View Full Version : Templar (D&D 3.5 Base Class W.I.P. PEACH)

2013-08-23, 06:18 AM
I command men that rival the Heavens

Templars are amongst the highest trained warriors of their orders. They are skilled warriors capable of leading entire regiments into battle. Trained soldiers become unstoppable under their command, and even a hoard of peasants become a force to rival an army.

The Templar is a creature born of rigid training and relentless battles. Combat is a Templarís life. To die in service to their cause is the highest honor to a Templar.

Role: The Templar is a commander. He is the type to bring out every drop of performance from those around him. He is a force amplifier who shines most when he has allies around him to help in his goals.

Abilities: Charisma is perhaps one of the most important stats to a Templar as it determines the strength of his auras. Depending on how a Templar chooses to approach combat he may find varied usefulness from Strength or Dexterity. Constitution is always appreciated by a Templar.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Auras Known|Aura Strength}

1st|+1|+2|+0|+2|Aura least, Delayed Damage, Power of Pain|2|least

2nd|+2|+3|+0|+3| Diehard, Foe of Consequence|2|least

3rd|+3|+3|+1|+3|Vigilant Defender |3|least

4th|+4|+4|+1|+4| Test of Mettle |3|least

5th|+5|+4|+1|+4|Step Up |4|lesser

6th|+6/+1|+5|+2|+5|Touch of Vitality |4|lesser

7th|+7/+2|+5|+2|+5| |5|lesser

8th|+8/+3|+6|+2|+6| Call to Battle |5|lesser

9th|+9/+4|+6|+3|+6|Mettle |6|lesser

10th|+10/+5|+7|+3|+7| |6|lesser

11th|+11/+6/+1|+7|+3|+7| |7|greater

12th|+12/+7/+2|+8|+4|+8| Daunting Chalenge |7|greater

13th|+13/+8/+3|+8|+4|+8| |8|greater

14th|+14/+9/+4|+9|+4|+9| |8|greater

15th|+15/+10/+5|+9|+5|+9| |9|greater

16th|+16/+11/+6/+1|+10|+5|+10| Bond of Loyalty,|9|Pinacle

17th|+17/+12/+7/+2|+10|+5|+10|Impetuos Endurance |10|Piacle

18th|+18/+13/+8/+3|+11|+6|+11| |10|Pinacle

19th|+19/+14/+9/+4|+11|+6|+11| |11|Pinacle

20th|+20/+15/+10/+5|+12|+6|+12| Loyalty Beyond Death |11|Pinacle


Starting Age: As Paladin
Starting Gold: As Fighter
HD: D10
Skill Points: 6+Int (x4 at first level)
Class Skills: Balance, Bluff, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Architecture, Dungeoneering, Geography, History, Local, Nature, Nobility and royalty, Religion), Listen, Move Silently, Perform, Profession, Ride, Sense Motive, Spot, Survival, Swim, Tumble, and Use Rope

Weapon and Armor Proficiency: Templars are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Auara(SU): A Templar raises auras that affect those within 30ft of him. The affects of these auras vary from one Templar to another, and come in different grades. A Templar can have one aura from each grade active at a single time. A Templar may change any single aura he has in effect as a free action once per turn. Activating or deactivating an aura is an immediate action. These auras are only in affect as long as the Templar is conscious.

A Templar may change out an aura known for a new one at 4the level and every 4 levels after. (Again at 8th, 12th, 16th, 20th). This means he effectively forgets his old aura to learn a new one.*

Least Auras
Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks equal to your charisma modifier.

Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks equal to your charisma modifier.

Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks equal to your charisma modifier.

Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks equal to your charisma modifier.

Motivate Strength: Bonus on Strength checks and Strength-based skill checks equal to your charisma modifier.

Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks equalto your charisma modifier.

Resistance: Grant allies Resistance 10 to a selected energy type (fire, cold, acid, electric, sonic, or force). The energy type is selected when the aura is raised.

Enegry Assault: Grant allies 1d6 bonus damage of a selected type (fire, cold, acid, electric, sonic, force). The energy type is selected when the aura is raised.

Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage of the selected type (fire, cold, acid, sonic, electric, force). The energy type is selected when the aura is raised.

Vigor: Grant allies Fast Healing 1, but it only affects those under half max health.

