Zuan Codex (3.5e Sourcebook)/Templar

From D&D Wiki

Jump to: navigation, search
Missing.png One or more images on this page are unattributed. Please include on this page the name of the artist or copyright holder, in addition to a link to the artist's website if available and appropriate. If you own this image, or it is covered by public domain, consider uploading the image to D&D Wiki. If the source of the image cannot be located or the copyright holder wishes for the image to not be on this page, then remove the image. For more information on copyright law, see D&D Wiki:Copyrights.

Edit this Page | All pages with an unattributed image


Templar[edit]

A Templar.
It is through our lives and not our words that our god will be known.

long description
long description
long description


Hit Die: d10

Abilities: While templars are fairly multi-ability dependent, the more important stats include: strength for damage output and carry weight, constitution for durability because dodging most damage spells just isn't going to happen when clunking around in heavy armor, and charisma for all your spell casting needs and extra zealous smites. Intelligence is usually the first stat people dump when building templars mainly because templars get next to no skill points or skills to choose from. Dexterity can be built effectively if you have reasons to justify losing the heavy armor, but being able to cast spells in heavy armor is really good so make sure you know what you're doing if you decide to take this route.

Races: Almost every civilized race make good templars, each with their own advantages. However dwarves are usually the exception to this, as the charisma penalty makes them less effective as templars. Although one could argue you could build a charisma-less dwarf templar, in most cases a well built fighter or slayer does that job more effectively.

Alignment: Any

Starting Gold: As Paladin.

Starting Age: Moderate.

Table: The Templar

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +0 +2 Aura, Domain, Zealous Smite 1/day
2nd +2 +3 +0 +3 Blessings, Bonus Feat
3rd +3 +3 +1 +3 0
4th +4 +4 +1 +4 Zealous Smite 2/day 0
5th +5 +4 +1 +4 Relic I 1 0
6th +6/+1 +5 +2 +5 Bonus Feat 1 0
7th +7/+2 +5 +2 +5 2 1 0
8th +8/+3 +6 +2 +6 Zealous Smite 3/day 2 1 0
9th +9/+4 +6 +3 +6 3 2 1 0
10th +10/+5 +7 +3 +7 Bonus Feat 3 2 1 0
11th +11/+6/+1 +7 +3 +7 3 3 2 1 0
12th +12/+7/+2 +8 +4 +8 Zealous Smite 4/day 3 3 2 1 0
13th +13/+8/+3 +8 +4 +8 Relic II 3 3 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Bonus Feat 3 3 3 2 1 0
15th +15/+10/+5 +9 +5 +9 3 3 3 3 2 1 0
16th +16/+11/+6/+1 +10 +5 +10 Zealous Smite 5/day 3 3 3 3 2 1 0
17th +17/+12/+7/+2 +10 +5 +10 3 3 3 3 3 2 1 0
18th +18/+13/+8/+3 +11 +6 +11 Bonus Feat 3 3 3 3 3 2 1 0
19th +19/+14/+9/+4 +11 +6 +11 3 3 3 3 3 3 2 1 0
20th +20/+15/+10/+5 +12 +6 +12 Zealous Smite 6/day 3 3 3 3 3 3 2 1 0

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis).

Class Features[edit]

All of the following are class features of the Templar.

Weapon and Armor Proficiency: Templars are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura (Ex): A Templar of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Priests who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Domain: A templar casts divine spells, which are drawn from her chosen domain. However, her alignment may restrict him from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A templar casts spells spontaneously, and need not prepare them in advance.

A templar’s deity influences her alignment, what magic she can perform, her values, and how others see him. A templar chooses one domain from among those belonging to her deity. A templar can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.

To prepare or cast a spell, a templar must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a templar’s spell is 10 + the spell level + the templar’s Charisma modifier.

Like other spellcasters, a templar can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Templar. In addition, she receives bonus spells per day if she has a high Charisma score.

Templars pray for their spells. Each templar must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a templar regains her daily allotment of spells.

If a templar is not devoted to a particular deity, she still select a domain to represent her spiritual inclinations and abilities. The restriction on alignment domains still applies.

The domain gives the templar access to a domain spell at each spell level she can cast, from 3rd on up.

One's domain also grants a power at 1st level. The power gained at first level may be swapped for a devotion feat from (CC page 60).

Chaotic, Evil, Good, and Lawful Spells: A templar can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Zealous Smite (Su): Once per day, a Templar may make a zealous smite attempt in place of a normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Templar level. If the Templar misses the attack, the smite has no effect, but the ability is still used up for that day. This ability is subject to most feats that modify the "smite" ability found on the paladin, ask your DM for advice if needed.

zealous smite attempts may only be made against those with opposing alignments or followers of gods with opposing alignments. If you are chaotic good, you may make a zealous smite attempt on anything that is lawful or evil. Full neutral characters need to pick one alignment they are opposed to, and may smite that as if it were an opposed alignment.

At 4th level, and at every four levels thereafter, the Templar may make a zealous smite one additional time per day, as indicated on Table: The Templar, to a maximum of six times per day at 20th level.

Blessings (Su): At 2nd level, a templar gains the ability to gain additional spells per day, smite attempts, and extra uses of powers that require turn undead attempts. Once per turn, at any time when the templar is conscious, she may use a free action to gain one of the following:

  • A bonus spell per day of any spell level available to her.
  • An extra zealous smite attempt.
  • An extra use of a power that requires the user to expend a turn undead attempt.

She may use this ability a number of times per day equal to her Charisma modifier.

Bonus Feats (Ex): At 2nd level and every four templar levels thereafter (6th, 10th, 14th and 18th), The templar gains an additional bonus feat. These bonus feats are not limited to the list of fighter bonus feats. A templar must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels.

Relic (Su): At 5th level a templar's weapon receives a blessing from their god, granting it a +1/+1 enhancement bonus and a magical property of the templar's choosing with the +1 base price modifier, listed here.

At 13th level, the enhancement bonus increases to +2/+2 and the templar may rechoose a magical property up to a +2 base price modifier.

Morality: A Templar loses all class abilities if she ever willingly commits an act directly opposed to her god's beliefs without good reason. Furthermore, while a Templar may adventure with characters of any alignment, a Templar will never knowingly associate with characters directly opposed to her god's beliefs without good reason, nor will she continue an association with someone who consistently offends her beliefs.

Ex-Templars[edit]

A Templar may multiclass just like any other class, but a Templar who ceases to follow his or her deity, loses all Templar spells and abilities except for weapon, armor, and shield proficiencies. An Ex-Templar may not progress any farther in levels as a Templar. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Epic Templar[edit]

Table: The Epic Templar

Hit Die: d10

Level Special
21st
22nd Bonus Feat
23rd
24th Zealous Smite 7/day
25th
26th Bonus Feat
27th
28th Zealous Smite 8/day
29th
30th Bonus Feat

2 + Int modifier skill points per level.

Zealous Smite (Su): The epic Templar adds his or her class level to damage with any zealous smite attempt as normal. He or she can smite one additional time per day for every four levels higher than 20th.

Epic Bonus Feats: The epic Templar gains a bonus feat (selected from the list of epic Templar feats) at every specified level on the table above.

Epic Templar Bonus Feat List: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage.



Back to Main Page3.5e HomebrewSourcebooks

Home of user-generated,
homebrew pages!


Advertisements: