Templar (3.5e Class)

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This article is about the Tome Paladin. You may be looking for SRD:Paladin.
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Author: ThunderGod Cid (talk)
Date Created: September 27, 2010
Status: Open to suggestions
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"Divine Spellcasting, Prepared Spellcasting, Other" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Paladin

The fates themselves guide my sword.

No one should ever play a normal ranger when they can play a druid instead. A real ranger is a peerless hunter and a legitimate threat in multiple forms of combat, someone not always necessarily devoted to the protection of nature. It's easy to imagine an evil ranger that would use his connection with nature simply to further his own ends, or perhaps even lack any such connection at all beyond the fact that he fights better in a natural setting than elsewhere.

Making a Ranger

A ranger places more emphasis on mobility than a fighter or barbarian, since he usually lacks their sheer number of attack options or raw power, respectively.

Abilities: Even though it is a martial class, a ranger has relatively low Hit Dice; as such, Strength, Dexterity and Constitution all help to ensure his combat efficacy. Aside from those three, Wisdom is the ranger's most important stat, as it governs his spellcasting ability to track enemies.

Races: Rangers can come from any race.

Alignment: Any.

Starting Gold: 1d6×10 gp (25 gp).

Starting Age: Simple.

Table: The Ranger

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +1 +2 +2 +0 Animal Companion, Combat Style, Tracker 2
2nd +2 +3 +3 +0 Favored Enemy (Minor), Nature Walk 3 0
3rd +3 +3 +3 +1 Natural Predator, Thrill of the Hunt 3 1
4th +4 +4 +4 +1 Beastmaster, Favored Enemy 3 2 0
5th +5 +4 +4 +1 Camouflage, Swift Tracking 3 3 1
6th +6/+1 +5 +5 +2 Combat Style, Favored Enemy 3 3 2
7th +7/+2 +5 +5 +2 Relocate 3 3 2 0
8th +8/+3 +5 +6 +2 Favored Enemy (Advanced) 3 3 3 1
9th +9/+4 +6 +6 +3 Ghillie in the Mist 3 3 3 2
10th +10/+5 +7 +7 +3 Favored Enemy 3 3 3 2 0
11th +11/+6/+6 +7 +7 +3 Combat Style 3 3 3 3 1
12th +12/+7/+7 +8 +8 +4 Favored Enemy 3 3 3 3 2
13th +13/+8/+8 +8 +8 +4 Big Game Hunter 3 3 3 3 2 0
14th +14/+9/+9 +9 +9 +4 Favored Enemy (Major) 4 3 3 3 3 1
15th +15/+10/+10 +9 +9 +5 Bloodhound 4 4 3 3 3 2
16th +16/+11/+11/+11 +10 +10 +5 Combat Style, Favored Enemy 4 4 4 3 3 2 0
17th +17/+12/+12/+12 +10 +10 +5 Forest Specter 4 4 4 4 3 3 1
18th +18/+13/+13/+13 +11 +11 +6 Favored Enemy 4 4 4 4 4 3 2
19th +19/+14/+14/+14 +11 +11 +6 Survival of the Fittest 4 4 4 4 4 4 3
20th +20/+15/+15/+15 +12 +12 +6 Favored Enemy 4 4 4 4 4 4 4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the paladin.

Weapon and Armor Proficiency: A paladin is automatically proficient with simple and martial weapons, all forms of armor, and shields.

Code of Conduct:

Spells:

0—

1st—

2nd—

3rd—

4th—

5th—

6th—

First Aid (Su): A paladin may heal 1d6 points of damage per character level as a standard action. 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 divine might; it thusly affects undead and the living equally.

At 4th level, the paladin may now use his first aid as a 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 swift action, and he can use it as an 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.

Facts about "Templar (3.5e Class)"
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorThunderGod Cid +
Base Attack Bonus ProgressionGood +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionGood +
SummaryA paladin that is not restricted to one alignment. +
TitleTemplar +
Will Save ProgressionPoor +