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<noinclude>
 
:''This article is about TG Cid's Paladin. You may be looking for [[SRD:Paladin]].''
 
 
{{author
 
{{author
|author_name=ThunderGod Cid
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|author_name=Tarkisflux
|date_created=September 27, 2010
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|co-authors=ThunderGod Cid
|adopter=
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|date_created=July 2012
|date_adopted=
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|status=Complete
|status=Open to suggestions
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|balance=Very High
|editing=Post suggestions on talk page.
 
|balance=Wizard
 
 
}}
 
}}
 
<div class="blank">
 
<div class="blank">
{{#set:Summary=A paladin that is not restricted to one alignment.
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[[Minimum Level::1| ]]
|Length=20
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[[Class Ability::Spontaneous Divine Spellcasting| ]]
|Minimum Level=1
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[[Class Ability Progression::Partial| ]]
|Base Attack Bonus Progression=Good
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{{3.5e Class Alignments}}
|Fortitude Save Progression=Good
 
|Reflex Save Progression=Good
 
|Will Save Progression=Poor
 
|Class Ability=Divine Spellcasting, Prepared Spellcasting, Other
 
|Class Ability Progression=Other
 
}}
 
<!-- Delete any of the following alignments if they are not allowed in the class -->
 
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
 
 
</div>
 
</div>
  
[[File:Knight by redpeggy.jpg|thumb|right|350px|''The enemy foolishly wastes his time and resources sending these foul creations against us. One day he will learn.'']]
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==Templar==
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[[File:Templar.png|thumb|right|250px|The power of my deity flows through me, and will cut you down should you cross me.]]
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{{quote|''Nobody is more dangerous than he who imagines himself pure in heart, for his purity, by definition, is unassailable.''}}
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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. Given the inherent danger of most settings, these preachers need to either be combat-capable themselves or have someone next to them who is. This is where a templar comes in. [[Summary::Templars are ordained warriors tasked with spreading the faith and defending the faithful, while also beating down the foes of a deity.]]  
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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.
  
==Paladin==
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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.
  
{{quote|''The fates themselves guide my sword.''}}
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__TOC__
  
Paladins are exemplars of a particular ideology of life, zealots willing to throw away their own lives for the preservation of their cause. Most traditional paladins are of good alignment, while those who embrace evil are often known as blackguards and those who serve neutrality are called gray wardens. Paladins who have disgraced themselves and forsaken their service, whatever their alignment, are called anti-paladins, although this term is often mistakenly applied to those who change alignments and oaths.
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===Making a Templar===
  
===Making a Paladin===
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{{ToP Compliant}}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.
  
In order to deserve his reputation as a virtuous slayer of evil (or as a powerful and tyrannical conqueror), the paladin needs to kill things. Preferably things that follow the exact opposite ethical guidelines that he does. This means that while he is inextricably tied to a certain alignment, this alignment is not completely inflexible.
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'''Primary Abilities:''' Templars value [[SRD:Charisma|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 [[SRD:Strength|Strength]] as it allows them to beat up those who steadfastly refuse to believe and get in the way of the templar's work.
  
A paladin is a charger, first and foremost. It’s the only class that gets its own mount as a class feature; how much bigger of a clue is there? While this may normally limit his usefulness, he is a powerful enough melee combatant to be worth his salt in any party.
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'''Secondary Abilities:''' [[SRD:Constitution|Constitution]] is often the third most important ability for a templar, as it allows them to stand longer in the fray.
 
'''Abilities:''' A paladin's job is to be in the thick of battle; while he does not disregard defense as the barbarian might, his high-risk tactic of charging headlong into the enemy line requires that [[SRD:Constitution|Constitution]] be relatively high if he expects to survive. After that, his [[SRD:Charisma|Charisma]] can basically handle everything, although as a primary melee combatant [[SRD:Strength|Strength]] and [[SRD:Dexterity|Dexterity]] still have their uses.  
 
  
'''Races:''' Any.
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'''Races:''' Any. Every race that has deities has templars to spread their teachings.
  
'''Alignment:''' Any, since the whole point of this paladin is to '''''not''''' restrict the alignment. That said, all paladins have some semblance of honor regardless of alignment, even if it's only restricted to upholding the values that they have sworn to exemplify.
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'''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:''' 1d6&times;10 gp (25 gp).
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'''Starting Gold:''' 3d10&times;10 gp (165 gp).
  
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.
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'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.
  
{| class="zebra d20"
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{{3.5e Class Simple
|+
+
|classname=Templar
<div>{{Anchor|Table: The Paladin}}</div>
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|hitdie=10
[[SRD:Hit Dice|Hit Die]]: d10
+
|bab=Good
|-
+
|fort=Good
!  rowspan="2" | Level
+
|ref=Poor
!  rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
+
|will=Good
colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
+
|specialhead1= colspan="7" {{!}} Spells
!  rowspan="2" | Special
+
|specialhead2= &nbsp;0&nbsp; {{!!}}  1<sup>st</sup> {{!!}}  2<sup>nd</sup> {{!!}}  3<sup>rd</sup> {{!!}}  4<sup>th</sup> {{!!}}  5<sup>th</sup> {{!!}}  6<sup>th</sup>
! colspan="10" | [[#Spells|Spells per Day]]
+
|special1=[[#Avenger of the Faith|Avenger of the Faith]] (Primary), [[#Code of Conduct|Code of Conduct]], [[#Spells|Spells]] {{!!}} 2 {{!!}} {{!!}} {{!!}} {{!!}} {{!!}} {{!!}}
|-
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|special2=[[#Divine Vow|Divine Vow]] (Once Vowed), [[#Vow of Piety|Vow of Piety]] (1 Domain) {{!!}} 3 {{!!}} {{!!}} {{!!}} {{!!}} — {{!!}} — {{!!}}
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
+
|special3=[[#Avenger of the Faith|Avenger of the Faith]] (Secondary) {{!!}} 3 {{!!}} 2 {{!!}} — {{!!}} {{!!}} {{!!}} {{!!}}
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup>
+
|special4=[[#Divine Vow|Divine Vow]] (Once Vowed) {{!!}} 3 {{!!}} 2 {{!!}} {{!!}} {{!!}} {{!!}} — {{!!}}
|-
+
|special5=[[#Avenger of the Faith|Avenger of the Faith]] (Primary) {{!!}} 3 {{!!}} 3 {{!!}} 2 {{!!}} {{!!}} {{!!}} {{!!}}
|1st|| class="left" | +1 || +2 || +0 || +2
+
|special6=[[#Divine Vow|Divine Vow]] (Once Vowed) [[#Arms of the Faithful|Arms of the Faithful]] {{!!}} 3 {{!!}} 3 {{!!}} 2 {{!!}} — {{!!}} {{!!}} {{!!}}
| class="left" | [[#Code of Conduct|Earthly Vow]], [[#First Aid|First Aid]], [[#Inquisitor|Inquisitor]]
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|special7=[[#Avenger of the Faith|Avenger of the Faith]] (Secondary) {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 2 {{!!}} {{!!}} {{!!}}
|2||||||||||||
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|special8=[[#Divine Vow|Divine Vow]] (Twice Vowed), [[#Vow of Piety|Vow of Piety]] (2 Domains), [[#Inquisitor|Inquisitor]]  {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 2 {{!!}} — {{!!}} — {{!!}}
|-
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|special9=[[#Avenger of the Faith|Avenger of the Faith]] (Primary) [[#Divine Vow|Divine Vow]] (Twice Vowed) {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 2 {{!!}} {{!!}} {{!!}}
|2nd|| class="left" | +2 || +3 || +0 || +3
+
|special10=[[#Divine Vow|Divine Vow]] (Twice Vowed) {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 2 {{!!}} — {{!!}}
| class="left" | [[#Divine Grace|Divine Grace]], [[#Knight Errant|Knight Errant]]
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|special11=[[#Avenger of the Faith|Avenger of the Faith]] (Secondary) {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 2 {{!!}} {{!!}}
|3||0||||||||—||
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|special12=[[#Divine Vow|Divine Vow]] (Twice Vowed), [[#Sustained by Faith|Sustained by Faith]] {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 2 {{!!}} — {{!!}}
|-
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|special13=[[#Avenger of the Faith|Avenger of the Faith]] (Primary) {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 2 {{!!}}
|3rd|| class="left" | +3 || +3 || +1 || +3
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|special14=[[#Divine Vow|Divine Vow]] (Thrice Vowed), [[#Vow of Piety|Vow of Piety]] (3 Domains) {{!!}} 4 {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 2 {{!!}} —
| class="left" |  [[#Code of Conduct|Earthly Vow]], [[#Smite|Smite]]
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|special15=[[#Avenger of the Faith|Avenger of the Faith]] (Secondary), [[#Undying Faith|Undying Faith]] (as ''raise dead'') {{!!}} 4 {{!!}} 4 {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 2 {{!!}}
|3||1||||||||—||
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|special16=[[#Divine Vow|Divine Vow]] (Thrice Vowed) {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 3 {{!!}} 3 {{!!}} 3 {{!!}} 2
|-
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|special17=[[#Avenger of the Faith|Avenger of the Faith]] (Primary) {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 3 {{!!}} 3 {{!!}} 2
|4th||class="left" | +4 || +4 || +1 || +4
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|special18=[[#Divine Vow|Divine Vow]] (Thrice Vowed), [[#Undying Faith|Undying Faith]] (as ''resurrection'') {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 3 {{!!}} 3
| class="left" |  [[#Divine Health|Divine Health]], [[#First Aid|First Aid]] (move action)
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|special19=[[#Avenger of the Faith|Avenger of the Faith]] (Secondary) {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 3
|3||2||0||||||||
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|special20=[[#All Things Are Possible|All Things Are Possible]] {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 4 {{!!}} 4
|-
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|skillpoints=4
|5th||class="left" | +5 || +4 || +1 || +4
+
|skills=Appraise, Climb, Concentration, Craft, Heal, Intimidate, Jump, Knowledge (nobility and royalty) (religion), Listen, Ride, Sense Motive, Speak Language, Spellcraft, Swim
| class="left" | [[#Cavalier|Cavalier]], [[#Code of Conduct|Earthly Vow]]
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|ToPskillpoints=6
|3||3||1||||||||
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|ToPskills=Affability, Appraisal, Athletics, Cultures, Endurance, Healing, Intimidation, Jump, Psychology, Thaumaturgy
|-
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|width=100
|6th||class="left" | +6/+1 || +5 || +2 || +5
+
}}
| class="left" | [[#Cataphract|Cataphract]]
 
|3||3||2||—||||||
 
|-
 
|7th||class="left" | +7/+2 || +5 || +2 || +5
 
| class="left" | [[#Code of Conduct|Earthly Vow]], [[#First Aid|First Aid]] (swift action)
 
