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Templar base class (Round 2, this time as an offensive cleric)

Typhoonoftempest

First Post
Hello EN World! Even though I am new to these forums, I've done some research and noted that you guys came up with your own version of a Templar. The class looks very powerful, if not a bit reliant on mounts (which is something you can't always get into a dungeon).

prior to reading the thread (http://www.enworld.org/forum/d-d-3rd-edition-house-rules/99134-templar-base-class-now-less-simple.htmlby brehobit), I've came up with my own version of the same class, though as more of a divine spellcaster with melee ability.

still a work in progress, and in easy to open .txts

http://dl-client.getdropbox.com/u/92898/Templar%20stuff/Char%20Class-Templar%20v0.6.1.txt
the main document

http://dl-client.getdropbox.com/u/92898/Templar stuff/templar spells.txt
the spell list for the Templar

http://dl-client.getdropbox.com/u/92898/Templar stuff/templar orders.txt
the Templar's answer to the Cleric's domain

again, works in progress X_X


Thoughts, if you all will :)
 

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Drowbane

First Post
What is your goal here?

A well built PHB Cleric is already the best "Holy Knight" class available.

Maybe I'm missing it, I only skimmed over your writeup. What does templar offer that is worth using over a Cleric?
 

Typhoonoftempest

First Post
What does templar offer that is worth using over a Cleric?

offensive divine spells. I don't have them all yet, but I am aiming for at least one offensive spell per casting level, many of which are supposed to be alignment-spacific. I understand that divine casters are supposed to be more party-oriented, 'help your brothers' type spells, but I'd like to give the templar some ranged firepower that isn't a bow/sling/crossbow/gun/thrown weapon, yet keep it a capable melee fighter.

however, I also am trying to make it clear that the class relies on spells that help bolster it's saves, which are quite poor.

I'm also trying to add in Orders to the Templar class to further customize them, in effect acting much like Domains for Clerics, though an Order will typically play a large role in a Templaric character's background than a Domain for a Clerical character.
 

Arkhandus

First Post
It would help if you copied and pasted the text into the thread, rather than keeping it only in attachments. Folks like me just won't download attachments unless we're quite familiar enough with the originator to be confident they aren't loading viral/infected attachments, intentionally or otherwise.

I'm more than willing to look at the stuff and give an analysis, but I won't touch attachments except in rare circumstances. I know copy-paste doesn't maintain formatting between documents and forums, but it's not like formatting is necessary for reading.
 

Typhoonoftempest

First Post
alrighty, here's the main text:

Templar

hit die:
1d8

random starting age:
Race: Adulthood: Modifier:
Human 15 years +1d4
Dwarf 40 years +3d6
Elf 110 years +4d6
Gnome 40 years +4d6
Half-elf 20 years +1d6
Half-orc 14 years +1d4
Halfling 20 years +2d4

base attack bonus:
level attack fort . . ref . . will . . . . Spells per day
. . . .bonus bonus bonus bonus 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +1 1
2nd +1 +0 +0 +1 2
3rd +2 +1 +1 +2 3 1
4th +3 +1 +1 +2 3 1
5th +3 +1 +1 +2 4 2
6th +4 +2 +2 +3 4 3 1
7th +5 +2 +2 +3 4 3 1
8th +6/+1 +2 +2 +4 4 4 2
9th +6/+1 +3 +3 +4 5 4 3 1
10th +7/+2 +3 +3 +4 5 4 3 1
11th +8/+3 +3 +3 +5 5 4 4 2
12th +9/+4 +4 +4 +5 5 5 4 3 1
13th +9/+4 +4 +4 +5 5 5 4 3 1
14th +10/+5 +4 +4 +6 5 5 4 4 2
15th +11/+6/+1 +5 +5 +6 6 5 5 4 3 1
16th +12/+7/+2 +5 +5 +7 6 5 5 4 3 1
17th +12/+7/+2 +5 +5 +7 6 5 5 4 4 2
18th +13/+8/+3 +6 +6 +7 6 6 5 5 4 3 1
19th +14/+9/+4 +6 +6 +8 6 6 5 5 4 3 1
20th +15/+10/+5 +6 +6 +8 6 6 5 5 4 4 2

skill points:
1st level: (4 + int mod) x 4
each level afterwords: 4 + int mod

skills:
concentration
craft
diplomacy
intimidate
knowledge: history
knowledge: religion
knowledge: arcana
knowledge: the planes
spellcraft
use magic device

additional:
proficient with all simple/martial weapons and light/medium armors. Can use shields (but not tower shields).
can cast any spell from their own Templar spell list
must have a code of conduct that they follow. should they contradict this code, they lose their aura and ability to cast spells until they atone (see the atonement spell discription)
they must not associate willingly with anyone who is of an opposing alignment
their code must be similar to their order's code
for other purposes for alternate playstyles, treat a Templar as if he were a Ranger

