PDA

View Full Version : Pathfinder Churu Churu Churu Payapa! The Templar - Base Class, PEACH



NeoSeraphi
2014-05-30, 05:14 AM
The Templar

http://img4.wikia.nocookie.net/__cb20130414025146/wartune/images/0/0e/Templar.png
"Your magic is nothing before me! Your arcane power is an affront to the gods themselves! Now, you will perish!"

A templar is a powerful warrior who specializes in hunting and exterminating arcane casters. Templars often form their own orders, centered around particular gods who have their own reasons for supporting them (usually to combat Nethys's followers). A templar firmly believes that mortal creatures cannot be trusted with the same kind of power that the gods wield, especially if that power is not checked by a god. Templars act proactively to prevent the spread of arcane violence, mystic revolution, necromancy, and, a templar's absolute worst fear, lichdom.

Alignment: A templar usually draws power directly from a deity, though there are rare exceptions. If the templar draws power from a deity, his alignment must be within one step of the deity's alignment (on either the moral or ethical axis). If the templar draws power from a specific ideology, the templar's alignment must be a singular one that matches his ideology (A templar of evil must be Neutral Evil, a templar of law must be Lawful Neutral).

Hit Dice: d10
Class Skills: A templar's class skills include Appraise, Climb, Craft, Diplomacy, Disable Device, Disguise, Intimidate, Knowledge (Arcana), Knowledge (Planes), Knowledge (Religion), Linguistics, Perception, Profession, Ride, Sense Motive, Spellcraft, Survival and Swim.
Skill Points: Templars get 6+Int skill points per level







Level
BAB
Fort
Ref
Will
Special



1st
+1
+2
+0
+2
Templar's Senses, Divine Wrath 1/day


2nd
+2
+3
+0
+3
Templar Talent, Track


3rd
+3
+3
+1
+3
Path of the Anti-Mage


4th
+4
+4
+1
+4
Templar Talent


5th
+5
+4
+1
+4
Divine Wrath 2/day


6th
+6/+1
+5
+2
+5
Templar Talent


7th
+7/+2
+5
+2
+5
Path of the Anti-Mage


8th
+8/+3
+6
+2
+6
Templar Talent


9th
+9/+4
+6
+3
+6
Divine Wrath 3/day


10th
+10/+5
+7
+3
+7
Advanced Talents, Templar Talent


11th
+11/+6/+1
+7
+3
+7
Path of the Anti-Mage


12th
+12/+7/+2
+8
+4
+8
Templar Talent


13th
+13/+8/+3
+8
+4
+8
Greater Divine Wrath, Divine Wrath 4/day


14th
+14/+9/+4
+9
+4
+9
Templar Talent


15th
+15/+10/+5
+9
+5
+9
Path of the Anti-Mage


16th
+16/+11/+6/+1
+10
+5
+10
Templar Talent


17th
+17/+12/+7/+2
+10
+5
+10
Divine Wrath 5/day


18th
+18/+13/+8/+3
+11
+6
+11
Templar Talent


19th
+19/+14/+9/+4
+11
+6
+11
Path of the Anti-Mage


20th
+20/+15/+10/+5
+12
+6
+12
Body of a Golem, Soul of a Warrior; Templar Talent



Class Features: The following are the class features of the Templar.

Weapon and Armor Proficiency: A templar is proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (except tower shields).

Templar's Senses (Ex): A templar can see and smell magic in front of him, no matter how much it tries to hide. A templar continuously detects magic, as the spell. This is an extraordinary ability.

Divine Wrath (Su): A templar's power is divine in nature, and a templar can draw on this power to vanquish his enemies. Once per day, a templar can, as a swift action, imbue himself with the might and power of a god. The templar gains a number of temporary hit points equal to three times his class level, and recovers an additional 5 temporary hit points each round he uses this ability after the first. The templar deals 1 additional damage per 2 levels with all weapon attacks to any target he strikes while in a state of Divine Wrath (minimum 1).

While in a state of Divine Wrath, a templar punishes mages especially harshly. The templar's CMD is treated as 4 higher for the purposes of determining the DC of concentration checks made to cast defensively while in his reach, and the templar deals double damage with any attack of opportunity made against a creature if the attack of opportunity was provoked due to the creature casting a spell within the templar's reach.