|3||3||2||0||||||
 
|-
 
|8th||class="left" | +8/+3 || +6 || +2 || +6
 
| class="left" | [[#Knight Templar|Knight Templar]]
 
|3||3||3||1||—||—||
 
|-
 
|9th||class="left" | +9/+4 || +6 || +3 || +6
 
| class="left" | [[#Code of Conduct|Earthly Vow]]
 
|3||3||3||2||||||
 
|-
 
|10th||class="left" | +10/+5 || +7 || +3 || +7
 
| class="left" | [[#First Aid|First Aid]] (immediate action)
 
|3||3||3||2||0||—||
 
|-
 
|11th||class="left" | +11/+6/+6 || +7 || +3 || +7
 
| class="left" | [[#Bastion of the Five Pillars|Bastion of the Five Pillars]], [[#Code of Conduct|Earthly Vow]]
 
|3||3||3||3||1||||
 
|-
 
|12th||class="left" | +12/+7/+7 || +8 || +4 || +8
 
| class="left" | [[#Champion of the Joust|Champion of the Joust]]
 
|3||3||3||3||2||—||
 
|-
 
|13th||class="left" | +13/+8/+8 || +8 || +4 || +8
 
| class="left" | [[#Code of Conduct|Earthly Vow]]
 
|3||3||3||3||2||0||
 
|-
 
|14th||class="left" | +14/+9/+9 || +9 || +4 || +9
 
| class="left" | [[#Knight Marshal|Knight Marshal]]
 
|4||3||3||3||3||1||—
 
|-
 
|15th||class="left" | +15/+10/+10 || +9 || +5 || +9
 
| class="left" | [[#Code of Conduct|Earthly Vow]]
 
|4||4||3||3||3||2||
 
|-
 
|16th||class="left" | +16/+11/+11/+11 || +10 || +5 || +10
 
| class="left" | [[#Divine Radiance|Divine Radiance]]
 
|4||4||4||3||3||2||0
 
|-
 
|17th||class="left" | +17/+12/+12/+12 || +10 || +5 || +10
 
| class="left" | [[#Code of Conduct|Earthly Vow]]
 
|4||4||4||4||3||3||1
 
|-
 
|18th||class="left" | +18/+13/+13/+13 || +11 || +6 || +11
 
| class="left" | [[#I Believe in Miracles|I Believe in Miracles]]
 
|4||4||4||4||4||3||2
 
|-
 
|19th||class="left" | +19/+14/+14/+14 || +11 || +6 || +11
 
| class="left" | [[#Code of Conduct|Earthly Vow]]
 
|4||4||4||4||4||4||3
 
|-
 
|20th||class="left" | +20/+15/+15/+15 || +12 || +6 || +12
 
| class="left" | [[#Messiah|Messiah]]
 
|4||4||4||4||4||4||4
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (nobility and royalty) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Speak Language Skill|Speak Language]] (n/a), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).
 
|}
 
  
 
====Class Features====
 
====Class Features====
  
All of the following are class features of the paladin.
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All of the following are class features of the templar.
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'''Weapon and Armor Proficiency:''' A templar is automatically proficient with simple and martial weapons, all forms of armor, and all shields.
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'''{{Anchor|Spells}}:''' A templar cast divine spells, which are drawn from the list below and supplemented by their deity's domains (see [[#Vow of Piety|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.
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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 [[SRD:Charisma|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|Table: The Templar]]), and he gains bonus slots from his [[SRD:Charisma|charisma]] score.
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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.
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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.
  
'''Weapon and Armor Proficiency:''' A paladin is automatically proficient with simple and martial weapons, all forms of armor, and all shields.
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0th&mdash; ''[[SRD:Create Water|create water]]'', ''[[SRD:Cure Light Wounds|cure light wounds]]'', ''[[SRD:Detect Magic|detect magic]]'', ''[[SRD:Guidance|guidance]]'', [[SRD:Inflict Light Wounds|''inflict light wounds'']], ''[[SRD:Light|light]]'', ''[[SRD:Purify Food and Drink|purify food and drink]]'', ''[[SRD:Read Magic|read magic]]'', ''[[SRD:Resistance|resistance]]''
  
'''{{Anchor|Spells}}:''' Like a [[SRD:Cleric|cleric]], a paladin casts divine spells, which are drawn from the paladin spell list (see below). He also gains bonus spells accordingly based on his [[SRD:Charisma|Charisma]] score, and prepares his spells in the same manner as a cleric does. A paladin’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.
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1st&mdash; ''[[SRD:Aid|aid]]'', ''[[SRD:Bless|bless]]'', ''[[SRD:Cure Moderate Wounds|cure moderate wounds]]'', ''[[SRD:Detect Chaos|detect chaos]]/[[SRD:Detect Evil|evil]]/[[SRD:Detect Good|good]]/[[SRD:Detect Law|law]]'' (opposing alignments only), ''[[SRD:Deathwatch|deathwatch]]'', ''[[SRD:Divine Favor|divine favor]]'', ''find temple''{{cite|SpC3}}, [[SRD:Inflict Moderate Wounds|''inflict moderate wounds'']], ''[[SRD:Protection from Chaos|protection from chaos]]/[[SRD:Protection from Evil|evil]]/[[SRD:Protection from Good|good]]/[[SRD:Protection from Law|law]]'' (opposing alignments only), ''[[SRD:Remove Fear|remove fear]]'', ''rhino’s rush''{{cite|SpC3}}, ''[[SRD:Shield of Faith|shield of faith]]'', [[SRD:Zone of Truth|''zone of truth'']]
  
0&mdash; ''[[SRD:Create Water|create water]]'', ''[[SRD:Detect Magic|detect magic]]'', ''[[SRD:Detect Poison|detect poison]]'', ''[[SRD:Guidance|guidance]]'', ''[[SRD:Light|light]]'', ''[[SRD:Purify Food and Drink|purify food and drink]]'', ''[[SRD:Resistance|resistance]]'', ''[[SRD:Virtue|virtue]]''  
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2nd&mdash; ''[[SRD:Align Weapon|align weapon]]'', ''[[SRD:Augury|augury]]'', ''[[Brand Heretic (3.5e Spell)|brand heretic]]'', ''[[SRD:Calm Emotions|calm emotions]]'', ''[[SRD:Consecrate|consecrate]]'', ''[[SRD:Cure Serious Wounds|cure serious wounds]]'', ''[[SRD:Delay Poison|delay poison]]'', ''[[Divine Mount (3.5e Spell)|divine mount]]'', [[SRD:Inflict Serious Wounds|''inflict serious wounds'']], ''[[SRD:Lesser Restoration|lesser restoration]]'', ''[[SRD:Mass Cure Light Wounds|mass cure light wounds]]'', [[SRD:Mass Inflict Light Wounds|''mass inflict light wounds'']], ''[[SRD:Prayer|prayer]]'', ''[[SRD:Remove Blindness/Deafness|remove blindness/deafness]]'', ''[[SRD:Shield Other|shield other]]'', ''[[SRD:Status|status]]''
  
1st&mdash; ''[[SRD:Bane|bane]]'', ''[[SRD:Bless|bless]]'', ''[[SRD:Command|command]]'', ''[[SRD:Comprehend Languages|comprehend languages]]'', ''[[SRD:Deathwatch|deathwatch]]'', ''[[SRD:Divine Favor|divine favor]]'', ''[[SRD:Endure Elements|endure elements]]'', ''[[SRD:Entropic Shield|entropic shield]]'', ''[[SRD:Remove Fear|remove fear]]'', ''rhino’s rush'', ''[[SRD:Shield of Faith|shield of faith]]''
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3rd&mdash; [[SRD:Air Walk|''air walk'']], ''[[SRD:Atonement|atonement]]'', ''[[SRD:Commune|commune]]'', ''[[SRD:Cure Critical Wounds|cure critical wounds]]'', ''[[SRD:Greater Dispel Magic|greater dispel magic]]'', [[SRD:Inflict Critical Wounds|''inflict critical wounds'']], ''[[SRD:Glyph of Warding|glyph of warding]]'', ''knight's move''{{cite|SpC3}}, ''[[SRD:Magic Circle against Chaos|magic circle against chaos]]/[[SRD:Magic Circle against Evil|evil]]/[[SRD:Magic Circle against Good|good]]/[[SRD:Magic Circle against Law|law]]'' (opposing alignments only), ''[[SRD:Mass Cure Moderate Wounds|mass cure moderate wounds]]'', [[SRD:Mass Inflict Moderate Wounds|''mass inflict moderate wounds'']], ''[[SRD:Remove Curse|remove curse]]'', ''[[SRD:Remove Disease|remove disease]]'', ''[[SRD:Speak with Dead|speak with dead]]''
  
2nd&mdash; ''[[SRD:Aid|aid]]'', ''[[SRD:Align Weapon|align weapon]]'', ''[[SRD:Augury|augury]]'', ''[[SRD:Calm Emotions|calm emotions]]'', ''[[SRD:Delay Poison|delay poison]]'', ''[[SRD:Hold Person|hold person]]'', ''[[SRD:Remove Paralysis|remove paralysis]]'', ''[[SRD:Resist Energy|resist energy]]'', ''[[SRD:Lesser Restoration|lesser restoration]]'', ''[[SRD:Shield Other|shield other]]'', ''[[SRD:Spiritual Weapon|spiritual weapon]]'', ''[[SRD:Status|status]]''
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4th&mdash; ''[[SRD:Death Ward|death ward]]'', ''[[SRD:Discern Lies|discern lies]]'', ''[[SRD:Dismissal|dismissal]]'', ''[[SRD:Divination|divination]]'', ''[[SRD:Freedom of Movement|freedom of movement]]'', ''[[SRD:Harm|harm]]'', ''[[SRD:Heal|heal]]'', ''[[SRD:Holy Sword|holy sword]]'' (or ''unholy sword''), ''[[SRD:Mass Cure Serious Wounds|mass cure serious wounds]]'', [[SRD:Mass Inflict Serious Wounds|''mass inflict serious wounds'']], ''[[SRD:Mark of Justice|mark of justice]]'', ''[[SRD:Restoration|restoration]]''
  
3rd&mdash; ''[[SRD:Continual Flame|continual flame]]'', ''[[SRD:Dispel Magic|dispel magic]]'', ''[[SRD:Glyph of Warding|glyph of warding]]'', ''[[SRD:Heal Mount|heal mount]]'', ''[[SRD:Invisibility Purge|invisibility purge]]'', ''[[SRD:Magic Vestment|magic vestment]]'', ''[[SRD:Prayer|prayer]]'', ''[[SRD:Protection from Energy|protection from energy]]'', ''[[SRD:Remove Blindness/Deafness|remove blindness/deafness]]'', ''[[SRD:Remove Curse|remove curse]]'', ''[[SRD:Remove Disease|remove disease]]'', ''[[SRD:Speak with Dead|speak with dead]]''
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5th&mdash; ''[[SRD:Banishment|banishment]]'', ''[[SRD:Break Enchantment|break enchantment]]'', ''[[SRD:Contact Other Plane|contact other plane]]'' (own deity only), ''[[SRD:Dispel Chaos|dispel chaos]]/[[SRD:Dispel Evil|evil]]/[[SRD:Dispel Good|good]]/[[SRD:Dispel Law|law]]'' (opposing allignments only), ''[[SRD:Mass Cure Critical Wounds|mass cure critical wounds]]'', [[SRD:Mass Inflict Critical Wounds|''mass inflict critical wounds'']], ''[[SRD:Raise Dead|raise dead]]'', ''[[SRD:Righteous Might|righteous might]]''
  
