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| Rhialto10-02-06, 04:41 AM | http://boards1.wizards.com/showpost.php?p=10244459&postcount=150 And for those too lazy to click teh link to the next forum over... The Generic Templar Unveiled! The following notes broadly outline the changes to the paladin to make it into a templar. Except for noting specifics for each deity, this is probably going to be the final version of the templar. * Divine Aura - Common to all templars. This marks the templar as a pawn of his deity. This may or may not make him detectable by magical means, depending on whether the magic is looking for that specific deity's mark. * Detect Enemy - Common to all templars. Each deity has a specific set or sets of enemies. A templar may choose to detect a specific subset only. The advantage is knowing the exact kind of enemy faced. The disadvantage is that the templar will completely fail to detect other enemies he isn't detecting for. * Smite Enemy - Common to all templars. Each deity has a specific set of enemies. Where this list of enemies is particularly broad, templars may have to choose additional subsets of enemies at higher levels. * Divine Grace - Common to all templars. At 2nd level, the templar can choose his charisma bonus OR the normal governing characteristic bonus. At 4th level, he gets his charisma bonus AND the normal governing characteristic bonus. * Lay on Hands - varies by deity. Only healing deities grant the heal ability, which takes a full minute to perform (ie not so useful in the middle of combat). Other deities grant a sphere-related resistance. Due to the nature of the force that animates undead, there is no smite mode. * Aura of Courage - common to all templars. This ability is unchanged. * Divine Health - common to all templars. This grants a +10 resistance bonus against disease. Templars of healing deities are immune to non-magical diseases and get +10 resistance bonus against poisons and magical diseases. * Turn undead - There is no evil (rebuke) counterpart to this ability. However, depending on deity, clerics and templars may be able to cause instability (exact mechanics to be decided) in undead, daemons, or both. Templars without this ability instead get a resistance bonus. * Spellcasting - Templars can cast spells as a cleric of 1/4 their level, round down. This is cumulative with any cleric levels they may have. * Special Animal - Templars may get either a steed or an animal companion, depending on their deity. Those deities that don't grant an animal will instead grant a 1/day use of a group augmentation power. * Remove Disease - Templars get N times/week use of a sphere-related spell roughly at 3rd level of power. It should be bourne in mind that this templar class is intended for a low magic campaign, and that the usual D20 alignment system is being ditched to be replaced by D20 Modern's allegiances. One important goal was to make something that wouldn't raise too many eyebrows if dropped into a low magic historical campaign with the historical Knights Templar and Knights Hospitaller. These templars are not meant to be significant spellcasters, nor necessarily ride horses or even be lawful good. Rather, they are the fighting arm of their deity's hierarchy. Clerics (to be built later) are distinctly non-combat in this campaign world compared to their vanilla D20 counterparts. Bt that7s a story for another day. For now, comments on this templar class? |
| Rhialto10-03-06, 10:19 AM | No comments at all? Come on, someone say something! |
| 05810-03-06, 06:59 PM | I like it. The Templar are one of my favourite historical groups, and I feel that this sufficiently represents them. |