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Ralasha
2011-01-08, 11:04 AM
The Templar of Steel

Background:
The Templar as they are more commonly known, are an ancient order long thought dead. They have however, recently resurfaced. Known for their near legendary combat prowess, their merciful, kind natures, and their strength of faith. The Templar care nothing for philosophical or religious differences. Their only true calling, though few know this, is very akin to a paladin. The Templar however, have no bias against performing evil action when deemed absolutely necessary. If an enemy army marches at them, and they are outnumbered, so long as it is in the defense of others, they may go so far as to poison the enemy army, or use other, somewhat questionable acts, such as ambush or traps. The Templar however, strongly prefer honorable combat, and only will only use such methods when in dire need, or against near hopeless odds.

Alignment: Any Good. A Templar serves against the forces of evil. They are more often Neutral Good than Lawful Good, and only very rarely will you meet one of a Chaotic Alignment, as chaotic characters are usually cast from the order, for deceiving other Templar, or reeking havoc themselves.

The Templar
{table]Level | BAB | FS | RS | WS | Special
1st | +1 | +2 | +0 | +2 | Aura of Alignment, Aligned Weapon
2nd | +2 | +3 | +0 | +3 | The Discipline of Iron
3rd | +3 | +3 | +1 | +3 | Weapon Bonus +1
4th | +4 | +4 | +1 | +4 | The Will of Iron
5th | +5 | +4 | +1 | +4 | The Call of Battle
6th | +6/+1 | +5 | +2 | +5 | Weapon Bonus +2
7th | +7/+2 | +5 | +2 | +5 | Righteous Aura
8th | +8/+3 | +6 | +2 | +6 | The Strength of Flesh
9th | +9/+4 | +6 | +3 | +6 | Weapon Bonus +3
10th | +10/+5 | +7 | +3 | +7 | Glorious Conquest
11th | +11/+6/+1 | +7 | +3 | +7 | Greater Aligned Weapon
12th | +12/+7/+2 |+8 |+4 |+8 | Weapon Bonus +4
13th | +13/+8/+3 |+8 |+4 |+8 | The Discipline of Steel
14th | +14/+9/+4 |+9 |+4 |+9 | A Will of Steel
15th | +15/+10/+5 |+9 |+5 |+9 | Weapon Bonus +5
16th | +16/+11/+6/+1 |+5 |+10 |+10 | Strength of Steel
17th | +17/+12/+7/+2 |+11 |+5 |+11 | Righteous Indignation
18th | +18/+13/+8/+3 |+11 |+6 |+11 | Weapon Bonus +6
19th | +19/+14/+9/+4 |+12 |+6 |+12 | The Cry of a Warrior
20th | +20/+15/+10/+5 |+12 |+6 |+12 | Stronger Than All
[/table]

Hit Dice: d10

Class Skills:
A Templarís class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (History), Knowledge (Law and Order), Knowledge (Local), Knowledge (Nobility), Knowledge (Religion), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points at first level (4 + Int Modifier) x4.
Skill Points at Each Level after first: 4 + Int modifier.[/b]

