Difference between revisions of "Templar (3.5e Class)"
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− | + | [[Length::20| ]] | |
− | | | + | [[Minimum Level::1| ]] |
− | + | [[Base Attack Bonus Progression::Good| ]] | |
− | + | [[Fortitude Save Progression::Good| ]] | |
− | + | [[Reflex Save Progression::Poor| ]] | |
− | + | [[Will Save Progression::Good| ]] | |
− | + | [[Class Ability::Spontaneous Divine Spellcasting| ]] | |
− | + | [[Class Ability Progression::Partial| ]] | |
− | + | {{3.5e Class Alignments}} | |
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==Templar== | ==Templar== | ||
− | [[File:Templar.png|thumb|right|250px|The power of my deity flows through me, and will cut you down should you cross me.]]Every religion has clerics, 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. [[Summary::Templars are ordained | + | [[File:Templar.png|thumb|right|250px|The power of my deity flows through me, and will cut you down should you cross me.]]Every religion has clerics, 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. [[Summary::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 | + | 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 exemplifies a particular ideology of life, and associated nomenclature may depend on the side with which he aligns himself. A good templar, for instance, | + | 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=== | ===Making a Templar=== | ||
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'''Races:''' Any. Every race that has deities has templars to spread their teachings. | '''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. | + | '''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. Templars without a patron deity may select any alignment they like. |
'''Starting Gold:''' 3d10×10 gp (165 gp). | '''Starting Gold:''' 3d10×10 gp (165 gp). | ||
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Climb, | Climb, | ||
Concentration, | Concentration, | ||
− | Craft, | + | Craft, |
+ | Heal, | ||
+ | Intimidate, | ||
Jump, | Jump, | ||
Knowledge (nobility and royalty) (religion), | Knowledge (nobility and royalty) (religion), | ||
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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. | 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. | ||
− | #'''{{Anchor|Knight Errant}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A | + | #'''{{Anchor|Knight Errant}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A charger needs to work around the limitations of the bulky armor that is so often part of his attire. You no longer suffer penalties to your base speed from wearing medium or heavy [[SRD:Armor|armor]]. You also gain additional benefits while charging. 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 would allow you to take a charge attack while running past an opponent, but this movement would provoke attacks of opportunity as normal. |
− | #'''{{Anchor|Cataphract}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When charging | + | #'''{{Anchor|Cataphract}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When charging you gain a +4 bonus to your attack roll instead of the normal +2 and you may make a full attack on a charge. You also 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 not make a full-attack when you perform a partial charge, however. This benefit also applies while you are mounted. |
− | #'''{{Anchor|Charge of Necessity}} ([[SRD:Special Abilities Overview#Extraordinary|Su]]):''' | + | #'''{{Anchor|Charge of Necessity}} ([[SRD:Special Abilities Overview#Extraordinary|Su]]):''' While charging or running, you gain the benefit or [[SRD:Air Walk|''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 [[SRD:Feather Fall|''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. |
− | #'''{{Anchor|Charge of Glory}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' | + | #'''{{Anchor|Charge of Glory}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You can trample over those who fall before your charge, continuing to seek more blood. If you destroys an effect, render an opponent in your path unconscious or dead, or otherwise clear the way forward with a charge attack you may continue the charge along the same path (following all normal restrictions as they apply) up to your full allowed distance. You may make additional attacks against those in your way along this additional distance as if they were your intended charge target. This benefit also applies while you are mounted. |
− | #'''{{Anchor|Charge of Destruction}} ([[SRD:Special Abilities Overview#Extraordinary|Su]]):''' When a foe is struck with | + | #'''{{Anchor|Charge of Destruction}} ([[SRD:Special Abilities Overview#Extraordinary|Su]]):''' When a foe is struck with your charge attack and killed, they are destroyed utterly as if they had been immolated or disintegrated. Further, while charging or running you may leave behind a [[SRD:Blade Barrier|''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. |
=====Herald===== | =====Herald===== | ||
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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. | 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. | ||
− | #'''{{Anchor|Hardline Stance}} {{Ex}}:''' | + | #'''{{Anchor|Hardline Stance}} {{Ex}}:''' You may enter a hardline stance as a move action, and may maintain it additional rounds as either a move or 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. Your movement rate is reduced to 5' in all movement forms, however, regardless of bonuses or their values before you entered the stance. There is no limit to the number of times in a day when a protector can enter a hardline stance. |
