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Templar base class (now less simple)
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<blockquote data-quote="brehobit" data-source="post: 1729282" data-attributes="member: 12032"><p>OK, here is the whole class: </p><p></p><p><span style="color: Red">(update 11/07 to add a few powers for balance against newer classes and spell lists, plus it was on the weak side to begin with I think...)</span></p><p></p><p></p><p>Templars are warrior priests of good. Their spell casting power is greater than that of a Paladin, but poorer than a cleric. Their spells are almost entirely dedicated to enhancing their own combat power, aiding a large group of comrades-in-arms, and defeating evil extra-planer creatures.</p><p></p><p><span style="font-size: 18px">Game Rule information</span></p><p></p><p><strong>Abilities:</strong> Wisdom determines how powerful a spell a templar can cast, how many spells he can caster per day, and how hard these spells are to resist. Strength plays a major role in their combat abilities.</p><p><strong>Alignment:</strong> A Templar must be good.</p><p><strong>Hit Die: </strong>d8</p><p><strong>Class skills:</strong> Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (religion), Ride, and Swim</p><p><strong>Skill points: </strong>(2+Int modifier)x4 at first level, (2+ Int modifier) at each additional level</p><p></p><p><span style="font-size: 15px">Class features</span></p><ul> <li data-xf-list-type="ul"><strong>Weapon and Armor Proficiency: </strong>Templars are proficient in all martial weapons, shields other than a tower shield, and all types of armor.<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Aura (Ex):</strong> A Templar has a Good Aura.<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Spells:</strong> Templars are spontaneous casters and use the Bard charts both for spells per day and spells known. In addition all Templars learn a certain spell per spell-level. This does not count against their spells known from Table 3-5 of the PHB. <br /> <br /> </li> <li data-xf-list-type="ul"><strong>Holy endurance:</strong> A Templar's training is exceptionally harsh. He gains endurance as a bonus feat at first level.<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Greater summoning</strong>: When a Templar of 4th level or higher casts mount, improved mount, or mass mount (see below) as a Templar spell, the mount or mounts gain certain bonuses depending on the level of the Templar. These bonuses make the mounts much harder to destroy but provide only a moderate boost to their offensive abilities. <em>Note</em>: Animals summoned by the various mounts spells act and fight as normal creatures and will generally avoid combat unless successfully directed by a rider using the normal riding rules.<br /> <br /> <ul> <li data-xf-list-type="ul"><em>Augmented mount</em>: Beginning at 3rd level the mounts gain a +4 enhancement bonus to strength and constitution.<br /> <br /> </li> <li data-xf-list-type="ul"><em>Improved mount</em>: Beginning at 6th level the mounts gain a +10' enhancement bonus to movement and the spell has a longer duration as if <em>extended</em> by the metamagic feat.<br /> <br /> </li> <li data-xf-list-type="ul"><em>Tough mount</em>: Beginning at 8th level the mounts gain +2 hit points per class level of the Templar.<br /> <br /> </li> <li data-xf-list-type="ul"><em>Lucky mount</em>: Beginning at 10th level the mounts gain the improved evasion feat and gain a +2 luck bonus armor class and saving throws. <br /> <br /> </li> <li data-xf-list-type="ul"><em>Holy mount</em>: Beginning at 14th level the mounts are treated as if they had "protection from evil" constantly on them. Their natural attacks are considered "good" for purposes of overcoming DR.<br /> <br /> </li> <li data-xf-list-type="ul"><em>Tougher mount</em>: Beginning at 16th level the mounts natural armor bonus is improved by +2 and their hit point bonus is changed to +3 per class level of the Templar. Their movement is also improved by an additional +10'.<br /> <br /> </li> <li data-xf-list-type="ul"><em>Blessed mount</em>: Beginning at 20th level the mounts may <em>air walk</em> for a total of 20 minutes a day (this may be used as needed, but can't exceed 20 minutes per mount) and also provide their rider with a +10 competence bonus to any ride check made.</li> </ul><br /> <br /> </li> <li data-xf-list-type="ul"><strong>Holy blessing</strong>: Starting at level 12, a templar may invoke the favor of his god at wll. He may cast one of his spells as a swift action once per day. This spell must be one of the following: bless weapon, bless, shield other, improved mount, prayer, or holy sword. At 18th level and above, the Templar may do this twice a day.