Templar Version 2.0

Post/Author/DateTimePost
#1

Zardnaar

Mar 30, 2008 23:51:30
I'm currently working on a revision of the Templar class for my campaign. I've tried to create an interesting and powerful spellcaster without being broken. In some ways my Templar is a combination of Favoured Soul+ Warmage or Beguiler. I'm mnot sure how some people have formatted their classes here so I apologise for the lack of a nice big table. This isn't the final build so feel free if not encouraged to suggest abilities. Let me know if you absolutly hate it as well

Its a spontaneous divine caster that knows every spell on their spell list simialr to a Beguiiler (PHB2) or Warmage (Complete Arcane). I've also added some spells from the Complete Arcane and Spell Compendium as I wanted to give the class a bt of a flavour without stepping on the toes of the Cleric or Druid. The spell list includes some nice offensive magic like Lightning Bolt and Flameblade which I don't think are broken or overpowered. Whats wors for game balence? A divne caster using lightning bolt at level 6 or a level 6 Druid wildshaped into a Fleshraker dinosaur (MM3)?

I've avoided several spells people generally regard as overpowered or out right broken. Clerics often can out perform warrior types due to spells like Divine Power and Righteous Might so I've excluded to many buff spells off the spell list. The Druid is also regarded as one of the most powerful classes generally due to the natural spell feat and wildshape. I've tried to avoid that level of power and included most low level healing spells since a Templar may have to replace a Cleric in the traditional D&D party. I've tried to give them a selection of offensive, defensive and uyility spells but the spell list leans towards artillery on the battlefield and spells I think would help them conduct their duties in the cities (divination type spells).

Like a Favoured Soul it has excellent saving throws and is proficient in light and medium armor and can use 2 martial weapons. Like 2nd ed it uses wisdom as its primary spellcasting stat. I like Athas.orgs use of Charisma but in the DS novels Templars aren't overly charismatic and are usually hated.

I roughly based it on the 2nd ed Templar but translated the rules into 3.5 equivilents. Instead of being able to requisition troops they get the Leadership feat as a bonus feat or they can swap it for another feat if the player can't be bothered with the book keeping or if DMs don't allow that feat into their games.

One thing missing however is secular authority as a class feature. I never liked in in 2nd ed even though it was a big part of the Templar class. It should be a flavour description of the class itself. On other worlds do they normally stat out mechanically the abilities of the police or city watch to arrest you? It also doesn't seem to work that well in 3.5. I've also tried to make the Templar abilities useful if they're outside their chosen city. The last Templar a player used wasn't that effective as the PCs traveled alot and she ended up in Troll Grave Chasm which made alot of her class abilites useless (another reason I don't like secular authority).

Ideally I would like to make it a versatile class that is interesting to play and is capable to doing several roles if need be- healer, artillery, or even wading into melee without outclassing the warrior types that Clerics and Druids sometimes do. If anyone wants a copy I can email it to you as a word document attachment. Email [email]Zardnaar@yahoo.com[/email] if you want.
#2

Zardnaar

Mar 30, 2008 23:56:10
Templar

Alignment: Any (usually 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), Search, 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/Druid
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)

Templar Class Abilities
1. Authority
2. Corruption.
3. Steal Spell
4. Turn Undead
5. -
6. Minions
7. Steal Spell
8. Tyrant
9. -
10. Templarate Survivor
11. Steal Spell
12. Recover Spell
13. -
14. Templarate Survivor
15. Steal Spell
16. Kings Visage
17. -
18. -
19. Steal Spell
20. Might of the Sorcerer King

Authority: Novice Templars have a habit of sticking their noses where they’re not wanted. They get the investigator feat as a bonus feat at level 1.

Corruption: Templars are rich due to bribes or access to the Kings or Templarate treasury. To represent this once per level a Templar may requisition 2 gp per Templar level.

Steal Spell: Sorcerer Kings channel stolen elemental energy to their followers. At level 3 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 7, 11, 15 and 19.

Turn Undead: When a Templar reaches 4th 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.

Minions: A Templar may requisition followers within his city state. Treat this as the leadership feat. At the Templars option he may replace this ability for any bonus feat he qualifies for. Templars gain this ability at level 6.

Tyrant: At 8th level all compulsion spells cast by the Templar get a +1 bonus to their DC.

Templarate Survivor: The Templarate can be fatal to the inexperienced Templar. At 10th level the Templar gains the persuasive feat to reflect his survival and political acumen.


Recover Spell: (ex). At 12th level a Templar may petition his monarch to replenish an exhausted spell slot. The Templar recovers the expended spell slot as if he had rested for 8 hours.

Kings Visage: (su)At 16th level a Templar can call upon his king to install fear into his enemies. As a standard action they can cause fear in a 60’cone. The DC for the cone is 10+ half the Templars level + the Templars charisma modifier.

Might of the Sorcerer King
Templars who have reached 20th have reached the pinnacle of their power serving their Sorcerer King and can channel his power. Once per day as a free action they can invoke his name and gain +8 bonus to strength, +4 bonus to constitution and +4 bonus to dexterity and damage reduction 15/- and a +5 bonus on all saving throws. Might of the Sorcerer King lasts for a number of rounds equal to 3 + the characters charisma modifier.

Spells

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.

Spells per Day: As Sorcerer/Favoured Soul.

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, Dispel Ward, Doom, Endure Elements, Inflict Light Wounds, Magic Weapon, Protection from Chaos/Evil/Good/Law, Shield of Faith, Vision of Glory,

2nd Level: Aid, Align Weapon, Bulls Strength, Cure Moderate Wounds, Death Knell, Deific Vengeance (Kings Vengeance),Inflict Moderate Wounds, Flame Blade, Hold Person, Resist Energy, Sound Burst, Wave of Grief, 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, Resist Energy Mass, Searing Light, Speak With Dead,

4th Level: Assay Spell Resistance, Contingent Energy Resistance, Cure Critical Wounds, Death Ward, Discern Lies, Flame Strike, Inflict Critical Wounds, Magic Weapon Greater, Sending, Shield of Faith Mass, Wrack

5th Level: Blistering Radiance, Command Greater, Dominate Person, Disrupting Weapon, Hold Monster, Righteous Wrath of the Faithful, Scrying, Slay Living, True Seeing, Wall of Dispel Magic,

6th Level: Anger of the Noonday Sun, Blade Barrier, Bolt of Glory, Energy Immunity, Forbiddance, Harm, Heal, Opalescent Glare, Word of Recall,

7th Level: Brilliant Blade, Destruction, Hold Person Mass, Power Word Blind, Repulsion, Spell Turning, Scrying Greater, Symbol of Stunning,

8th Level: Anti Magic Field, Create Greater Undead, Discern Location, Elemental Storm, Power Word Stun, Storm Rage, Symbol of Death

9th Level: Foresight, Heal Mass, Implosion, Miracle, Reaving Dispel, Storm of Vengeance,