− | #'''{{Anchor|Emanating Stance}} {{Su}}:''' | + | #'''{{Anchor|Emanating Stance}} {{Su}}:''' You visibly radiate a tangible divine energy that can be used to harm foes as well as deflect blows. This grants you 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 provide you with [[SRD:Cover|cover]]. Your threatened spaces may deflect attacks passing through them, if you wish it, granting cover to creatures targeted by any attack or spell that passes through a space you threaten. |
− | #'''{{Anchor|Hold the Line}} {{Su}}:''' | + | #'''{{Anchor|Hold the Line}} {{Su}}:''' While holding a hardline stance you may, you may break 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. |
− | #'''{{Anchor|Persistent Stance}} {{Su}}:''' | + | #'''{{Anchor|Persistent Stance}} {{Su}}:''' Rounds spent in a hardline stance do not count against the duration of any spell that you have cast on yourself. |
− | #'''{{Anchor|Sacred Space}} {{Su}}:''' | + | #'''{{Anchor|Sacred Space}} {{Su}}:''' When you take on their hardline stance, you may also choose to radiate an effect similar to ''[[SRD:Forbiddance|forbiddance]]'' in a 60' radius. You may activate or deactivate this effect as a free action on your turn, but it must remain activated or deactivated for 1 round before you may change it. This effect otherwise lasts as long as you maintains the stance, and it travels with you.<br />Additionally, you may block any attempt to teleport by a creature that you can see if the shortest distance between their start and end points would pass through this effect. Your own travel powers, those granted by class feature and by spells, are not blocked by this effect. Any creatures who enter on their own suffer the appropriate damage, but creatures within the area of effect when the effect begins, or who find themselves in it because of your movement, do not suffer damage from the effect. Similarly, summoned creatures in the area when the effect is activated are not dispelled, nor are those who wind up in the area of effect as a result of your movement. |
====Ex-Templars==== | ====Ex-Templars==== |
Revision as of 17:36, 4 September 2012
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Contents
Templar
Every religion has clerics, 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.
Primary 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.
Secondary Abilities: 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. Templars without a patron deity may select any alignment they like.
Starting Gold: 3d10×10 gp (165 gp).
Starting Age: Moderate.
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | ||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +2 | Code of Conduct, Divine Vow, Spells, Vow of Allegiance | 2 | — | — | — | — | — | — | |||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +3 | Avenger of the Faith (Primary) | 3 | — | — | — | — | — | — | |||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +3 | Divine Vow | 3 | 2 | — | — | — | — | — | |||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +4 | Avenger of the Faith (Secondary) | 3 | 2 | — | — | — | — | — | |||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +4 | Divine Vow | 3 | 3 | 2 | — | — | — | — | |||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +5 | Avenger of the Faith (Primary), Priest Craft | 3 | 3 | 2 | — | — | — | — | |||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +2 | +5 | Divine Vow (Twice Vowed) | 3 | 3 | 3 | 2 | — | — | — | |||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +6 | Avenger of the Faith (Secondary), Inquisitor | 3 | 3 | 3 | 2 | — | — | — | |||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +6 | Divine Vow (Twice Vowed) | 3 | 3 | 3 | 2 | — | — | — | |||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +7 | Avenger of the Faith (Primary) | 3 | 3 | 3 | 3 | 2 | — | — | |||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +7 | Divine Vow (Twice Vowed) | 3 | 3 | 3 | 3 | 2 | — | — | |||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +8 | Avenger of the Faith (Secondary), Sustained by Faith | 3 | 3 | 3 | 3 | 2 | — | — | |||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +8 | Divine Vow (Thrice Vowed) | 3 | 3 | 3 | 3 | 3 | 2 | — | |||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +9 | Avenger of the Faith (Primary) | 4 | 3 | 3 | 3 | 3 | 2 | — | |||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +9 | Divine Vow (Thrice Vowed) | 4 | 4 | 3 | 3 | 3 | 2 | — | |||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Avenger of the Faith (Secondary) | 4 | 4 | 4 | 3 | 3 | 3 | 2 | |||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Divine Vow (Thrice Vowed), Undying Faith | 4 | 4 | 4 | 4 | 3 | 3 | 2 | |||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Avenger of the Faith (Primary) | 4 | 4 | 4 | 4 | 4 | 3 | 3 | |||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Divine Vow (Thrice Vowed) | 4 | 4 | 4 | 4 | 4 | 4 | 3 | |||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Avenger of the Faith (Secondary), I Believe in Miracles | 4 | 4 | 4 | 4 | 4 | 4 | 4 | |||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) | |||||||||||||||||||||||||||||||||||||||||
Class Skills, Tome of Prowess Variant (6 per level, ×4 at 1st level) |
Class Features
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.
