My Templar Advanced Class [Archive] - Wizards Community

Post/Author/DateTimePost
Xeviat-DM

03-07-05, 03:57 PM
It would be advisable for you to check out my Cleric and my Knight class, since this class works off of them. But it works equally well with the standard Cleric and the standard Fighter.

I'm using the "core class as PrCs" style of Unearthed Arcana, which I have dubbed "Advanced Classes" in my games. Tell me what you think, it is quite a simple progression.

TEMPLAR
Templar are warrior priests, defenders of the holy sites of the world. They are more militant than clerics, receiving extensive training in the arts of divine warfare. Whether faithful to the spirits, the dragon gods, or perhaps the outsider gods, templar can be found at or around their temples, protecting the faithful and relics of their faith from a world that may seek to bring them harm. This devotion requires utter obedience to one’s faith, but they gain divine protection of their body and mind.
Adventurers: Templars view their adventures as quests in the service of their faith. Whether their quests are self decided or put upon them by an authority figure, templars take these tasks very seriously. They are typically charged with the defense of their temple, but they are often sent out to strike against an enemy temple or opposing priests, or to bring a divine relic back to their temple. Like knights, templars welcome any challenges as tests of their faith and martial prowess.
Characteristics: A templar's divine power grants them several abilities, from the ability to channel energy through their weapon, to spell power, to divine protection. Templar are trained almost specifically with a single weapon, which is usually dependent on their temple's tradition; it is through this weapon that they are able to channel their energy. Experienced templar are able to ignore damage and resist many magical effects. Their magic is generally used to augment their battle capabilities.
Alignment: Like clerics, a templar's alignment is dependent upon their allied spirits, but templar face a further restriction. Templar swear obedience to the temple, god, or ideals they serve, and devote their lives to the protection of these. This devotion requires all templar to be of lawful alignments.
Religion: Most templar come from the faith of the spirits, often obedient to the spirits of Protection and Strength, but a large number of templar are also faithful to the pantheon of the Knights. Some templar are also faithful to the celestial or diabolical powers, and many of these templar strive to be chosen as paladins of their patron. There are still a number of templar faithful to the dragons, but not nearly as many as before.
Background: Many people travel to a temple to stay in order to receive insight into the world around them and to serve their faiths. Templar are often drawn from those wishing to serve the spirits but who show more physical prowess than mental. Some templar feel a divine calling, and it is these templar who are most often seen abroad performing quests in the name of their faith.
Races: Just as every race has a need for clerics, every race has a need for the battle prowess of the templar. Of all the races, human templar are most likely to undertake quests in the service of their temple, second to the dwarves. The templar of other races are typically charged with the defense of their temple and rarely see the world in large. Of the savage races, giants possess the most templar, nearly always obedient to the dragon god who created them.
Other Classes: Templar have deep respect for clerics of their faith, and they are often charged with their protection. Many templar feel spiritually inferior to their clerics, who have a deeper connection to the divine than them, so they may feel more close to more common warriors. Most templar easily understand the need for skill users and the power of arcane magic. Like clerics, templar often look down on psions and sorcerers, who typically see their own spirit as more important than all others.
Role: The templar is a martially oriented class, and it's role in most groups is as a melee combatant. Few templar choose to focus in a ranged weapon, which puts them in the back where they can best use their abilities. Due to their often high Charisma scores, templar are often found as the leaders (or at least the face) of adventuring companies.

GAME RULE INFORMATION
Templar have the following game statistics.
Abilities: Wisdom and Charisma are important to the Templar's spellcasting and special abilities, while Strength and Constitution aid the Templar in battle. Dexterity and Intelligence are not overly useful to the Templar, though Templar with unique fighting styles may favor these ability scores.
Alignment: Any Lawful.
Hit Die: d10

Requirements
To qualify to become a templar, a character must fulfill all the following criteria.
Base Attack Bonus: +4
Skills: Knowledge (Religion) 2 ranks, Ride 4 ranks
Feats: Weapon Focus (Deity or order’s favored weapon)
Spellcasting: Must be able to cast first level divine spells.