Endure; All allies within the radius are under the affect of an Endure Elements spell as long as they are within range.

Opportunity: A bonus to hit and damage against foes that are denied their dexterity bonus to AC.

Piercing Arcana: A bonus on checks to overcome an opponents spell resistance equal to your charisma.

Lesser Auras

Morale Armor: A bonus to Armor Class equal to your Charisma Modifier

Overwhelming Pressence: A bonus on all saves equal to your Charisma Modifier

Terrain Advantage:The entire area of your aura is treated as difficult terrain for the enemy, but not for allies.

Windís Whisper: Every ally affected by your aura gains blindsense within your aura.

Wall Walkers Every ally in your aura is affected as if by the spider climb spell

Hardened Soldiers: Grant your allies DR/- equal to your charisma modifier

Untrackable Unit: Every Ally in your Aura leaves no trail as they move and can not be tracked by scent.

Fog of War: Your aura fills with a thick mist as if under the affect of an Obscuring Mist spell that only affects your enemies.

Lightning Warriors: All allies in your aura can as a swift action move their land speed.

Greater Auras

Dispelling Aura: This aura acts as an Area version of Greater Dispel Magic activating as a free action at the start of your turn against all enemies in the area. Use your Templar level as your Caster Level.

Reserves of Strength This aura grants all within Temporary Hit Points equal to your Templar Level.

Winged Wariors; All allies within your aura gain a flight speed equal to your land speed with average maneuverability. If they leave your aura they immediately begin to

Unstoppable Force: All allies within this aura are treated as if under the effect of the Freedom of Movement spell. They still take any damage or other affects that difficult terrain would cause.

Greater Resistance: All allies within your aura gain Energy Resistance 30 to all energy types (fire, cold, electric, acid, sonic, force)

Battlefield of the Damned This aura creates the same effects of the Nightmare Terrain spell with a DC equal to 10+1/2 Templar level+Cha modifier. Allies may also attempt hide checks even while being observed. In addition enemies inside the aura take a penalty to all attack, damage, AC, skill checks, and saves equal to your Charisma modifier if they fail the save. If they pass the save they take only a -2 penalty.

Defensive Pillar: A Templar can draw any targeted ability aimed at an ally within his aura to himself as long as he is a legal target for the ability. If he uses this in regard to an Area of Effect ability he must be included in the area of the ability if he was not already.

Awaken Strength: Grant all allies within your aura a moral bonus to Strength equal to your Charisma Modifier.

Awaken Dexterity: Grant all allies within your aura a moral bonus to Dexterity equal to your Charisma Modifier.

Awaken Constitution: Grant all allies within your aura a moral bonus to Constitution equal to your Charisma Modifier.

Awaken Intelligence: Grant all allies within your aura a moral bonus to Intelligence equal to your Charisma Modifier.

Awaken Wisdom: Grant all allies within your aura a moral bonus to Wisdom equal to your Charisma Modifier.

Awaken Charisma: Grant all allies within your aura a moral bonus to Charisma equal to your Charisma Modifier.

Energy Onslaught; All ally weapons do xd6 elemental damage (fire, cold, acid, electric, sonic, force) where x=your charisma modifier. Select the energy type when you raise this aura.

Energy Bulwark:Any enemy that successfully attacks you or your allies in melee with a non reach weapon takes xd4 energy damage (fire, cold, acid, electricity, sonic, force) where x= your charisma modifier. Energy type chosen when you raise the aurar

Battle Vigor All allies gain Fast Healing equal to your charisma modifier. This only affects allies at less than ĺ Max Health Rounded down.

Pinnacle Auras
True Potential All allies in your aura gain a bonus on attack and damage rolls equal to Ĺ your Templar level.

Inherited Will: All within your aura gain a delayed damage pool equal to half of your maximum damage pool.
All as One: All allies in your aura can willing take a portion of damage from another ally whenever they are injured. The damage is split evenly between all who agree to take it. This includes ability damage. If the division would lead to an odd number or fraction, the original target takes the extra damage.

Any negative effect that has an ongoing duration can also be lessened by the same division of willing targets as long as they agree when the effect begins.