Spells: Like a priest, a templar casts divine spells, which are drawn from the templar spell list (see below). He knows 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. He gains bonus spells based on his Charisma score.
A templar’s 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, 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 templeSpC, protection from chaos/evil/good/law (opposing alignments only), remove fear, rhino’s rushSpC, shield of faith
2nd— align weapon, augury, brand heretic, calm emotions, cure serious wounds, delay poison, consecrate, lesser restoration, mass cure light wounds, prayer, remove blindness/deafness, shield other, status
3rd— atonement, commune, cure critical wounds, greaterdispel magic, glyph of warding, knight's moveSpC, magic circle against chaos/evil/good/law (opposing alignments only), mass cure moderate wounds, remove disease, speak with dead
4th— death ward, discern lies, dismissal, divination, freedom of movement, heal, holy sword (or unholy sword), mass cure 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, raise dead, righteous might
6th— binding, greater glyph of warding, heroes’ feast, mass heal, quest (willing creatures only), refuge, soul bind, word of recall
Code of Conduct (Ex): 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 let’s face it; sometimes even the good and honorable knight may need 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 many follow them, but not all reach them.
So long as he truly acts towards the fulfillment of his personal code (subject to the discretion of player and DM), he cannot be forced by any effect to commit a violent act against someone who shares his alignment or faith. If compelled to commit such an act, the templar instead states that they are unable to commit such an act against a member of the faithful and takes no actions until the effect ends. If the effect would end upon completion of the violence, it is instead considered completed 1 round later.
Divine Vow (Su): A templar’s code is subjective to its maker; he takes vows as a representation of his code (see the section on divine vows below), which grant him extraordinary powers (the nature of which vary based on the vows he takes). At 1st level the templar gains the Vow of Piety and one other rank 1 vow of their choice. At every odd-numbered class level thereafter the templar may take a new vow.
Beginning at 7th level, he may reaffirm a previous vow to gain an additional ability from that vow and take a rank 2 benefit from a vow which he already possesses. Such a reaffirmation is known as "twice vowed." Instead reaffirming a vow, he may instead select make a new vow.
Beginning at 13th level, he may reaffirm one of his twice vowed selections an additional time to gain a final ability from it, gaining a rank 3 benefit from a vow in which he already possesses the rank 2 benefit. Such a reaffirmation is known as "thrice vowed". Instead of thrice vowing an eligible vow, he may instead select two lesser vows to advance to twice vowed, or he may make a new vow and gain both the rank 1 and rank 2 abilities from it.
Avenger of the Faith: A templar trains himself in multiple forms of combat, so as to serve as both the weapon and shield of their church or ideals. Starting at second level, he chooses a primary combat form (see Avenger of the Faith Styles below) for which he gains the corresponding abilities at 2nd level and every four class levels thereafter. At 4th level, he chooses his secondary style, and gains the benefits thereof at each 4 class levels.
Arms of the Faithful (Ex): At fifth 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.
Inquisitor (Ex): An 8th 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 must succeed on a caster level check against the warding spell.
In addition, all the templar’s 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 (Su): An eleventh level templar gains everything they need to live from their relationship with their deity. They no longer need to eat, drink, breathe, or sleep. They can still do these things if they want to of course.
Undying Faith (Su): Seventeenth level templars are extremely difficult to kill, since their sense of purpose keeps them bound to this world. When a templar of this level dies, they may elect to gain the benefit of a true resurrection at anytime within the next minute, though this only leaves them at half of their maximum hit points. They may benefit from this ability no more than once per day. A templar who dies twice in a day will need someone else to bring them back to continue their work.
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.
Avenger of the Faith Styles
Charger
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 work around the limitations of the bulky armor that is so often part of his attire. You no longer suffer penalties to your base speed from wearing medium or heavy armor. You also gain additional benefits while charging. 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 would 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 gain a +4 bonus to your attack roll instead of the normal +2 and you may make a full attack on a charge. You also may charge up to three times your normal base speed when you make a charge as a 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 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 Glory (Ex): You can trample over those who fall before your charge, continuing to seek more blood. If you destroys an effect, render an opponent in your path unconscious or dead, or otherwise clear the way forward with a charge attack you may continue the charge along the same path (following all normal restrictions as they apply) up to your full allowed distance. You may make additional attacks against those in your way along this additional distance as if they were your intended charge target. This benefit also applies while you are mounted.
