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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: 4562846" data-attributes="member: 79277"><p><strong>sblocks!</strong></p><p></p><p>alrightythen, here's everything in a smaller package:</p><p> </p><p>[sblock=main_sheet]</p><p>Templar</p><p>hit die:</p><p> 1d8</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>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>skill points:</p><p> 1st level: (4 + int mod) x 4</p><p> each level afterwords: 4 + int mod</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</p><p> 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) they must not associate willingly with anyone who is of an opposing alignment 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</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</p><p> 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> 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. ex: hide armor now incurs a -1 check penalty </p><p>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)</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</p><p> 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> 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 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> Aura of wicked (12th level, evil/chaotic aligned)</p><p> 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</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> Blessed Armor (18th level, good/lawful aligned)</p><p> 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</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</p><p> whichever bonus is higher.</p><p> Cursed Armor (18th level, evil/chaotic aligned)</p><p> 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</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</p><p> whichever bonus is higher.</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>[/sblock]</p><p>[sblock=spells]</p><p>unless described, the following are treated as if they were cleric spells of the same name and level</p><p>0ith level spells:</p><p> Alarm</p><p> Detect Magic</p><p> Detect Poison</p><p> Entangle</p><p> Guidence</p><p> Jump</p><p> Light</p><p> Longstrider</p><p> Magic Strike</p><p> 1d4 plus wisdom; damage to single target</p><p> add extra damage (as a d4) for each caster level gained</p><p> can be cast free action</p><p> only on the caster's turn</p><p> caster cannot cast any other spells for the round</p><p> does not provoke an attack of oppertunity</p><p> must have a free hand to cast</p><p> has a range of four squares</p><p> upon gaining 'Magic Blast', the Templar gains the ability to cast 'Magic Missile' at</p><p> half his caster level as a 0ith level spell</p><p> Read Magic</p><p> Spell Drain</p><p>1st level spells:</p><p> Bane</p><p> Bless</p><p> Command</p><p> Comprehend Languages</p><p> Deathwatch</p><p> Detect Chaos/Evil/Good/Law</p><p> 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)</p><p> Divine Favor</p><p> Doom</p><p> Endure Elements</p><p> Entropic Shield</p><p> Magic Spike</p><p> 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.</p><p> must be the same caster within a 24 hour time period</p><p> the spell lasts up to a month or 30 detections, whichever comes first</p><p> can be dispelled early by expending a 0ith level spell on the item</p><p> Protection from Chaos/Evil/Good/Law</p><p> same restriction as the Templaric 'Detect' spells</p><p> Shield of Faith</p><p>2nd level spells:</p><p> Aid</p><p> Align Weapon</p><p> similar restriction as with 'Detect' spells, but a neutral Templar can align the weapon to any alignment</p><p> Augury</p><p> Darkness</p><p> Death Knell</p><p> Hold Person</p><p> Magic Shot</p><p> 2d4 plus wisdom; damage to single target</p><p> add extra damage (as 2d4) for each caster level gained</p><p> works as Magic strike otherwise; replaces 'Magic Strike'</p><p> Owl's Wisdom</p><p> Remove Paralysis</p><p> Resist Energy</p><p> This Templaric version lasts 20 minutes per level instead of 10</p><p> Restoration, Lesser</p><p> Shatter</p><p> Sound Burst</p><p> Spiritual Weapon</p><p> Status</p><p> Zone of Truth</p><p>3rd level spells:</p><p> Alter Alignment</p><p> this spell temporarly alters a target's alignment for 1d4 + caster level rounds</p><p> targets must be a living creature with the capacity to have an alignment</p><p> Caster's Bane</p><p> when a Templar uses this spell, it increases the arcane failure of any spell made against</p><p> him, either by spacific targeting or simply enveloping him, by 5% per spellrank gained.