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    Default Templar [Paladin Replacement] (3.5) (Peach)

    There are those driven to carry out their will, wielding inner strength and divine might in order to deliver upon that will. Their names inspire hope in their allies, fear in their enemies, and admiration in civilian populous. They are Shining Knights with souls of righteous fury and Black Warriors who spread death and pestilence. Their touch causes life to be restored, or to end. They are harbingers of war and peace.
    They are Templar.


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    Templar who choose to serve Good are men and women who wish to help others, by following the law or breaking it. They are typically called Paladins, and calling them a blackguard is considered highly suicidal. These Templar champion Hope, Honor, Compassion, and deities and ideals to benefit the people.

    The Templar who serve ideas of chaos are freespirited individuals, who do what they want to do, so long as it doesnt conflict with their concience. They favor the name Anarch, while the name Justiciar is an incredible insult them. These Templar champion the ideas of Love, Freedom, and other ideas governed by emotion or the unknowable wills of chaotic divines.

    The Templar who choose evil are cold individuals, who feel their power gives them the right to do what they wish. They enjoy the honorific of Blackguard, while being called a Paladin will quickly yield the separation of your head and body. They champion ideas such as Fear, Conflict, Malice, and the wills of the Infernal who wish to bring an end to that which is good.

    Those Templar who choose to uphold Law are stoic unmoving beings. They respond well to the name Justiciar, while Anarch will result in some obscure local law being used against you. These Templar champion Order, Justice, Tryanny, and beings of supreme and perfect law.



    Templar
    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Words Per Day

    1st|+1|+2|+0|+2|Detect Alignments, Divine Blow 1/day|
    0

    2nd|+2|+3|+0|+3|Divine Grace, Lay on Hands|
    0

    3rd|+3|+3|+1|+3|Bonus Feat, Aura of Courage/Aura of Terror, Divine Health|
    0

    4th|+4|+4|+1|+4|Mercy/Cruelty|
    6

    5th|+5|+4|+1|+4|Mount, Combat Stance 1/day, Divine Blow 2/day|
    12

    6th|+6/+1|+5|+2|+5|Mettle, Bonus Feat|
    18

    7th|+7/+2|+5|+2|+5|Measure of Conviction|
    24

    8th|+8/+3|+6|+2|+6|Nonrepetitive Prefixes, Mercy/Cruelty|
    30

    9th|+9/+4|+6|+3|+6|Bonus Feat|
    36

    10th|+10/+5|+7|+3|+7|Divine Blow 3/day|
    42

    11th|+11/+6/+1|+7|+3|+7|Combat Stance 2/day|
    48

    12th|+12/+7/+2|+8|+4|+8|Bonus Feat, Mercy/Cruelty|
    54

    13th|+13/+8/+3|+8|+4|+8|Divine Charge|
    60

    14th|+14/+9/+4|+9|+4|+9|Improved Mettle|
    66

    15th|+15/+10/+5|+9|+5|+9|Bonus Feat, Divine Blow 4/day|
    72

    16th|+16/+11/+6/+1|+10|+5|+10|Divine Edge, Mercy/Cruelty|
    78

    17th|+17/+12/+7/+2|+10|+5|+10|Combat Stance 3/day|
    84

    18th|+18/+13/+8/+3|+11|+6|+11|Bonus Feat|
    90

    19th|+19/+14/+9/+4|+11|+6|+11|Awesome Smite|
    96

    20th|+20/+15/+10/+5|+12|+6|+12|Mercy/Cruelty, Divine Blow 5/day|
    102

    [/table]
    Alignment: Any, or same as Deity.
    Hit Die: 1d10

    Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (Religion) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex), Use Magical Device (Cha)
    Skill Points at 1st Level: (4 + Int modifier) ◊ 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Class Features:
    Weapons and Armor Proficiency: Templar are proficient with all simple and Martial weapons, as well as all Armor and all shields (Except tower shields). Templar are also proficient with their Deity's favored weapon, or a single type of weapon of their choice if they do not follow any specific deity.

    Detect Alignments (Sp): At will, a Templar can use Detect Evil, Detect Good, Detect Law, and Detect Chaos, as the spells.

    Divine Blow (Su): A Templar may once per day, channel the might of an ideal she does not oppose through her weapon. This blow gains the Templar's charisma modifier to her attack bonus, and deals additional damage against creatures that oppose the conviction equal to her Templar level. This strike gains an additional +4 to attack bonus, and bypasses aligned Damage Reduction if the Templar uses a blow of of an Alignment sharing her convictions. The Divine Blows are Smite Evil (Good aligned), Smite Good (Evil aligned), Axiomatic Strike (Law aligned), Anarchic Strike (Chaotic Aligned). The Templar may use this ability one additional time per day at every fifth level.

