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"NOBODY expects the Pelorian Inquisition!" - Cardinal Ximinez, templar of the Church of Pelor.

Nothing strikes more fear into the heart of mages than templars. These are the knights who train night and day on methods to resist, subdue, and defeat casters of all kinds. Numerous templar orders exist, following all sorts of religions and creeds, ranging from the Inquisitors of Pelor who believe it their sacred duty to hunt evil mages and those who abuse magical power, to the Keepers of Vecna who assassinate mages that go against Vecna's will and steal their secrets for Vecna's priesthood. Regardless of the reason or sect, all templars are stalwart zealots of their faith and ruthless antagonists to their magic-using enemies.

Class Features of the Templar

Hit Die: d10

Skill Points: 4 + Intelligence modifier each level (x4 at 1st level)

Class Skills: Climb, Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (Arcana), Knowledge (History), Knowledge (Nobility and Royalty), Knowledge (Religion), Martial Lore, Ride, Sense Motive, Spellcraft, Swim

Templar Class Progression
1st+1+2+0+2Judgment 1/day66(2)1
2nd+2+3+0+3Divine Shield76(2)1
3rd+3+3+1+3Judgment 2/day86(2)1
4th+4+4+1+4Templar's Choice87(3)1
5th+5+4+1+4 97(3)2
6th+6+5+2+5Judgment 3/day97(3)2
7th+7+5+2+5Fanatical Surge 1/day107(3)2
8th+8+6+2+6 108(4)2
9th+9+6+3+6Judgment 4/day118(4)3
10th+10+7+3+7Greater Judgment118(4)3
11th+11+7+3+7 128(4)3
12th+12+8+4+8Judgment 5/day129(5)3
13th+13+8+4+8 139(5)4
14th+14+9+4+9Fanatical Surge 2/day139(5)4
15th+15+9+5+9Judgment 6/day149(5)4
16th+16+10+5+10 1410(6)4
17th+17+10+5+10Final Judgment1510(6)5
18th+18+11+6+11Judgment 7/day1510(6)5
19th+19+11+6+11 1610(6)5
20th+20+12+6+12Persevere Through All1611(7)5

Weapon and Armor Proficiency: A templar is proficient with all simple and martial weapons, all armors, and all shields (including tower shields).

Maneuvers: You being your career with knowledge of six martial maneuvers. The disciplines available to you are Devoted Spirit, Sacred Might, and Stone Dragon. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). You learn additional maneuvers at higher levels, as shown on the class progression table. You must meet a maneuver’s prerequisites to learn it.

Upon reaching 4th level, and at every even templar level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in place of the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all five maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready maneuvers by praying for 5 minutes. The maneuvers you choose remain readied until you decide to pray again and change them. You need not sleep or rest for any long period of time in order to ready your maneuvers; any time you spend 5 minutes in prayer, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

Templars trust in divine guidance to grant them the right maneuvers at the right time. As such, you do not control access to your readied maneuvers. Before you take your first action in an encounter, two of your readied maneuvers (randomly determined) are granted to you. The rest of your readied maneuvers are withheld, currently inaccessible. At the end of each turn, one previously withheld maneuver (again, randomly determined) is granted to you, and thus becomes accessible for your next turn and subsequent turns.

You can freely choose to initiate any maneuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver. If you choose not to employ a maneuver in a given round, your currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn’t matter if you use your maneuvers or not—at the end of each of your turns, one withheld maneuver from your selection of readied maneuvers is granted to you. Over the course of a few rounds, all of your maneuvers will eventually be granted.

If, at the end of your turn, you cannot be granted a maneuver because you have no withheld maneuvers remaining, you recover all expended maneuvers, and a new pair of readied maneuvers is granted to you. Randomly determine which of your maneuvers are granted and which are withheld. At the end of your next turn, a withheld maneuver is granted to you, and the whole process of leaping into the arms of fortune begins again.

You begin an encounter with an additional granted maneuver at 4th level (bringing your total to three), and again at each level above that divisible by 4 (8th, 12th, etc).

Stances Known: You begin play with knowledge of one stance from the Devoted Spirit, Sacred Might, or Stone Dragon discipline. At 5th, 9th, 13th, and 17th level, you can choose an additional stance. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Judgment (Su): Once per day, as a swift action, a templar can pass judgment upon a creature within sight, gaining divine assistance against his enemy. Upon activating this ability, you gain your choice of one of the following benefits against that marked foe, which lasts for the rest of the encounter.

