Templar (3.5e Class)
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Much like the paladin archetype, Templars are highly disciplined knights that wield heavy armor, martial weaponry, and the religious power of a wholesome deity. Through a constant and undying fervor to serve their lords and their god, Templars gain extraordinary divine and physical powers which they use to protect the land from the unholy and the corrupt. As with knights and paladins, Templars are sturdy and resilient individuals who possess a divine health and the best armor that one can procure.
Templars are extremely devoted to their cause and to a god's purpose; they are so devoted to these guidelines, however, that they cannot multiclass into any other divine class. Templars may also not multiclass into an inherently unlawful class or design and may not do so even if they have become an ex-Templar.
Templars are renowned throughout ages of Knights and Paladins. Just like Paladins and Knights, Templars can be under any Deity and be any race. They are, however, truly Faithful until they last draw breath. They live with steadfast actions and devotion to their deity. They are known throughout history as not only Defenders of their Deity, but of their people and country as well. When they are in combat, they are harsh and will win by any means. Whether it be by their defense, or organized, brutal, and tactful offense.
Making a Templar
Templars are the favored knights of their god, defending the faith more effectively than a steel wall. A few Templars placed at the entrance of a temple is enough to keep most dangers out.
Abilities: Strength, Wisdom, and slight Charisma and Intelligence.
Races: Humans are most common, there are also records of human-born elves joining their ranks.
Alignment: "Any lawful". Templars are steadfast and strong. A templar is as likely to abandon his post, law, or duty as a dragon is to abandon his hoard. There is a certain amount of arrogance as well. A Templar is the first and best line of defense for his religion, and he knows it.
Starting Gold: starting gold; 6d4 X 100
Starting Age: "Simple"
|1st||+1||+2||+0||+ 3||Templar's Armor,Templar's Weapon,Deity's Blessing +1d6|
|3rd||+3||+3||+0||+ 4||Templar's Armor Improved,Deity's Blessing +2d6|
|5th||+5||+4||+0||+ 5||Deity's Blessing +3d6|
|6th||+6/+1||+5||+0||+ 5||Templar's Armor Improved|
|7th||+7/+2||+5||+0||+ 6||Deity's Blessing +4d6|
|9th||+9/+4||+6||+0||+ 7||Deity's Blessing +5d6|
|11th||+11/+6/+1||+7||+0||+ 8||Templar Mount,Templar's Armor Improved,Deity's Blessing +6d6|
|13th||+13/+8/+3||+7||+0||+ 9||Deity's Blessing +7d6|
|14th||+14/+9/+4||+7||+0||+ 10||Templar's Armor Improved|
|15th||+15/+10/+5||+7||+0||+ 11||Deity's Blessing +8d6|
|16th||+16/+11/+6/+1||+8||+0||+ 11||Templar's Armor Improved|
|17th||+17/+12/+7/+2||+8||+0||+ 12||Deity's Blessing +9d6|
|19th||+19/+14/+9/+4||+9||+0||+ 14||Deity's Blessing +10d6|
|20th||+20/+15/+10/+5||+10||+1||+ 15||Templar's Armor Improved|
Class Skills ( 5 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Religion) (Int), Knowledge (Royalty and Nobility) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Spellcraft (Int)
All of the following are class features of the Templar:
Weapon and Armor Proficiency: Templars are proficient with all simple weapons, as well as the favored weapon of their deity. Templars are proficient with all types of armor, but not with shields as they believe in smiting foes with their two-handed weapons.
Templar's Weapon (Ex): A Templar receives a blessed weapon from their Deity (usually Deity's weapon) that is considered Holy, and Masterwork. This weapon NEVER leaves a Templar's side, as he will do his own routine maintenance on it. Though, to have it improved any further, the Templar must pray to his Deity and wait for a response or sign or even a person signaling him that they are the one who has divine permission to bestow the Deity's blessing upon it. No one through any means can know about this but the Templar, and the person improving the weapon.
Deity's Blessing (Ex): If a Templar is using a 2-Handed weapon given to him by his deity the weapon increases the Templar's DR: by 2. The Templar's 2H weapon does an extra 1d6 points of damage for every other level, starting at 1. For this to apply the Templar must call upon his faith and succeed on a DC:10+Templar level Will Check to call upon his Divine Strength.
Templar's Armor (Su): A Templar has been granted a special type of armor by his deity. This armor is of whatever type his deity worshipers usually wear. A Templar's armor has the same AC bonus it usually does but in addition the armor increases the Templar's DR: by 3 and Spell Resistance by 10. As the Templar's Faith level increases so does the power of his Armor. At level 3 Armor improves to DR:4 SR:12, at level 6 Armor improves to DR:5 SR:15; at level 11 Armor improves to DR:8 SR:16; at level 14 Armor improves to DR:10 SR:18; at level 16 Armor improves to DR: 12 SR: 20; at level 20 Armor improves to DR:15 SR:22. This armor NEVER leaves the Templar, as he will do his own routine maintenance on it. Though, to have it improved any further, the Templar must pray to his Deity and wait for a response or sign or even a person signaling him that they are the one who has divine permission to bestow the Deity's blessing upon it. No one through any means can know about this but the Templar, and the person improving the armor.