A templar is fatigued at the end of his Divine Wrath for 2 rounds per 1 round he was in the state, can end it as a free action at any time, cannot enter a new Divine Wrath while fatigued, can only use Divine Wrath once per encounter, and can only initiate Divine Wrath while in combat. A templar's Divine Wrath lasts until the end of the encounter. A templar can use Divine Wrath an additional time per day starting at 5th level and every 4 levels after.

Templar Talents: At 2nd level, and every even level thereafter, templars may select a single talent from the list of templar talents (see next post). A templar cannot take a specific talent more than once.

Track (Ex): A templar gains a bonus to all Survival checks made to follow tracks equal to half his class level rounded down.

Path of the Anti-Mage: At 3rd level, a templar chooses a specific school of magic to crusade against, gaining a +2 morale bonus on saving throws made against arcane spells and spell-like abilities of the chosen school, as well as a specific bonus listed below:

Abjuration: A templar who chooses to rail against abjuration ignores all bonuses to Armor Class granted by spells or spell-like abilities of the abjuration school to a creature he attacks.
At 7th level, the templar also ignores all damage reduction granted by spells or spell-like abilities of the abjuration school to a creature he attacks.
At 11th level, if the templar strikes a creature with a weapon attack, he may make an immediate attempt to dispel any single abjuration effect on the creature (chosen by the templar or at random if the templar is unable to detect it), as if using a greater dispel magic spell. This is a supernatural ability with a caster level equal to the templar's class level. The templar may only attempt this dispel effect once per encounter.
At 15th level, the templar gains immunity to force damage.
At 19th level, the templar may, as an immediate action, roll a class level check against an arcane caster's attempt to counter a spell with the dispel magic or greater dispel magic spells. The templar receives a +5 sacred bonus on this check. If the templar succeeds, the attempt to counter spell is negated and the arcane caster is stunned for 1 round.

Conjuration: A templar who chooses to rail against conjuration takes half damage from all creatures who were summoned with a conjuration (summoning) effect whose spell level is less than or equal to half the templar's class level.
At 7th level, the templar can, as an immediate action, make a class level check with a DC equal to 10+the caster level of a creature who is casting a spell or spell-like ability with the conjuration (teleportation) sub-school. If the templar succeeds, he is added to the list of creatures targeted by the spell, even if the spell would normally not target other creatures or has reached its targeting limit. The templar arrives at the chosen location the same distance away from the caster that he was when the spell was cast, in a random direction.
At 11th level, the templar can attempt to severe the control a caster has over its summoned creature. The templar makes a class level check as a standard action (DC equal to 10+caster level of spell used to summon the creature). If the templar succeeds, the creature becomes a free-willed creature and the caster loses the ability to dismiss the spell. (The creature returns to its own plane if slain or at the end of the spell's duration, as normal). The templar may only attempt this ability once per encounter.
At 15th level, the templar gains the ability to use divine power to banish any creature brought here from another plane. The templar may, as a standard action, use a banishment effect, with a caster level equal to his class level. This is a supernatural ability. A creature targeted by the templar's banishment may not be targeted by the same effect from the same templar for another 24 hours.
At 19th level, the templar projects a 100 ft aura that acts both as a dimensional lock to all creatures inside it and also prevents any creatures from being summoned or called into it. This is a supernatural ability.

Divination - A templar who chooses to rail against divination is continuously affected by the nondetection spell (DC 15+his class level).
At 7th level, the templar gains the ability to render arcane sight useless around him. As a standard action, the templar may wave his hand and emit a strange blue mist into the air. This mist collects into a thin fog that does not obscure vision or movement, but completely negates all detection spells like detect magic and detect law, as well as the arcane sight spell (but not greater arcane sight). The fog is released in a 20 ft spread around the templar and lasts for 1 round per class level. A templar can do this once per day per 4 levels.
At 11th level, the templar becomes immune to scrying.
At 15th level, the templar may attempt to deceive a caster's eye. As an immediate action, a templar may make a class level check against a caster he has successfully identified as casting a divination spell/spell-like ability (with Spellcraft). If the templar succeeds, he may change the information the caster gains from the spell (such as having a good creature detect as evil). A templar may attempt this once per encounter.
At 19th level, the templar may blind the whole magical world temporarily. As part of a ritual that takes 10 minutes to complete, the templar may render all divination spells and spell-like abilities on his plane useless for 1 hour. Any attempt to cast any divination spell is negated and the spell yields no information. The templar may only use this ability once per day.

