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View Full Version : Pathfinder Templar Class (PEACH)



Gwazi Magnum
2016-09-23, 01:29 PM
Templar

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May they be trained in a specialized order or simply a hatred towards spellcasters, a Templar has perfected the art in the hunting and killing of spellcasters through mundane and non-magical means. They may find themselves a bit lacking against non-magical foes, but they are still plenty capable of delivering a punch. And once you are against a spellcaster you'll want no one else.

Role: A Templar can make a solid front line or ranged combatant in most combat situations. But if there is an enemy spellcaster a Templar should almost always be engaging them.

Hit Die: d8

Starting Wealth: 5d6x10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10gp or less.

Class Skills
The Templar's class skills are Acrobatics(Dex), Bluff(Cha), Climb(Str), Craft(Int), Disguise(Cha), Heal(Wis), Intimidate(Str), Knowledge(all)(Int), Perception(Wis), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spellcraft(Int), Stealth(Dex), Survival(Wis), Swim(Str).

Skill Ranks per level: 6 + Int modifier

Weapon and Armour Proficiency
A Templar is proficient with all simple and martial weapons and with light armour.

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Bonus Feat
At 1st level a Templar gains Iron Will as a Bonus Feat.
At 6th level a Templar gains Disruptive as a Bonus Feat.
At 10th level a Templar gains Spellbreaker as a Bonus Feat.

At 2nd level, 4th level and ever 4 levels thereafter, a Templar may select a bonus feat from the following list:

Combat Reflexes, Dodge, Far Shot, Great Fortitude, Improved Initiative, Improved Iron Will, Improved Great Fortitude, Improved Lightning Reflexes, Lightning Reflexes, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot and Skill Focus.

Cunning Initiative (Ex)
At 1st level, an Templar adds their Wisdom modifier on Initiative checks, in addition to their Dexterity modifier.

Detect Magic (Ex)
At will, an Templar can use detect magic.

Determination (Ex)
A Templar can use this ability a number of times per day equal to their Templar level. With one use of this ability, as a standard action they can heal 1d6+Wisdom modifier damage. This increases to 2d6+Wisdom modifier at level 5, and 3d6+Wisdom modifier at level 10.

Oath (Ex)
A Templar will automatically lose access to all their class abilities if one of the following happens.

1. A Templar casts a spell from any source other than a Templar ability.
2. A Templar uses any magic items and/or equipment may they be permanent or consumable.
3. A Templar becomes the target of any spell by a Party Member or a Friendly or Allied NPC.

If the Templar commits one of these acts willingly they do not regain their powers until destroying a magic item whose value is equal to their own Templar Level x1,000 GP and taking a full nights rest.

If the Templar commits one of these acts unwillingly and/or unknowingly they do not regain their powers until destroying a magic item whose value is equal to their own Templar Level x500 GP and taking a full nights rest.

Well Read (Ex)
The Templar adds their Wisdom modifier on all Knowledge(Arcana), Knowledge(Nature), Knowledge(Planes), Knowledge(Religion) & Spellcraft checks in addition to their Intelligence Modifier.

AC Bonus (Ex)
You can add your Wisdom modifier as a bonus to Armour Class, so long as you wear light armour, are unencumbered, and do not use a Shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

Evasion (Ex)
At 2nd level and higher, a Templar can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the Templar is wearing light armour or no armour. A helpless Templar does not gain the benefit of evasion.

Sceptical (Ex)
Starting at 2nd level, a Templar gains a +1 bonus to AC and on saving throws against spells and spell-like abilities. This bonus increases by +1 for ever four levels beyond 2nd.

Well Prepared (Ex)
At 2nd level a Templar gains a bonus equal to their Wisdom bonus (if any) on all Saving Throws.

Interrupt Casting (Ex)
At 3rd level, when an opponent tries to cast a spell within the Templars threatened area, the DC for that caster to cast defensively increases by 4. This increase stacks with the effects of the Disruptive feat.

Poison Lore (Ex)
At 3rd level a Templar cannot accidentally poison themselves when applying poison to a weapon. If the Templar spends 1 minute physically examining the poison, they can attempt a Knowledge (nature) check to identify a natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, they can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The Templar has no chance of accidentally poisoning themselves when examining or attempting to neutralize a poison.

Track (Ex)
At 3rd level a Templar adds half their level on Survival skill checks made to follow or identify tracks.

Perceptive (Ex)
The Templar adds their Intelligence modifier on all Perception, Sense Motive & Survival checks in addition to their Wisdom modifier.

Spell Resistance (Ex)
At 4th level a Templar gains a passive Spell Resistance equal to 11 + their Templar Level.