4th&mdash; ''[[SRD:Death Ward|death ward]]'', ''[[SRD:Dimensional Anchor|dimensional anchor]]'', ''[[SRD:Discern Lies|discern lies]]'', ''[[SRD:Dismissal|dismissal]]'', ''[[SRD:Divination|divination]]'', ''[[SRD:Divine Power|divine power]]'', ''[[SRD:Freedom of Movement|freedom of movement]]'', ''[[SRD:Holy Sword|holy sword]]'' (or ''unholy sword''), ''[[SRD:Neutralize Poison|neutralize poison]]'', ''[[SRD:Restoration|restoration]]'', ''[[SRD:Sending|sending]]'', ''[[SRD:Spell Immunity|spell immunity]]'', ''[[SRD:Tongues|tongues]]''
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6th&mdash; ''[[SRD:Binding|binding]]'', ''[[SRD:Greater Glyph of Warding|greater glyph of warding]]'', ''[[SRD:Heroes' Feast|heroes’ feast]]'', ''[[SRD:Mass Heal|mass heal]]'', ''[[SRD:Quest|quest]]'' (willing creatures only), ''[[SRD:Refuge|refuge]]'', ''[[SRD:Soul Bind|soul bind]]'', ''[[SRD:Word of Recall|word of recall]]''
  
5th&mdash; ''[[SRD:Atonement|atonement]]'', ''[[SRD:Break Enchantment|break enchantment]]'', ''[[SRD:Greater Command|greater command]]'', ''[[SRD:Commune|commune]]'', ''[[SRD:Disrupting Weapon|disrupting weapon]]'', ''[[SRD:Mark of Justice|mark of justice]]'', ''[[SRD:Raise Dead|raise dead]]'', ''[[SRD:Righteous Might|righteous might]]'', ''[[SRD:Scrying|scrying]]''
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'''{{Anchor|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. At first level, they choose a primary combat form (see [[#Avenger of the Faith Styles|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.
  
6th&mdash; ''[[SRD:Banishment|banishment]]'', ''[[SRD:Blade Barrier|blade barrier]]'', ''[[SRD:Forbiddance|forbiddance]]'', ''[[SRD:Greater Glyph of Warding|greater glyph of warding]]'', ''[[SRD:Heal|heal]]'', ''[[SRD:Heroes' Feast|heroes’ feast]]''
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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.
  
'''{{Anchor|Code of Conduct}}:''' Like any other character, a paladin 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 has to lie about his identity or consort with unscrupulous characters in order to root out the evil, demonic cult. A paladin is not specifically prohibited from even acts of questionable morality such as lying, stealing, or use of poison. That said, even paladins of chaotic or evil persuasion are obsessed with battle, honor, and battling with honor. So long as he truly acts towards the fulfillment of his personal code (subject to the discretion of player and DM), he gains immunity to fear effects and cannot be forced by any effect to unwillingly commit a violent act against someone who shares his alignment.
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'''{{Anchor|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 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.
  
A paladin’s code is subjective to its maker; he takes vows as a representation of his code (see the section on [[#Earthly Vows|earthly vows]] below), which grant him extraordinary powers (the nature of which vary based on the vows he takes). At 1st level and every odd-numbered class level thereafter, the paladin may take a new vow or reaffirm a previous vow and gain an additional ability from that vow.
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'''{{Anchor|Divine Vow}} {{Su}}:''' A templar’s 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 on [[#Divine Vows|divine vows]] below.
  
'''{{Anchor|First Aid}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A paladin may heal 1d6 points of damage per character level at will with a touch. This does not change based on his alignment; even evil people need healing sometimes. This is not a positive energy effect, but rather a manifestation of the paladin’s raw divine might; it thusly affects undead and the living equally.  
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A templar may swear 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.
  
At 4th level, the paladin may now use his first aid as a [[SRD:Move Actions|move-equivalent]] action, allowing him to use it multiple times per turn if he wishes. At 7th level, he can administer first aid as a [[SRD:Swift Actions|swift action]], and he can use it as an [[SRD:Immediate Actions|immediate action]] at 11th level. If he has already used his swift action for the current turn, he may use it as a move action. If a creature is fully healed by this ability, no temporary hit points are gained.
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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.
  
'''{{Anchor|Inquisitor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A paladin continuously detects the alignments of all creatures that he can see. He does not need to expend any effort to determine any particular creature’s alignment, and instantly gains all information about their alignment as if he had spent three rounds concentrating on them. This ability may even penetrate any protection against divination that has a caster level less than the paladin‘s character level.
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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.
  
In addition, all the paladin’s attacks are automatically considered aligned (good or evil, lawful or chaotic, etc. based on his alignment) for the purposes of overcoming [[SRD:Damage Reduction|damage reduction]].  
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'''{{Anchor|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.
  
'''{{Anchor|Divine Grace}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A second level paladin adds his [[SRD:Charisma|Charisma]] modifier (if positive) to all [[SRD:Saving Throw|saving throws]]. This bonus does not stack with any other effect that adds his Charisma modifier to saving throws.
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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.
  
'''{{Anchor|Knight Errant}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' By 2nd level, the paladin is accustomed to the bulky armor that is so often part of his attire. He no longer suffers penalties to his base speed from wearing medium or heavy [[SRD:Armor|armor]].
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At 14th level you may prepare three domains at a time.
  
'''{{Anchor|Divine Health}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 3rd level paladin gains immunity to all [[SRD:Poisons|poisons]] and [[SRD:Disease|diseases]] (even those of magical nature).
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'''{{Anchor|Arms of the Faithful}} {{Ex}}:''' At sixth level a templar gains [[SRD:Craft Magic Arms and Armor|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, Liber Demonica (3.5e Cleric Domain)|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.
  
'''{{Anchor|Smite}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By the time he reaches 3rd level, the paladin gains the ability to channel his holy power through his weapon, adding his Charisma modifier to all attack and damage rolls if he wishes to do so. A number of times per day equal to 2 + one half his class level, the paladin may also declare an attack that he just hit with to be a smite attack as a [[SRD:Free Actions|free action]], causing it to additional damage based on his class level: 2d6 at 3rd level, 3d6 at 4th level, 4d6 at 6th level, 5d6 at 7th level, 7d6 at 8th level, 9d6 at 9th level, 11d6 at 10th level, 14d6 at 11th level, 16d6 at 12th level, 20d6 at 13th level, 100 points at 14th level, 110 points at 15th level, 125 points at 16th level, 150 points at 17th level, 175 points at 18th level, 200 points at 19th level, and 250 points of damage at 20th level. The paladin cannot declare a smite attack on an attack of opportunity, and this damage is not multiplied on a critical hit. This damage is considered divine damage, and is not subject to either damage reduction or energy resistance.  
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'''{{Anchor|Inquisitor}} {{Su}}:''' An eighth 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.
  
'''{{Anchor|Cavalier}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level, the paladin gains a mount that is treated as a cohort that cannot gain XP and always has a maximum Challenge Rating of his character level minus two. This mount cannot have an alignment more than two steps away from the paladin’s. The mount can be any creature, except the paladin must be able to ride it into battle normally.
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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 [[SRD:Damage Reduction|damage reduction]].  
  
A paladin and his mount share an empathic link out to 1 mile; depending on the mount's background, the paladin shares any empathic link to a particular item or place just as the mount does. If he wishes, the paladin may also have any spell that he casts on himself to also affect his mount so long as the mount is within 5 feet. In addition, he may cast any spell with a target of "You" on his mount. Spell-like abilities and spells not cast by the paladin cannot affect the mount in this fashion.  
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'''{{Anchor|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.
  
Should the paladin ever lose his mount through death or dismissal, he must rest for 8 hours before a new mount of his choice comes to his side.
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'''{{Anchor|Undying Faith}} {{Su}}:''' Fifteenth level templars are extremely difficult to kill. The templar may elect to gain the benefit of a [[SRD:Raise Dead|''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 [[SRD:Daylight|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.
  
'''{{Anchor|Cataphract}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When a 6th level paladin [[SRD:Charge|charges]], he gains a +4 bonus to his attack roll instead of the normal +2, and can make a full attack on a charge. He also now may charge up to three times his normal base speed when he makes a charge as a [[SRD:Full-Round Actions|full-round action]] and twice his base speed even if he can only charge as a [[SRD:Standard Actions|standard action]]. [Note: These and all future charging bonuses acquired from paladin class features apply whether or not the paladin is mounted.]
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At eighteenth level, this ability improves to offer the benefit of a [[SRD:Resurrection|''resurrection'']] spell instead, though the templar only returns with half of their maximum hit points.
  
'''{{Anchor|Knight Templar}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The charge of a 8th level paladin is now capable of piercing even the most powerful of magical defenses. Any active magical effect standing alone (such as a wall of force) or a defensive effect on the person of an attacked opponent must now make a caster level check against the paladin‘s attack roll. If the paladin wins against an area effect, the nearest he dispels an area of the effect equal to the size of a creature one size larger than himself. If used to attack an opponent, this occurs after the attack roll is determined to be successful or not but before damage is resolved.
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'''{{Anchor|All Things Are Possible}} {{Sp}}:''' The prayers of a twentieth level templar are taken very seriously. Once per day they may cast ''[[SRD:Miracle|miracle]]'' as a spell-like ability, though they must still spend experience points if the effect would require them from a spellcaster casting it.
  
'''{{Anchor|Bastion of the Five Pillars}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, the paladin has learned that it always helps to be the one who strikes first. He gains 5 feet of extra reach.
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====Ex-Templars====
  
'''{{Anchor|Champion of the Joust}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 12th level paladin responds quickly to the threat of a charge. If a charge attack is ever declared against him, he may also declare a charge against that opponent who targeted him as an [[SRD:Immediate Actions|immediate action]]. The two meet at the midpoint of their charges regardless of their respective speeds.
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A templar who wishes to pursue other classes is welcome to do so. There are no multiclassing restrictions against the templar.
  
'''{{Anchor|Knight Marshal}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 14th level paladin now tramples over those who fall before his charge, continuing to seek more blood. If he destroys an effect or slays an opponent with a charge attack, his charge continues in the same path (following all normal restrictions as they apply), allowing him to continue charging and attacking each target in the same manner.
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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 [[SRD:Atonement|''atonement'']] for them. They may also pursue a new faith entirely. They must still find a member of the faith to [[SRD:Atonement|''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.
  