Enchantment - A templar who chooses to rail against enchantment may make an additional Will save during the round after he fails a save against an enchantment effect. If he succeeds the second save the effect immediately ends.
At 7th level, the templar gains immunity to (charm) effects.
At 11th level, the templar may attempt to interrupt the control an enchanter has over his thrall. As a standard action, the templar may make a dispel check, as if using greater dispel magic, against a single enchantment effect on a target within 100 feet of him. This is a supernatural ability with a caster level equal to the templar's class level. The templar may use this ability once per day per 4 class levels.
At 15th level, the templar gains immunity to (compulsion) effects.
At 19th level, the templar can turn a caster's telepathy back onto themselves. As a standard action, he can force any creature within 100 feet of him that is currently affected by an arcane spell or spell-like ability that grants telepathic communication or control to make a Will save. The DC is equal to 10+the templar's Base Attack Bonus. If the creature fails its save, the voices inside its head become numerous and demanding, tormenting the creature with its own dark secrets and threatening it. The creature becomes permanently insane, as the spell. A creature that succeeds its save against this ability is immune to it for 24 hours.

Evocation - A templar who chooses to rail against evocation gains the evasion ability, as a rogue, except the templar's evasion only works against arcane spells and spell-like abilities, and the templar may use the ability in any armor.
At 7th level, the templar gains resistance to fire, cold, electricity, acid and sonic 10.
At 11th level, the templar gains a +5 sacred bonus to Reflex saves made against arcane spells and spell-like abilities.
At 15th level, the templar may attempt to turn an evocation spell back on the caster. This functions as the spell turning spell, except it only works on a single evocation spell of any level, the templar casts it as an immediate action with a duration of instant, and it can turn spells that are area of effect as long as the spell includes the templar inside the area of effect. If the templar turns an area of effect spell, that spell reflects and has its new area centered on its original caster. The caster takes a -4 penalty to any saving throw allowed by the spell. The templar may only attempt this ability once per encounter.
At 19th level, the templar's energy resistances increase to 30 each.

Illusion - A templar who chooses to rail against illusion effects gains a bonus on Perception checks to notice invisible creatures equal to twice his class level.
At 7th level, the templar automatically disbelieves any spell with the WillDisbelief saving throw.
At 11th level, the templar can attempt to ensnare an illusionist in their own sick creation. As a standard action, the templar can force any caster within 100 feet of him that is currently maintaining concentration of a spell with the Illusion school to make a Will save. The DC is equal to 10+ the templar's Base Attack Bonus. If the creature fails its saving throw, it continues to concentrate on the illusion but loses control of it. The creature is treated as if it failed its saving throw to disbelieve the illusion and is no longer able to distinguish that illusion from reality (though it retains knowledge that it cast the spell) (For example, if the illusion was of a stone wall, the caster is no longer able to pass through that wall, believing it to be real even though he knows he created it. If he cast an illusion of a dragon, he immediately believes that creature to be real and, if it appears hostile, hostile towards him. Generally, a caster affected by this ability will assume that they messed up and actually summoned a creature or created an object instead of merely crafting an illusion). The creature may not voluntarily end its concentration on the illusion, but maintains it as a swift action instead so that it may act accordingly. The creature may not dismiss the illusion, but may attempt to dispel it with a dispelling effect, though it takes a -5 penalty on its caster level check to do so. The templar may only attempt this ability once per encounter.
At 15th level, the templar is continuously effected by true seeing. This is an extraordinary ability.
At 19th level, the templar can purge the area around him of all falsities. As a standard action, the templar utters a prayer of power and all illusion spells within 100 feet of him are instantly dispelled with no check required. The templar may only use this ability once per day.

Necromancy - A templar that chooses to rail against necromancy gains immunity to fear.
At 7th level, the templar gains the Turn Undead feat as a bonus feat, ignoring the prerequisites. A templar may use this feat once per day per 2 class levels, with a cleric level equal to his templar level.
At 11th level, the templar becomes immune to ability damage, ability drain, and negative energy.
At 15th level, the templar may expend two uses of his Turn Undead feat to attempt to immediately destroy a number of HD of undead within 30 feet of him equal to his class level. Each creature affected makes a Fortitude save (DC 10+1/2 templar level+Charisma modifier) to negate the effect. Turn resistance affects the HD of creatures affected by this ability.
At 19th level, the templar gains the supernatural ability to slay a lich without ever touching its phylactery. This requires a 24 hour ritual to complete, during which time the templar may never stop touching the lich's remains. The lich must be kept at 0 or fewer hit points for the duration of the ritual for it to work. At the end of the ritual, the lich's body disintegrates, its phylactery (where ever it may be) disintegrates, and the creature dies a peaceful death. The templar may similarly put ghosts and other malevolent spirits with the Rejuvenation ability to rest.