    Lay on Hands (Su): Starting at level 2, a Templar can heal or inflict 1d6+her charisma modifier damage per day. For every 2 Templar levels afterwards, Lay on hands deals an additional 1d6 damage and can be used an additional time per day. Good aligned Templar channel Positive energy and use Lay on Hands to heal their allies, and to inflict damage against undead and evil outsiders. Evil Templar channel negative energy and use Lay on Hands to directly damage their enemies, or to heal undead and evil outsiders. Neutral Templar may choose to use Lay on Hands as either a positive or negative energy effect.
    Lay on Hands is a Free action when the Templar uses it on herself, and a Swift action when used on a friendly ally. When used offensively, The Templar must succeed a melee touch attack in order for the lay on hands to take effect, if the Templar fails, the Lay on Hands has no effect and the lay on hands is not consumed for the day. A Templar must have one hand free in order to use Lay on Hands.

    Divine Grace (Su): A Templar applies her Charisma Modifier, if positive, to her saves.

    Aura of Courage/Aura of Terror (Su): Beginning at third level a Templar becomes immune to fear, and a Good aligned Templar inspires courage in her allies, while an Evil aligned Templar causes her opponents to quake in fear. Aura of Courage grants to allies within 30 feet of the Templar a +2 Moral bonus to attack rolls. Aura of Terror causes enemies within 30 feet of the Templar to take a -2 Moral penalty to attack rolls. The bonus from a Templar's arua increases by +1 every 2 Templar levels afterwards.
    The Templar can manifest their aura for 1 minute per 2 Templar levels a day, although the duration the aura is manifested need not be one consecutive period.
    Neutral Templar select one aura to use, and only through miraculous intervention may change their presence.

    Divine Health (Ex): At 3rd level, a Templar gains immunity to all diseases, including supernatural and magical diseases.

    Bonus Feats: At third level, and every third level afterwards, a Templar recieves a bonus feat. This feat may be any feat of the Templar's choosing, and she is considered a Fighter for any feat with which they are prerequisite.

    Mercies and Cruelties (Su): Each Templar has their own worldviews, as well as their own personal view of the deity they serve if they serve one. This is most prominently noticeable in how a Templarís lay on hands ability changes over time. At Every Fourth level, a good Templar chooses one effect that will benefit a target, such as curing a disease, or lifting a curse. Evil Templar wish to inflict worse harm upon their enemies, and thus may inflict curses, diseases, or blinding those who suffer the Templarís touch. Mercies and Cruelties are permanent modifiers to the Lay on Hands Ability. Mercies will always be applied to a Lay on Hands used to heal a target, while Cruelties are always applied to a damaging Lay on Hands.
    Neutral Templar may take a Mercy or Cruelty at every fourth level, but they can not take both a mercy and a cruelty at the same level.

    {table=head]
    Name
    |
    Mercy
    |
    Cruelty
    |
    Minimum Level


    Divine Influence|All variable numeric values of Lay on Hands are Maximized|All variable numeric values of Lay on Hands are Maximized|20

    Divine Verdict|You may affect upto 5 targets withing 30 feet of you with your lay on hands|You may affect upto 5 targets withing 30 feet of you with your lay on hands|20

    Luck|Touched creature gets a +1 luck bonus to all rolls for 1 hour|target suffers a -1 luck penalty on all rolls for an hour|4

    Age|Cures 1d4 negative levels|Touched creature suffers 1d4 negative levels|12

    Despair|As remove Curse|As Bestow Curse|8

    Poison|Completely removes one poison that the touched creature suffers from|Target suffer 1d6 attribute damage and again 1 minute later|12

    Pestilence|Cures one disease the target suffers from|Inflicts one mundane disease|4

    Disorientation|Cures Confusion|The touched creature becomes confused|4

    Sight|Cures Blindness|Inflicts Blindness|8

    Hearing|Cures Deafness|Inflicts Deafness|4

    Stone|As Stone to Flesh|As Flesh to Stone|16

    Wellness| Cures 1d6 attribute damage|Target Suffers 1d6 attribute damage to an attribute of your choice for 1 day|4

    Exoticism|You select one type of energy, so long as it is not negative or evil, and replace the possitive energy of your lay on hands with it.|You select one type of energy, so long as it is not positive or good, and replace the negative energy of your lay on hands with it.|4[/table]

    Turn or Rebuke Undead (Su): All Templar can turn or rebuke undead as though they are a cleric 2 levels lower. See Turn or Rebuke Undead for rules governing your Templarís use of turn or rebuke.

    Templar wordcasting: Beginning at fourth level, the Templar can speak the words of creation as told to her by divine and eldrich powers. Templar cast spells as a caster of half their templar levels. For a templar's first three levels, they have no caster level.