'''{{Anchor|Divine Radiance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 17th level, the paladin may now use his [[#Smite|smite]] ability on [[SRD:Attacks of Opportunity|attacks of opportunity]].
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===Avenger of the Faith Styles===
  
'''''{{Anchor|I Believe in Miracles}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''''' Once per day, a paladin of 18th level can use ''[[SRD:Miracle|miracle]]'' as a spell-like ability that never requires any XP cost. This ability otherwise follows all normal limits of the spell.
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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.
  
'''{{Anchor|Messiah}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Everyone around a 20th level paladin will literally throw their lives away for his sake. When they first see the paladin, any NPC around him with a normal [[SRD:Diplomacy Skill#Influencing NPC Attitudes|attitude]] of anything better than “Hostile” must succeed on a [[SRD:Saving Throw#Will|Will]] save (DC 10 + ½ his paladin level + his Charisma modifier) or automatically gain an NPC attitude of "Fanatic". Anyone with an NPC attitude of “Friendly” or better do not receive a saving throw. This is a mind-affecting compulsion effect.
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====Charger====
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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.
  
====Ex-Paladins====
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#'''{{Anchor|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.
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#'''{{Anchor|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.
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#'''{{Anchor|Charge of Necessity}} {{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.
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#'''{{Anchor|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 [[SRD:Disintegrate|''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 [[SRD:Greater Dispel Magic|''greater dispel magic'']], and your dispel check is equal to your attack roll. This benefit also applies while you are mounted.
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#'''{{Anchor|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 [[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.
  
A paladin whose alignment changes on the axis of good to evil forsakes his current set of vows, although he may freely renew any vows for which he is still an allowed alignment (unaligned vows can always be taken). He may also take new vows in accordance with his new alignment, so long as he only takes up to the maximum number of vows allowed by his class level. He does not lose any other class features when changing alignments.
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====Harrier====
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Templars who follow the harrier path frustrate the efforts of foes by interrupting and directing their attacks.
  
==Earthly Vows==
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#'''{{Anchor|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.
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#'''{{Anchor|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.
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#'''{{Anchor|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.
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#'''{{Anchor|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.
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#'''{{Anchor|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.
  
{{quote|''When we joined the Covenant, we took an oath. Loyal to our station, all without exception. On the blood of our fathers, on the blood of our sons, we swore to uphold the Covenant even to our dying breath. Those who would break this oath are heretics, worthy of neither pity nor mercy. We shall grind them into dust, and continue our march to glorious salvation!''}}
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====Herald====
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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.
  
A paladin formulates his personal code of conduct around a set of oaths that he makes and bind himself to in the everlasting covenant between himself and whatever power to which he swears allegiance. Of course, since no one is perfect, breaking these vows does not result in the loss of class features. These vows give him tremendous power, and also serve to differentiate one paladin from another, while not necessarily limiting him to one form of play.  
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#'''{{Anchor|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.
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#'''{{Anchor|Aura of Sanctuary}} {{Su}}:''' Creatures benefiting from your protective aura also gain the effects of the [[SRD:Sanctuary|''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.
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#'''{{Anchor|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.
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#'''{{Anchor|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.
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#'''{{Anchor|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.
  
Even so, a paladin cannot take a vow that is directly contrary to his nature; thus, a good paladin cannot take an evil vow and vice versa. Because nature always maintains equilibrium, most good vows are intentionally opposite of corresponding evil vows. So while neutral paladins enjoy the flexibility of being able to choose from both good and evil vows, they cannot choose a vow that directly opposes another that they already possess.
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====Protector====
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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.
  
The paladin unlocks additional powers of each vow based on the number of vows he has taken. Unless otherwise noted, the default saving throw for any effects related to the paladin's earthly vows is 10 + ½ the paladin's class level + his Charisma modifier.
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#'''{{Anchor|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.
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#'''{{Anchor|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 [[SRD:Cover|cover]] to creatures targeted by any attack or spell that passes through a space you threaten at your discretion.
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#'''{{Anchor|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.
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#'''{{Anchor|Hardline Lock}} {{Su}}:''' While holding a hardline stance, your threatened spaces may also block teleportation effects as with a [[SRD:Dimensional Lock|''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.
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#'''{{Anchor|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.
  
====Good Vows====
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===Divine Vows===
  
'''Vow of Peace:''' You strive to accomplish your goals through non-violent means.
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{{quote|''So many vows, they make you swear and swear. Defend the King, obey the King. Obey your father. Protect the innocent. Defend the weak. What if your father despises the King? What if the King massacres the innocent? It's too much. No matter what you do, you’re forsaking one vow or another.''}}
  
*'''1:''' Anyone who makes a hostile act against you must make a Will save or have their attack cancelled in the same manner as a ''[[SRD:Sanctuary|sanctuary]]'' spell. Unlike the spell, however, this effect operates on a turn-by-turn basis, forcing a save for each potential attacker every round regardless of previous successes or failures. If the paladin takes any aggressive action during a round, this barrier is dispelled until the beginning of his next turn. He may still take non-aggressive actions (i.e. healing, movement, etc.) normally without jeopardizing the barrier.
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A templar formulates his personal code of conduct around a set of oaths that he makes and bind himself to in the everlasting covenant between himself and whatever power to which he swears allegiance. These vows give him tremendous power and serve to differentiate one templar from another, while not necessarily limiting him to one form of play. Initially, a templar may only select new vows to make and new ideals to uphold. As he gains levels, the templar is able to renew vows, essentially swearing upon the same vow again. This reaffirmation of his faith and dedication to that vow results in further powers related to that particular oath. Of course, since no one is perfect, breaking these vows does not necessarily result in the loss of class features.
  
*'''2:''' You have the ability to punish those who would attempt and fail to break your barrier, dealing damage to them equal ot half the damage they would have dealt you on their attack.
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Unless otherwise noted, the default saving throw for any effects related to the paladin's earthly vows is 10 + ½ the templar's class level + his Charisma modifier.
  
*'''2:''' Even when someone saves successfully in order to attack through your barrier, you are still shielded from harm, gaining all the benefits of a ''[[SRD:Holy Aura|holy aura]]'' spell. The save DC for this effect, however, is the default for vow effects.
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====Vow of Charity====
  
'''Vow of Diligence:''' You work tirelessly towards your every goal, no matter what personal sacrifice it takes to accomplish.
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{{quote|''A bone to the dog is not charity. Charity is the bone shared with the dog, when you are just as hungry as the dog.''}}
  
*'''1:''' You are immune to [[SRD:Fatigued|fatigue]] and [[SRD:Exhausted|exhaustion]].
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*'''First:''' Once per round on your turn you may [[SRD:Aid Another|aid another]] as a free action.
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*'''Second:''' Once per round when you are targeted by a spell with an effect beneficial to you, you may allow another creature within Close Range to also gain the benefits of that spell. The spell must also be beneficial to the creature you wish to share it with (interpreted at the DM's discretion), or the sharing fails.
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*'''Third:''' An ally within Close range of you may use your spell slots to cast a spell of an equivalent or lower spell level, so long as you possess the minimum charisma score to use the slot yourself. Your ally may use this slot to cast any spell that they have prepared or that they know (in the case of spontaneous casters), using your slot instead of their own. Your ally may also cast spells from your spell list, even if they would not normally be capable of casting divine spells. Anyone casting a spell in this fashion uses their own attributes, feats, and character level to determine the effects and DC of the spell. They do not need to meet the minimum charisma score requirement for a particular spell level cast from your list, but they must be of a sufficient level that they would be able to use the spell slot were they a templar of the same level.
  
*'''2:''' You gain an extra swift or immediate action per round.
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'''Roleplaying Ideas:''' Perhaps your church decrees that its members must give aid to others, or maybe you give out of the goodness of your heart. You are the quintessential selfless knight, giving to others without necessarily thinking of your own gains. There are times when you may give up more important things than money; the truest sacrifice a templar can make is to offer their own life in the service of their cause.
  
*'''3:''' You gain a standard action at the beginning of every combat round in addition to your normal actions.
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====Vow of Clemency====
  
'''Vow of Chastity:''' You are the epitome of purity; your health and soul is yours to keep. Clean freaks only wish they could look as good as you.
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{{quote|''An eye for an eye makes the whole world blind.''}}
  
*'''1:''' Your equipment always remains polished to a mirror sheen, and cannot be disjoined or destroyed by any means.
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*'''First:''' Whenever you deal lethal damage with a weapon or spell, you may freely opt to deal nonlethal damage instead without suffering a penalty to attack or damage rolls.
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*'''Second:''' You may automatically stabilize any creature within Close range of yourself. Additionally, you may keep them from being killed outright through hit points or ability damage. If a creature within Close range would reach -10 hit points or 0 in an attribute, you may instead set them to -9 hit point or 1 in the attribute, whichever is more appropriate. Creatures who are saved from reaching 0 in an ability score are rendered unconscious for 24 hours, though you may rouse them as a standard action at any time before that. You must be aware of a creature to use this ability.
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*'''Third:''' You may administer healing or other status restoration effects to creatures who have been dead for less than 1 hour as if they were still alive. If you would heal a creature in such a way that they would not be dead, they recover from that condition without penalty.
  
*'''2:''' You are immune to energy drain and ability drain or damage.
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'''Roleplaying Ideas:''' A good templar may see legitimacy in the concept of defeating enemies in a non-fatal fashion, but it's just as possible that you may simply need to capture them so as to transport them to a more grisly fate.
  
*'''3:''' You are immune to any and all death effects, death by massive damage and any effect that can be removed by '[[SRD:Bestow Curse]]'' (including the effects of cursed items).
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====Vow of Confrontation====
  
'''Vow of Clemency:''' You are one merciful SOB, and your opponents never forget it.
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{{quote|''In the name of the church, I declare your life forfeit.''}}
  
*'''1:''' At your option, you may elect to make any lethal damage you deal nonlethal or vice versa. You also do not incur penalties for attempting to deal nonlethal damage with a normally lethal weapon.  
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*'''First:''' When you deal damage to a creature with an alignment component opposed to your own, you add your templar level to the damage. A lawful good templar, for example, would add this damage to chaotic or evil creatures. Neutral creatures are considered opposed to creatures with no neutral portion of their alignment. You may suppress this bonus damage at-will.
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*'''Second:''' Any weapon you wield gains the benefits of an alignment related weapon ability. Chaotic templars grant the [[SRD:Anarchic|anarchic]] property, lawful templars grant the [[SRD:Axiomatic|axiomatic]] property, good templars grant then [[SRD:Holy|holy]] property, and evil templars grant the [[SRD:Unholy|unholy]] weapon property. If you would qualify for multiple properties, you gain them both. If you qualify for only 1 property, you may gain that one or select one from your neutral alignment axis. If you do not qualify for any property, you may select one.
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*'''Third:''' Any foe who suffers additional damage from your alignment related weapon properties must also succeed on a Fortitude save or die. You may suppress this effect at will, and may not combine this with any other strike that would inflict a status condition. A creature that makes their save suffers normal damage from the strike and is immune to this effect until the start of your next turn. If the creature would only suffer additional damage from one weapon property, they gain a +4 bonus to this save. If you are a Neutral templar, the target gains an additional +2 on their save. This is a [Death] effect.
  
