, getting lots of domains for two lost levels of casting just doesn't rate for me.

    One thing I do think is that the base list is probably too big if the class is giving you domains, especially at high levels. I would probably drop at least the alignment-focused stuff and let them just get that from domains if an individual Templar wants it. But if you're a Templar of Mystra or Boccob or whatever, you don't need to be leaning on blowing up dudes of the wrong alignment. I think the core list should probably be healing, some divinations, and maybe plane shift type stuff at the high end. Maybe keep one offensive spell per level (and more at 1-3) so that you're not forced to plan domains really carefully.

    I also think greater divine power is weird in a class that gets turning and can just DMM their regular divine power. Honestly, I'd be tempted to just make it full BAB and not give it divine power by default to make it feel more different from Cleric, particularly spontaneous variants.

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    Default Re: Templar, a full list spontaneous divine caster for your games (PEACH)

    Quote Originally Posted by RandomPeasant View Post
    I don't think there's anything the class does that's more abusive than what you can already do as a Warmage. Rainbow Servant makes you cast off the entire Cleric list, getting lots of domains for two lost levels of casting just doesn't rate for me.
    Agreed that warmage is worse, but outside of very high-op circles, that particular interaction is way outside the lines. I was simply pointing out that this could be used similarly, assuming that it was not intended.

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    Default Re: Templar, a full list spontaneous divine caster for your games (PEACH)

    Quote Originally Posted by H_H_F_F View Post
    Some thoughts:

    Improved mettle is much stronger than improved evasion. Improved evasion caps damage output, this is straight-up immunity to half the death effects in the game. Not saying it should be out, just noting it.

    The whole warmage schtick with knowing all your spells is ripe with potential for abuse. Sovereign speaker would be scary here, like most options that expand your class list.

    Focused spell is phrased so that you can use it on any spell from the templar list, without requiring it to be a templar spell. A wizard or a cleric 18/ templar 2 could choose gate, or any 9th level spell from one of their domains. If that's not what you want, you should clarify that "when casting that spell as a templar spell" or something.

    Speaking of dips, this thing is a supremely effective first level dip. Better than cleric, IMO - weapon focus, +2 domains (or devotion feats), +turn undead, +cha based casting... you might want to push weapon focus a level or two forward, at the very least.

    It also greatly discourages a templar from taking the war domain, which, fine.

    Finally, you should note that it could be confused with Complete Divine's pious templar, called simply "templar" in 3.0 Defenders of Faith.
    Admittedly sovereign speaker can be pretty scary with a lot of builds. Mystic (DLCS) and i believe the variant spontaneous cleric get bonus domains added to their spells known automatically instead of having to take them as spells known like a favored soul would for example. It's definitely one of the weirder PrCs for heavy cheese.

    As for dips that is a very good point. I actually had only one domains originally and flipped back and forth as i tweaked the spell list because i was worried about spell options. I think i'll revert level 1 to only giving one domain and trim the list a bit. I also went back and forth on weapon focus and it's positioning, i'll probably move it to 2 and get rid of alignment language, it's a meme feature anyway. Will maybe move the detect X abilities back to 3 as well. And also good point on the war domain as well, it's something else to think about since this that domain actually has good spells for the class for the most part. Thanks!

    Quote Originally Posted by RandomPeasant View Post
    I don't think there's anything the class does that's more abusive than what you can already do as a Warmage. Rainbow Servant makes you cast off the entire Cleric list, getting lots of domains for two lost levels of casting just doesn't rate for me.

    One thing I do think is that the base list is probably too big if the class is giving you domains, especially at high levels. I would probably drop at least the alignment-focused stuff and let them just get that from domains if an individual Templar wants it. But if you're a Templar of Mystra or Boccob or whatever, you don't need to be leaning on blowing up dudes of the wrong alignment. I think the core list should probably be healing, some divinations, and maybe plane shift type stuff at the high end. Maybe keep one offensive spell per level (and more at 1-3) so that you're not forced to plan domains really carefully.

    I also think greater divine power is weird in a class that gets turning and can just DMM their regular divine power. Honestly, I'd be tempted to just make it full BAB and not give it divine power by default to make it feel more different from Cleric, particularly spontaneous variants.
    I actually had this as a full bab class briefly in a draft but went back on it. Thats why i decided to give a weapon focus so your attack bonus would be martial equivalent up until you got 2nd level spells. I also had a spell at 3rd that was basically divine power light where you gave your deities favored weapon a enhancement bonus and made it so you can treat your CL as your BaB for a minute/level duration. Decided against that though since it was archivist bait though the others kind of are as well.

    I'll probably trim down the spell list quite a bit to remove the ability score enhancers and maybe most of the alignment based ones. I might make a couple ACFs that give you the alignment stuff back and one that gives full bab in place of some other features.
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    Default Re: Templar, a full list spontaneous divine caster for your games (PEACH)

    It seems substantially different from the DS Templar as Athas.org, but since this is for your custom setting, that's fine.