Transmutation - A templar that chooses to rail against transmutation becomes immune to (polymorph) effects.
At 7th level, the templar's detect magic improves, allowing him to continuously see through a shapeshifter's disguises. A templar is able to see both a creature's true form and its shifted form simultaneously (the true form appears normal, while the altered form appears as a silhouette superimposed on the true form).
At 11th level, the templar can penalize a caster for attempting to hide behind another form. The templar forces a creature under a (polymorph) effect within 100 feet to make a Will save as a standard action (DC 10+templar's BAB). Failure inflicts a penalty based on the spell used to create the effect:
Beast Shape - The change becomes permanent and the caster loses its intelligence and becomes a true animal or magical beast, as if affected by the baleful polymorph spell.
Plant Shape - The creature is immediately drained of all water remaining in its body, taking 1d8/2 class levels decessitation damage, with half the damage repeated every round until the creature is immersed in water or the effect ends.
Undead Anatomy - The creature begins to decay, taking a -2 penalty to its Str, Dex, and Con scores, with an additional -2 penalty each round until the effect ends.
Giant Form - The creature becomes unused to its massive body, needing to make a DC 15 Acrobatics check or fall prone every time it moves until the effect ends.
Monstrous Physique - The creature becomes feral, entering a barbarian's rage with all the benefits and drawbacks until the effect ends.
Vermin Shape - The creature gains the mindless quality and loses its Intelligence score permanently, and the effect becomes permanent.
Elemental Body - The creature loses any energy resistances associated with the spell and begins taking elemental damage from its new form every round (1d6 per level of the spell) of the energy type associated with it until the effect ends.
Form of the Dragon - The creature becomes insane with greed and fascinated with shiny objects, desiring nothing more than to take them away and hoard them somewhere in a cave and sleep on them. This is a (compusion) effect that continues until the effect ends.
A templar may only use this ability once per encounter.
At 15th level, the templar can change any numerical bonuses associated with a transmutation effect active on a creature into numerical penalties and vice versa for the duration of the effect. This effect requires a standard action and has a range of 100 feet. The templar makes a class level check, DC 10+caster level. Success reverses the effects of the spell as described above. To use an example, a creature under the effect of form of the dragon ii would take a -6 Size penalty to its Strength, a -4 Size penalty to its Constitution, and a -6 penalty to its natural armor (min 0), rather than the standard numerical bonuses associated with the form. The other effects of the spell (breath weapon, flight, damage reduction) are unchanged.
At 19th level, the templar projects an aura of anti-magic that forces any creature inside it to return to its true form and prevents it from shifting forms magically through a spell, spell-like, or supernatural ability (extraordinary form changes still work). The aura extends 100 feet from the templar.

Advanced Talents: Starting at 10th level, any time the templar gains a Templar Talent, he may choose from the Advanced Templar Talents in the next post as well.

Greater Divine Wrath (Su): At 13th level, when a templar uses Divine Wrath, he gains temporary hit points equal to 5 times his class level instead of 3, and recovers 8 additional temporary hit points per round after using the effect. He adds his class level to all weapon damage rolls made while using Divine Wrath, and he gains an additional 5 feet of reach and 1 extra attack of opportunity per round while using it.

Body of a Golem, Soul of a Warrior (Ex): At 20th level, the templar's hunt of mages is only getting started. He has proven himself to his god and gains the power necessary to combat magic in all its forms: immunity. The templar's type changes to Construct and he loses his Constitution score, though his hit dice are unaffected. He gains bonus hit points based on his Size as typical for the Construct type, as well as the Magic Immunity ability of a golem. The templar retains his sentience and his intelligence score, and his vow to hunt mages is unchanged.

NeoSeraphi
2014-05-30, 05:15 AM
Templar Talents

Improved Templar Senses
Prerequisites: Templar 6
Benefit: Your Templar Sense ability now functions like a continuous arcane sight ability.

Resistance Training
Benefit: You gain a +2 bonus on your saving throws against spells, spell-like abilities, and supernatural abilities. This bonus increases by +1 for every 3 templar levels you possess.

Witch Hunter
Benefit: You gain a +1 morale bonus to your weapon damage rolls against creatures that can cast arcane spells or use spell-like abilities. This bonus increases by +1 for every 4 templar levels you possess.