  • Amend - Whenever you strike the target with a melee or ranged weapon attack, you regain hit points equal to your class level + half your Charisma modifier.
  • Condemn - On attacks against the target, you get a sacred bonus to damage equal to half your class level (min 1) and a sacred bonus to critical confirmation equal to your Charisma modifier (min 1).
  • Denounce - You gain a sacred bonus to attack equal to your Charisma modifier (min 1) against the target.
  • Defy - You gain a sacred bonus to AC equal to your Charisma modifier (min 1) against attacks by the target.
  • Pierce - Your attacks, maneuvers, and abilities ignore the damage reduction and energy resistances of the target.
  • Preserve - You gain a sacred bonus to saves equal to your Charisma modifier (min 1) against abilities by the target.
  • Purify - The target takes a penalty to saves equal to your Charisma modifier (min 1) against your abilities.
  • Pursue - You gain blindsight 120 ft which can only detect your target.

You gain an additional use per day of this ability at each level divisible by 3 (2/day at 3rd, 3/day at 6th, etc). If you activate Judgment a second time while a previous use is active, the second instance replaces the first.

Divine Shield (Su): A 2nd level templar is armored by both mundane metal and divine guidance, granting him an uncanny ability to avoid rays and other touch effects. You get a bonus to AC against all touch attacks equal to your Charisma bonus, though this cannot raise your touch AC above your AC against normal attacks.

Templar's Choice (Ex): At 4th level, a templar chooses to specialize in hunting certain types of spellcasters, gaining Arcane Defense [CArc] as a bonus feat for a school of his choice, regardless of whether or not he qualifies for it. Alternatively, the templar may choose to devote himself more to his religion instead, gaining True Believer [CDiv] as a bonus feat.

Fanatical Surge (Ex): Once per day at 7th level, as an immediate action, you can choose to add your Charisma modifier as a morale bonus to a single attack roll or saving throw, allowing you to potentially succeed on a roll that you would otherwise fail. You must decide to do this after seeing the results of the roll but before the DM pronounces whether the roll is successful. In addition, if the original roll is natural 1 (an automatic failure) and you choose to apply this bonus, you no longer automatically fail the roll if you would otherwise succeed.

At 14th level, you may use Fanatical Surge twice per day.

Greater Judgment (Su): At 10th level, whenever you use your Judgment class feature, you gain your choice of two benefits against your foe instead of just one. In addition, the following benefits become available as choices as well.

  • Confront - Any time the target moves while within your reach, that creature provokes an attack of opportunity from you, even if its movement doesn't normally provoke one (such as via a 5-ft step or withdraw action).
  • Provoke - If the target has an Int score of 5 or more, it attacks you in preference to your allies. If it makes melee or ranged weapon attacks, it will try to attack you to its best capabilities. If it casts an offensive spell or uses an offensive ability, you must be a target of that ability or be within its area. The creature does not go into a mindless rage, and will not take unnecessary risks to attack you (such as provoke AoOs), though it will try to harm you over others when possible.
  • Resist - You gain spell resistance 8 + class level against spells and spell-like abilities cast by the target.
  • Withstand - You gain damage reduction equal to half your class level + your Charisma modifier (min 1) against attacks by the target. This DR is not penetrated by any material.

Final Judgment (Su): At 17th level, whenever you use your Judgment class feature, you gain your choice of three benefits against your foe instead of just two. In addition, if a creature is slain while it's under Judgment, its remains are disintegrated as the destruction spell, and it cannot be restored to life except via a true resurrection, wish, or miracle. Finally, the following benefits become available as choices for your Judgment.

  • Safeguard You become immune to mind-affecting and divination spells and abilities of your target, as the mind blank spell (but against your target only).
  • Scrutinize You gain the benefits of true seeing, as the spell, except it only detects the target and sees through illusion and polymorph effects upon the target.
  • Smite Each time you make a melee or ranged weapon attack on your target, you may roll the attack twice and take the higher roll.

Persevere Through All (Su): At 20th level, your divine resolution allows you to endure even the vilest spells... for a brief time. Whenever you would be subject to the effects of a hostile spell or spell-like ability, you may choose to delay that spell or SLA's effects for 1 round. All effects of the spell or SLA, including damage and duration, begin to take effect at the end of your next turn. If the spell or SLA affects an area or targets multiple creatures, you only delay it for yourself; other creatures are affected normally regardless of whether it's delayed for you.

If the spell or SLA has a duration, affects a persistent area (such as cloudkill), and you choose to delay it, its duration counts down normally even though it doesn't affect you for 1 round, and you may be completely unaffected by it if you leave the area of the effect while it remains delayed. You can continuously delay an effect this way as long as you leave the area of the spell or SLA before the end of your turn each round.

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