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Templar base class (Round 2, this time as an offensive cleric)
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<blockquote data-quote="Typhoonoftempest" data-source="post: 4533144" data-attributes="member: 79277"><p>alrighty, here's the main text:</p><p> </p><p>Templar</p><p> </p><p>hit die:</p><p>1d8</p><p> </p><p>random starting age:</p><p>Race: Adulthood: Modifier:</p><p>Human 15 years +1d4</p><p>Dwarf 40 years +3d6</p><p>Elf 110 years +4d6</p><p>Gnome 40 years +4d6</p><p>Half-elf 20 years +1d6</p><p>Half-orc 14 years +1d4</p><p>Halfling 20 years +2d4</p><p> </p><p>base attack bonus:</p><p>level attack fort . . ref . . will . . . . Spells per day</p><p>. . . .bonus bonus bonus bonus 0 1st 2nd 3rd 4th 5th 6th</p><p>1st +0 +0 +0 +1 1</p><p>2nd +1 +0 +0 +1 2</p><p>3rd +2 +1 +1 +2 3 1 </p><p>4th +3 +1 +1 +2 3 1</p><p>5th +3 +1 +1 +2 4 2</p><p>6th +4 +2 +2 +3 4 3 1</p><p>7th +5 +2 +2 +3 4 3 1</p><p>8th +6/+1 +2 +2 +4 4 4 2</p><p>9th +6/+1 +3 +3 +4 5 4 3 1</p><p>10th +7/+2 +3 +3 +4 5 4 3 1</p><p>11th +8/+3 +3 +3 +5 5 4 4 2</p><p>12th +9/+4 +4 +4 +5 5 5 4 3 1</p><p>13th +9/+4 +4 +4 +5 5 5 4 3 1</p><p>14th +10/+5 +4 +4 +6 5 5 4 4 2</p><p>15th +11/+6/+1 +5 +5 +6 6 5 5 4 3 1</p><p>16th +12/+7/+2 +5 +5 +7 6 5 5 4 3 1</p><p>17th +12/+7/+2 +5 +5 +7 6 5 5 4 4 2</p><p>18th +13/+8/+3 +6 +6 +7 6 6 5 5 4 3 1</p><p>19th +14/+9/+4 +6 +6 +8 6 6 5 5 4 3 1</p><p>20th +15/+10/+5 +6 +6 +8 6 6 5 5 4 4 2</p><p> </p><p>skill points:</p><p>1st level: (4 + int mod) x 4</p><p>each level afterwords: 4 + int mod</p><p> </p><p>skills:</p><p>concentration</p><p>craft</p><p>diplomacy</p><p>intimidate</p><p>knowledge: history</p><p>knowledge: religion</p><p>knowledge: arcana</p><p>knowledge: the planes</p><p>spellcraft</p><p>use magic device</p><p> </p><p>additional:</p><p>proficient with all simple/martial weapons and light/medium armors. Can use shields (but not tower shields).</p><p>can cast any spell from their own Templar spell list</p><p>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)</p><p>they must not associate willingly with anyone who is of an opposing alignment</p><p>their code must be similar to their order's code</p><p>for other purposes for alternate playstyles, treat a Templar as if he were a Ranger</p><p> </p><p>Class features:</p><p>Orders (0ith level)</p><p>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.</p><p>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.</p><p> </p><p>Armor Familarity (5th level)</p><p>light and medium armors no longer incur the same check penalties as they did before.</p><p>only the Chain Shirt light armor incurs a check penalty (-1) for light armors.</p><p>all medium armor decrease their check penalties by two.</p><p>ex: hide armor now incurs a -1 check penalty</p><p>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)</p><p>this does NOT stack with other abilities that changes check penalties; a Templar may take whichever bonus is higher.</p><p>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).</p><p>at the 17th level, penalties of stacked armor is only multiplied once and not 1 1/2</p><p> </p><p>Aura of holy (12th level, good/lawful aligned)</p><p>this aura causes 1d6 + caster level damage to any wicked (evil or chaotic) creature.</p><p>within 20 ft every 1d4 rounds, increasing by 1d4 DC for every successful hit.</p><p>aura raises an additional d6 per 4 levels gained.</p><p>fortitude save (DC 7 + caster level) negates.</p><p>once negated, the creature can no longer be affected by the same aura for 24 hours.</p><p>this aura only comes up when Templar is threatened, angry, or in combat.</p><p>this aura can be suppressed if the character can make a will save (DC 25).</p><p>this aura can function when the Templar is conscious, but not when he is unconscious or dead.</p><p> </p><p>Aura of wicked (12th level, evil/chaotic aligned)</p><p>this aura causes 1d6 + caster level damage to any holy (good or lawful) creature.</p><p>within 20 ft every 1d4 rounds, increasing by 1d4 DC for every successful hit.</p><p>aura raises an additional d6 per 4 levels gained.</p><p>fortitude save (DC 7 + caster level) negates.</p><p>once negated, the creature can no longer be affected by the same aura for 72 hours.</p><p>this aura is always active and cannot be supressed.</p><p>this aura functions when the Templar is conscious, but not when he is unconscious or dead.</p><p> </p><p>Blessed Armor (18th level, good/lawful aligned)</p><p>any light or medium armor the Templar wears gains a +1 enhancement bonus</p><p>-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).</p><p>already enhanced items increase further until +5, which it does not enhance any further</p><p>+5 armors instead receive -3 damage reduction</p><p>this does NOT stack with other abilities that changes check penalties; a Templar may take whichever bonus is higher.</p><p> </p><p>Cursed Armor (18th level, evil/chaotic aligned)</p><p>any light or medium armor the Templar wears gains a +1 enhancement bonus</p><p>-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).</p><p>already enhanced items increase further until +5, which it does not enhance any further</p><p>+5 armors instead receive -3 damage reduction</p><p>this does NOT stack with other abilities that changes check penalties; a Templar may take whichever bonus is higher.</p><p> </p><p> </p><p>Ex-Templars:</p><p>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.</p><p> </p><p>---! 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 <em>not</em> good with those.</p></blockquote><p></p>
[QUOTE="Typhoonoftempest, post: 4533144, member: 79277"] 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 [I]not[/I] good with those. [/QUOTE]
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Templar base class (Round 2, this time as an offensive cleric)
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