Opinions on templar


log in or register to remove this ad

Archer said:
You'll find that mettle comes into play nearly never. Its been discussed before but there are only something like 8 spells that mettle has any effect against. If you are redoing the class, ditch the feat requirements and drop specialization and spells. If you want, you can move mettle to a different level and shift all the other benefits down 1.

Hm, I hadn't thought of that point.

Mettle isn't effective against nonmagical attacks either. It still works against fear effects that leave you shaken if you make your save, disintigrate, death effects, inflict wounds... I guess there aren't too many, but I still think it's a pretty powerful ability, because it protects you from the secondary effects of a lot of the nastiest attacks in the game.

See, that's why I asked- I knew someone would point some of this stuff out to me! :D Thanks, Darklone!
 

As the Dm of a 2 year(and still going) campaign with a Templar in it, I can tell you the Templar is strong but I haven't seen it be overpowered yet. Things to remember...

1. Mettle is for Will and Fort saves only-can't tell you how many people think it will affect reflex saves as well lol. The poster above was correct when this ability RARELY gets used(our Paladin/Templar has maybe had it come into play once or twice.

2. The requirements to get in are not really wasted feats/skills(he didn't want use his few skill points for religion and a feat for Endurance) but not the best to be sure-our paladin almost didn't take the class because of them.

3. Be sure to enforce the ROLEPLAYING disadvantages of the class-he is a Templar, he(and the party most likely as well) WILL be called on to defend his gods Temples. Make sure these are NOT adventures they get paid for or stand to make material gains in(or very little). When I have them do the adventures I give treasure equal to about party level -10(i.e. 14th level party -use 4th level treasure ratings).

4. As for some of the class abilities that I never had a problem with - The Damage reduction is not a big deal, never gets that high and at 10th+, 2-3 points of Dr haven't been a huge difference.

The best abilities of the class I always thought was the 2 good saves and the spells they get are pretty good.
 

Pets & Sidekicks

Remove ads

Top