    I don't see any serious problems. The spell list is definitely better than the DS 3.5e version. Someone mentioned the Sovereign Speaker. Somehow I doubt that the Sovereigns are even in your campaign. It would go against Know Dogma (Ex), because in serving on deity, you would surely be violating the tenets of another.

    Mettle seems questionable at any level (for a 1-9 caster) but the class doesn't seem broken in any way. Focused spell granting increase to DC and CL? Seems hard to justify, especially the DC increase. The +2 to CL is less objectionable.

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    Default Re: Templar, a full list spontaneous divine caster for your games (PEACH)

    Quote Originally Posted by redking View Post
    It seems substantially different from the DS Templar as Athas.org, but since this is for your custom setting, that's fine.

    I don't see any serious problems. The spell list is definitely better than the DS 3.5e version. Someone mentioned the Sovereign Speaker. Somehow I doubt that the Sovereigns are even in your campaign. It would go against Know Dogma (Ex), because in serving on deity, you would surely be violating the tenets of another.

    Mettle seems questionable at any level (for a 1-9 caster) but the class doesn't seem broken in any way. Focused spell granting increase to DC and CL? Seems hard to justify, especially the DC increase. The +2 to CL is less objectionable.
    Thanks. I've tweaked the spell list and some features based on suggestions people have given. I've also added some ACFs but I'm not sure how i feel about them, this might be a balance from outer space situation. As for focus spell i'm still not sure how to go on that, i'm gonna have to take a look at that one.

    Also the point on know dogma is hilarious. A Templar of a large pantheon would be really confused all the time and that sounds hilarious.
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    Default Re: Templar, a full list spontaneous divine caster for your games (PEACH)

    At the risk of doubleposting i want to make a changelog now that i've made a pretty major rework. The spell list increasing exponentially wasn't something i was extremely happy with. While this is a nerf over the original i think this sells a unique identity better. Focus spell wasn't popular with anyone and i think it was a bit boring with some DC/CL boosting that could cause problems. I trimmed a bit from the spell list and replaced the bonus domains with something more in line with advanced learning, though it still allows for a lot of spell access for some deities. Only one domain now but divine inspiration lets you scalp spells you want specifically without the issue of bloating your list by a lot. Also added whirling blade to the spell list because this class has a lot of weapon involvement and it gives a decent damage option that never really goes out of style. Added the aligned squall spell which i'll probably regret writing tomorrow but ever class needs a couple exclusive spells, something that needs more tinkering.

    As for mechanics i introduced some alternative turn uses that are meant to be roughly in line with divine feats with some action economy in mind. New ability to reroll saves one or two times a day depending on the level so you have some friend support. Still trying to figure out a middlegroud where I'm happy with this class. I want it to be good enough in terms of base class features that PrCing isnt the obvious option for everyone but not broken. That was the primary reason for mettle existing at a midish level, a incentive to stay single class for realistically most of the game. But the domains made it a bit too good so it was just a no brainer to take the class to 9 at least, and probably to 17 too. I'm aiming for a solid tier 2ish and this rewrite i think comes closer than the original. I left the last revision at the bottom of the OP for posterity and comparison because this is a rather drastic change.
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    Default Re: Templar, a full list spontaneous divine caster for your games (PEACH)

    I like. I think it's a pretty solid tier 2-3 class. I think removing paladins from a game with this in it is the right move, though, as you are doing with yours. I'm going to do a 3.5 game soon that was meant to be mostly by the books, this has given me a lot to think about though...

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    Default Re: Templar, a full list spontaneous divine caster for your games (PEACH)

    Quote Originally Posted by LecternOfJasper View Post
    I like. I think it's a pretty solid tier 2-3 class. I think removing paladins from a game with this in it is the right move, though, as you are doing with yours. I'm going to do a 3.5 game soon that was meant to be mostly by the books, this has given me a lot to think about though...
    Thanks! I always love hearing peoples thoughts on my work. If you do end up using it I would love to hear how it goes.
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    Default Re: Templar, a full list spontaneous divine caster for your games (PEACH)

    I like this more than 1.0. Well done!

    Rebuke fear has no listed duration. Holy Rampage might be simpler if you can end it as a free action at the beginning of your turn or something, otherwise it's kind of inviting edge cases and weird uses (grapple check, touch attack for trip, IDK).

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    Default Re: Templar, a full list spontaneous divine caster for your games (PEACH)

    Quote Originally Posted by H_H_F_F View Post
    I like this more than 1.0. Well done!

    Rebuke fear has no listed duration. Holy Rampage might be simpler if you can end it as a free action at the beginning of your turn or something, otherwise it's kind of inviting edge cases and weird uses (grapple check, touch attack for trip, IDK).
    Thanks! Iíll fix the duration and wording for HR when iím able to get to my computer later this week.
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