</p><p> to self only</p><p> spell lasts 1d4 + wis rounds</p><p> provokes an attack of oppertunity when cast, if acceptible</p><p> has a somotic component</p><p> can only be casted once per day, increasing in times cast per day every five levels</p><p> Contagion</p><p> Continual Flame</p><p> Daylight</p><p> Deeper Darkness</p><p> Dispel Magic</p><p> Flame Blade</p><p> as the 2nd level druidic spell, but with a few extras as follows:</p><p> the blade is of the same alignment as the wielder, and it deals slashing damage as</p><p> a longsword of the same category and same alignment</p><p> this spell does function underwater, but damage is halved</p><p> must specialize in swords to gain this spell</p><p> Flame Axe</p><p> as the spell 'Flame Blade', but creates an equivilant to a battleaxe instead</p><p> must specialize in axes to gain this spell</p><p> Flame Hammer</p><p> as the spell 'Flame Blade', but creates an equivilant to a warhammer instead</p><p> must specialize in blunt weapons to gain this spell</p><p> Glyph of Warding</p><p> Invisibility Purge</p><p> Magic Circle against Chaos/Evil/Good/Law</p><p> again, same restrictions as Templaric 'detect' spells</p><p> Magic Vestment</p><p> Prayer</p><p> Protection From Energy</p><p> Rightious Thunder</p><p> target gains 1d6 of thundering damage with their attacks</p><p> target has to be within 60 feet of caster (caster included)</p><p> if caster level goes above 5, target also gains 1d4 of aligned damage</p><p> damage alignment is caster's alignment, if any.</p><p> if the caster has no alignment (neutral), there is no extra damage</p><p> Searing Light</p><p> Water Breathing</p><p> this version lasts 3 hours/level instead of 2</p><p> Water Walk</p><p> this version lasts 20 minutes/level instead of 10</p><p>4th level spells:</p><p> Circle of Strength</p><p> gives all allies within 1d6+5 squares to have fast healing (2)</p><p> no attack deals lethal damage to allies affected by this spell</p><p> when hp of allies is droped pass 0, stablization automatically occurs</p><p> effect lasts 2d4 + caster level rounds</p><p> can only be cast 1d4 times a day</p><p> caster must secretly roll in the beginning of each day to find out how many times they</p><p> can cast the spell</p><p> they can prepare it up to four times, but instantly fail in casting it once they get</p><p> pass the amount of times they are allowed for that day</p><p> can only be cast by good aligned Templars</p><p> Circle of Weakness</p><p> anyone within 1d6+5 squares of the Templar makes a will save (DC 10 + caster level)</p><p> if failed, all attacks deal lethal damage to individuals who failed</p><p> death comes to effected when damage is raised to maxhp</p><p> any 'fast healing' ability is negated with this spell</p><p> effect lasts 2d4 + caster level rounds</p><p> can only be cast 1d4 times a day</p><p> caster must secretly roll in the beginning of each day to find out how many times they</p><p> can cast the spell</p><p> they can prepare it up to four times, but instantly fail in casting it once they get</p><p> pass the amount of times they are allowed for that day</p><p> can only be cast by evil aligned Templars</p><p> Death Ward</p><p> Dimensional Anchor</p><p> Discern Lies</p><p> Divination</p><p> Divine Power</p><p> Freedom of Movement</p><p> Holy Spiker</p><p> deals 1d6 damage per level (max of 10d6) that is lawful or good aligned for the purposes</p><p> of damage reduction</p><p> range is medium (100 feet + 20 feet per level)</p><p> Reflex save (DC 10 + caster level + caster wis modifier) for half</p><p> Imbue with Spell Ability</p><p> Magic Blast</p><p> 4d4 plus wisdom; damage to single target</p><p> add extra damage (as 3d4) for each caster level gained</p><p> works as Magic strike otherwise; replaces 'Magic Strike'</p><p> Magic Weapon, Greater</p><p> Restoration</p><p> Sending</p><p> Spell Drain, Greater</p><p> as 'Spell Drain', but doubles the number of spells that are drained from the target</p><p> Spell Immunity</p><p> Tongues</p><p> Undetectable Alignment</p><p> Wicked Spiker</p><p> deals 1d6 damage per level (max of 10d6) that is chaotic or evil aligned for the purposes</p><p> of damage reduction</p><p> range is medium (100 feet + 20 feet per level)</p><p> Reflex save (DC 10 + caster level + caster wis modifier) for half</p><p>5th level spells:</p><p> Atonement</p><p> Break Enchantment</p><p> Command, Greater</p><p> Commune</p><p> Dispel Chaos/Evil/Good/Law</p><p> yet again, same restrictions as the Templaric 'detect' spell</p><p> Flame Strike</p><p> Mark of Justice</p><p> Lawful or Chaotic only</p><p> Plane Shift</p><p> Righteous Might</p><p> strength, constitution, and AC bonuses are doubled</p><p> Scrying</p><p> Spell Resistance</p><p> True Seeing</p><p> Wall of Slow</p><p> any object flying at the templar for a round gets slowed in the air</p><p> the object's new speed is 1/32 of what it was prior to hitting the wall</p><p> can only face one direction at a time (including