Revised Templar

Post/Author/DateTimePost
#1

Zardnaar

Mar 14, 2008 20:12:35
Heres my incomplte Templar class. Hopefully we'll be playing DS today. Not sure how to create tables on the forums so be nice. Basically its a spontaneous caster like Warmage/Beguiler. For now I'm concentrating on the early levels.I haven't finished the spell selection yet and its likely I'll use some spells form the Spell Compendium to flesh it out a bit.

Templar

Alignment: Non Good
Hit Dice: d8
Class Skills: Appraise (Int), Bluff (cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha) Knowledge (any) (Int), Profession (Wis), Sense Motive (Wis) Speak Language, Spellcraft (Int).
Skill Points at 1st level: (4+Int modifier) X4
Skill Points: at Each Additional Level: 4+Int mod.
BAB: As Cleric
Saving Throws: As Favoured Soul/Monk.


Class Features
Weapon and Armor Proficiency: Templars are proficient in all simple weapons. Templars receive 2 martial weapon profiencies of their choice. Templars are proficient in light and medium armor and shields (except tower shields)

Spells: A Templar casts divine spells. To cast a spell a Templar must have a Wisdom score equal to 10+ the spells level. The DC for a saving throw against the Templars spell is 10+ the spell level+ the Templars Wisdom modifier.

Templars are spontaneous casters and know all the spells on the following list.

0 Level: Cure Minor Wounds, Detect Magic, Detect Poison, Inflict Minor Wounds, Light, Purify Food and Drink, Read Magic,

1st Level: Bane, Cause Fear, Command, Comprehend Language, Cure Light Wounds, Detect Undead, Doom, Endure Elements, Inflict Light Wounds, Magic Weapon, Protection form Chaos/Evil/Good/Law, Shield of Faith

2nd Level: Aid, Align Weapon, Bulls Strength, Cure Moderate Wounds, Death Knell, Inflict Moderate Wounds, Flame Blade, Hold Person, Resist Energy, Sound Burst, Zone of Truth,

3rd Level: Create Undead, Cure Serious Wounds, Dispel Magic, Glyph of Warding, Inflict Serious Wounds, Invisibility Purge, Lightning Bolt, Locate Object, Protection From Energy, Searing Light, Speak With Dead,

4th Level: Cure Critical Wounds, Death Ward, Discern Lies, Flame Strike, Inflict Critical Wounds, Magic Weapon Greater, Sending,

5th Level: Command Greater, Dominate Person, Disrupting Weapon, Hold Monster, Scrying, Slay Living, True Seeing,

6th Level: Blade Barrier, Forbiddance, Harm, Word of Recall,
7th Level: Destruction, Power Word Blind
8th Level: Anti Magic Field, Create Greater Undead, Discern Location, Fire Storm, Power Word Stun
9th Level: Foresight, Implosion, Power Word Kill, Storm Of Vengeance,

Spells Per Day: As Sorcerer

Wealth: Templars are rich due to bribes or access to the Kings or Templarate treasury. To represent this once per level a Templar may requisition 1 gp per Templar level.

Turn Undead: When a Templar reaches 3rd level they gain the supernatural ability to turn undead. They may use this ability a number of times per day equal to 3 + her charisma modifier. She turns undead as a cleric 2 levels lower would

Steal Spell: At level 4 the Templar may steal a spell off the cleric spell list and add it to their spells known. The stolen spell may be no higher than the highest level spell you can cast. Templars may steal another spell at level 8,12, 16 and 20.

Minions: At level 6 a Templar attracts followers. They gain the Leadership feat as a bonus feat.
#2

phoenix_m

Mar 14, 2008 23:35:56
Wealth: Templars are rich due to bribes or access to the Kings or Templarate treasury. To represent this once per level a Templar may requisition 1 gp per Templar level.

You might want to try something more like this:
Requisition Equipment:
At 3rd level, the character can requisition equipment for individual missions. The maximum value of the equipment assigned to the character at any given time is equal to the characters class level times his or her Charisma modifier times 100 Gold Pieces. Thus a 3rd level character with a Charisma of 16 could have up to 600 GP worth of equipment (including weapons, vehicles, troops, slaves or any other equipment) assigned to him at any given time.
In general, the character should return requisitioned equipment in a reasonable time frame; however, no specific limits (other than the DM’s discretion) are assigned. If any requisitioned equipment is lost or destroyed, it’s value counts as a permanent penalty to the character’s maximum value, or until repaid or forgiven.

#3

Zardnaar

Mar 15, 2008 3:33:50
You might want to try something more like this:

I wanted a nice simple ability for ease of play. Playtested it tonight and its interesting having Lightning Bolt as a 3rd level spel. They seem slightly better than Clerics in initial testing espicially in battle. Alot weaker than a cleric in melee due to lack of heavy armor, and lack of buff spells as well. They'll end u with some but don't have Divine Favor, Divine Power and Righteous Might. Has better blasting spells and can spontaneously cast healing and inflict spells as I wanted them to be able to heal and have some low level battle magic type spells- inflicts, flame blades, lightning bolt, Flamestrike as a 4th level spell.