Class features:
Orders (0ith level)
orders (or cults, priesthoods, the like) all have a spacific code of conduct that they obey and expect their wandering members to demonstrate. They are discribed in the Templaric Orders list.
a Templar must choose their order and model their code after the order's. Chosing an order gives the Templar additional skills, abilities, and even spells beyond what is explained in this page.

Armor Familarity (5th level)
light and medium armors no longer incur the same check penalties as they did before.
only the Chain Shirt light armor incurs a check penalty (-1) for light armors.
all medium armor decrease their check penalties by two.
ex: hide armor now incurs a -1 check penalty
furthermore, it give them a +2 bonus to disguise checks for hiding the fact that they are wearing armor (light and medium only; Breastplate is exempt from this rule)
this does NOT stack with other abilities that changes check penalties; a Templar may take whichever bonus is higher.
at the 11th level, Templars may wear Padded armor below a medium armor or Chained shirt light armor. bonuses of both armors stack, and penalties increased by 1 1/2 times (round up).
at the 17th level, penalties of stacked armor is only multiplied once and not 1 1/2

Aura of holy (12th level, good/lawful aligned)
this aura causes 1d6 + caster level damage to any wicked (evil or chaotic) creature.
within 20 ft every 1d4 rounds, increasing by 1d4 DC for every successful hit.
aura raises an additional d6 per 4 levels gained.
fortitude save (DC 7 + caster level) negates.
once negated, the creature can no longer be affected by the same aura for 24 hours.
this aura only comes up when Templar is threatened, angry, or in combat.
this aura can be suppressed if the character can make a will save (DC 25).
this aura can function when the Templar is conscious, but not when he is unconscious or dead.

Aura of wicked (12th level, evil/chaotic aligned)
this aura causes 1d6 + caster level damage to any holy (good or lawful) creature.
within 20 ft every 1d4 rounds, increasing by 1d4 DC for every successful hit.
aura raises an additional d6 per 4 levels gained.
fortitude save (DC 7 + caster level) negates.
once negated, the creature can no longer be affected by the same aura for 72 hours.
this aura is always active and cannot be supressed.
this aura functions when the Templar is conscious, but not when he is unconscious or dead.

Blessed Armor (18th level, good/lawful aligned)
any light or medium armor the Templar wears gains a +1 enhancement bonus
-2/good or -2/lawful damage reduction (pending on the Templar's alignment. If both lawful and good, they must choose which damage reduction they take).
already enhanced items increase further until +5, which it does not enhance any further
+5 armors instead receive -3 damage reduction
this does NOT stack with other abilities that changes check penalties; a Templar may take whichever bonus is higher.

Cursed Armor (18th level, evil/chaotic aligned)
any light or medium armor the Templar wears gains a +1 enhancement bonus
-2/evil or -2/chaotic damage reduction (pending on the Templar's alignment. If both chaotic and evil, they must choose which damage reduction they take).
already enhanced items increase further until +5, which it does not enhance any further
+5 armors instead receive -3 damage reduction
this does NOT stack with other abilities that changes check penalties; a Templar may take whichever bonus is higher.


Ex-Templars:
again, if a Templar contradicts their code, they must atone in order to continue gaining levels as a Templar. They can also change which order they bow to, but spells and abilities lost are not replaced. A multiclassing Templar cannot rejoin the same order once they have left. If they wish to continue gaining levels as a Templar, they must choose a new Order.

---! note, this is only one of three and it's far, far from finished. I'll post more once I figure out the spoiler tags. still not good with those.
 
Last edited:

Well, first of all, change the DCs to involve half caster lvl instead of the whole thing as a general rule. The aura seems like it should be 1d6+ability mod instead. And maybe increase to 3d6 over the course of the other 8 lvls? Not sure about the increase...

As for creating spells (I'm assuming that you are creating your own offensive divine), try to create spells sort of like vampiric touch, that both hurt enemies and help allies. It will maintain the feel of divine spellcasting, while adding in the ranged firepower you want.