- Charge of Destruction (Su): When a foe is struck with your charge attack and killed, 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.
Herald
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.
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.
Hoplite
Templars who follow the hoplite path are those who feel that a combination of offense and defense is often the most appropriate one to bring against your foes. These templars can wait behind the increased protection of their shield, and then strike with an unexpectedly strong blow.
- Vanguard: When wielding a shield in your off hand, you may wield a spear in one hand. When you do so, you still deal damage with the spear as though it is wielded in two hands.
- Resolute Strike: You pour your passion and devotion into your strikes, and your foes can tell. While wielding a shield in your off hand, you may add your Charisma modifier to your damage rolls. If you wield a tower shield, you may also add your Charisma modifier to your attack rolls. Additionally, you may set your spear against a charge as an immediate action.
- Divine Thrust: Your spear thrusts are so strong that you need not even strike a foe with the tip to pierce them. This increases the area you threaten while wielding a spear by 5', and movement through this expanded area provokes attacks of opportunity as normal. If your wielded spear is a reach weapon, this ability does not allow you to attack adjacent targets though you can strike even farther away.
- {{Anchor|Warding Strike}: You spear strikes hurl back the targets you hit. Targets are moved away from you a distance equal to the half the damage dealt (rounded down to the nearest 5 foot increment), with a minimum of 10 feet. If they can not move the full distance, they take 1d6 points of damage for every 2 squares they are unable to move. They land in their destination square prone. A successful reflex save negates the hurling effect.
- Resounding Strike: When you strike a foe with your warding strike, you may expand the effect to include all others within a 25' cone (directed away from you) of your target. The creature hit by your strike suffers damage normally and makes their save against the effect as above. Other targets within this cone are entitled to a reflex save against the same DC. On a successful save they suffer only half the damage of your strike and are not moved. On a failed save they suffer the full damage of your strike and are hurled as above.
Protector
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 either a move or 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. Your movement rate is reduced to 5' in all movement forms, however, regardless of bonuses or their values before you entered the stance. There is no limit to the number of times in a day when a protector can enter a hardline stance.
- Emanating Stance (Su): You visibly radiate a tangible divine energy that can be used to harm foes as well as deflect blows. This grants you 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 provide you with cover. Your threatened spaces may deflect attacks passing through them, if you wish it, granting cover to creatures targeted by any attack or spell that passes through a space you threaten.
- Hold the Line (Su): While holding a hardline stance you may, you may break 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.
- Persistent Stance (Su): Rounds spent in a hardline stance do not count against the duration of any spell that you have cast on yourself.
- Sacred Space (Su): When you take on their hardline stance, you may also choose to radiate an effect similar to forbiddance in a 60' radius. You may activate or deactivate this effect as a free action on your turn, but it must remain activated or deactivated for 1 round before you may change it. This effect otherwise lasts as long as you maintains the stance, and it travels with you.
Additionally, you may block any attempt to teleport by a creature that you can see if the shortest distance between their start and end points would pass through this effect. Your own travel powers, those granted by class feature and by spells, are not blocked by this effect. Any creatures who enter on their own suffer the appropriate damage, but creatures within the area of effect when the effect begins, or who find themselves in it because of your movement, do not suffer damage from the effect. Similarly, summoned creatures in the area when the effect is activated are not dispelled, nor are those who wind up in the area of effect as a result of your movement.
Ex-Templars
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.
Article Balance | Very High + |
Author | Tarkisflux + and ThunderGod Cid + |
Base Attack Bonus Progression | Good + |
Class Ability | Spontaneous Divine Spellcasting + |
Class Ability Progression | Partial + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Class + |
Length | 20 + |
Minimum Level | 1 + |
Rating | Unrated + |
Reflex Save Progression | Poor + |
Skill | Appraise +, Climb +, Concentration +, Craft +, Heal +, Intimidate +, Jump +, Knowledge +, Listen +, Ride +, Sense Motive +, Speak Language +, Spellcraft + and Swim + |
Skill Points | 4 + |
Summary | Templars are ordained warriors tasked with spreading the faith and defending the faithful, while also beating down the foes of a deity. + |
Title | Templar + |
ToP Skill | Affability +, Appraisal +, Athletics +, Cultures +, Endurance +, Healing +, Intimidation +, Jump +, Psychology + and Thaumaturgy + |
Will Save Progression | Good + |