    The Templar uses Wordcasting to cast spells.

    The Templar must pray or meditate for 1 hour in order to be able to cast spells for the day, though they do not need to prep any words before they use them to create a spell. Templar can not use words that conflict with their alignment.

    The save DC of a Templar's spell is equal to 10 + one quarter the spell's word count + the Templar's Charisma modifier.

    Nonrepetitive Prefixes: The Templar may reduce the casting time of her spells by condensing long chains of the same spell word into a prefix and a spell word. The time it takes to cast the spell is reduced by one fewer than the number of words removed in this way, but all other attributes of the spell are left unchanged. For example, without using Nonrepetitive Prefixes, the spell "Bang Pyr Pyr Pyr Pyr Pyr" would normally take a standard action to cast. With Nonrepetitive Prefixes, it could be spoken as "Bang Pentapyr", meaning it would take a swift action to cast.

    Templar Mount: Same as the paladin's

    Combat Stance: At 4th level a templar may enter a combat stance once per day. The templar may assume this stance one additional time for every 6 levels they have.

    Lawful Templar enter a defensive stance, while Chaotic templar enter a frenzy. neutral templar may use either stance.

    Mettle (Su): The Templar's conviction is so strong, that she is able to shrug off magical effects that would harm her. If a Templar makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

    Improved Mettle (Su):As with Mettle, but the Templar also receives half damage on a failed Fortitude save, or partial damage on a failed Will save.

    Measure of Conviction (Ex): The Templar's conviction strengthens, and she is now able to perform multiple attacks with a single use of her divine blow. Once activated, all bonuses of Divine blow apply until the beginning of the Templar's next turn.

    Divine Charge (Ex): The Templar can focus their conviction into a mighty charge. When making an attack during a charge, a Templar may expend a use of their Divine blow ability, and instead adds 3 times their Templar level to damage. The divine blow is not expended if the attack misses.

    Awesome Smiting (Su): The final attack a Templar makes in their full attack action is hypercharged with divine power. If this attack connects, the target is incapable of flight for one minute, and is knocked flying in a straight line for 10 feet per Templar level in a direction of the Templar's choosing. When the Opponent lands, it recieves 1d6 damage per 10 feet launched, and falls prone. If any object obstructs the path of the opponent, the object and opponent each are dealt 1d8 per Templar level. If damage dealt to the object would destroy the object and ends its movement in the space formerly occupied by the obstruction. Otherwise the opponent lands in a space adjacent to the obstruction. You may also perform an Awesome Smite by expending all charges of your Divine Blow ability for the day.

    Divine Edge: The weapons a templar wields are conduits of divine power. The weapons a templar holds gain a +5 enhancement bonus, and deal 2d6 damage of holy, unholy, axiomatic, or anarchic damage, and 2d6 damage of another alignment, so long as neither alignment conflicts with the alignment of the templar. The weapons of the templar emit continuous magic circles against the alignments opposed to the alignments channeled through the weapons. (Holy weapons emit Magic Circle against evil, Anarchic Weapons emit Magic Circle against Law, Unholy Weapons emit Magic Circle against Good, and Axiomatic weapons emit Magic Circle against Chaos.)

    The Templar's Code: All Templar must follow a code. This code can be self defined, or be that of the Templar's Patron deity. Repeated violations of the code will result in the Templar being stripped of their supernatural abilities until they atone or seek a cause which better reflects them. Severe and deliberate violation, that is not a result of an incomperable ultimatum, of the code results in the Templar immediately being struck by divine lightning, which destroys the templar's possessions, physical form, and the memory of the templar from his friends and allies.

    Ex-Templar: Templar who violate their code frequently enough to be stripped of their powers may choose to spend a week in meditation in order to learn to champion a new cause, or they may meditate for a month and seek atonement to restore their powers.

    Destroyed Templar: Templar who violate their code severely enough that they were destroyed divinely must undertake a quest within the realms of their afterlife in order to redeem themselves in the eyes of their cause or divinity. If they succeed in this quest, their body and possessions are restored, and the memory of them returned to their friends and allies. Their restored form appears in their home, or with their allies.


    Feats:
    Exalted Blow: Your Divine Blows strikes with greater Conviction.
    Prerequisite: Templar Divine Blow
    Benefit: Neutral Templar now gain +4 to hit bonus and bypass damage reduction with their Divine Blow. Aligned Templar deal +2d6 damage with their Divine Blow.
    Special: Templar may select this feat multiple times, its effects stack.

    Extra Conviction: You can perform extra Divine blows.
    Prerequisite: Templar Divine Blow
    Benefit: You may use your Divine blow ability 2 more times a day.
    Last edited by toapat; 2012-06-20 at 10:39 PM.


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