Templar (Vampire's 3.5e Class)
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|Editing:||Constructive edits welcome|
The Templar are also known as Knights of Divine Favor, and they have existed for millenia. In many ways they are similar to Paladins. Templars do not use spell casting in the traditional sense and instead they use their own Divine spells known as "Purification Arts". Unlike Paladins, Templars work as an army and not individual warriors. Templars do not serve a king, instead living in a collectivist unit known as a Sect and are forced to forfeit all their previous properties. Templars are extremely devoted to their god and will drive forward when most would turn back.
Templar can have any alignment as long as they can justify their cause under their chosen deity. All Templars, even Templars of an evil or chaotic alignment, feel their cause is righteous and sanctified in the eyes of their own deity. If a Templar comes across a person that the Templar considers to be decidedly against their own beliefs and a willfully acting against their deity, the Templar will first seek peaceful methods to try to convince the person what they are doing is unjust. If that fails, then the Templar could willingly smite the person and retain a Good and Lawful alignment. If the person is allowed to do this in the laws of his culture the Templar will attempt converting the culture, or they can mobilize against the culture as an enemy of their deity. Templars have compassion for the weak and the poor. Templars rarely interfere with the doings of other Templars, as to not provoke open war.
Making a Templar
Templars are best when fighting Wizards and other Spell-casting Classes.
Abilities: Strength and Wisdom.
Races: Any (Mostly Human).
Starting Gold: 2d8×10 gp.
Starting Age: Simple.
|2nd||+2||+2||+1||+4||Will of the Gods|
|6th||+5||+3||+3||+7||Even the Odds, Bonus Feat|
|8th||+7/+1||+4||+5||+8||Anticpation +2, Smite1|
|11th||+8/+3||+5||+6||+9||Anticpation +3, Bonus Feat|
|20th||+15/+11/+5||+9||+11||+15||Anticpation +6, Holy Smite, Bonus Feat|
Class Skills (10 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Templar.
Weapon and Armor Proficiency: Templars are proficient with all Simple Weapons and Martial Weapons. Templars are proficient with light and medium armor, and are also proficient with shields.
Will of the Gods (Ex): At 2nd level, when a spell is cast on a Templar(even if it does not succeed) the caster loses a prepared spell (Or a spell slot, if they are a spontaneous caster) of their choosing.
Templar's Spirit (Su): 4th level Templars get a +2 bonus to saves against Enchantments of spells and spell-like abilities. Also, Templars can reroll any save against any spell cast on them. They use the higher result.
Anticipation: The thrill of hunting Wytches and Demonspawn burns in the blood of the Templars. Starting at the 5th level Templar's gain a bonus to attack and damage rolls against creatures that have the ability to cast spells equal to the ability bonus. At level 5, it starts at +1 and increases every 3 levels thereafter (8th level +2, 11th level +3, etc.).
Even the Odds (Ex): At the 6th level Templars become even better at hunting spellcasters. Templars now have a permanent +2 bonus to attack rolls against creatures that can cast spells. Also, when they are within 15' of a creature that can cast spells, they can make a movement into a space adjacent to the creature without provoking an attack of opportunity.
Iron-Caste Faith (Su): At 7th level, if a Templar is not the target of a spell they are not affected by it, even if it contradicts the effect of the spell.
Smite (Sp): Once per encounter, a Templar at the 8th level can use the Spell-like ability "Smite". This ability causes her sword to become imbued with a Holy Aura that lasts for a number of minutes equal to her character level. When a caster is hit with a sword imbued with Holy Aura it loses 6 prepared spells/spell slots. If the caster has no more prepared spells/spell slots, then it begins taking damage equal to the number of prepared/spell slots it originally had. At 12th level, they lose 12 prepared spells/spell slots and take double the damage described. At 18th level, the caster loses all prepared spells/spell slots when attacked with the Holy Aura, but still only takes double damage.
Frightening Presence (Su): Twice per day, a Templar at the 13th level can cause a caster to become Stunned until the start of the Templar's next turn. The caster must be able to see the Templar.
Divine Grace: At 15th level Templars can make a reflex save (DC 25) to avoid hostile spells and spell-like abilities.
Overconfidence (Su): When a Templar of 19th level attacks a spellcaster, they must make a Fortitude save (DC: 10 + 1/2 Templar's Class Level + the Templar's Wisdom modifier) or become prone and Shaken until the end of the Templar's next turn. If the caster is hit while prone, they must make the same Fortitude save or die.
Holy Smite (Sp): At 20th level, a creature with prepared spells/spell slots that is hit with the Holy Aura must make a Fortitude save (DC: 10 + total number of prepared spells/spell slots the caster has + the Templar's Wisdom modifier) or die.
If a Templar defiles his own belief, or is targeted by an enemy Templar faction, the result is usually death. Though there are known Templar exiles, and they seem to have retained all the learnings they had as part of the order.
Human Templar Starting Package
Weapons: Longsword, Short Bow
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: Rapid Metabolism.
Gold: 4d10 gp.
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