Also, if you would put the rest of the documents' text on the forums, I'd be able to comment more.

Good luck

and as for spoiler tags
just put [ sblock=title] (without the space) before the text, and [/sblock] after the text
[sblock=title]text[/sblock]
 


Typhoonoftempest

First Post
sblocks!

alrightythen, here's everything in a smaller package:

[sblock=main_sheet]
Templar
hit die:
1d8
random starting age:
Race: Adulthood: Modifier:
Human 15 years +1d4
Dwarf 40 years +3d6
Elf 110 years +4d6
Gnome 40 years +4d6
Half-elf 20 years +1d6
Half-orc 14 years +1d4
Halfling 20 years +2d4
base attack bonus:
level attack fort ref will Spells per day
bonus bonus bonus bonus 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +1 1 - - -
2nd +1 +0 +0 +1 2 - - -
3rd +2 +1 +1 +2 3 1 - -
4th +3 +1 +1 +2 3 1 - - -
5th +3 +1 +1 +2 4 2 - -
6th +4 +2 +2 +3 4 3 1 - -
7th +5 +2 +2 +3 4 3 1 - -
8th +6/+1 +2 +2 +4 4 4 2 - -
9th +6/+1 +3 +3 +4 5 4 3 1 -
10th +7/+2 +3 +3 +4 5 4 3 1 - -
11th +8/+3 +3 +3 +5 5 4 4 2 -
12th +9/+4 +4 +4 +5 5 5 4 3 1 -
13th +9/+4 +4 +4 +5 5 5 4 3 1 -
14th +10/+5 +4 +4 +6 5 5 4 4 2 -
15th +11/+6/+1 +5 +5 +6 6 5 5 4 3 1
16th +12/+7/+2 +5 +5 +7 6 5 5 4 3 1 -
17th +12/+7/+2 +5 +5 +7 6 5 5 4 4 2
18th +13/+8/+3 +6 +6 +7 6 6 5 5 4 3 1
19th +14/+9/+4 +6 +6 +8 6 6 5 5 4 3 1
20th +15/+10/+5 +6 +6 +8 6 6 5 5 4 4 2
skill points:
1st level: (4 + int mod) x 4
each level afterwords: 4 + int mod
skills:
concentration
craft
diplomacy
intimidate
knowledge: history
knowledge: religion
knowledge: arcana
knowledge: the planes
spellcraft
use magic device

additional:
proficient with all simple/martial weapons and light/medium armors. Can use shields (but not tower
shields).
can cast any spell from their own Templar spell list
must have a code of conduct that they follow. should they contradict this code, they lose their aura and ability to cast spells until they atone (see the atonement spell discription) they must not associate willingly with anyone who is of an opposing alignment their code must be similar to their order's code
for other purposes for alternate playstyles, treat a Templar as if he were a Ranger