As a 1 round action that provokes attack of opportunity, any ally in the aura can resurrect a fallen ally that is also in the aura by willingly sacrificing enough of their own hit points, stat points, or 50,000xp (depending on the cause of death. I.E. HP if the target died from hit point loss, stat points if target died of stat damage, or xp to an enervation/death effect or as a last resort.) through a touch with the fallen ally. This burden can be shared by multiple willing parties, but all parties sacrificing must be touching the victim before the end of the round in which this sacrifice is initialized. They only have this option for a number of rounds equal to your charisma modifier.

Battle of Men:Any non friendly outsider, summoned, or called creature in your aura must make a will save with a DC=10+1/2 Templar level+Cha modifier or be banished back to its home plane at the start of any round it is in your aura.

Private Battle:Once anyone attacks inside your aura all travel inside or out of your aura is impossible until one of the opposing sides is entirely destroyed. All attacks or aid that try to penetrate the barrier in either direction are likewise halted at the barrierís edge.

Battle of Might: Your aura functions as an Antimagic Field that affects only enemies.

Life Renewed; All allies in your aura heal an amount of health equal to their HD whenever they successfully hit an enemy.

Energy Immunity: When you raise this aura select an energy type (fire, cold, acid, sonic, electric, force) all allies in your aura are immune to that energy type as long as they are within your aura.

Delayed Damage (Ex): A Templar can delay a total amount of damage from changing his current hit points equal to his constitution modifier x his levels in the Templar class. He can hold damage up to his maximum in this pool for a number of rounds equal to his charisma modifier. All damage held in this pool is taken at the start of the round after its duration expires.

A Templar chooses to add damage he has taken to this pool at the time it is inflicted once the decision is made he can not change it. A Templar can attempt to absorb damage into this pool even if he can not take the total damage without exceeding his maximum damage cap. Any excess damage beyond the maximum affects him normally.

This ability does not affect ability damage or drain. Though either ofthose two affects can reduce the Templarís maximum delayed damage cap. At which point any damage in excess of the new cap affects the Templar Immediately.

When a Templar is healed, he may choose to have the healing affect his current hit points or his Delayed Damage Pool. He may also divide it up however he sees fit between the two.

Power of Pain (EX): A Templar can channel the pain of his wounds into raw power on the battlefield. A Templar gains a bonus on Attack and Damage rolls equal to one quarter his delayed damage pool rounded down to a minimum of 1.

Diehard: A Templar gains Dieard as a bonus Feat even if he does not meet the prerequisites.

Foe of Consequence (EX): Any opponent that you threaten takes a Ė4 penalty on attack rolls against your allies. This penalty does not apply to attacks made against you. Enemies you threaten become aware of this as soon as you threaten them.

Vigilant Defender (Ex): Starting at 3rd level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your Templar class level.

Templarís Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.

You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.

Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.

Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 3 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.

As a swift action, you can expend one use of your Templar's challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.

An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.

If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.

The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Step Up (EX): Whenever a foe you threaten takes a 5ft step to disengage from you, you may immediately follow him by taking a 5ft step to keep him threatened.

Touch of Vitality (Su): At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to thrice your class level ◊ your Charisma bonus. For example, a 7th-level Templar with a Charisma score of 14 (+2 bonus) can heal 42 points of damage. You can choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead.

Beginning at 11th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target.

For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.

For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.

For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.

You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).

Call to Battle (Ex): Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.

As a swift action, you can expend one use of your Templar's challenge ability to grant an ally another save against a an ongoing effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe.

For example, Lidda fails her save against a lich's fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately shrugs off the effect of the fear spell.

Mettle (Ex): You can resist magical attacks with greater effectiveness than other warriors. Beginning at 9th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.

Daunting Challenge (Ex): Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.

As a swift action, you can expend one use of your Templar's challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, and have an Intelligence score of 3 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken.

Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.

Bond of Loyalty (Ex) Starting at 16th level, your loyalty to your comrades endures even in the face of powerful magic. You can expend one use of your Templarís challenge ability to make an additional saving throw against a mind affecting spell or ability. You can use this ability once per round as a free action and can continue to use it even if an opponent is controlling your actions with a mind-affecting spell or ability.

Impetuous Endurance (Ex): Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.

Loyal Beyond Death (Ex): At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your Templar's challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is -10 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight's challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than -10 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight's challenge ability.

2013-08-23, 07:35 AM
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