*'''2:''' All of your melee attacks forced the opponent to make a Fortitude save or be [[SRD:Stunned|stunned]] for one round.
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'''Roleplaying Ideas:''' You don't back down in the face of your enemy, don't stomach the foes of your faith, and do what you can to quickly remove them from the world. It doesn't really matter what the rest of the world thinks about the plan.
  
*'''3:''' You are an expert in the quick and clean finishing strike, offering you enemies peace in catatonia. As a standard action, you can force your enemy to make a Fortitude save or be instantly knocked unconcious.
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====Vow of Conquest====
  
'''Vow of Humility:''' You are way too modest, but everyone loves you for it.
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{{quote|''Only by breaking a man's spirit can you truly call him your subject.''}}
  
*'''1:''' You refuse to succumb to despair, becoming immune to negative morale effects.
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*'''First:''' A successful melee attack you make against an opponent forces them to make a Fortitude save or be [[SRD:Fatigue|fatigued]]. This ability cannot be used to confer exhaustion on a creature that is already fatigued and cannot be used more than once per round on the same target.
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*'''Second:''' Your melee attacks now deal 1 point of [[SRD:Wisdom|Wisdom]] [[SRD:Ability Score Loss|damage]].
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*'''Third:''' Your melee attacks confer one [[SRD:Negative Level#Negative Levels|negative level]].
  
*'''2:''' You gain the ability to humbly request assistance from powers greater than yourself, replicating the effects of a ''[[SRD:Planar Ally|planar ally]]'' spell with a caster level equal to your class level. Because of your impeccable congeniality, you do not need to pay for this service. This ability is a full-round action that is usable at will, although you may only have one casting's worth of such allies present at any one time.
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'''Roleplaying Ideas:''' You are the representative of a regime seeking to manipulate the faith and agendas of others, with your duty being to persuade the less open-minded folk to come around to seeing things from your perspective. The church seeks lands and the establishment of a theocracy, and their inquisitors are charged with destroying the will of the conquered.
  
*'''3:''' Your pleas for assistance now draw the attention of the highest authorities in the cosmos, allowing you to now replicate the effects of ''[[SRD:Greater Planar Ally|greater planar ally]]''.
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====Vow of Greed====
  
'''Vow of Charity:''' You are a very selfless and benevolent person.
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{{quote|''I did it for the gold. Your village needing help was just a coincidence.''}}
  
*'''1:''' [[SRD:Heal Skill|Heal]] is a class skill for you, and you confer a +4 bonus to your ally when you use the [[SRD:Aid Another|aid another]] action instead of the usual +2.  
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*'''First:''' As a standard action, you may detect metals and minerals as a [[SRD:Rod of Metal and Mineral Detection|Rod of Metal and Mineral Detection]] for 1 round. After this time you must wait 5 minutes before acting in this fashion again.
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*'''Second:''' You can steal the health from those you harm, and recover hit points equal to the damage you deal to a living creature in melee or your class level, whichever is less. This healing cannot restore you beyond your normal hit point total.
*'''2:''' You may take an immediate action to intercept an attack made against an ally whom you threaten in melee. This attack is now considered for all intents and purposes to have been initally directed at you. You may also use this action to grant your ally all the benefits of cover from a burst effect.
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*'''Third:''' Once per round when a spell is targeted on another creature within Close range of you, you may also gain the effects of that spell. A spell leeched in this fashion has the same duration (if applicable) for you as it does for the other recipient, but if it ends prematurely for the recipient it does not end for you. This ability is only useable at the moment the spell is cast, but does not grant you any particular knowledge of what spell is being cast. You must be a valid target for the spell; if you are not this ability is not considered expended. You can even use this ability to teleport along with a caster; if you do so you appear in the space next to them instead of in the same space.
  
*'''3:''' You automatically confer [[SRD:Fast Healing|fast healing]] equal to your class level on all allies within 5 feet per class level (including yourself). This ability is always active.
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'''Roleplaying Ideas:''' While religions often place Greed among their sins, they are less specific about simply knowing when to take what you're due. The church loves money and various assorted shiny things, and has its knights seek to recover either wherever possible (by scrupulous methods as often as not). Or perhaps covetousness and greed is more specific to you, and the church merely puts up with it because they like having badasses who do things for them.
  
====Neutral Vows====
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====Vow of Loyalty====
  
'''Vow of Balance:''' You have elected to be the equalizing force in the world. When good or evil get too powerful, you see that they are reduced to the status quo.
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{{quote|''If by my life or death I can protect you, I will.''}}
  
*'''1:''' [[SRD:Diplomacy Skill|Diplomacy]] is now a class skill for you. Your weapon may also now count as any alignment you wish for the purposes of overcoming damage reduction.
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*'''First:''' Once per round you may intercept an attack, spell, or supernatural effect that specifically targets a creature adjacent to you. When you do this, you become treated as the intended recipient of the attack or effect. You must declare this before an attack roll is made against the target and before the target has made any saves against the effect.
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*'''Second:''' Once per round as a free action, you may teleport to a space adjacent to any ally within Close Range (25 feet + 5 ft./2 levels) of you. This provokes attacks of opportunity.
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*'''Third:''' You may designate one creature adjacent to you as protected as a free action on your turn. So long as you remain adjacent to them and don't designate a different creature, you grant them full cover and block line of effect from anyone other than yoruself. You may still intercept attacks for other adjacent allies as normal, however, and if you use your ability to teleport to a nearby ally you bring the protected creature with you as well.
  
*'''2:''' You fight best against the extremes of all alignments, gaining a +1 bonus to attack rolls for every alignment step your opponent's alignment is away from true neutral.
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'''Roleplaying Ideas:''' Whether it's guarding a cleric of the church or some other less individually capable VIP, you protect them with your body and your life.
  
*'''3:''' You are totally neutral. Any offensive effect that corresponds to or against a specific alignment does not affect you.
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====Vow of Perseverance====
  
====Evil Vows====
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{{quote|''He will never eat. He will never sleep. He will never stop.''}}
  
'''Vow of Sloth:''' You exert the minimum effort possible to uphold your ideals and achieve your goals. If there's an easy way to do something, you must do it in that way.
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*'''First:''' You no longer suffer penalties to your base movement speed caused by wearing medium or heavy armor. Secondly, you do not suffer the [[SRD:Fatigued|fatigued]] or [[SRD:Exhausted|exhausted]] conditions directly. An effect that would normally cause you to be fatigued is reduced to having no effect, while an effect that would normally cause you to become exhausted is instead reduced to fatigued. Should you be exhausted again while suffering fatigue from a previous exhaustion, that still stacks to exhausted as normal.
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*'''Second:''' You don't get tired, no longer needing to sleep 8 hours or trance for 4 hours in a night and instead being sufficiently rested after a single hour. You have no sense of the outside world during this time and are treated as unconscious, though you can be roused in the same way as any sleeper would be. This does not affect the schedule on which you regain spells, and any other classes you possess must still meet any other rest requirement, but it does allow them to craft things twice as quickly (if they have sufficient spells available in the case of magical items) or perform other downtime tasks in half as much time. Further, you gain immunity to any natural or magical effect that would cause you to lose consciousness, aside from the dying condition.  
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*'''Third:''' Once per round, you can elect to not be affected by an attack, ability, or other effect that would cause you to die or be transformed into an inanimate form. You may do so even if you have already failed a save against the ability or been successfully hit by the attack. You ignore all parts of it when you ignore it in this fashion.
  
*'''1:''' You are too lazy to do what is commanded of you, rendering you immune to any effects (magical or otherwise) that would compel you to act against your will).
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'''Roleplaying Ideas:''' A good templar may work tirelessly for the advancement of a city or group, while an evil one might work tirelessly for their own.  He can sleep when he wants to, or when he's dead.
  
*'''2:''' It's tough to tell the difference between preparation and laziness. You can delay an action until your next round without changing your place in the initiative count.
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====Vow of Perfidy====
  
*'''3:''' You may use any full-round action ability as a standard action.
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{{quote|''You didn't take my advice. Didn't I tell you not to trust anyone?''}}
  
'''Vow of Taint:''' You are a sick bastard.
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*'''First:''' You gain Bluff as a class skill, and any effect that would interfere with your ability to lie has a 50% chance to not affect you at all. This is rolled before spell resistance and saving throws.
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*'''Second:''' You are shielded by a constant ''[[SRD:Nondetection|nondetection]]'' effect with a caster level equal to your class level. If you successfully block a ''detect'' spell, you may provide instead provide a false reading for the caster of the divination if you wish.
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*'''Third:''' You are able to mimic other templars, down to gaining the benefits of vows that they receive. You gain the once vowed and twice vowed ability of one vow that you do not already possess; by meditating without interruption for 8 hours, you may change which vow you possess the abilities of.
  
*'''1:''' Your long exposure to all manner of nasty things has made you extremely resilient. If you succeed on a Foritude or Will save for an effect that would normally be reduced, you instead suffer no ill effects.  
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'''Roleplaying Ideas:''' Deceitful churches employ deceitful templars, able to disguise themselves and assume the mantles of other churches and knightly orders. In order to protect the secrets of your faith, you have sworn to become such a templar.
  
*'''2:''' Someone struck by your melee attack must succeed on a Fortitude save or contract a disease of your choice,as the ''[[SRD:Contagion|contagion]]'' spell.
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====Vow of Purity====
  
*'''3:''' As a full-round action, you may make a single melee attack that causes objects to decay and creatures to rot, forcing them to make a Fortitude save or be take 10 points of damage per class level.
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{{quote|''Cleanliness is next to godliness.''}}
  
'''Vow of Wrath:''' You are a very id-dominated person, prone to kicking ass before taking names. It makes you even better at your job.
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*'''First:''' You gain immunity to all poisons and diseases (even those of magical nature).
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*'''Second:''' You gain immunity to [Mind-Affecting] effects cast by those whose alignments are oppose yours. Neutral creatures are considered opposed to creatures with no neutral portion of their alignment.
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*'''Third:''' As a move action useable at will, you may purge your system of any negative condition affecting you including: ability penalties (such as from ''[[SRD:Ray of Enfeeblement|ray of enfeeblement]]'', ''[[SRD:Touch of Idiocy|touch of idiocy]]'', etc.), [[SRD:Ability Burn|ability burn]], [[SRD:Ability Damaged|ability damage]], [[SRD:Ability Drained|ability drain]], [[SRD:Blinded|blindness]], [[SRD:Confused|confusion]], [[SRD:Dazed|dazing]], [[SRD:Dazzled|dazzling]], [[SRD:Deafened|deafness]], [[SRD:Entangled|entanglement]], [[SRD:Exhausted|exhaustion]], [[SRD:Fatigued|fatigue]], [[SRD:Fascinated|fascination]], [[SRD:Frightened|fright]], [[SRD:Energy Drained|level drain]], [[SRD:Shaken|shaken]], [[SRD:Panicked|panicked]], [[SRD:Cowering|cowering]], [[SRD:Nauseated|nausea]], [[SRD:Paralyzed|paralysis]], [[SRD:Sickened|sickness]], [[SRD:Stunned|stunning]], [[Uncentered (3.5e Condition)|uncenteredness]] and any other condition that this list does not include but the DM deems permissible.. If you are unable to take a move action but are still conscious, you may purge yourself of one negative effect as a 1-round interruptable action.
  