Class features:
Orders
orders (or cults, priesthoods, the like) all have a spacific code of conduct that they obey and expect their wandering members to demonstrate. They are discribed in the
Templaric Orders list.
a Templar must choose their order and model their code after the order's. Chosing an order gives the Templar additional skills, abilities, and even spells beyond what is explained in this page.
Armor Familarity (5th level)
light and medium armors no longer incur the same check penalties as they did before
only the Chain Shirt light armor incurs a check penalty (-1) for light armors
all medium armor decrease their check penalties by two. ex: hide armor now incurs a -1 check penalty
furthermore, it gives them a +2 bonus to disguise checks for hiding the fact that they are wearing armor (light and medium only; Breastplate is exempt from this rule)
this does NOT stack with other abilities that changes check penalties; a Templar may take whichever bonus is higher.
at the 11th level, Templars may wear Padded armor below a medium armor or Chained shirt
light armor. bonuses of both armors stack, and penalties increased by 1 1/2 times (round up).
at the 17th level, penalties of stacked armor is only multiplied once and not 1 1/2
Aura of holy (12th level, good/lawful aligned)
this aura causes 1d6 + caster level damage to any wicked (evil or chaotic) creature
within 20 ft every 1d4 rounds, increasing by 1d4 for every successful hit
aura raises an additional d6 per 4 levels gained
fortitude save (DC 7 + caster level) negates
once negated, the creature can no longer be affected by the same aura for 24 hours
this aura only comes up when Templar is threatened, angry, or in combat
this aura can be suppressed if the character can make a will save (DC 25)
this aura can function when the Templar is conscious, but not when he is unconscious or dead
Aura of wicked (12th level, evil/chaotic aligned)
this aura causes 1d6 + caster level damage to any holy (good or lawful) creature within 20 ft every 1d4 rounds, increasing by 1d4 for every successful hit
aura raises an additional d6 per 4 levels gained
fortitude save (DC 7 + caster level) negates
once negated, the creature can no longer be affected by the same aura for 72 hours
this aura is always active and cannot be supressed
this aura functions when the Templar is conscious, but not when he is unconscious or dead
Blessed Armor (18th level, good/lawful aligned)
any light or medium armor the Templar wears gains a +1 enhancement bonus and gains either -2/good or -2/lawful damage reduction already enhanced items increase further til +5, which it does not enhance any further
+5 armors instead receive -3 damage reduction
this does NOT stack with other abilities that changes check penalties; a Templar may take
whichever bonus is higher.
Cursed Armor (18th level, evil/chaotic aligned)
any light or medium armor the Templar wears gains a +1 enhancement bonus and gains either -2/evil or -2/chaotic damage reduction already enhanced items increase further til +5, which it does not enhance any further
+5 armors instead receive -3 damage reduction
this does NOT stack with other abilities that changes check penalties; a Templar may take
whichever bonus is higher.
Ex-Templars:
again, if a Templar contradicts their code, they must atone in order to continue gaining levels as a Templar. They can also change which order they bow to, but spells and abilities lost are not replaced. A multiclassing Templar cannot rejoin the same order once they have left. If they wish to continue gaining levels as a Templar, they must choose a new Order.
[/sblock]
[sblock=spells]
unless described, the following are treated as if they were cleric spells of the same name and level
0ith level spells:
Alarm
Detect Magic
Detect Poison
Entangle
Guidence
Jump
Light
Longstrider
Magic Strike
1d4 plus wisdom; damage to single target
add extra damage (as a d4) for each caster level gained
can be cast free action
only on the caster's turn
caster cannot cast any other spells for the round
does not provoke an attack of oppertunity
must have a free hand to cast
has a range of four squares
upon gaining 'Magic Blast', the Templar gains the ability to cast 'Magic Missile' at
half his caster level as a 0ith level spell
Read Magic
Spell Drain
1st level spells:
Bane
Bless
Command
Comprehend Languages
Deathwatch
Detect Chaos/Evil/Good/Law
This Templaric version has a special restriction: they can only use the detect spell of the opposite alightment (don't have access to this spell if purly neutral)
Divine Favor
Doom
Endure Elements
Entropic Shield
Magic Spike
this spell makes a non-magical item appear as if it were magical (meaning, it 'pings' under the 'detect magic' spell or similar spell/spell-like ability) 'true seeing' can overcome this red herring, along with detecting the item three times.
must be the same caster within a 24 hour time period
the spell lasts up to a month or 30 detections, whichever comes first
can be dispelled early by expending a 0ith level spell on the item
Protection from Chaos/Evil/Good/Law
same restriction as the Templaric 'Detect' spells
Shield of Faith
2nd level spells:
Aid
Align Weapon
similar restriction as with 'Detect' spells, but a neutral Templar can align the weapon to any alignment
Augury
Darkness
Death Knell
Hold Person
Magic Shot
2d4 plus wisdom; damage to single target
add extra damage (as 2d4) for each caster level gained
works as Magic strike otherwise; replaces 'Magic Strike'
Owl's Wisdom
Remove Paralysis
Resist Energy
This Templaric version lasts 20 minutes per level instead of 10
Restoration, Lesser
Shatter
Sound Burst
Spiritual Weapon
Status
Zone of Truth
3rd level spells:
Alter Alignment
this spell temporarly alters a target's alignment for 1d4 + caster level rounds
targets must be a living creature with the capacity to have an alignment
Caster's Bane
when a Templar uses this spell, it increases the arcane failure of any spell made against
him, either by spacific targeting or simply enveloping him, by 5% per spellrank gained.
to self only
spell lasts 1d4 + wis rounds
provokes an attack of oppertunity when cast, if acceptible
has a somotic component
can only be casted once per day, increasing in times cast per day every five levels
Contagion
Continual Flame
Daylight
Deeper Darkness
Dispel Magic
Flame Blade
as the 2nd level druidic spell, but with a few extras as follows:
the blade is of the same alignment as the wielder, and it deals slashing damage as
a longsword of the same category and same alignment
this spell does function underwater, but damage is halved
must specialize in swords to gain this spell
Flame Axe
as the spell 'Flame Blade', but creates an equivilant to a battleaxe instead
must specialize in axes to gain this spell
Flame Hammer
as the spell 'Flame Blade', but creates an equivilant to a warhammer instead
must specialize in blunt weapons to gain this spell
Glyph of Warding
Invisibility Purge
Magic Circle against Chaos/Evil/Good/Law
again, same restrictions as Templaric 'detect' spells
Magic Vestment
Prayer
Protection From Energy
Rightious Thunder
target gains 1d6 of thundering damage with their attacks
target has to be within 60 feet of caster (caster included)
if caster level goes above 5, target also gains 1d4 of aligned damage
damage alignment is caster's alignment, if any.
if the caster has no alignment (neutral), there is no extra damage
Searing Light
Water Breathing
this version lasts 3 hours/level instead of 2
Water Walk
this version lasts 20 minutes/level instead of 10
4th level spells:
Circle of Strength
gives all allies within 1d6+5 squares to have fast healing (2)
no attack deals lethal damage to allies affected by this spell
when hp of allies is droped pass 0, stablization automatically occurs
effect lasts 2d4 + caster level rounds
can only be cast 1d4 times a day
caster must secretly roll in the beginning of each day to find out how many times they
can cast the spell
they can prepare it up to four times, but instantly fail in casting it once they get
