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{{User:PId6/Avatar}} =Templar= http://www.wizards.com/dnd/images/completechampion_gallery/104763.jpg ''"NOBODY expects the Pelorian Inquisition!"'' - Cardinal Ximinez, templar of the Church of Pelor. description fluff ==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 {|border="3" align="center" style="text-align:center;" |+'''Templar Class Progression''' |- !Level||BAB||Fort||Ref||Will||Special||Maneuvers<br>Known||Maneuvers<br>Readied||Stances<br>Known |- |1st||+1||+2||+0||+2||Smite Heretic 1/day||6||6(2)||1 |- |2nd||+2||+3||+0||+3||Divine Shield||7||6(2)||1 |- |3rd||+3||+3||+1||+3||Bonus Feat||8||6(2)||1 |- |4th||+4||+4||+1||+4|| ||8||7(3)||1 |- |5th||+5||+4||+1||+4||Smite Heretic 2/day||9||7(3)||2 |- |6th||+6||+5||+2||+5|| ||9||7(3)||2 |- |7th||+7||+5||+2||+5||Bonus Feat||10||7(3)||2 |- |8th||+8||+6||+2||+6||Fanatical Surge 1/day||10||8(4)||2 |- |9th||+9||+6||+3||+6||Smite Heretic 3/day||11||8(4)||3 |- |10th||+10||+7||+3||+7|| ||11||8(4)||3 |- |11th||+11||+7||+3||+7||Bonus Feat||12||8(4)||3 |- |12th||+12||+8||+4||+8|| ||12||9(5)||3 |- |13th||+13||+8||+4||+8||Smite Heretic 4/day||13||9(5)||4 |- |14th||+14||+9||+4||+9||Fanatical Surge 2/day||13||9(5)||4 |- |15th||+15||+9||+5||+9||Bonus Feat||14||9(5)||4 |- |16th||+16||+10||+5||+10|| ||14||10(6)||4 |- |17th||+17||+10||+5||+10||Smite Heretic 5/day||15||10(6)||5 |- |18th||+18||+11||+6||+11|| ||15||10(6)||5 |- |19th||+19||+11||+6||+11||Bonus Feat||16||10(6)||5 |- |20th||+20||+12||+6||+12||Duty Above Self||16||11(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_Discipline|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_Discipline|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. '''Smite Heretic (Su):''' Once per day, a templar can focus his concentration and resolve into a powerful blow that assails through his enemy's defenses and lands a lasting blow. Whenever you make an attack, you may spend a use of Smite Heretic to deliver that attack as a touch attack which ignores all miss chance. If that attack hits, you deal additional damage with that attack equal to your Charisma bonus, or double your Charisma bonus if the target has the ability to cast spells or spell-like abilities. You must declare the Smite Heretic before making the attack roll; if the attack misses, the Smite Heretic is still considered spent. At levels 5, 9, 13, and 17, you gain an additional use of Smite Heretic for the day, though you may not use Smite Heretic twice in the same round. '''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. '''Bonus Feat:''' At 3rd level and every four levels thereafter, you gain a bonus list from a small list, regardless of whether or not you meet is prerequisites. You may choose the feat from the following table as long as the minimum level is less than or equal to your class level. {|border="3" align="center" style="text-align:center;" |- !Minimum<br>Level||Bonus Feat Choices |- |3rd||Alertness, Arcane Defense [CArc], Endurance, Skill Focus (Spellcraft), Toughness, True Believer [CDiv] |- |7th||Diehard, Great Fortitude, Iron Will, Lightning Reflexes |- |11th||Armor Specialization [PHB2], Blade Meditation [ToB], Shield Specialization [PHB2], Weapon Specialization |- |15th||Improved Critical, Indomitable Soul [PHB2], Reckless Offense [XPH], Sudden Recovery [ToB] |- |19th||Crushing Strike [PHB2], Driving Attack [PHB2], Slashing Flurry [PHB2] |}
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