True Templars and Stunning Smites

Carpe DM

First Post
I was fiddling about with the idea of a "True Templar" -- that is, a mix of monk and paladin levels leading up to the Templar prestige class that would represent the mix of holy orders and fighting discipline that the warrior monks originally used.

I noticed something odd, though, which I'm sure you've all noticed some time back: with a Ki weapon, a Monk - Templar could deliver a stun with a regular weapon, and the DC continues to rise with the character's level progression.

Thus:

Monk 1 / Paladin 5 / Templar 8, with spirited charge could deliver x3 damage, stun, and (with pain touch) leave the stunned target nauseated for the next round after the ride-by attack. Rinse and repeat.

And the Templar's feat progression, extra spell slots for low-level Pal. spells (which are all the good ones anyway), and smite progression don't leave the character out in the cold either.

That's pretty scary.

Edit --

By the way, has anyone tried the Divine Metamagic / Quicken Spell / Extra Turning route for a Paladin - style character? It seems to me that the ability to turn on Holy Sword or Divine Sacrifice as a free action would be pretty darn useful.

Carpe
 
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If by "fighting discipline that the warrior monks originally used" you are refering to the Knights Templar, the order of warrior monks who existed during the middle ages, I don't think a level of monk would do good in representing how they fought. ;)

Other than that it sounds interesting and quite powerful.
 

Carpe DM said:
By the way, has anyone tried the Divine Metamagic / Quicken Spell / Extra Turning route for a Paladin - style character? It seems to me that the ability to turn on Holy Sword or Divine Sacrifice as a free action would be pretty darn useful.

I looked into it this briefly when I first started reading CD. It can be a rather nice combination, but I think it's just too expensive to make it work. Every time you use the Divine Metamagic feat with Quicken, it's going to cost you 5 turning attempts. That's an awful lot for one free action. It might come in really handy every once in a while, but isn't something you're going to be able to use very often. And spending three feats on a chain you can only use a couple of times a day at most is an pretty big cost. Doubly so for the paladin, whose feats are few and highly valuable.
 

Other than that it sounds interesting and quite powerful.

Having played one (Valentine), I can say that yes - Monkadins are very fun.

Edit/Additional: Though I havn't tried one with the Templar bit mixed in yet, I'll admit.
 
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Having played this out more completely, there's another hidden drawback to the quicken / extra turn / divine meta combo: With that many non-fighter selectable feats, you're going to backload the payoff in the character.

If you go monk 1 / Pal 5 / Temp 8 you'll complete the payoff by 14th level, which I think is about the best you can do.

Of course, this leaves you vulnerable to "What next" phenomenon: you can't go back to monk, or pal, and you're rapidly running out of Templar levels. The full progression for 20 levels would be monk 2 / Pal 8 / Temp. 10, but of course that would delay the payoff of your last figher feat until 18th level.

Edit:

I should add, though, you can do the important stuff by 12th level, if you're willing to put your 8th level Templar extra feat into some other random fighter-feat (such as weapon-focus, Lance, in preparation for Cavalier).
 
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