pass the amount of times they are allowed for that day
can only be cast by good aligned Templars
Circle of Weakness
anyone within 1d6+5 squares of the Templar makes a will save (DC 10 + caster level)
if failed, all attacks deal lethal damage to individuals who failed
death comes to effected when damage is raised to maxhp
any 'fast healing' ability is negated with this spell
effect lasts 2d4 + caster level rounds
can only be cast 1d4 times a day
caster must secretly roll in the beginning of each day to find out how many times they
can cast the spell
they can prepare it up to four times, but instantly fail in casting it once they get
pass the amount of times they are allowed for that day
can only be cast by evil aligned Templars
Death Ward
Dimensional Anchor
Discern Lies
Divination
Divine Power
Freedom of Movement
Holy Spiker
deals 1d6 damage per level (max of 10d6) that is lawful or good aligned for the purposes
of damage reduction
range is medium (100 feet + 20 feet per level)
Reflex save (DC 10 + caster level + caster wis modifier) for half
Imbue with Spell Ability
Magic Blast
4d4 plus wisdom; damage to single target
add extra damage (as 3d4) for each caster level gained
works as Magic strike otherwise; replaces 'Magic Strike'
Magic Weapon, Greater
Restoration
Sending
Spell Drain, Greater
as 'Spell Drain', but doubles the number of spells that are drained from the target
Spell Immunity
Tongues
Undetectable Alignment
Wicked Spiker
deals 1d6 damage per level (max of 10d6) that is chaotic or evil aligned for the purposes
of damage reduction
range is medium (100 feet + 20 feet per level)
Reflex save (DC 10 + caster level + caster wis modifier) for half
5th level spells:
Atonement
Break Enchantment
Command, Greater
Commune
Dispel Chaos/Evil/Good/Law
yet again, same restrictions as the Templaric 'detect' spell
Flame Strike
Mark of Justice
Lawful or Chaotic only
Plane Shift
Righteous Might
strength, constitution, and AC bonuses are doubled
Scrying
Spell Resistance
True Seeing
Wall of Slow
any object flying at the templar for a round gets slowed in the air
the object's new speed is 1/32 of what it was prior to hitting the wall
can only face one direction at a time (including up)
will slow even other persons if they become airborne while attacking
people stuck in wall lose turn and becomes flatfooted
to see the wall requires a spot check (DC 18)
6th level spells:
Blade of faith
6d8 plus wisdom mod; damage to target (line)
add 1d8 per level
damage is treated as lawful for purposes of overcoming damage reduction
saves
non-targets
can either make a foritude save or a reflex save to either avoid or absorb damage
foritude divided by 5 for damage reduction
natrual 1s get no damage reduction (cause they suck)
Reflex for "partial hit" targets
Target
Reflex for half damage (DC is caster wis +14)
notes:
casting takes two full round actions
first turn is actually casting the spell
provokes an attack of oppertunity, as usual
cannot be cast defensively
second turn is 'firing' the spell in a given direction
if caster casts a critical miss and losses the save, caster has to do a foritude
save
if save makes 15, then caster cannot use the spell again for a week
if not, then caster goes nova, imediately destroying anything within a 60' radius including self
range is considered as extreme (horizon or line of sight)
light emitted from ray will light for up to 1 km (on a level plain).
can only cast once per day
times per day increase every ten levels gained
can only be cast by lawful aligned Templars
this spell cannot be maximised, silenced, stilled, or extended
this spell always counts as the highest-level spell the Templar can cast, and as such at the 21st level it becomes a 7th level spell (gaining 1d8 in damage while doing so), and 8th level spell at the 26th level (again gaining a 1d8 in damage while doing so)
Dispel Magic, Greater
Fatal Corruption
8d6 plus wisdom; damage to area (exclude non-hostile targets)
add 1d6 per two levels
damage is treated as evil for purposes of overcoming damage reduction
saves
must roll a fortitude save in hit zone
must make DC 20 (include fortitude save bonus) to keep fighting
if not, then target(s) are denied their turn
notes:
hits a 60' area multiplied by charisma modifier
light from spell brightens 40' from edge of target area
spell is active at time of casting, and continues for 1d4 +2 turns
can only cast once per day
times per day increase every ten levels gained
can only be cast by evil aligned Templars
this spell cannot be maximised, silenced, stilled, or extended
this spell always counts as the highest-level spell the Templar can cast, and as such at the 21st level it becomes a 7th level spell (gaining 1d8 in damage while doing so), and 8th level spell at the 26th level (again gaining a 1d8 in damage while doing so)
Fatal Redemption
8d6 plus wisdom; damage to area (exclude non-hostile targets)
add 1d6 per two levels
damage is treated as good for purposes of overcoming damage reduction
saves
must roll a fortitude save in hit zone
must make DC 20 (include fortitude save bonus) to keep fighting
if not, then target(s) are denied their turn
notes:
hits a 60' area multiplied by wisdom modifier
light from spell brightens 40' from edge of target area
spell is active at time of casting, and continues for 1d4 +2 rounds
can only cast once per day
times per day increase every ten levels gained
can only be cast by good aligned Templars
this spell cannot be maximised, silenced, stilled, or extended
this spell always counts as the highest-level spell the Templar can cast, and as such at
the 21st level it becomes a 7th level spell (gaining 1d8 in damage while doing so), and
8th level spell at the 26th level (again gaining a 1d8 in damage while doing so)
Geas/Quest
Glyph of Warding, Greater
Portal
once every three hours, a templar can open a portal to a place the templar has been
when templar steps though portal, it closes
when anything is half-way though the portal when it closes, makes a reflex save
save is dex based with a DC of 20, failure results in a second reflex save
save is dex based, DC of 15
success means a foot is left behind
failure by 1-5 means a leg is left behind
failure by 6-10 means half of the person's body is left behind (death!)
the portal itself stands for an hour before closing on it's own
the portal must be cast on a mostly smooth surface, at least ten feet away from a wall of
force or antimagic field
Sword of Vengence
6d8 plus wisdom mod; damage to target
add 1d8 per level
damage is treated as chaotic for purposes of overcoming damage reduction
saves
non-targets
can either make a foritude save or a reflex save to either avoid or absorb damage
foritude divided by 5 for damage reduction
natrual 1s get no damage reduction (cause they suck)
Reflex for "partial hit" targets
Target
Reflex for half damage (DC is caster wis +4)
notes:
casting takes two full round actions
first turn is actually casting the spell
provokes an attack of oppertunity, as usual
cannot be cast defensively
second turn is 'firing' the spell in a given direction
if caster casts a critical miss and losses the save, caster has to do a foritude save
if save makes 15, then caster cannot use the spell again for a week
if not, then caster goes nova, imediately destroying anything within a 60' radius including self
range is considered as extreme (horizon or line of sight)
light emitted from ray will light for up to 1 km (on a level plain).
can only cast once per day
times per day increase every ten levels gained
can only be cast by chaos aligned Templars
this spell cannot be maximised, silenced, stilled, or extended
this spell always counts as the highest-level spell the Templar can cast, and as such at
the 21st level it becomes a 7th level spell (gaining 1d8 in damage while doing so), and
8th level spell at the 26th level (again gaining a 1d8 in damage while doing so)
Symbol of Fear
Symbol of Persuasion
[/sblock]
[sblock=orders]
Templaric Orders

