Templar Class

Abilities

The Knight Templar is a very powerful holy knight. Initiation into the order is something that people prepare for from birth. The order has a hierarchy as such; Grand Master (Ruler of the Knight hood), Seneschal (Deputy Advisor), Grand Perceptors (In charge of the Provinces), Perceptors (In charge of the Perceptories), Knights, Servienties Armigiri/ Sergeants, and Serviantes.

Hit Die:d10
Class Skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion)(Int), Profession (Wis), and Ride (Dex).

Holy Steed: At level 5 the Templar recieves a holy mount that is similar to the special mount of a Paladin.

Holy Sword: A templar can channel his God's power through his weapon. Any weapon a Templar wields gains a +1d6 for every 4 Templar levels.

Word of God: Once per week for every three Templar levels a Templar can call out a holy word that causes everyone of good alignment within a 100 foot radius gains a +1 holy bonus to all rolls. Any evil creatures recieve a -1 holy bonus to all rolls. Any undead creature recieves a -5 bonues to all rolls. This effect lasts for 2 rounds

Wrath of God: At 16th level, the Templar may call forth a devasting blast of holy energy that purges all evil within its wake. Once per day the Templar may call a 60-foot cone of holy energy that deals 20d4 holy damage to all neutral evil or evil aligned creatures and 20d6 to all undead creatures.

Quest: Every 5 levels the Templar must embark on a certain quest for the good of the world. Nothing can get a Templar out of doing this quest, not even a wish spell. His God will often guide him through his quest and will reward him for his efforts. Upon competion of the fourth quest, the Templar's god is actively communing with him. Only those who have finished all 4 quests can become the Grandmaster or the Seneschal. The Grandmaster is pratically the God's hand on earth and gains near demi-god abilities that are given at DM's discretion.

Associates: The Templar can not be in a party with any evil or undead creatures.

Level Attack Bonus Saves (F/R/W) Abilities
1 +1 +2/+0/+0 Divine Grace; Lay on Hands; Divine Health
2 +2 +3/+0/+0 Aura of Courage
3 +3 +3/+1/+1 Holy Word 1/week
4 +4 +4/+1/+1 Holy Sword +1d6
5 +5 +4/+1/+1 Quest; Holy Steed
6 +6/+1 +5/+2/+2 Holy Word 2/week
7 +7/+2 +5/+2/+2
8 +8/+3 +6/+2/+2 Holy Sword +2d6
9 +9/+4 +6/+3/+3 Word of God 3/week
10 +10/+5 +7/+3/+3 Quest
11 +11/+6/+1 +7/+3/+3
12 +12/+7/+3 +8/+4/+4 Holy Sword +3d6; Holy Word 4/week
13 +13/+8/+3 +8/+4/+4
14 +14/+9/+4 +9/+4/+4
15 +15/+10/+5 +9/+5/+5 Quest; Holy Word 5/week
16 +16/+11/+6/+1 +10/+5/+5 Wrath of God; Holy Sword +4d6
17 +17/+12/+7/+2 +10/+5/+5
18 +18/+13/+8/+3 +11/+6/+6 Holy Word 6/week
19 +19/+14/+9/+4 +11/+6/+6
20 +20/+15/10/+5 +12/+6/+6 Quest; Holy Sword +5d6

Paths

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