Templar

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!Level||BAB||Fort||Ref||Will||Special||Maneuvers<br>Known||Maneuvers<br>Readied||Stances<br>Known
!Level||BAB||Fort||Ref||Will||Special||Maneuvers<br>Known||Maneuvers<br>Readied||Stances<br>Known
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|1st||+1||+2||+0||+2||Smite Heretic 1/day||6||6(2)||1
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|1st||+1||+2||+0||+2||Judgment 1/day||6||6(2)||1
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|2nd||+2||+3||+0||+3||Divine Shield||7||6(2)||1
|2nd||+2||+3||+0||+3||Divine Shield||7||6(2)||1
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|3rd||+3||+3||+1||+3||Bonus Feat||8||6(2)||1
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|3rd||+3||+3||+1||+3||Judgment 2/day||8||6(2)||1
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|4th||+4||+4||+1||+4|| ||8||7(3)||1
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|4th||+4||+4||+1||+4||Templar's Choice||8||7(3)||1
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|5th||+5||+4||+1||+4||Smite Heretic 2/day||9||7(3)||2
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|5th||+5||+4||+1||+4|| ||9||7(3)||2
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|6th||+6||+5||+2||+5|| ||9||7(3)||2
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|6th||+6||+5||+2||+5||Judgment 3/day||9||7(3)||2
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|7th||+7||+5||+2||+5||Bonus Feat||10||7(3)||2
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|7th||+7||+5||+2||+5||Fanatical Surge 1/day||10||7(3)||2
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|8th||+8||+6||+2||+6||Fanatical Surge 1/day||10||8(4)||2
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|8th||+8||+6||+2||+6|| ||10||8(4)||2
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|9th||+9||+6||+3||+6||Smite Heretic 3/day||11||8(4)||3
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|9th||+9||+6||+3||+6||Judgment 4/day||11||8(4)||3
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|10th||+10||+7||+3||+7|| ||11||8(4)||3
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|10th||+10||+7||+3||+7||Greater Judgment||11||8(4)||3
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|11th||+11||+7||+3||+7||Bonus Feat||12||8(4)||3
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|11th||+11||+7||+3||+7|| ||12||8(4)||3
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|12th||+12||+8||+4||+8|| ||12||9(5)||3
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|12th||+12||+8||+4||+8||Judgment 5/day||12||9(5)||3
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|13th||+13||+8||+4||+8||Smite Heretic 4/day||13||9(5)||4
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|13th||+13||+8||+4||+8|| ||13||9(5)||4
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|14th||+14||+9||+4||+9||Fanatical Surge 2/day||13||9(5)||4
|14th||+14||+9||+4||+9||Fanatical Surge 2/day||13||9(5)||4
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|15th||+15||+9||+5||+9||Bonus Feat||14||9(5)||4
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|15th||+15||+9||+5||+9||Judgment 6/day||14||9(5)||4
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|16th||+16||+10||+5||+10|| ||14||10(6)||4
|16th||+16||+10||+5||+10|| ||14||10(6)||4
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|17th||+17||+10||+5||+10||Smite Heretic 5/day||15||10(6)||5
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|17th||+17||+10||+5||+10||Final Judgment||15||10(6)||5
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|18th||+18||+11||+6||+11|| ||15||10(6)||5
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|18th||+18||+11||+6||+11||Judgment 7/day||15||10(6)||5
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|19th||+19||+11||+6||+11||Bonus Feat||16||10(6)||5
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|19th||+19||+11||+6||+11|| ||16||10(6)||5
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|20th||+20||+12||+6||+12||Persevere Through All||16||11(7)||5
|20th||+20||+12||+6||+12||Persevere Through All||16||11(7)||5
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'''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.
'''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.
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'''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.
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'''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.
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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.
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*''<u>Amend</u>'' - Whenever you strike the target with a melee or ranged weapon attack, you regain hit points equal to your class level.
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*''<u>Condemn</u>'' - 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).
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*''<u>Denounce</u>'' - You gain a sacred bonus to attack equal to your Charisma modifier (min 1) against the target.
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*''<u>Defy</u>'' - You gain a sacred bonus to AC equal to your Charisma modifier (min 1) against attacks by the target.
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*''<u>Pierce</u>'' - Your attacks, maneuvers, and abilities ignore the damage reduction and energy resistances of the target.
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*''<u>Preserve</u>'' - You gain a sacred bonus to saves equal to your Charisma modifier (min 1) against abilities by the target.
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*''<u>Purify</u>'' - The target takes a penalty to saves equal to your Charisma modifier (min 1) against your abilities.
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*''<u>Pursue</u>'' - You gain blindsight 120 ft which can only detect your target.
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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.
'''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.
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'''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 its 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.
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'''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.
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{|border="3" align="center" style="text-align:center;"
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'''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.
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!Minimum<br>Level||Bonus Feat Choices
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|3rd||Alertness, Arcane Defense [CArc], Endurance, Skill Focus (Spellcraft), Toughness, True Believer [CDiv]
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|7th||Diehard, Great Fortitude, Iron Will, Lightning Reflexes
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|11th||Armor Specialization [PHB2], Blade Meditation [ToB], Shield Specialization [PHB2], Weapon Specialization
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|15th||Improved Critical, Indomitable Soul [PHB2], Reckless Offense [XPH], Sudden Recovery [ToB]
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|19th||Crushing Strike [PHB2], Driving Attack [PHB2], Slashing Flurry [PHB2]
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At 14th level, you may use Fanatical Surge twice per day.
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'''Fanatical Surge (Ex):''' Once per day at 8th 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.
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'''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.
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At 14th level, you may use Fanatical Surge twice per day.
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*''<u>Confront</u>'' - 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).
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*''<u>Provoke</u>'' - 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.
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*''<u>Resist</u>'' - You gain spell resistance 8 + class level against spells and spell-like abilities cast by the target.
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*''<u>Withstand</u>'' - 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.
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'''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.
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*''<u>Safeguard</u>'' You become immune to mind-affecting and divination spells and abilities of your target, as the ''mind blank'' spell (but against your target only).
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*''<u>Scrutinize</u>'' 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.
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*''<u>Smite</u>'' 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.  
'''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.
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.

Revision as of 11:23, 11 April 2011

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