Templar Of The Phoenix (3.5e Class)
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Templar Of The Phoenix
The Great Phoenix has her daughters but every once and a while a "son" comes along to aid in her cause.
Making a Templar Of the Phoenix
P. Templar's are Basically a mid point between a cleric and a Fighter so treat them as such, they can tank or
Abilities: Strength, Constitution, and slight Wisdom and Intelligence
Races: Any that is deemed worthy
Alignment: Neutral Good/ True Neutral
Starting Gold: Same as Paladin (3.5)
Starting Age: Simple
|1st||+1||+2||+2||+ 0||Seek Foes,Templar's Weapon, Light|
|2nd||+2||+3||+3||+ 0||Extend Shield,Bonus feat|
|3rd||+3||+3||+3||+ 0||Favored Foe+2|
|5th||+5||+4||+4||+ 1||Defend Faith 1/day|
|6th||+6/+1||+4||+4||+ 1||Wisdom of Templars|
|7th||+7/+2||+5||+5||+ 2||Bonus Feat|
|9th||+9/+4||+6||+6||+ 2||Resist Flames|
|10th||+10/+5||+6||+6||+ 3||Bonus feat,Defend the Faith 2/day|
|11th||+11/+6/+1||+7||+7||+ 3||Templar Mount,Favored Foe +4|
|12th||+12/+7/+2||+7||+7||+ 3||Reborn in Flames|
|13th||+13/+8/+3||+8||+8||+ 4||Bonus Feat|
|14th||+14/+9/+4||+8||+8||+ 4||Bonus feat|
|15th||+15/+10/+5||+9||+9||+ 4||Defend the Faith 3/day|
|18th||+18/+13/+8/+3||+10||+10||+ 5||Favored Foe +6|
|19th||+19/+14/+9/+4||+11||+11||+ 6||Angelic Sword|
|20th||+20/+15/+10/+5||+12||+12||+ 6||Mobile Defense|Rise of the Phoenix|
Class Skills ( 5 + Int modifier per level, ×4 at 1st level)
Class Skill List: Craft (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Knowledge (Royalty and Nobility) (Int), Knowledge (Religion) (Int), Climb (Str), Concentration (Con), Tumble (Dex), Ride (Dex), Diplomacy (Cha), Bluff (Cha)
All of the following are class features of the Templar's of the Phoenix
Weapon and Armor Proficiency: The Templars are proficient with all simple weapons, as well as all Swords Templars are proficient with all types of armor, as well as all shields (including tower shields).
Templar's Weapon (Ex): A Templar receives a blessed weapon that is considered Keen, 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 anymore, 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. These Improvements can only happen twice in a Templar's existence, and improves according to his new found skill (or level) so if he did not improve, nor will his weapon. So, the Templar is prone to using this about halfway through his life span, and somewhere closer to the end of it.
Light (Ex): At 1st level, you can cast the Light spell at will.
Deity's Protection (Ex): The templar receives a morale bonus to AC (equal to 1/3 class bonus to Fort saves) when defensive fighting, using full defense, or using a shield.
Seek Foes (Su): A templar has the ability to detect the presence of a particular alignment, as the detect spell, at will. What alignment is detected depends on the alignment of the templar’s deity. Good deities grant detect evil. Evil deities grant detect good. Lawful neutral deities grant detect chaos. Chaotic neutral deities grant detect law. True neutral deities grant a single one of these abilities, determined by the DM. Must announce when using, as detect alignment spell.
Extend Shield (Ex): Starting at 2nd level, as a move action, the templars may extend his shield bonus to AC to anyone in an adjacent square. The templar himself receives none of the normal bonus.
Favored Foe (Ex): Starting at 3rd level, the templar gains a +2 bonus on attack rolls, damage rolls, and Sense Motive against a specific alignment. This alignment must be one the templar’s deity is strongly opposed to (such as chaos or evil for a Lawful Good deity). This ability improves to +4 at 11th level and +6 at 18th level.