*'''1:''' You are always angry and hotblooded, becoming immune to ''[[SRD:Calm Emotions|calm emotions]]''. Your anger also inspires to to greater feats of martial prowess, granting to a +1 bonus to all attack rolls and a +2 bonus to all damage rolls.
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'''Roleplaying Ideas:''' You keep a clean body, and a clean soul. And maybe you force everyone to try to live that way as well...
  
*'''2:''' You may Power Attack with any one-handed weapon as if were a two-handed weapon, and any two-handed weapon adds three times the number subtracted from your attack roll.
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====Vow of Resilience====
  
*'''3:''' You may make a coup de grace on an opponent who is stunned, dazed, staggered, or prone.
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{{quote|''Uncompromising men are easy to admire.''}}
  
'''Vow of Pride:''' You are better than everyone else, and you know it. You know it so well that you reject their reality and replace it with your own.
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*'''First:''' You become immune to the shaken and frightened conditions, and only suffer the penalties of the shaken condition if you happen to become panicked. Against [Fear] effects that do not result in one of the above conditions, you gain a +4 bonus on your saves.
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*'''Second:''' You can prevent yourself from losing consciousness or dying as a result of hit point loss for 1 round, no matter how low your hit point total falls. You may gain this protection as a swift or immediate action, and it automatically activates in any round you use an ability from your Avenger of the Faith styles.
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*'''Third:''' Once per round as a free action you may revive a dead ally within Medium range in order to allow them to keep fighting. This ability lasts until the ally takes damage again, suffers a condition that would kill them, or until the beginning of your next turn. You may revive an ally multiple times with this ability, but may not return them to life permanently without suitable magic.
  
*'''1:''' You gain spell resistance equal to 10 + your class level.
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'''Roleplaying Ideas:''' Open to cliches galore. You are the sole survivor of a group of knights slaughtered by some great opponent. Your experience in the horrors of war has seen you lose many comrades, but hardened your body and soul in the face of imminent danger.
  
*'''2:''' You may force your an opponent within close range to reroll a die roll. This roll must be somehow related to you (such as an attack on you, a caster level check against you, etc.), but the opponent is forced to take the worst result of the two rolls. Alternatively, you may allow yourself to reroll one of your die rolls and automatically take the superior result. Neither effect requires any action to perform, but you may only use one or the other once per round.
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====Vow of Taint====
  
*'''3:''' You are immune to any effect with an effective caster level of one half your character level or less.
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{{quote|''Watch yourself. You might catch something.''}}
  
'''Vow of Greed:''' Everything in the world that you desire is rightfully yours. Period.
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*'''First:'''  If an ally within Close range is afflicted by a harmful condition listed below (death and dying do not count) that could also affect you, you may take a move action to take that condition from them and instead apply it to yourself: ability penalties (such as from ''[[SRD:Ray of Enfeeblement|ray of enfeeblement]]'', ''[[SRD:Touch of Idiocy|touch of idiocy]]'', etc.), [[SRD:Ability Burn|ability burn]], [[SRD:Ability Damaged|ability damage]], [[SRD:Ability Drained|ability drain]], [[SRD:Blinded|blindness]], [[SRD:Confused|confusion]], [[SRD:Dazed|dazing]], [[SRD:Dazzled|dazzling]], [[SRD:Deafened|deafness]], [[SRD:Entangled|entanglement]], [[SRD:Exhausted|exhaustion]], [[SRD:Fatigued|fatigue]], [[SRD:Fascinated|fascination]], [[SRD:Frightened|fright]], [[SRD:Energy Drained|level drain]], [[SRD:Shaken|shaken]], [[SRD:Panicked|panicked]], [[SRD:Cowering|cowering]], [[SRD:Nauseated|nausea]], [[SRD:Paralyzed|paralysis]], [[SRD:Sickened|sickness]], [[SRD:Stunned|stunning]], [[Uncentered (3.5e Condition)|uncenteredness]] and any other condition that this list does not include but the DM deems permissible.
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*'''Second:''' You may suppress the effects of one of the above negative status effects currently imposed on yourself. While suppressing it in this fashion, you suffer no penalties for it. You may suppress an effect or select a new effect to suppress once per round as a free action on your turn.<br />Additionally, you may spread your suppressed condition to an enemy struck with a melee attack, forcing them to make saving throws as needed to avoid contracting the same ailment. If they make their save, they are immune to this effect until the start of your next turn. You may not apply this effect when your attack would deliver another status effect. If the ailment stacks, such as negative levels, you may apply it to a target additional times in later rounds.
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*'''Third:''' Taint oozes off of you, even when you're otherwise clean. On a successful attack, you may force the target to make a save or become Nauseated for 1 round. If they make their save, you may not attempt to nauseate them again until the start of your next turn. You may not apply this effect when your attack would deliver another status effect, either with the above ability or another spell, feat, or similar feature.
  
*'''1:''' You are much less scrupulous than other paladins, willing to hustle and steal to get your way. You gain a competence bonus to [[SRD:Disable Device Skill|Disable Device]], [[SRD:Forgery Skill|Forgery]], [[SRD:Open Lock Skill|Open Lock]], and [[SRD:Search Skill|Search]], which are now considered class skills for you.
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'''Roleplaying Ideas:''' Evil power can only be contained by the body and will of good's greatest servants, or harnessed by the most ambitious and ruthless of tyrants.
  
*'''2:''' As a standard action, you may strike an opponent with a melee attack that also carries the effect of a ''[[SRD:Vampiric Touch|vampiric touch]] spell.
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====Vow of Truth====
  
*'''3:''' As a full-round action, you may drain the life of those around you, dealing 1 point of damage per class level to everyone within 5 feet per class level. All of these drained hit points are then used to heal you, and any extra hit points are bestowed as temporary hit points. You may only gain up to 1/3 your normal hit point total in temporary hit points with this ability, but these temporary hit points stack with other abilities that grant temporary hit points.
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{{quote|''Whoever is careless with the truth in small matters cannot be trusted with important matters.''}}
  
'''Vow of Gluttony:''' If you do it, you do it BIG.
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*'''First:''' You may radiate a [[SRD:Zone of Truth|Zone of Truth]] for 1 round by concentrating as a standard action. This is a supernatural ability useable at will.
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*'''Second:''' You may not be compelled to lie or be untruthful to your faith. If a spell would cause you to act against a known adherent to your faith or philosophy (including alignment), break a vow, or lie you may instead state that you are unable to commit such an act and perform no actions for the round. If the effect would end following the completion of the compulsion, as in ''suggestion'', it is automatically discharged and ended at the start of your next turn. Otherwise you gain a new save against the effect, with a +4 bonus.
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*'''Third:''' You are constantly under the effects of a ''[[SRD:True Seeing|true seeing]]'' spell. This is a supernatural ability.  
  
*'''1:''' You gain Powerful Build.
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'''Roleplaying Ideas:''' Dishonesty really sticks in your craw, and you like to rattle the saber against those who would use treachery and subterfuge. For without truth, how can anything ever be accomplished in the world?
  
*'''2:''' You are permanently under the effect of an ''[[SRD:Enlarge Person|enlarge person]]'' spell; this is an extraordinary ability that cannot be suppressed or expelled by outside sources, but if you wish you may suppress it at will. Normally, this effect supercedes your powerful build and does not stack with it, but if you revert to your normal size you still retain the benefits of powerful build. Changing sizes is a swift action.
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====Vow of Valor====
  
*'''3:''' The two previous effects granted by this vow now stack with each other, and changing size is now an immediate action.
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{{quote|''Cowards die a thousand times before their deaths, whilst the brave man dies but once.''}}
  
====Non-Aligned Vows====
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*'''First:''' You respond quickly to the threat of a charge. If a charge attack is ever declared against you, you may declare a charge against the opponent charging you as an immediate action. You gain all normal charge benefits on this action. You and the opponent charging meet at the midpoint of your charges, regardless of your respective speeds.
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*'''Second:''' Your valor allows you to stand in the face of adversity when others can not. As a swift or immediate action (or as a free-action in any round you use an ability from your Avenger of the Faith styles) you can become rooted to a space unless you elect to move from it. If you are falling or sinking, you immediately cease at your current elevation. Should you allow yourself to fall in later rounds, you suffer falling damage from your new position. Your position can be changed, however, but it requires substantial effort. You gain a bonus equal to twice your templar level on any check or save to resist falling, losing your footing, or being forcibly moved to another space. This protection lasts until the beginning of your next turn. You may take move actions normally while this effect is active.
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*'''Third:''' Your fearlessness is terrifying in its own right. On a successful attack, you may force the target to make a save or become Frightened for 1 round. If they make their save, they are immune to this effect until the start of your next turn. You may not apply this effect when your attack would deliver another status effect.
  
'''Vow of Destruction:''' You have sworn yourself to the ultimate annihilation of your foes. The thought of doing so makes you feel warm and fuzzy inside.  
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'''Roleplaying Ideas:''' You are one of those hardcore zealots who throw themselves at the enemy, striking fear deep into their hearts. It's hard for enemies to fight someone who doesn't fear death.
  
*'''1:''' Your sword is like a wrecking ball, ignoring hardness values on objects if they are less than your character level.
 
  
*'''2:''' Your defeated opponents' remains are reduced to smithereens by your attacks. No raising effect that requires remains can now revive someone agaisnt whom your strike the killing blow.
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====<-Sample race of your choice-> <-class name-> Starting Package====
  
*'''3:''' When you kill someone, their soul is now held inside your own self; this functions in the same manner as ''[[SRD:Trap the Soul|trap the soul]]'', except that no material component is required.
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'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
  
'''Vow of Poverty:''' You have forsaken material possessions; you don't need them to kill things.
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'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
  
*'''1:''' If you do not wear any armor, you gain a +4 armor bonus to your AC that increases by +1 every two character levels thereafter. This does not stack with any similar ability. If you wield no weapons of any kind, you gain a slam attack that deals damage based on your size (1d8 for a Medium creature) and allows iterative attacks based on BAB and has an effective enhancment bonus equal to your class level divided by three.
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{| class="zebra d20"
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|-
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! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
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|- class=
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| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
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|- class=
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| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor.  If innapplicable put "&mdash;"->
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<-copy and paste the rows as necessary.->
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|}
  
*'''2:''' Not being burdened by all the weight of unnecessary wealth has made you quick to the punch. You may make a slam attack as an immediate action.
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'''Feat:''' <-1st-level feat selection->.
  