up)</p><p> will slow even other persons if they become airborne while attacking</p><p> people stuck in wall lose turn and becomes flatfooted</p><p> to see the wall requires a spot check (DC 18)</p><p>6th level spells:</p><p> Blade of faith</p><p> 6d8 plus wisdom mod; damage to target (line)</p><p> add 1d8 per level</p><p> damage is treated as lawful for purposes of overcoming damage reduction</p><p> saves</p><p> non-targets</p><p> can either make a foritude save or a reflex save to either avoid or absorb damage</p><p> foritude divided by 5 for damage reduction</p><p> natrual 1s get no damage reduction (cause they suck)</p><p> Reflex for "partial hit" targets</p><p> Target</p><p> Reflex for half damage (DC is caster wis +14)</p><p> notes:</p><p> casting takes two full round actions</p><p> first turn is actually casting the spell</p><p> provokes an attack of oppertunity, as usual</p><p> cannot be cast defensively</p><p> second turn is 'firing' the spell in a given direction</p><p> if caster casts a critical miss and losses the save, caster has to do a foritude</p><p> save</p><p> if save makes 15, then caster cannot use the spell again for a week</p><p> if not, then caster goes nova, imediately destroying anything within a 60' radius including self</p><p> range is considered as extreme (horizon or line of sight)</p><p> light emitted from ray will light for up to 1 km (on a level plain).</p><p> can only cast once per day</p><p> times per day increase every ten levels gained</p><p> can only be cast by lawful aligned Templars</p><p> this spell cannot be maximised, silenced, stilled, or extended</p><p> 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)</p><p> Dispel Magic, Greater</p><p> Fatal Corruption</p><p> 8d6 plus wisdom; damage to area (exclude non-hostile targets)</p><p> add 1d6 per two levels</p><p> damage is treated as evil for purposes of overcoming damage reduction</p><p> saves</p><p> must roll a fortitude save in hit zone</p><p> must make DC 20 (include fortitude save bonus) to keep fighting</p><p> if not, then target(s) are denied their turn</p><p> notes:</p><p> hits a 60' area multiplied by charisma modifier</p><p> light from spell brightens 40' from edge of target area</p><p> spell is active at time of casting, and continues for 1d4 +2 turns</p><p> can only cast once per day</p><p> times per day increase every ten levels gained</p><p> can only be cast by evil aligned Templars</p><p> this spell cannot be maximised, silenced, stilled, or extended</p><p> 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)</p><p> Fatal Redemption</p><p> 8d6 plus wisdom; damage to area (exclude non-hostile targets)</p><p> add 1d6 per two levels</p><p> damage is treated as good for purposes of overcoming damage reduction</p><p> saves</p><p> must roll a fortitude save in hit zone</p><p> must make DC 20 (include fortitude save bonus) to keep fighting</p><p> if not, then target(s) are denied their turn</p><p> notes:</p><p> hits a 60' area multiplied by wisdom modifier</p><p> light from spell brightens 40' from edge of target area</p><p> spell is active at time of casting, and continues for 1d4 +2 rounds</p><p> can only cast once per day</p><p> times per day increase every ten levels gained</p><p> can only be cast by good aligned Templars</p><p> this spell cannot be maximised, silenced, stilled, or extended</p><p> this spell always counts as the highest-level spell the Templar can cast, and as such at</p><p> the 21st level it becomes a 7th level spell (gaining 1d8 in damage while doing so), and</p><p> 8th level spell at the 26th level (again gaining a 1d8 in damage while doing so)</p><p> Geas/Quest</p><p> Glyph of Warding, Greater</p><p> Portal</p><p> once every three hours, a templar can open a portal to a place the templar has been</p><p> when templar steps though portal, it closes</p><p> when anything is half-way though the portal when it closes, makes a reflex save</p><p> save is dex based with a DC of 20, failure results in a second reflex save</p><p> save is dex based, DC of 15</p><p> success means a foot is left behind</p><p> failure by 1-5 means a leg is left behind</p><p> failure by 6-10 means half of the person's body is left behind (death!)