Conviction
Prerequisite: Templar 6, Any alignment other than true neutral
Benefit: Choose an alignment opposite of your own (If you are Lawful Good, you could choose Evil or Chaotic). You gain the ability to cast magic circle against x as a spell-like ability once per day, where x is the alignment you chose, with a caster level equal to your class level. At 9th level, and every 3 templar levels after, you gain one additional use of this ability per day.

Weapon Training
Benefit: You gain the Weapon Focus feat as a bonus feat, and may select feats that require Weapon Focus as a prerequisite as if you had a fighter level equal to your templar level, that stacks with actual levels of fighter.

Disruptive
Prerequisite: Templar 6
Benefit: You gain the Disruptive feat as a bonus feat, ignoring prerequisites.

Vampire Slayer
Prerequisite: Templar 8
Benefit: Your weapon attacks are treated as silver for the purpose of overcoming damage reduction, and you may roll your saving throw against an undead's spells, spell-like abilities, and supernatural abilities twice and take the better result.

Magic Banisher
Prerequisites: Templar 6
Benefit: You may cast dispel magic, as the spell, as a spell-like ability once per day per 3 templar levels. Your caster level is equal to your class level.

Warrior's Training
Benefit: You gain a bonus feat, chosen from the combat feat list. You must meet all prerequisites for the feat.

Mystic Vengeance
Prerequisite: Templar 4
Benefit: When you succeed on your saving throw against an arcane spell or spell-like ability, or if the ability fails to overcome your spell resistance, you gain a +2 morale bonus on your weapon attack and damage rolls made against the creature who cast the ability on you for 1 round. This bonus increases by +1 for each 4 templar levels you possess.

Armor Training
Prerequisite: Templar 4
Benefit: You can move up to your normal speed in medium armor, and you reduce the armor check penalty for all types of armor by 1 and increase the maximum Dexterity allowed by that armor by +1. At 7th level, and every 3rd templar level beyond that, you reduce your armor check penalty and increase the maximum Dexterity allowed by armors by 1 each.

Improved Armor Training
Prerequisite: Templar 8
Benefit: You can move up to your normal speed in heavy armor, and your armor check penalty reductions and maximum Dexterity allowed now apply to any shield you carry.

Tower Shield Training
Benefit: You gain proficiency with tower shields.

Arcane Interpretation
Benefit: You gain Draconic as a bonus language. You can cast read magic at will with a caster level equal to your class level. Use Magic Device becomes a class skill for you.

Deadly Sentinel
Benefit: You gain one additional attack of opportunity per round. A templar may take this talent up to three times.



Advanced Talents

Improved Resistance Training
Prerequisites: Templar 12, Resistance Training
Benefit: You gain spell resistance equal to 12+your class level.

Lich Hunter
Prerequisites: Witch Hunter
Benefit: Your Witch Hunter bonus damage is doubled against undead that can cast arcane spells or use spell-like abilities. Additionally, your weapon attacks ignore all damage reduction possessed by undead (any undead).

Strengthened Conviction
Prerequisites: Templar 16, Conviction
Benefit: Your Conviction ability improves, instead functioning as holy aura, unholy aura, cloak of chaos or shield of law, whichever is appropriate.

Spellbreaker
Prerequisites: Disruptive
Benefit: You gain Spellbreaker as a bonus feat, ignoring prerequisites.

Improved Magic Banisher
Prerequisites: Templar 12, Magic Banisher
Benefit: Your Magic Banisher now allows you to cast greater dispel magic instead.

Aura of Nullification
Prerequisites: Templar 16, Magic Banisher, Improved Magic Banisher
Benefit: You may project an aura as a standard action that functions like an antimagic field, centered on you. The area of this field is 30 feet in all directions. You may project this aura for 10 minutes per class level per day, and this duration needs not be consecutive, but must be spent in 10 minute increments. This is a supernatural ability.

Absolute Nullification
Prerequisites: Templar 18, Magic Banisher, Improved Magic Banisher, Aura of Nullification
Benefit: You may cast mage's disjunction once per day as a spell-like ability, with a caster level equal to your class level. Your mage's disjunction functions perfectly with 100% success rate inside your Aura of Nullification and does not affect it.

Greater Vengeance
Prerequisite: Templar 12, Mystic Vengeance
Benefit: If you succeed on a saving throw against an arcane spell or spell-like ability cast on you, or the spell fails to overcome your spell resistance, you may spend an immediate action to move up to your speed. This movement must be directly towards the creature that cast the spell or spell-like ability on you, though you may make any adjustments necessary to avoid obstacles. If you reach the creature before your movement ends, you may take an attack of opportunity on that creature (the bonus from Mystic Vengeance applies to this attack of opportunity).