At 11th level, the templar chooses a second alignment, which he gains a +2 bonus against. At 18th level, this bonus increases to +4.
'Wisdom of the Templars (Ex): The Templar is trained in the sacred ways of their Order. He is a wise advisor and great tactician whom can spread this knowledge ever so slightly to those around him. Grants +2 AC to Allies within 20 feet Conditions: Once per battle, 1d4+Templar level in rounds.
Defend The Faith (Ex): When he needs to, a templar can become a stalwart bastion of defense. When he is defending the faith, a templar gains phenomenal strength and durability, but he cannot move from the spot he is defending.He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus to all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the Templar’s hit points by 2 points per level, but these points go away at the end of the time he is defending the faith, when the Templar’s Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While defending the faith, a templar cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. Defending the faith lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A templar may stop defending the faith voluntarily prior to this limit. At the end of the time he is defending the faith, the templar is winded and takes a –2 penalty to Strength for the duration of that encounter. A templar can only defend the faith a number of times per day as determined by his level (see the accompanying table). Defending the faith takes no time itself, but a templar can only do so during his action. Also, you may not make attacks of opportunity
Bonus Feats (Ex): At 7th and 13th level, the templar may select a bonus feat from the list of fighter bonus feats.
Resist Flames At 9th level, Templars gain resistance to fire equal to their level, a number of times per day equal to one-half charisma modifier.
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.
Reborn in Flames At 12th level, whenever a Templar is hit with damaging fire, they may heal back one-third the damage dealt before any mitigations are taken into account.
'Mobile Defense (Ex): Starting at 14th level, a templar can adjust his position while defending the faith. While defending the faith, he can take one 5-foot step each round without losing the benefit of the stance.
'Angelic Sword (Ex): At 19th level the Templar's main weapon is considered a +6 Holy Flame Weapon
'Rise of the Phoenix (Ex): At 20th level, you gain an aura which you can activate at-will, granting you immunity to fire, as well as dealing 2d6 points of fire damage per round to any enemy withing melee range of the Templar. Additionally, whenever this aura is active, the healing from Reborn in Flames, is increased to one-half rather than one-third, which can be done twice per round, at no limit other than the duration of this aura. The aura lasts for a number of rounds equal to 3 + 1/2 Charisma modifier rounds, and may be done only 3 times per day.
Ex-Templars Of The Phoenix
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. (If you are Denied by your deity, you are stripped of all you were as a Templar. If you are in the right in a dispute between Templars and become exiled, you are considered outcast in the Order but are favored still by your deity.
|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 The Mother's Symbol, Whetstones, x2 Rations, Wet-skin x2, Peasant's outfit, Holy Symbol(Silver), Light Steel Shield.
Weapons: Choose one: bastard sword, Long Sword, Great Sword, Short Sword 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 Expertice.
Bonus Feats: Combat Reflexes, Improved Initiative
Gear: Sword, chain mail, Robe adorned with Phoenix Symbol, Light Steel Shield
Gold: 240 gp.
Playing a Templar
Religion: Worships the Great Phoenix "Wherever our feet shall tread. May the fire of the Mother light our way."
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 They exist in the open, often confused with Paladins.
Other Classes Usually ally themselves with clerics or sisters of the faith and act as a gaurd
Daily Life: Out on a low-profile mission, keeping hidden until needed, or praying.
Notables: Templar Eldon.
Organizations: Members of the Order Of the Phoenix are all Allies of the same cause. Though, they often go unnoticed, all know of their Legend... Though none know that they all are family and have safe-havens throughout any countryside. Most Templars are feared, or revered to the point of being hunted.
NPC Reactions: Superficial beholders usually react with fear or admiration depending on how heretical they are.
Characters with ranks in knowledge world lore can research The Phoenix to learn more about the Templars. 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
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: protector, fierce warrior, mediator. Sample Encounter:
- 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 moral increases, his fellow Paladins and Knights.
- For his unique sword, His unique mount, and his swift action seal him as templar.
- His stern, cold blue eyes sit cold to his foes, and warm to those otherwise.