Order of Law
Oaths:
must instill Law for the good of the Order and to further it's goals
Features:
Order of Good
Oaths:
must instill virtue for the good of the Order and to further it's goals
Features:
Cult of Chaos
Oaths:
must spread chaos for the good of the Order and to further it's goals
Features:
Cult of Evil
Oaths:
must spread villany for the good of the Order and to further it's goals
Features:
Cult of the Spellcaster
Oaths:
must use one's spells for the good of the Order and to further it's goals
Features:
starting at level 3, followers are able to spontaniously cast one spell of their choice must be a known spell (and able to cast at level 3)
when chosen this spell can be cast in place for an equivelant level spell, just like a cleric and it's spontanious casting.
The Templar choses a new spell to spontaniously cast every two caster levels
cannot select magic strike, magic shot, magic blast, fatal redemption, fatal corruption, blade of faith, or sword of vengence as spontaniously cast spells
at the 5th level, A Templar of this order may add their intellegence bonus to find out how powerful of a spell he can cast, the number of spells he can cast per day, and how difficult his spells are to resist. This stacks with their wisdom bonus.
Cult of the Martialist
Oaths:
must use one's weapons for the good of the Order and to further it's goals
Features:
starting at level 3, followers gain any two of the following
a +2 competence bonus to a save
a +1 dodge bonus to AC (is negated if the Templar is denied his dex bonus)
a +1 bonus to damage
a +1 bonus to attacks
a +2 strength bonus opposing grapples, bull-rushes, or being overran
+8 Hit points
a feat from the Fighter Bonus Feats list
These followers choose another one every four levels (7th, 11th, 15th, 19th)
at the 5th level, A Templar of this order may add their intellegence bonus to his attack rolls.
at 14th level, they may add their intellegence bonus to damage rolls as well. this bonus stacks with their strength/dexerity bonus.
Order of the <loremaster>
Oaths:
must use one's knowledge to the best of one's ability
must use one's knowledge for the good of the Order and to further it's goals
must see as many possiblities as able for any given encounter
must always gain knowledge through the years (must add a point of skill to a knowledge check per level)
Features:
gain +2 skill points per level
add all knowledge skills to their class skill list
add survival to their class skill list
at 7th level, gain a +1 insight bonus to attack rolls on a successful survival check after
observing a creature for 1d4 rounds (DC 10 + creature CR), though the templar must reroll after each encounter
creatures of other planes have a DC of 15 + creature CR
at 11th, this insight bonus also adds to damage rolls, and they do not have to reroll after observing a given creature: they retain their insight bonus against that creature till the templar's natural death