</li> </ul><p></p><p>A Templar has the BAB of a fighter and the saves of a cleric.</p><p></p><p></p><p><span style="font-size: 15px">Spell list: </span> </p><p>* This spell is known for free by all Templars</p><p>+ From BoED</p><p>& New spell, see below</p><p></p><p><span style="font-size: 15px">0 level</span></p><p>Create Water</p><p>Cure minor wounds</p><p>Detect Magic</p><p>Detect Poison</p><p>Guidance</p><p>Light</p><p>Mending</p><p>Purify Food and drink</p><p>Resistance</p><p>Virtue</p><p></p><p><span style="font-size: 15px">1st</span> </p><p>Bless</p><p>Bless Weapon*</p><p>Cure Light Wounds</p><p>Detect Undead</p><p>Disrupt Undead</p><p>Divine Favor</p><p>Endure Elements</p><p>Magic Weapon</p><p>Mount</p><p>Protection from Evil</p><p>Restoration, Lesser</p><p>Shield of Faith</p><p>True Strike</p><p></p><p><span style="font-size: 15px">2nd</span> </p><p>Align Weapon (good only)</p><p>Augury</p><p>Bull’s Strength</p><p>Cure Moderate Wounds</p><p>Delay Poison</p><p>Improved Mount&*</p><p>Owl’s Wisdom </p><p>Protection from arrows</p><p>Remove Paralysis</p><p>Resist Energy</p><p>Shield Other</p><p>Status</p><p>Zone of Truth</p><p></p><p><span style="font-size: 15px">3rd </span></p><p>Cure Serious Wounds</p><p>Discern Lies</p><p>Dispel Magic</p><p>Magic Circle against Evil</p><p>Magic Vestment</p><p>Magic Weapon, Greater*</p><p>Prayer</p><p>Remove Blindness/Deafness</p><p>Remove Curse</p><p>Searing light</p><p></p><p><span style="font-size: 15px">4th</span> </p><p>Break Enchantment</p><p>Cure Critical Wounds</p><p>Death Ward</p><p>Dismissal</p><p>Dispel Evil</p><p>Divine Power</p><p>Freedom of Movement</p><p>Holy Sword*</p><p>Mark of Justice+</p><p>Mass Mount &</p><p>Neutralize poison</p><p>Restoration</p><p></p><p><span style="font-size: 15px">5th</span></p><p>Call Faithful Servants+</p><p>Crown of Flame+</p><p>Cure light wounds, mass</p><p>Disrupting Weapon</p><p>Righteous Might</p><p>Spell Resistance</p><p>True Seeing</p><p>Vanishing Weapon*+</p><p></p><p><span style="font-size: 15px">6th</span></p><p>Banishment</p><p>Bastion of Good+</p><p>Cure moderate wounds, mass</p><p>Dispel magic, Greater</p><p>Forbiddance</p><p>Heal</p><p>Hero’s feast</p><p>Holy Word* </p><p>Restoration, Greater</p><p>Undeath to death</p><p></p><p></p><p></p><p>Improved Mount</p><p>As the mount spell except:</p><ul> <li data-xf-list-type="ul">remove the material component and add a divine focus</li> <li data-xf-list-type="ul">May summon a warhorse of any size or war-trained dog which, at the caster's option, may come equipped with chain-shirt barding. </li> </ul><p>Mass Mount</p><p>As the mount spell except:</p><ul> <li data-xf-list-type="ul">Remove the material component and add a divine focus</li> <li data-xf-list-type="ul">Casting time is one minute</li> <li data-xf-list-type="ul">May summon one “point” worth of mounts per caster level. A light horse or pony counts as one point, while a warhorse (light or heavy) or a war-trained dog counts as two. The two-point creatures may, at the caster's option, come equipped with chain-shirt barding. </li> </ul><p></p><p>-- edit spelling</p></blockquote><p></p>
[QUOTE="brehobit, post: 1729282, member: 12032"] OK, here is the whole class: [COLOR=Red](update 11/07 to add a few powers for balance against newer classes and spell lists, plus it was on the weak side to begin with I think...)[/COLOR] Templars are warrior priests of good. Their spell casting power is greater than that of a Paladin, but poorer than a cleric. Their spells are almost entirely dedicated to enhancing their own combat power, aiding a large group of comrades-in-arms, and defeating evil extra-planer creatures. [SIZE=5]Game Rule information[/SIZE] [B]Abilities:[/B] Wisdom determines how powerful a spell a templar can cast, how many spells he can caster per day, and how hard these spells are to resist. Strength plays a major role in their combat abilities. [B]Alignment:[/B] A Templar must be good. [B]Hit Die: [/B]d8 [B]Class skills:[/B] Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (religion), Ride, and Swim [B]Skill points: [/B](2+Int modifier)x4 at first level, (2+ Int modifier) at each additional level [SIZE=4]Class features[/SIZE] [list] [*][B]Weapon and Armor Proficiency: [/B]Templars are proficient in all martial weapons, shields other than a tower shield, and all types of armor. [*][B]Aura (Ex):[/B] A Templar has a Good Aura. [*][B]Spells:[/B] Templars are spontaneous casters and use the Bard charts