Gold Templar (3.5e Prestige Class)

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Gold Templar
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Gold Templar[edit]

Paladins of the Alliance of the Sun, also known as Gold Templars, act as missionaries and wandering healers. The Gold Templars usually serve to aid folk who are in need of their healing and protection.

Gold Templars can often be found wandering the lands, acting as defenders, missionaries, healers, and priests. Through their association with the healers of the gods, the Gold Templars learn to master their own arts of healing, developing their abilities in the laying-on of hands and disease removal.

The Gold Templars are known for the golden sun shield device that many sew onto their clothing or wear around their necks. Many paladins and cleric/paladins take up this badge as part of their calling.

Requirements[edit]

To qualify to become a Gold Templar, a character mus fulfill all of the following criteria:

Ability: The character must have the ability to lay on hands and remove disease.

Alignment: Lawful Good

Base Attack Bonus: +5

Deity: Lawful Good

Skill: Concentration 4 ranks, Heal 8 ranks, Knowledge (Religion) 3 ranks

Spellcasting: Must be ale to cast cure light wounds

Special: Must be part of the Alliance of the Sun or a similar Lawful Good order.

Gold Templar
Hit Die: d10

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells/Day
1st +0 +2 +0 +2 Healer's touch +1, master healer +1 level of paladin spellcasting
2nd +1 +3 +0 +3 Remove disease 1/week, toughness +1 level of paladin spellcasting
3rd +1 +3 +1 +3 Healer's touch +2, token of gold +1 level of paladin spellcasting
4th +1 +4 +1 +4 Remove disease 2/week, spontaneous curing +1 level of paladin spellcasting
5th +1 +4 +1 +4 Healer's touch +3, empowered curing +1 level of paladin spellcasting
6th +1 +5 +2 +5 Remove disease 3/week +1 level of paladin spellcasting
7th +1 +5 +2 +5 Healer's touch +4, curative enchanter +1 level of paladin spellcasting
8th +1 +6 +2 +6 Remove disease 4/week +1 level of paladin spellcasting
9th +1 +6 +3 +6 Healer's touch +5, maximized curing +1 level of paladin spellcasting
10th +1 +7 +3 +7 Remove disease 5/week +1 level of paladin spellcasting

Class Skills 2 + Int modifier
The Gold Templar's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), and Ritual Casting* (Con, exclusive skill).

* See Relics and Rituals

Class Features[edit]

All of the following are class features of the Gold Templar prestige class.

Weapon and Armor Proficiency: Gold Templars gain no additional proficiencies with weapons and armor.

Spellcasting: The Gold Templar continues to advance in his mastery of paladin's magic. Every level, the Gold Templar gains new spells per day as if he had also gained a paladin level.

In addition, the following spells are added to the spells available for preparation by the Gold Templar:

  • 1st—Deathwatch, shield other
  • 2nd—Cure moderate wounds, lesser restoration
  • 3rd—Cure serious wounds, life-force transfer*
  • 4th—Cure critical wounds, death ward, holy channel*, restoration

* From Relics and Rituals

Healer's Touch: The Gold Templar's levels stack with those of the paladin for the purposes of determining the number of hit points per day he may heal with lay on hands. Additionally, at every odd level, he receives a bonus (as indicated above) to his Charisma modifier for the purposes of determining the number off points per day he may heal with lay on hands.

For instance, Lady Gold (a Paladin 7/Gold Templar 3 with a Charisma of 17) can heal 50 hit points per day (+3 Charisma modifier, +2 Healer's Touch bonus, 10 total levels: [3 + 2] x 10 total hit points per day).

Master Healer (Ex): The Gold Templar has the ability to Take 10 on Heal skill checks, even in stressful situations.

Remove Disease (Sp): Beginning at 2nd level, a Gold Templar can remove disease, as per the spell remove disease, once per week. Remove disease is a spell-like ability for Gold Templars. Every even level thereafter, the Gold Templar gains the ability to use remove disease one additional time per week.

Toughness: At 2nd level, the Gold Templar receives Toughness as a bonus feat.

Token of Gold: At 3rd level, the Gold Templar is able to consecreate holy symbols of his goddess to act as channels for curative magic he casts. Doing so costs him 50 XP and imbues the holy symbol with a golden sheen. The Gold Templar may channel healing energy, whether through a cure spell or that of lay on hands, through the token from a distance of up to 90 ft., in essence allowing him to cast cure spell and use lay on hands from a distance, but only on those who are wearing one of his tokens. These tokens occupy the same slot as the holy symbol, usually the necklace slot.

The Gold Templar also has imprecise knowledge of how healthy those wearing the tokens are, even if they are outside of that 90 ft. area, while they are on the same plane—his knowledge is limited to knowing that the target is healthy (full hit points), wounded (between half and full hit points), grievously wounded (between half and zero hit points, including zero hit points), dying (between zero and -10 hit points), dead (-10 hit points and below or dead), and unknown (character is petrified, imprisoned, on another plane, blocked from scrying effects, etc.) This ability is a scrying effect.

Spontaneous Curing: At 4th level, Gold Templars learn to channel stored spell energy into healing spells that they haven't prepared ahead of time. Instead of casting a normal spell, a Gold Templar can expend the spell and cast a cure spell of the same level or lower.

Empowered Curing: At 5th level, the Gold Templar gains the ability to boost his cure spells wit positive energy. By expending a Turn Undead use when casting a cure spell, that spell is treated as though it were augmented with the Empower Spell feat.

Curative Enchanter: At 7th level, the Gold Templar's ability to enchant items that contain healing magic improves. Thought this ability does not grant any ability to craft magic items in and of itself, if the Gold Templar already possesses such feats and uses them to create items that require cure spells as part of their creation, the cost on these items in both gp and XP is reduced by 25%. This includes wands, potions, and scrolls as well as other items. Note that if an items has multiple functions, only reduce the cost for enchanting the part of the item that deals with curative magic.

Maximized Curing: At 9th level, the Gold Templar gains the ability to boost his cure spells with positive energy. By expending a Turn Undead use when casting a cure spell, that spell is treated as though it were augmented with the Maximize Spell feat. This ability may be stacked with Empowered Curing (see above), but costs two uses of the Turn Undead ability.


Scarred Land Campaign Setting: Ghelspad Copyright 2002, White Wolf Publishing, Inc.

Permission to use this content granted via "Designation of Open Game Content", page 1, Scarred Lands Campaign Setting: Ghelspad. Alterations were made to this entry to avoid items designated as product identity or to bring the entry in line with the 3.5 rules set.


Back to Main Page3.5e HomebrewClassesPrestige Classes
Back to Main PagePublication ListPublishersWhite Wolf PublishingScarred Lands Campaign Setting: Ghelspad

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