Pathfinder prestige class: Templar
Templar (Prestige class)
Divine
champions, these warriors specialize in protecting their deity’s temples and
their people. They specialize in granting powerful protective boons on allies,
granted by their deity. As they grow in power, they learn additional magical
powers as well as gain boons from their deity which aid in their ability to
protect those in need, and strike down those who would destroy order.
Requirements:
Base
attack bonus: +5.
Alignment: Lawful
Good or Lawful Neutral.
Feats: Bodyguard, Iron will.
Skills: Profession
(soldier) 3 ranks, Knowledge (religion) 3 ranks.
Special: Able to
cast first level divine spells.
Special: Must
worship a Neutral Good, Lawful Neutral, or Lawful Good deity.
Hit
die: d10.
Skill
points: 2+int.
Armor
and weapon proficiencies: Light, medium, and
heavy
armor, light and heavy shields, and all simple and martial weapons.
Class skills: Climb
(Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (History, Int), Knowledge (Nobility, Int), Knowledge (Religion, Int),
Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense motive
(Wis).
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
Spells per day
|
1
|
1
|
1
|
0
|
1
|
Guardian
1/day, Sanctuary magic
|
-
|
2
|
2
|
1
|
0
|
1
|
Protector’s
boon, Sanctuary
|
+1 to existing divine spellcasting class
|
3
|
3
|
2
|
1
|
2
|
Guardian
2/day, Sanctuary magic
|
+1 to existing divine spellcasting class
|
4
|
4
|
2
|
1
|
2
|
Protector’s
boon, martyr
|
+1 to existing divine spellcasting class
|
5
|
5
|
3
|
1
|
3
|
Guardian
3/day, Sanctuary magic
|
-
|
6
|
6
|
3
|
2
|
3
|
Protector’s
boon, Benevolence
|
+1 to existing divine spellcasting class
|
7
|
7
|
4
|
2
|
4
|
Guardian
4/day, Sanctuary magic
|
+1 to existing divine spellcasting class
|
8
|
8
|
4
|
2
|
4
|
Protector’s
boon, Mind guardian
|
+1 to existing divine spellcasting class
|
9
|
9
|
5
|
3
|
5
|
Guardian
5/day, Sanctuary magic
|
-
|
10
|
10
|
5
|
3
|
5
|
High
Templar, Protector’s boon
|
+1 to existing divine spellcasting class
|
Guardian (Su): Once per day, the templar can choose one individual to
protect. When they select this individual, they grant their wisdom modifier (minimum
1) as a bonus to the target’s armor class as sacred, and grant them DR/evil
equal to half the templar’s level (minimum 1). This boon lasts a number of
minutes equal to the templar’s level. This individual must be within 30 ft. to
initiate and grant the guardian bonuses.
Sanctuary magic (Sp): At 1st level,
and every 2 levels thereafter, the templar can choose one spell to gain as a
spell-like ability twice per day.
At 1st level,
they can choose from bane, bless, command,
divine favor, protection from alignment, remove fear, and shield of faith.
At 3rd level, align weapon, consecrate, protection from chaos (communal), protection from evil (communal), sacred
space, see invisibility, shield of fortification, shield other, weapon of awe, and zone of truth are added to the list.
At 5th level, align weapon (communal), archon’s aura, aura
sight, channel vigor, invisibility purge, magic circle against alignment,
prayer, remove blindness/deafness, remove curse, remove disease, and spirit bonds are added to the list.
At 7th level, absolution, blessing of fervor, crusader’s
edge, death ward, dimensional anchor, dismissal, divine power, freedom of
movement, glimpse of truth, guardian of faith, holy smite, neutralize poison,
order of wrath, sending, shield of fortification (greater), and ward shield are added to the list.
At 9th level, angelic aspect, atonement, ban corruption,
breath of life, command (greater), commune, dispel alignment, hymn of mercy,
mark of justice, righteous might, serenity, true seeing, and undeath ward are added to the list.
Protector’s boon (Ex or Su): At 2nd, 4th,
6th, and 8th level, the templar gains a special boon from
their deity in order to protect their temples or worshippers.