*'''3:''' You may force others to know what it's like to live in poverty. As a full-round action, you may make a slam attack against an opponent and force them to make a Fortitude save or have all of their equipment disappear for 1 round. Any effects created by the lost equipment are suppressed.
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'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. ->.
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'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
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'''Gold:''' <-Starting gold using this package.->.
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===Campaign Information===
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====Playing a <-class name->====
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'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
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'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
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'''Combat:''' <-Typical role in combat->.
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'''Advancement:''' <-Typical advancement options for characters with this class.  Include desirable multiclass options->.
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====<-pluralized class name-> in the World====
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{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
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<-Where characters of this class fit in a d20 world.->
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'''Daily Life:''' <-day in the life of a character of this class->.
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'''Notables:''' <-notable NPCs of this class->.
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'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
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====<-class name-> Lore====
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Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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{| class="zebra d20"
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|+ <-the appropriate skills->
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! DC || class="left" | Result
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| 5 || class="left" | <-common knowledge->.
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| 10 || class="left" | <-not so common knowledge->.
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| 15 || class="left" | <-rare information->.
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| 20 || class="left" | <-very rare information->.
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====<-pluralized class name-> in the Game====
  
'''Vow of Truth:''' You are an enforcer of honesty in the world. You try your best to keep shady people from having their way.
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<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
  
*'''1:''' You permanently radiate a ''[[SRD:Zone of Truth|zone of truth]]'' out to a maximum distance of 5 feet per class level.
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'''Adaptation:''' <-Possible variant conceptions of this class.->.
  
*'''2:''' You never fall victim to the tricks of those who rely on deception for victory. You can no longer be flanked, surprised, or caught flat-footed.
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'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
  
*'''3:''' You are constantly under the effects of a ''[[SRD:True Seeing|true seeing]]'' spell.  
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''EL <- EL Number ->:'' <-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.->.
  
'''Vow of Expertise:''' You have been enlightened by the miracles of technology, and have devoted yourself to bringing that same sight to all others, even by force if necessary.
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REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
  
*'''1:''' You are automatically proficient in the use a firearm that you choose. If your campaign does not use firearms, you instead gain proficiency with an exotic ranged weapon of your choice.
 
  
*'''2:''' If you use your [[#Smite|smite]] ability with a ranged weapon, you have the option to create a beam of divine energy that is 5 feet wide and 5 feet high, and extends out to one range increment for your weapon. If an opponent is caught in this beam that take the damage of your weapon as it is augmented by your smite, but a successful Reflex save halves the damage dealt.
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{{3.5e Base Classes Breadcrumb}}
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[[Category:3.5e]]
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[[Category:User]]
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[[Category:Class]]
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[[Category:Base Class]]
  
*'''3:''' Any alchemical equipment you use is automatically enhanced as though it were made with the [[SRD:Augmented Alchemy|Augmented Alchemy]] feat, and all ranged weapons you use deal damage as though they are one size category larger than normal. This only applies when you use them.
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{{Navboxes}}

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Templar[edit]

The power of my deity flows through me, and will cut you down should you cross me.
Nobody is more dangerous than he who imagines himself pure in heart, for his purity, by definition, is unassailable.

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. Given the inherent danger of most settings, these preachers need to either be combat-capable themselves or have someone next to them who is. This is where a templar comes in. 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[edit]

Tome of Prowess
This class is designed to be compatible with the Tome of Prowess rules. Any class abilities that have different rules under Tome of Prowess will be marked by a ToP: label.
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.

Table: The Templar

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells
Fort Ref Will  0  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 Divine Vow (Once Vowed) Arms of the Faithful 3 3 2
7th +7/+2 +5 +2 +5 Avenger of the Faith (Secondary) 3 3 3 2
8th +8/+3 +6 +2 +6 Divine Vow (Twice Vowed), Vow of Piety (2 Domains), Inquisitor 3 3 3 2
9th +9/+4 +6 +3 +6 Avenger of the Faith (Primary) Divine Vow (Twice Vowed) 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 Divine Vow (Twice Vowed), Sustained by Faith 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 Avenger of the Faith (Secondary), Undying Faith (as raise dead) 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 Divine Vow (Thrice Vowed), Undying Faith (as resurrection) 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

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (religion) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Swim (Str).

Class Skills, Tome of Prowess Variant (6 per level, ×4 at 1st level)
Affability (Cha), Appraisal (Int), Athletics (Con), Cultures (Cha), Endurance (Con), Healing (Cha), Intimidation (Cha), Jump (Str), Psychology (Int), Thaumaturgy (Cha).

Class Features[edit]

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: 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 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, 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 templeSpC, inflict moderate wounds, protection from chaos/evil/good/law (opposing alignments only), remove fear, rhino’s rushSpC, 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 moveSpC, magic circle against chaos/evil/good/law (opposing alignments only), mass cure moderate wounds, mass inflict moderate wounds, remove curse, 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, 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

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. 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 (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 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.

Divine Vow (Su): A templar’s 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 on divine vows below.

A templar may swear 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 (Ex): 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 eighth 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 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 (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.

Ex-Templars[edit]

A templar who wishes to pursue other classes is welcome to do so. There are no multiclassing 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[edit]

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.

Charger[edit]

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.

  1. 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 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

Harrier[edit]

Templars who follow the harrier path frustrate the efforts of foes by interrupting and directing their attacks.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

Herald[edit]

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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

Protector[edit]

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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

Divine Vows[edit]

So many vows, they make you swear and swear. Defend the King, obey the King. Obey your father. Protect the innocent. Defend the weak. What if your father despises the King? What if the King massacres the innocent? It's too much. No matter what you do, you’re forsaking one vow or another.

A templar formulates his personal code of conduct around a set of oaths that he makes and bind himself to in the everlasting covenant between himself and whatever power to which he swears allegiance. These vows give him tremendous power and serve to differentiate one templar from another, while not necessarily limiting him to one form of play. Initially, a templar may only select new vows to make and new ideals to uphold. As he gains levels, the templar is able to renew vows, essentially swearing upon the same vow again. This reaffirmation of his faith and dedication to that vow results in further powers related to that particular oath. Of course, since no one is perfect, breaking these vows does not necessarily result in the loss of class features.

Unless otherwise noted, the default saving throw for any effects related to the paladin's earthly vows is 10 + ½ the templar's class level + his Charisma modifier.

Vow of Charity[edit]

A bone to the dog is not charity. Charity is the bone shared with the dog, when you are just as hungry as the dog.
  • First: Once per round on your turn you may aid another as a free action.
  • Second: Once per round when you are targeted by a spell with an effect beneficial to you, you may allow another creature within Close Range to also gain the benefits of that spell. The spell must also be beneficial to the creature you wish to share it with (interpreted at the DM's discretion), or the sharing fails.
  • Third: An ally within Close range of you may use your spell slots to cast a spell of an equivalent or lower spell level, so long as you possess the minimum charisma score to use the slot yourself. Your ally may use this slot to cast any spell that they have prepared or that they know (in the case of spontaneous casters), using your slot instead of their own. Your ally may also cast spells from your spell list, even if they would not normally be capable of casting divine spells. Anyone casting a spell in this fashion uses their own attributes, feats, and character level to determine the effects and DC of the spell. They do not need to meet the minimum charisma score requirement for a particular spell level cast from your list, but they must be of a sufficient level that they would be able to use the spell slot were they a templar of the same level.

Roleplaying Ideas: Perhaps your church decrees that its members must give aid to others, or maybe you give out of the goodness of your heart. You are the quintessential selfless knight, giving to others without necessarily thinking of your own gains. There are times when you may give up more important things than money; the truest sacrifice a templar can make is to offer their own life in the service of their cause.

Vow of Clemency[edit]

An eye for an eye makes the whole world blind.
  • First: Whenever you deal lethal damage with a weapon or spell, you may freely opt to deal nonlethal damage instead without suffering a penalty to attack or damage rolls.
  • Second: You may automatically stabilize any creature within Close range of yourself. Additionally, you may keep them from being killed outright through hit points or ability damage. If a creature within Close range would reach -10 hit points or 0 in an attribute, you may instead set them to -9 hit point or 1 in the attribute, whichever is more appropriate. Creatures who are saved from reaching 0 in an ability score are rendered unconscious for 24 hours, though you may rouse them as a standard action at any time before that. You must be aware of a creature to use this ability.
  • Third: You may administer healing or other status restoration effects to creatures who have been dead for less than 1 hour as if they were still alive. If you would heal a creature in such a way that they would not be dead, they recover from that condition without penalty.

Roleplaying Ideas: A good templar may see legitimacy in the concept of defeating enemies in a non-fatal fashion, but it's just as possible that you may simply need to capture them so as to transport them to a more grisly fate.

Vow of Confrontation[edit]

In the name of the church, I declare your life forfeit.
  • First: When you deal damage to a creature with an alignment component opposed to your own, you add your templar level to the damage. A lawful good templar, for example, would add this damage to chaotic or evil creatures. Neutral creatures are considered opposed to creatures with no neutral portion of their alignment. You may suppress this bonus damage at-will.
  • Second: Any weapon you wield gains the benefits of an alignment related weapon ability. Chaotic templars grant the anarchic property, lawful templars grant the axiomatic property, good templars grant then holy property, and evil templars grant the unholy weapon property. If you would qualify for multiple properties, you gain them both. If you qualify for only 1 property, you may gain that one or select one from your neutral alignment axis. If you do not qualify for any property, you may select one.
  • Third: Any foe who suffers additional damage from your alignment related weapon properties must also succeed on a Fortitude save or die. You may suppress this effect at will, and may not combine this with any other strike that would inflict a status condition. A creature that makes their save suffers normal damage from the strike and is immune to this effect until the start of your next turn. If the creature would only suffer additional damage from one weapon property, they gain a +4 bonus to this save. If you are a Neutral templar, the target gains an additional +2 on their save. This is a [Death] effect.

Roleplaying Ideas: You don't back down in the face of your enemy, don't stomach the foes of your faith, and do what you can to quickly remove them from the world. It doesn't really matter what the rest of the world thinks about the plan.

Vow of Conquest[edit]

Only by breaking a man's spirit can you truly call him your subject.
  • First: A successful melee attack you make against an opponent forces them to make a Fortitude save or be fatigued. This ability cannot be used to confer exhaustion on a creature that is already fatigued and cannot be used more than once per round on the same target.
  • Second: Your melee attacks now deal 1 point of Wisdom damage.
  • Third: Your melee attacks confer one negative level.