Class Abilities:
Aura of Alignment: (Ex) The Templar have an Aura of their alignment, equal to their level.
Aligned Weapon: (*Exalted) A Templar's weapon is always considered to be of good alignment. See the spell 'Bless Weapon' in the PHB.
The Discipline of Iron: (*Exalted) Starting at second level the Templar gains their constitution as a divine bonus to their AC.
Weapon Bonus: (*Exalted) Starting at 3rd level any weapon a Templar wields counts as having an enhancement bonus, as dictated by the above table. This bonus is real, but is divine, not magical. This bonus is overridden if the Templar picks up a weapon with a higher numerical bonus.
Will of Iron: (Ex) As of 4th level the Templar gains their Con Mod as a bonus to their Will Saves.
The Call of Battle: (Ex) The Templar gains its charisma modifier as a bonus to all attacks and damage rolls against any characters or creatures of an evil alignment.
Righteous Aura: (*Exalted) The Templar is a fearsome foe. Any evil creatures within 30', plus 5' per 3 Templar levels after 7th must make a will save versus 10+The Templar's Con Mod+The Templar's level, or be terrified, the creature may choose to flee, but may not willingly re-enter the aura for one day. If it succeeds on it's will save, it does not need to roll a new save until it has left, and re-entered the aura's area of effect.
The Strength of Flesh: (*Exalted) The Templar has learned to push his bodily limits, and may add his constitution modifier as a bonus to his damage for a number of rounds equal to his Con Mod+his Templar level each day. This effect does not need to be used all at once. The Templar is now immune to Necromancy Spells, and Effects.
Glorious Conquest: (Ex) The Templar love nothing more than the feel of evil crushed beneath its boots. Whenever a Templar successfully strikes an evil opponent in combat it gains the damage done in HP, as healing.
Greater Aligned Weapon: (*Exalted) Any weapon the Templar wields is considered Holy. This is in addition to being considered a Blessed Weapon. This ability will negate the alignment of any evil weapon the Templar may pick up.
The Discipline of Steel: (*Exalted) The Templar gains its constitution modifier as Damage Reduction, and cannot be rendered unconscious by any means, including a sleep spell, or subdual damage during combat. The Templar is also considered stable until it hits -10 HP, and is awake and make take normal actions during this time, though it still follows the standard rules for taking damage while below 0 HP. The Templar dies at it's Negative Constitution, or -10 whichever is lower.
A Will of Steel: (*Exalted) The Templar is protected against any mind effecting spells, or effects created, emanating from, or cast from an evil source. This includes Illusions, and spells with the evil descriptor.
Strength of Steel: (Ex) The Templar's constitution modifier is now applied as a bonus to its attack, damage, strength checks, and as a bonus to its strength when calculating it's carrying capacity.
Righteous Indignation: (*Exalted) Whenever an evil creature manages to deal the Templar damage, that damage is returned, unmodified, and without the effects of the Templar's damage reduction. This is divine damage, and cannot be reduced, negated or bypassed.
The Cry of a Warrior: (Ex) Once per round the Templar may let out a mighty shout, heartening its allies, and disturbing its enemies. All the Templar's allies that can hear it gain his Charisma as a bonus to Attack Rolls, Damage Rolls, Saves, and as a dodge bonus to AC, this Includes the Templar, and other Templar. This ability does not stack with other Templar's cries'.
Bastion of Order: (Ex) The Templar may now add his charisma bonus to his AC, attacks, and damage in addition to any other bonuses granted by this class. (*Exalted: He also adds his Charisma Modifier to his Strength for carrying capacity.)

Sir_Chivalry
2011-01-08, 11:25 AM
The Templar of Steel

Background:
The Templar as they are more commonly known, are an ancient order long thought dead. They have however, recently resurfaced. Known for their near legendary combat prowess, their merciful, kind natures, and their strength of faith. The Templar care nothing for philosophical or religious differences. Their only true calling, though few know this, is very akin to a paladin. The Templar however, have no bias against performing evil action when deemed absolutely necessary. If an enemy army marches at them, and they are outnumbered, so long as it is in the defense of others, they may go so far as to poison the enemy army, or use other, somewhat questionable acts, such as ambush or traps. The Templar however, strongly prefer honorable combat, and only will only use such methods when in dire need, or against near hopeless odds.

Alignment: Any Good. A Templar serves against the forces of evil. They are more often Neutral Good than Lawful Good, and only very rarely will you meet one of a Chaotic Alignment, as chaotic characters are usually cast from the order, for deceiving other Templar, or reeking havoc themselves.

The Templar
{table]Level | BAB | FS | RS | WS | Special
1st | +1 | +2 | +0 | +2 | Aura of Alignment, Aligned Weapon
2nd | +2 | +3 | +0 | +3 | The Discipline of Iron
3rd | +3 | +3 | +1 | +3 | Weapon Bonus +1
4th | +4 | +4 | +1 | +4 | The Will of Iron
5th | +5 | +4 | +1 | +4 | The Call of Battle
6th | +6/+1 | +5 | +2 | +5 | Weapon Bonus +2
7th | +7/+2 | +5 | +2 | +5 | Righteous Aura
8th | +8/+3 | +6 | +2 | +6 | The Strength of Flesh
9th | +9/+4 | +6 | +3 | +6 | Weapon Bonus +3
10th | +10/+5 | +7 | +3 | +7 | Glorious Conquest
11th | +11/+6/+1 | +7 | +3 | +7 | Greater Aligned Weapon
12th | +12/+7/+2 |+8 |+4 |+8 | Weapon Bonus +4
13th | +13/+8/+3 |+8 |+4 |+8 | The Discipline of Steel
14th | +14/+9/+4 |+9 |+4 |+9 | A Will of Steel
15th | +15/+10/+5 |+9 |+5 |+9 | Weapon Bonus +5
16th | +16/+11/+6/+1 |+5 |+10 |+10 | The Cry of a Warrior
17th | +17/+12/+7/+2 |+11 |+5 |+11 | Righteous Indignation
18th | +18/+13/+8/+3 |+11 |+6 |+11 | Weapon Bonus +6
19th | +19/+14/+9/+4 |+12 |+6 |+12 | Strength of Steel
20th | +20/+15/+10/+5 |+12 |+6 |+12 | Bastion of Order
[/table]

Hit Dice: d10

Class Skills:
A Templarís class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (History), Knowledge (Law and Order), Knowledge (Local), Knowledge (Nobility), Knowledge (Religion), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points at first level (4 + Int Modifier) x4.
Skill Points at Each Level after first: 4 + Int modifier.[/b]

Class Abilities:
Aura of Alignment: (Ex) The Templar have an Aura of their alignment, equal to their level.
Aligned Weapon: (*Exalted) A Templar's weapon is always considered to be of their alignment. See the spell 'Align Weapon' in the PHB. This ability will negate the alignment of any evil weapon the Templar may pick up.
The Discipline of Iron: (*Exalted) Starting at second level the Templar gains their constitution as a typeless bonus to their AC.
Weapon Bonus: (*Exalted) Starting at 3rd level any weapon a Templar wields counts as having an enhancement bonus, as dictated by the above table. This bonus is real.
Will of Iron: (Ex) As of 4th level the Templar gains their Con Mod as a bonus to their Will Saves.

(Currently typing up, saved for faster references)

So far the abilities are good, but you might want to reword Aligned Weapon to make it clearer. Just say something along the lines of "Any weapon a Templar wields is considered to be good-aligned for the purposes of overcoming damage reduction (Note: feel free to add in lawful or chaotic, but I didn't want to presume where everything would go).

You might want to move the evil weapon negation thing a little further down, as that seems to be something a fresh recruit shouldn't really be able to do. Your call though.

I'm also on the fence about adding Con to AC. If it was instead of Dex, it would still be quite powerful, but here it appears to be in addition. This would be better suited much further down the table.

Does the weapon bonus get replaced if the templar picks up a better weapon, say for instance that the templar's abilites made his weapon a +1, but he got his hands on a +2 weapon? Is the weapon +1 or +2? How does this interact with enhancements? Is the +6 weapon bonus further down the table truly a +6 weapon, or a weapon with weapon enhancements?

Ralasha
2011-01-08, 11:35 AM
So far the abilities are good, but you might want to reword Aligned Weapon to make it clearer. Just say something along the lines of "Any weapon a Templar wields is considered to be good-aligned for the purposes of overcoming damage reduction (Note: feel free to add in lawful or chaotic, but I didn't want to presume where everything would go). Ahh, I think I'll change it to Bless Weapon. That way it also strikes true.


You might want to move the evil weapon negation thing a little further down, as that seems to be something a fresh recruit shouldn't really be able to do. Your call though.Right, I'll move that to the improved version.


I'm also on the fence about adding Con to AC. If it was instead of Dex, it would still be quite powerful, but here it appears to be in addition. This would be better suited much further down the table.
It is in addition to, I don't see why however, it should be moved down the table. It's not going to be a huge bonus at that level. I made it a dodge bonus.. though that means it is canceled out if they are caught flat footed, which is what it is intended to work against, as a kind of... divine intervention.

Does the weapon bonus get replaced if the templar picks up a better weapon, say for instance that the templar's abilites made his weapon a +1, but he got his hands on a +2 weapon? Is the weapon +1 or +2? How does this interact with enhancements? Is the +6 weapon bonus further down the table truly a +6 weapon, or a weapon with weapon enhancements? It is a +6 weapon in the Templar's hands, this bonus does not count as magic (divine).

If a Templar of 18th level picks up a keen, flaming burst, disrupting great axe, it would be a +6 keen, flaming burst, disrupting great axe.

Knaight
2011-01-09, 11:23 AM
Overall it is a good class, but there are a few oddities. Many of them are in wording, but a more effect based one is Righteous Aura. It seems odd that fleeing isn't an option.

Ralasha
2011-01-09, 10:08 PM
If you could flee, then you coul just leave the area of the aura, and come back in, until you passed. It is an attempt at preventing people from circumventing the aura through sneaky means. The Templar might decided not to kill you anyway.

it does not need to roll a new save until it has left, and re-entered the aura's area of effect.

Knaight
2011-01-09, 11:27 PM
If you could flee, then you coul just leave the area of the aura, and come back in, until you passed. It is an attempt at preventing people from circumventing the aura through sneaky means. The Templar might decided not to kill you anyway.

While it works for that, its comes with a side effect of not making much sense. A more elegant method that would allow fleeing would be to have anyone who flees the aura unable to willingly enter it for the encounter. That has a side effect of giving them another save if the Templar attacks them, which also makes sense.

Ralasha
2011-02-13, 08:08 AM
Fixed the not being able to flee, any other issues?
+Bump