Bonus feat (Ex): The templar can gain a special feat
from their deity. They can choose from the following list: In harm’s way, great
fortitude, Improved iron will, improved shield focus, saving shield, shield
focus, shield specialization, vanguard hustle, vanguard style, vanguard ward,
weapon focus. They must meet the prerequisites for these feats. This can be
selected multiple times. Their templar level counts as fighter level (or stack
with fighter levels) for the purposes of these feats.
Emissary (Ex): The templar seeks to solve conflict
between churches or peoples using words rather than weapons. They gain a +1
bonus to diplomacy, knowledge (religion), knowledge (nobility), knowledge
(local), and linguistics checks. This bonus increases by 1 for every 2 levels
they possess after 2nd.
Divine guard (Su): When the templar's guarded target is helpless, knocked unconscious, or taken below 0 hit points, the target gains DR/- equal to their templar level. If the templar possess the protector's guard ability, this also applies to the guarded ally.
Divine intimidation (Ex): When a foe attempts to
cast a spell defensively adjacent to the templar, they take a -2 penalty to the
roll. This penalty increases by 2 at 6th and 10th level.
Empowerment (Su): The templar can choose one
empowerment bestowed upon allies, as the Valkyrie ability. They can grant this
to one ally at a time with a touch as a standard action, a number of times per
day equal to 3 + their wisdom modifier. This does not heal the creature
touched. This can be granted to the templar’s guarded target at a distance of
30 ft.
Halting Blow (Ex): If a foe's movement in the
templar's threatened area provokes an attack of opportunity and the templar
successfully hits the foe with the attack, the foe's movement ends immediately.
The foe cannot move again until its next turn but can still take the rest of
its action. This requires 6th level.
Protector’s guard (Su): When wearing armor, the
templar’s deity grants them a boon of fortification, granting a 25% chance of
denying critical hits. At 6th level, this becomes 50%. At 10th
level, this becomes 75%. This bonus is granted to the templar’s guarded target.
Smite (Su): The templar’s deity grants the templar
the ability to smite a target as a swift action once per day. This acts as the
paladin ability, but can be chosen against one alignment when taking this boon.
This alignment must be the one of those opposite of their deity. Once this
alignment is chosen, it cannot be changed. The templar gains a sacred bonus to
attack rolls against the target of their smite and a bonus to their AC against
attacks from that target equal to their wisdom modifier, as well as a bonus to
damage rolls against their smite target equal to twice their level. This does
not stack with nor combine with the effects of other smite abilities, such as from
smite evil of the paladin.
Templar’s resolve (Ex): When taken below 0 hit
points while guarding an ally, the templar can choose to remain conscious. This acts as the diehard
feat. At 5th level, they are no longer staggered when they are at or
below 0 hit points. At 7th level, they no longer lose hit points
from strenuous action. At 10th level, they do not die unless taken
to a number of negative hit points equal to double their constitution score.
Wise protector (Ex): The templar’s deity grants them
a special boon of wisdom, granting them a +1 sacred bonus to their wisdom
score. This bonus increases by 1 at 6th and 10th level.
Sanctuary (Sp): Once per day, the Templar can use word of recall as a spell-like ability,
but only to their chosen temple of their deity. This can be used one additional
time per day for every 2 levels they possess after 2nd.
Martyr (Su): At 4th level, when the templar has selected
someone to guard, they can, once per round as an immediate action, choose to
take damage for their guarded target when they take hit point damage. They
cannot mitigate this damage in any way. (such as, if the target takes fire
damage, the templar’s fire resistance is ineffective)
Benevolence (Ex): At 6th level, the templar treats their
armor as if it possesses the benevolent property.
Mind guardian (Su): At 8th level,
when using the guardian ability, and they are within range, the templar can,
once per round as an immediate action, make a will save for the protected ally
instead. This must be chosen before the roll is made. If the templar fails, the
effect instead affects them, rather than the ally. This ability cannot be used
if the templar is also affected by the specified attack or ability.
High Templar: At 10th level, the templar gains a
great boon of guardianship. When they select someone to guard, this boon lasts
10 minutes per level, and can take damage or will saves for guarded allies a
number of times per round as their wisdom modifier (minimum 2) instead of once
as an immediate action. They gain one additional spell-like ability of
sanctuary magic to use once per day, of the list above, or from banishment, blade barrier, chains of light,
eaglesoul, forbiddance, heal, and undeath to death.
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