Disruptive Strikes (Ex)
At 5th level each time a Templar hits a spellcaster or a creature that uses spell-like abilities with an attack the DC of any Concentration checks the caster makes increases by 4 for 1 round.

Templar Training (Ex)
At 5th level and every 2 levels thereafter a Templar can began teaching themselves to accomplish extraordinary feats that most people usually deem impossible without magic. Each training provides a permanent buff to the Templar.

Ability Enhancement: The Templar gains a +2 enhancement bonus to an Ability score of their choice. This bonus raises to +4 at 9th level and +6 at 13th level. A Templar may take this multiple times, each time it must go to a new Ability Score.

Academic: The Templar gains a +4 enhancement bonus to their Knowledge Skills. This raises to +6 at 9th level and +8 at 13th level.

Accurate: The Templar gains a +2 enhancement bonus to their Attack Rolls. This raises to +4 at 9th level and +6 at 13th level.

Damaging: The Templar gains a +4 enhancement bonus to their Damage Rolls. This raises to +6 at 9th level and +8 at 13th level.

Endurance: The Templar gains DR 4/-. This raises to DR 6/- at 9th level and DR 8/- at 13th level.

Evasive: The Templar gains a +2 enhancement bonus to their AC. This raises to +4 at 9th level and +6 at 13th level.

Fast Movement: The Templar gains a +10 enhancement bonus to their base land speed. This raises to +20 at 9th level and +30 at 13th level.

Resiliency: The Templar gains a +2 enhancement bonus to their Saving Throws. This raises to +4 at 9th level and +6 at 13th level.

Resistance: The Templar gains 5 Energy Resistance against all energies. This raises to 10 at 9th level and 15 at 13th level.

Skillful: The Templar gains a +4 enhancement bonus to three Skills of their choice (except Knowledge). This raises to +6 at 9th level and +8 at 13th level. A Templar may take this multiple times, each time it must go to three different skills.

Vitality: The Templar gains fast healing 3. This raises to fast healing 6 at 9th level and fast healing 9 at 13th level.

Before a Templar selects a Training they must spend an amount of gold equal to their Templar level x1000 and a full nights rest. If they cannot afford to pay this at the time of leveling up they are allowed to wait until they do possess the gold to spend.

Disciplined (Ex)
At 6th level a Templar is able to roll any Saving Throw twice and take the best result when resisting a spell or spell-like ability. The Templar can use this ability a number of times per day equal to their Wisdom Modifier.

Fleet of Foot (Ex)
At 7th level a Templar can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairments. This works even against magically manipulated terrain. A Templar in medium or heavy armour, or carrying a medium or heavy load loses this ability.

Inner Protection (Ex)
At 8th level, a Templar is immune is curses.

Magic Tracking (Ex)
At 8th level, when a Templar comes into contact with or is exposed to a spell effect they can spend a full-round action to examine the spell effect. After which the Templar may roll Survival to follow the spell casters tracks, ignoring distance. The DC to follow the tracks successfully is 11 + spellcasters Spellcraft.

Bane (Ex)
At 9th level, any weapon an Templar is using is considered to have the bane weapon special ability. Except instead of targeting a creature type it applies against any spellcaster or creature with spell-like abilities.

Stalwart (Ex)
At 11th level, if a Templar makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, they instead avoids the effect entirely. This ability can only be used if the Templar is wearing light armour or no armour. A helpless Templar does not gain the benefit of Stalwart.

Heretic! (Ex)
At 12th level a Templar can as a swift action declare one target within their line of sight to be a Heretic. A Templar gains +4 bonus on Intimidate, Knowledge, Perception, Sense Motive and Survival checks against the declared Heretic. Likewise, they get a +4 bonus on weapon attack and damage rolls against them. A Templar can have no more than one Heretic at a time. They can dismiss this effect at any time as a free action, but they cannot select a new Heretic for 24 hours. If the Templar sees proof that the Heretic is dead, they can select a new Heretic after waiting 1 hour.

Improved Spell Resistance (Ex)
At 14th level a Templars Spell Resistance increases to 15 + their Templar Level.

Greater Bane (Ex)
At 15th level, the amount of bonus damage provided by Bane increases to 4d6.

Heresy! (Ex)
At 18th level, the Templar can now declare a Heretic as a free action. The bonus against a Heretic increases to +6 and once a heretic is killed or dismissed a new one can be declared after 10 minutes have passed.

Exterminate! (Ex)
At 20th level a Templar may declare they are exterminating a spellcaster or creature with a spell-like ability after making an attack roll. The target must then pass a Fortitude Save DC of 20 + Templar's Wisdom Modifier. If the target fails the save they immediately die, if they succeed they suffer an additional 10d6 damage. A Templar may only use this ability once per round, and up to Wisdom Modifier times per day.