Class Skills
The templar's class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Profession (Wis), Ride (Str), Sense Motive (Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier

[b]Class Features
Domains: A templar continues their priestly training alongside their warrior training. For the purpose of determining their domain abilities, a templar’s class levels stack with their cleric levels. (Note: I have altered the domains in my setting, such as healing granting lay on hands and destruction granting the reverse of lay on hands. Sun and Death grant Turn and Rebuke undead, so my Templar can be used to create a form of Paladin).
War Companion: Upon becoming a templar, the character’s spirit companion undergoes a transformation, assuming the form of a mount. They may choose to have their spirit companion permanently assume the form of a light war horse, a heavy war horse, a war pony, or another creature suitable as a mount (at DMs discretion). Rather than growing in mental capacity as its master gains levels, a templar’s war companion becomes a more formidable combatant. (For those who do not use my alternate cleric, simply add Templar levels to Cleric levels to determine abilities gained by the Paladin's War Mount)
Smite: The templar may make a smite attack once per day. This is a single attack that must be made with their deity or temple’s favored weapon. The smite grants an attack bonus equal to the templar's Charisma modifier and a damage bonus equal to the templar's class level (if the attack hits); this level stacks with cleric levels and the destruction domain. The templar must declare the smite before making the attack. At 5th level and every 5 levels after (10 and 15), the templar may make one additional smite attack per day.
Spells per Day: A templar's training focuses on divine spellcasting. At every odd-numbered level reached, the templar gains new spells per day as if they had also gained a level in whatever divine spellcasting class they belonged to before they added the prestige class.
Chaotic, Evil, Good, and Lawful Spells: A templar can't cast spells of an alignment opposed to their own; if a templar is faithful to a god then they are also not able to cast spells opposed to their god's alignment.
Mettle: At 4th level, a templar's special blessing allows them to shrug off magical effects that would otherwise harm them. If a templar makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, they suffer no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," or "Fortitude half," or similar entries can be negated through this ability.
Damage Reduction: Starting at 2nd level, templars have the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the templar takes each time they are dealt damage. At 5th level, this damage reduction rises to 2. At 8th, it rises to 3. At 11th, it rises to 4. At 14th, it rises to 5. Damage reduction can reduce damage to 0 but not below 0.

Ex-Templars
A templar who grossly violated the code of conduct expected by their faith (generally acting in ways opposed to the faith's alignment or purposes) loses all spells and class features and cannot gain levels as a templar until they atone. A templar who wishes to change deities (due to a change of heart or alignment), becomes an Ex-Templar until they are accepted by their new faith and have an atonement spell cast upon them by a cleric of their new faith. Changing faiths in this matter also changes a Templar’s weapon focus to that appropriate of their new faith.

[b]TEMPLAR

Level BAB Fort Ref Will Special Spells per Day
1st +1 +2 +0 +2 Domains, War Companion, +1 level to existing cleric level
Smite 1/day
2nd +2 +3 +0 +3 Damage Reduction 1/- -
3rd +3 +3 +1 +3 +1 level to existing cleric level
4th +4 +4 +1 +4 Mettle -
5th +5 +4 +1 +4 Damage Reduction 1/-, +1 level to existing cleric level
Smite 2/day
6th +6 +5 +2 +5 -
7th +7 +5 +2 +5 +1 level to existing cleric level
8th +8 +6 +2 +6 Damage Reduction 1/- -
9th +9 +6 +3 +6 +1 level to existing cleric level
10th +10 +7 +3 +7 Smite 3/day -
11th +11 +7 +3 +7 Damage Reduction 1/- +1 level to existing cleric level
12th +12 +8 +4 +8 -
13th +13 +8 +4 +8 +1 level to existing cleric level
14th +14 +9 +4 +9 Damage Reduction 1/- -
15th +15 +9 +5 +9 Smite 4/day +1 level to existing cleric level
PaTRiXXX

03-08-05, 08:35 AM
Very balanced with your other things. Good work, keep up. :bow:
I'll only use your version of the classes and chakra system for the campaign I'm going to DM in some months.
Xeviat-DM

03-08-05, 11:49 AM
Very balanced with your other things. Good work, keep up. :bow:
I'll only use your version of the classes and chakra system for the campaign I'm going to DM in some months.

Sweet. I'll get my ranger up soon then, and I'll update my savant and ki feats.

Are you going to be using psionics at all? It might be easier for you to simply ignore the existance of the savant, psion, and monk if you're not going to use them.
PaTRiXXX

03-09-05, 04:14 AM
I'll probably use psionics but not 100% sure. Depends on what the players want to play.