Perfect Defense
Prerequisites: Deadly Sentinel
Benefit: Your melee attack range increases by an additional 5' for the purposes of determining how many squares you threaten for attacks of opportunity, flanking bonuses and forcing spellcasters to cast defensively. You may only apply this additional reach to an actual melee attack if that attack is an attack of opportunity (your melee range for your standard and full round attacks remains the same).

Improved Evasion
Prerequisites: Path of the Anti-Mage (Evocation)
Benefit: You gain the improved evasion ability, though it retains the same restrictions as your evasion ability, and you can still use it in armor.

Instinctive Counterspelling
Prerequisites: Path of the Anti-Mage (Abjuration), Magic Banisher
Benefit: You may use your Magic Banisher ability to counter a spell you identify as being cast as an immediate action. You do not need to ready an action to use this ability.

Aura of Consecration
Prerequisites: Path of the Anti-Mage (Necromancy)
Benefit: You constantly emit a consecrate effect, as the spell, with a caster level equal to your templar level. This is a supernatural ability. Your steps temporarily bless the land, and undead cannot be summoned or created on any ground you walk on for 24 hours.

Sharpened Senses
Prerequisites: Path of the Anti-Mage (Enchantment)
Benefit: You gain a bonus equal to half your class level on Sense Motive checks. This bonus is doubled when trying to determine if a creature is charmed or compelled. You also become immediately aware that a creature was attempting to charm or compel you if you make your save against such a spell or if your immunity protects you from it.

Truth Seeker
Prerequisites: Path of the Anti-Mage (Illusion)
Benefit: Your desire to see the truth passes into your weapon, and it curves or arches to make sure it always strikes its real target. You ignore all miss chance granted by spells and spell-like abilities of the illusion school, such as by mirror image or displacement.

Only Gods Can Create
Prerequisites: Path of the Anti-Mage (Conjuration), Magic Banisher
Benefit: You can use your Magic Banisher ability to dispel effects and objects created by a conjuration (creation) effect, even though those objects are no longer necessarily magical. If you dispel an object created by a conjuration (creation) effect it disappears entirely and leaves no trace behind, even if it was originally forged out of components such as through major creation.

Changeling Hunter
Prerequisites: Path of the Anti-Mage (Transmutation)
Benefit: You gain a +2 deflection bonus to your Armor Class against attacks made by a creature that is under a (polymorph) effect. This bonus increases by +1 for every 4 templar levels you possess. A polymorphed creature that attacks you and misses provokes an attack of opportunity from you. If you hit, the creature must make a Fortitude save (DC 10+your Base Attack Bonus) or return to its true form, ending the effect.

NeoSeraphi
2014-05-30, 11:10 AM
There are some talents now! So, what do you guys think so far?

NeoSeraphi
2014-05-30, 06:04 PM
Bumping to see if anyone has any words of critique or praise.

Debihuman
2014-05-30, 11:12 PM
I don't often criique classes.


Templar's Senses (Ex): A templar can see and smell magic in front of him, no matter how much it tries to hide. A templar continuously detects magic, as the spell. This is an extraordinary ability.

This strikes me as supernatural ability not an extraordinary one.

How long does Divine Wrath last?

Debby

NeoSeraphi
2014-05-31, 12:23 AM
I don't often criique classes.



This strikes me as supernatural ability not an extraordinary one.

How long does Divine Wrath last?

Debby

The point of making Templar Senses extraordinary is to keep it up in an antimagic field and also keep it from being dispelled/suppressed, but I understand it's a little hard to make sense of. I honestly kind of want to describe it similarly to how the Goblins comic describes detecting evil, like a gut feeling combined with a type of scent.



A templar is fatigued at the end of his Divine Wrath for 2 rounds per 1 round he was in the state, can end it as a free action at any time, cannot enter a new Divine Wrath while fatigued, can only use Divine Wrath once per encounter, and can only initiate Divine Wrath while in combat. A templar's Divine Wrath lasts until the end of the encounter. A templar can use Divine Wrath an additional time per day starting at 5th level and every 4 levels after.


Emphasis mine. It essentially works the same way as an inquisitor's Judgment ability.

NeoSeraphi
2014-06-02, 01:10 PM
Added the Deadly Sentinel and Perfect Defense talents.