Templar Mount (Ex): A Templar at Lv. 11 gains a companion to the end. Templars may not kill their mounts for any reason, it must die in combat or of old age. The Templar's Mount has 1 & 1/2 Hp as a Usual mount and its DR increases by 1.
If a Templar defiles his own belief he must undertake a special holy mission given to him by his god or be challenged by that god's champion. If the Templar wins the challenge then all is forgiven and the Templar may return to his duties.
|26th||Bonus Feat, Favored Foe +4|
|30th||Bonus Feat, Favored Foe +5|
5 + Int modifier skill points per level.
Human Templar Starting Package
Equipment: Chainmail, Robe adorned with Deity's Symbol, Whetstones, Rations x2, Wet-skin x2, Peasant's outfit, Holy Symbol (Silver), Light Steel Shield.
Weapons: Choose one: Bastard Sword, Long Sword, Great Sword, Lance, Spear, Deity's Weapon
Stats Example: Str:14, Dex:12, Con:16, Wis:16, Int:12, Char:11.
Skill Selection: Pick a number of skills equal to 5 + Int modifier.
Feat: Combat Expertise
Bonus Feats: Combat Reflexes, Improved Initiative
Gear: Deity's Weapon, Chain Mail, Robe adorned with Deity's Symbol, Light Steel Shield
Gold: 240 gp.
Playing a Templar
Religion: Can worship any Deity or Higher power, and will have an alignment as suited to the Deity.
Other Classes: The Templars make allies often with commoner heroes because they either see them as friends, as expendable resources, or as black and white enemies or allies in their sacred agenda. Outsiders admire them, enemies will soon learn to fear them.
Combat: Defense, Offense, or Support
Advancement: None, Templars have no need, or want to Advance.
Templars in the World
|“||Sinners alike, repent or go with your god.||”|
Templars in the world: Because Templars are usually hidden in society they can exist in any d20 world. They can also exist in the open, often confused with Paladins.
Other Classes: Templars make good bonds with others; older, more battle-weathered Templars find Allies a risk (due to past experiences with attempts on life, etc..)
Daily Life: Out on a low-profile mission, keeping hidden until needed, or praying
Notables: Templar Eldon
Organizations: All members of the Knights Templar are Allies of the same cause. Though there are so few Templars, all know of their Legend, but not that they all are brethren, and that they may have safe haven in any countryside. Most Templars are feared or revered to the point of being hunted. Only Arch-Paladins, and other high-ranking church members know of their locations, habits, and most importantly, their identities.
NPC Reactions: Superficial beholders usually react with fear or admiration depending on how heretical they are.
Characters with ranks in Knowledge of world lore can research Templars to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||A warrior organization.|
|10||Some sort of noble warriors liking horses.|
|15||They are an army of knights with illusions of grandeur.|
|20||They are remains of a long lost and glorified Empire!|
Templars in the Game
Adaptation: protector, fierce warrior, mediator.
- You walk onto a battlefield
- You see warriors, of all kinds
- One man sticks out as he bears the symbol of a deity.
- He rides in on a horse that responds perfectly to him.
- As he rides in, taking down one foe at a time whether be his horse his sword or himself
- His allies morale increases, his fellow Paladins and Knights.
- For his unique sword, His unique mount, and his swift action seal him as templar.
- His stern, cool blue eyes sit cold to his foes, and warm to those otherwise.
This is Angelos, Templar of Bahamut.
Dragon Age Inspired Variant
In Dragon Age Templars excel against magic users. Listed below are some changes to the class that try to keep true to the Templars of both the DA and D&D worlds.
Class Features Lost:
Favored Foe, Extend Shield, Defend the Faith, Mobile Defense, and Wisdom of Templars.
Class Features Gained:
Templar Armor, The Will of a Templar, Mental Fortress, and Dispelling Blade
-Templar Armor- Granted at level 1. Templar armor is any armor worn by a Templar that has certain runes etched into it. It is this combination of the runes and the wielder's faith that grants a 5% per Templar level of spell failure to any hostile spell that attempts to affect the Templar.
-The Will of a Templar- Granted at level 2. The Templar gains a +5 bonus to Will saves. This increases to +10 at level 7 and to +15 at level 12.
-Mental Fortress- The Templar is granted the effect of the Mind Blank spell permanently.
-Dispelling Blade- Granted at level 9. The Templar can channel their faith into their Deities' Weapon. This can be used to either remove all enchantments on the target of an attack if they fail a Will save equal to 10 + STR + Templar level /2 or it can be used as an immediate interrupt to negate an incoming spell. This can be used a number of times per day equal to the Templar level /3.