!--Ending notes-- all of this information is assuming a given character sticks with their order for all 20 levels. If a Templar multiclasses, they stop gaining abilities from that order and can never again gain levels with them. Should they choose to go back to being a Templar, they must not only choose a new order, but they must ALSO start 0 level to that particular order ex: a level 5 Templar of the Order of the Sword becomes a Rouge for 3 levels, then becomes a Templar of the Cult of the Martialist. Despite being a level 5 Templar to boot, they must gain three more levels of Templar before they can benifit from the Cult's many abilities. They still benefit from lv 8 class features and are treated as a lv 8 Templar with 5 levels in the Order of the Sword and 3 levels in the Cult of the Martialist.
[/sblock]
still WIP, and sorry for the much-belated reply
 

Aura of wicked (12th level, evil/chaotic aligned)
this aura causes 1d6 + caster level damage to any holy (good or lawful) creature within 20 ft every 1d4 rounds, increasing by 1d4 for every successful hit
aura raises an additional d6 per 4 levels gained
fortitude save (DC 7 + caster level) negates
once negated, the creature can no longer be affected by the same aura for 72 hours
Seriously, change it to 10+1/2 class level (because caster level isn't class dependent, and this is a class ability)

I'll add more if you at least respond to this...
 
Last edited:

Typhoonoftempest

First Post
you are talking about the fortitude save to negate? it certainly does improve the initial save (by one) but does nothing for the long term, either way maxing out at a DC of 13 at level 20. Considering that every warrior-melee class will have a fortitude save of +12 by then and most others +6, it would be easy to pass. I would rather try to do something else to try to bump it up so that it's at least challenging, like add the templar's wisdom modifier. Thanks for the tip!

also, I would certainly appreciate more!
 

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