both for spells per day and spells known. In addition all Templars learn a certain spell per spell-level. This does not count against their spells known from Table 3-5 of the PHB. [*][B]Holy endurance:[/b] A Templar's training is exceptionally harsh. He gains endurance as a bonus feat at first level. [*][B]Greater summoning[/b]: When a Templar of 4th level or higher casts mount, improved mount, or mass mount (see below) as a Templar spell, the mount or mounts gain certain bonuses depending on the level of the Templar. These bonuses make the mounts much harder to destroy but provide only a moderate boost to their offensive abilities. [i]Note[/i]: Animals summoned by the various mounts spells act and fight as normal creatures and will generally avoid combat unless successfully directed by a rider using the normal riding rules. [list] [*][i]Augmented mount[/i]: Beginning at 3rd level the mounts gain a +4 enhancement bonus to strength and constitution. [*][i]Improved mount[/i]: Beginning at 6th level the mounts gain a +10' enhancement bonus to movement and the spell has a longer duration as if [i]extended[/i] by the metamagic feat. [*][i]Tough mount[/i]: Beginning at 8th level the mounts gain +2 hit points per class level of the Templar. [*][i]Lucky mount[/i]: Beginning at 10th level the mounts gain the improved evasion feat and gain a +2 luck bonus armor class and saving throws. [*][i]Holy mount[/i]: Beginning at 14th level the mounts are treated as if they had "protection from evil" constantly on them. Their natural attacks are considered "good" for purposes of overcoming DR. [*][i]Tougher mount[/i]: Beginning at 16th level the mounts natural armor bonus is improved by +2 and their hit point bonus is changed to +3 per class level of the Templar. Their movement is also improved by an additional +10'. [*][i]Blessed mount[/i]: Beginning at 20th level the mounts may [i]air walk[/i] for a total of 20 minutes a day (this may be used as needed, but can't exceed 20 minutes per mount) and also provide their rider with a +10 competence bonus to any ride check made. [/list] [*][B]Holy blessing[/b]: Starting at level 12, a templar may invoke the favor of his god at wll. He may cast one of his spells as a swift action once per day. This spell must be one of the following: bless weapon, bless, shield other, improved mount, prayer, or holy sword. At 18th level and above, the Templar may do this twice a day. [/list] A Templar has the BAB of a fighter and the saves of a cleric. [SIZE=4]Spell list: [/SIZE] * This spell is known for free by all Templars + From BoED & New spell, see below [SIZE=4]0 level[/SIZE] Create Water Cure minor wounds Detect Magic Detect Poison Guidance Light Mending Purify Food and drink Resistance Virtue [SIZE=4]1st[/SIZE] Bless Bless Weapon* Cure Light Wounds Detect Undead Disrupt Undead Divine Favor Endure Elements Magic Weapon Mount Protection from Evil Restoration, Lesser Shield of Faith True Strike [SIZE=4]2nd[/SIZE] Align Weapon (good only) Augury Bull’s Strength Cure Moderate Wounds Delay Poison Improved Mount&* Owl’s Wisdom Protection from arrows Remove Paralysis Resist Energy Shield Other Status Zone of Truth [SIZE=4]3rd [/SIZE] Cure Serious Wounds Discern Lies Dispel Magic Magic Circle against Evil Magic Vestment Magic Weapon, Greater* Prayer Remove Blindness/Deafness Remove Curse Searing light [Size=4]4th[/Size] Break Enchantment Cure Critical Wounds Death Ward Dismissal Dispel Evil Divine Power Freedom of Movement Holy Sword* Mark of Justice+ Mass Mount & Neutralize poison Restoration [Size=4]5th[/Size] Call Faithful Servants+ Crown of Flame+ Cure light wounds, mass Disrupting Weapon Righteous Might Spell Resistance True Seeing Vanishing Weapon*+ [Size=4]6th[/Size] Banishment Bastion of Good+ Cure moderate wounds, mass Dispel magic, Greater Forbiddance Heal Hero’s feast Holy Word* Restoration, Greater Undeath to death Improved Mount As the mount spell except: [list] [*]remove the material component and add a divine focus [*]May summon a warhorse of any size or war-trained dog which, at the caster's option, may come equipped with chain-shirt barding. [/list] Mass Mount As the mount spell except: [list] [*]Remove the material component and add a divine focus [*]Casting time is one minute [*]May summon one “point” worth of mounts per caster level. A light horse or pony counts as one point, while a warhorse (light or heavy) or a war-trained dog counts as two. The two-point creatures may, at the caster's option, come equipped with chain-shirt barding. [/list] -- edit spelling [/QUOTE]
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