</p><p> the portal itself stands for an hour before closing on it's own</p><p> the portal must be cast on a mostly smooth surface, at least ten feet away from a wall of</p><p> force or antimagic field</p><p> Sword of Vengence</p><p> 6d8 plus wisdom mod; damage to target</p><p> add 1d8 per level</p><p> damage is treated as chaotic for purposes of overcoming damage reduction</p><p> saves</p><p> non-targets</p><p> can either make a foritude save or a reflex save to either avoid or absorb damage</p><p> foritude divided by 5 for damage reduction</p><p> natrual 1s get no damage reduction (cause they suck)</p><p> Reflex for "partial hit" targets</p><p> Target</p><p> Reflex for half damage (DC is caster wis +4)</p><p> notes:</p><p> casting takes two full round actions</p><p> first turn is actually casting the spell</p><p> provokes an attack of oppertunity, as usual</p><p> cannot be cast defensively</p><p> second turn is 'firing' the spell in a given direction</p><p> if caster casts a critical miss and losses the save, caster has to do a foritude save</p><p> if save makes 15, then caster cannot use the spell again for a week</p><p> if not, then caster goes nova, imediately destroying anything within a 60' radius including self</p><p> range is considered as extreme (horizon or line of sight)</p><p> light emitted from ray will light for up to 1 km (on a level plain).</p><p> can only cast once per day</p><p> times per day increase every ten levels gained</p><p> can only be cast by chaos aligned Templars</p><p> this spell cannot be maximised, silenced, stilled, or extended</p><p> this spell always counts as the highest-level spell the Templar can cast, and as such at</p><p> the 21st level it becomes a 7th level spell (gaining 1d8 in damage while doing so), and</p><p> 8th level spell at the 26th level (again gaining a 1d8 in damage while doing so)</p><p> Symbol of Fear</p><p> Symbol of Persuasion</p><p>[/sblock]</p><p>[sblock=orders]</p><p>Templaric Orders</p><p> </p><p>Order of Law</p><p>Oaths:</p><p> must instill Law for the good of the Order and to further it's goals</p><p>Features:</p><p>Order of Good</p><p>Oaths:</p><p> must instill virtue for the good of the Order and to further it's goals</p><p>Features:</p><p>Cult of Chaos</p><p>Oaths:</p><p> must spread chaos for the good of the Order and to further it's goals</p><p>Features:</p><p>Cult of Evil</p><p>Oaths:</p><p> must spread villany for the good of the Order and to further it's goals</p><p>Features:</p><p>Cult of the Spellcaster</p><p>Oaths:</p><p> must use one's spells for the good of the Order and to further it's goals</p><p>Features:</p><p> 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)</p><p> when chosen this spell can be cast in place for an equivelant level spell, just like a cleric and it's spontanious casting.</p><p> The Templar choses a new spell to spontaniously cast every two caster levels</p><p> cannot select magic strike, magic shot, magic blast, fatal redemption, fatal corruption, blade of faith, or sword of vengence as spontaniously cast spells</p><p> 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.</p><p>Cult of the Martialist</p><p>Oaths:</p><p> must use one's weapons for the good of the Order and to further it's goals</p><p>Features:</p><p> starting at level 3, followers gain any two of the following</p><p> a +2 competence bonus to a save</p><p> a +1 dodge bonus to AC (is negated if the Templar is denied his dex bonus)</p><p> a +1 bonus to damage</p><p> a +1 bonus to attacks</p><p> a +2 strength bonus opposing grapples, bull-rushes, or being overran</p><p> +8 Hit points</p><p> a feat from the Fighter Bonus Feats list</p><p> These followers choose another one every four levels (7th, 11th, 15th, 19th)</p><p> at the 5th level, A Templar of this order may add their intellegence bonus to his attack rolls.</p><p> at 14th level, they may add their intellegence bonus to damage rolls as well. this bonus stacks with their strength/dexerity bonus.</p><p>Order of the <loremaster></p><p>Oaths:</p><p> must use one's knowledge to the best of one's ability</p><p> must use one's knowledge for the good of the Order and to further it's goals</p><p> must see as many possiblities as able for any given encounter</p><p> must always gain knowledge through the years (must add a point of skill to a knowledge check per level)</p><p>Features:</p><p> gain +2 skill points per level</p><p> add all knowledge skills to their class skill list</p><p> add survival to their class skill list</p><p> at 7th level, gain a +1 insight bonus to attack rolls on a successful survival check after</p><p> observing a creature for 1d4 rounds (DC 10 + creature CR), though the templar must reroll after each encounter</p><p> creatures of other planes have a DC of 15 + creature CR</p><p> 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</p><p> </p><p>!--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.</p><p>[/sblock]</p><p>still WIP, and sorry for the much-belated reply</p></blockquote><p></p>
[QUOTE="Typhoonoftempest, post: 4562846, member: 79277"] [b]sblocks![/b] 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 [/QUOTE]
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Templar base class (Round 2, this time as an offensive cleric)
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