Roleplaying Ideas: You are the representative of a regime seeking to manipulate the faith and agendas of others, with your duty being to persuade the less open-minded folk to come around to seeing things from your perspective. The church seeks lands and the establishment of a theocracy, and their inquisitors are charged with destroying the will of the conquered.

Vow of Greed[edit]

I did it for the gold. Your village needing help was just a coincidence.
  • First: As a standard action, you may detect metals and minerals as a Rod of Metal and Mineral Detection for 1 round. After this time you must wait 5 minutes before acting in this fashion again.
  • Second: You can steal the health from those you harm, and recover hit points equal to the damage you deal to a living creature in melee or your class level, whichever is less. This healing cannot restore you beyond your normal hit point total.
  • Third: Once per round when a spell is targeted on another creature within Close range of you, you may also gain the effects of that spell. A spell leeched in this fashion has the same duration (if applicable) for you as it does for the other recipient, but if it ends prematurely for the recipient it does not end for you. This ability is only useable at the moment the spell is cast, but does not grant you any particular knowledge of what spell is being cast. You must be a valid target for the spell; if you are not this ability is not considered expended. You can even use this ability to teleport along with a caster; if you do so you appear in the space next to them instead of in the same space.

Roleplaying Ideas: While religions often place Greed among their sins, they are less specific about simply knowing when to take what you're due. The church loves money and various assorted shiny things, and has its knights seek to recover either wherever possible (by scrupulous methods as often as not). Or perhaps covetousness and greed is more specific to you, and the church merely puts up with it because they like having badasses who do things for them.

Vow of Loyalty[edit]

If by my life or death I can protect you, I will.
  • First: Once per round you may intercept an attack, spell, or supernatural effect that specifically targets a creature adjacent to you. When you do this, you become treated as the intended recipient of the attack or effect. You must declare this before an attack roll is made against the target and before the target has made any saves against the effect.
  • Second: Once per round as a free action, you may teleport to a space adjacent to any ally within Close Range (25 feet + 5 ft./2 levels) of you. This provokes attacks of opportunity.
  • Third: You may designate one creature adjacent to you as protected as a free action on your turn. So long as you remain adjacent to them and don't designate a different creature, you grant them full cover and block line of effect from anyone other than yoruself. You may still intercept attacks for other adjacent allies as normal, however, and if you use your ability to teleport to a nearby ally you bring the protected creature with you as well.

Roleplaying Ideas: Whether it's guarding a cleric of the church or some other less individually capable VIP, you protect them with your body and your life.

Vow of Perseverance[edit]

He will never eat. He will never sleep. He will never stop.
  • First: You no longer suffer penalties to your base movement speed caused by wearing medium or heavy armor. Secondly, you do not suffer the fatigued or exhausted conditions directly. An effect that would normally cause you to be fatigued is reduced to having no effect, while an effect that would normally cause you to become exhausted is instead reduced to fatigued. Should you be exhausted again while suffering fatigue from a previous exhaustion, that still stacks to exhausted as normal.
  • Second: You don't get tired, no longer needing to sleep 8 hours or trance for 4 hours in a night and instead being sufficiently rested after a single hour. You have no sense of the outside world during this time and are treated as unconscious, though you can be roused in the same way as any sleeper would be. This does not affect the schedule on which you regain spells, and any other classes you possess must still meet any other rest requirement, but it does allow them to craft things twice as quickly (if they have sufficient spells available in the case of magical items) or perform other downtime tasks in half as much time. Further, you gain immunity to any natural or magical effect that would cause you to lose consciousness, aside from the dying condition.
  • Third: Once per round, you can elect to not be affected by an attack, ability, or other effect that would cause you to die or be transformed into an inanimate form. You may do so even if you have already failed a save against the ability or been successfully hit by the attack. You ignore all parts of it when you ignore it in this fashion.

Roleplaying Ideas: A good templar may work tirelessly for the advancement of a city or group, while an evil one might work tirelessly for their own. He can sleep when he wants to, or when he's dead.

Vow of Perfidy[edit]

You didn't take my advice. Didn't I tell you not to trust anyone?
  • First: You gain Bluff as a class skill, and any effect that would interfere with your ability to lie has a 50% chance to not affect you at all. This is rolled before spell resistance and saving throws.
  • Second: You are shielded by a constant nondetection effect with a caster level equal to your class level. If you successfully block a detect spell, you may provide instead provide a false reading for the caster of the divination if you wish.
  • Third: You are able to mimic other templars, down to gaining the benefits of vows that they receive. You gain the once vowed and twice vowed ability of one vow that you do not already possess; by meditating without interruption for 8 hours, you may change which vow you possess the abilities of.

Roleplaying Ideas: Deceitful churches employ deceitful templars, able to disguise themselves and assume the mantles of other churches and knightly orders. In order to protect the secrets of your faith, you have sworn to become such a templar.

Vow of Purity[edit]

Cleanliness is next to godliness.

Roleplaying Ideas: You keep a clean body, and a clean soul. And maybe you force everyone to try to live that way as well...

Vow of Resilience[edit]

Uncompromising men are easy to admire.
  • First: You become immune to the shaken and frightened conditions, and only suffer the penalties of the shaken condition if you happen to become panicked. Against [Fear] effects that do not result in one of the above conditions, you gain a +4 bonus on your saves.
  • Second: You can prevent yourself from losing consciousness or dying as a result of hit point loss for 1 round, no matter how low your hit point total falls. You may gain this protection as a swift or immediate action, and it automatically activates in any round you use an ability from your Avenger of the Faith styles.
  • Third: Once per round as a free action you may revive a dead ally within Medium range in order to allow them to keep fighting. This ability lasts until the ally takes damage again, suffers a condition that would kill them, or until the beginning of your next turn. You may revive an ally multiple times with this ability, but may not return them to life permanently without suitable magic.

Roleplaying Ideas: Open to cliches galore. You are the sole survivor of a group of knights slaughtered by some great opponent. Your experience in the horrors of war has seen you lose many comrades, but hardened your body and soul in the face of imminent danger.

Vow of Taint[edit]

Watch yourself. You might catch something.
  • First: If an ally within Close range is afflicted by a harmful condition listed below (death and dying do not count) that could also affect you, you may take a move action to take that condition from them and instead apply it to yourself: ability penalties (such as from ray of enfeeblement, touch of idiocy, etc.), ability burn, ability damage, ability drain, blindness, confusion, dazing, dazzling, deafness, entanglement, exhaustion, fatigue, fascination, fright, level drain, shaken, panicked, cowering, nausea, paralysis, sickness, stunning, uncenteredness and any other condition that this list does not include but the DM deems permissible.
  • Second: You may suppress the effects of one of the above negative status effects currently imposed on yourself. While suppressing it in this fashion, you suffer no penalties for it. You may suppress an effect or select a new effect to suppress once per round as a free action on your turn.
    Additionally, you may spread your suppressed condition to an enemy struck with a melee attack, forcing them to make saving throws as needed to avoid contracting the same ailment. If they make their save, they are immune to this effect until the start of your next turn. You may not apply this effect when your attack would deliver another status effect. If the ailment stacks, such as negative levels, you may apply it to a target additional times in later rounds.
  • Third: Taint oozes off of you, even when you're otherwise clean. On a successful attack, you may force the target to make a save or become Nauseated for 1 round. If they make their save, you may not attempt to nauseate them again until the start of your next turn. You may not apply this effect when your attack would deliver another status effect, either with the above ability or another spell, feat, or similar feature.

Roleplaying Ideas: Evil power can only be contained by the body and will of good's greatest servants, or harnessed by the most ambitious and ruthless of tyrants.

Vow of Truth[edit]

Whoever is careless with the truth in small matters cannot be trusted with important matters.
  • First: You may radiate a Zone of Truth for 1 round by concentrating as a standard action. This is a supernatural ability useable at will.
  • Second: You may not be compelled to lie or be untruthful to your faith. If a spell would cause you to act against a known adherent to your faith or philosophy (including alignment), break a vow, or lie you may instead state that you are unable to commit such an act and perform no actions for the round. If the effect would end following the completion of the compulsion, as in suggestion, it is automatically discharged and ended at the start of your next turn. Otherwise you gain a new save against the effect, with a +4 bonus.
  • Third: You are constantly under the effects of a true seeing spell. This is a supernatural ability.

Roleplaying Ideas: Dishonesty really sticks in your craw, and you like to rattle the saber against those who would use treachery and subterfuge. For without truth, how can anything ever be accomplished in the world?

Vow of Valor[edit]

Cowards die a thousand times before their deaths, whilst the brave man dies but once.
  • First: You respond quickly to the threat of a charge. If a charge attack is ever declared against you, you may declare a charge against the opponent charging you as an immediate action. You gain all normal charge benefits on this action. You and the opponent charging meet at the midpoint of your charges, regardless of your respective speeds.
  • Second: Your valor allows you to stand in the face of adversity when others can not. As a swift or immediate action (or as a free-action in any round you use an ability from your Avenger of the Faith styles) you can become rooted to a space unless you elect to move from it. If you are falling or sinking, you immediately cease at your current elevation. Should you allow yourself to fall in later rounds, you suffer falling damage from your new position. Your position can be changed, however, but it requires substantial effort. You gain a bonus equal to twice your templar level on any check or save to resist falling, losing your footing, or being forcibly moved to another space. This protection lasts until the beginning of your next turn. You may take move actions normally while this effect is active.
  • Third: Your fearlessness is terrifying in its own right. On a successful attack, you may force the target to make a save or become Frightened for 1 round. If they make their save, they are immune to this effect until the start of your next turn. You may not apply this effect when your attack would deliver another status effect.

Roleplaying Ideas: You are one of those hardcore zealots who throw themselves at the enemy, striking fear deep into their hearts. It's hard for enemies to fight someone who doesn't fear death.




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ThunderGod Cid's Homebrew (374 Articles)
ThunderGod Cidv
Facts about "Templar (3.5e Class)"
Article BalanceVery High +
AuthorTarkisflux + and ThunderGod Cid +
Base Attack Bonus ProgressionGood +
Class AbilitySpontaneous Divine Spellcasting +
Class Ability ProgressionPartial +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillAppraise +, Climb +, Concentration +, Craft +, Heal +, Intimidate +, Jump +, Knowledge +, Listen +, Ride +, Sense Motive +, Speak Language +, Spellcraft + and Swim +
Skill Points4 +
SummaryTemplars are ordained warriors tasked with spreading the faith and defending the faithful, while also beating down the foes of a deity. +
TitleTemplar +
ToP SkillAffability +, Appraisal +, Athletics +, Cultures +, Endurance +, Healing +, Intimidation +, Jump +, Psychology + and Thaumaturgy +
Will Save ProgressionGood +