The Templar (PC Class)

Player character options and their spells

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Post by waysoftheearth » Sun Feb 16, 2014 3:24 am

The Templar (PC Class)

If you're looking for an alternative cleric option that's a bit more "fighty" and a bit less "magicky" this templar could be what you're after...


The Templar

Templars must choose law or chaos; they cannot remain neutral in the eternal struggle. Either type must remain steadfast in this choice or be stripped of his status.

Templars of the lawful sort are sectarian knights and paladins. They range from theistic and rational to virtuous and bold but every templar is associated with a militant Order whose purpose is to vanquish evil. In performing their duties templars are allowed any knightly arms and armor--but knave's gear is beneath them. Leather armor, clubs, hand axes, missiles, spears, and staves are forbidden.

In combat a templar uses the cleric's attack matrix, but has multiple attacks versus normals as does a fighter.

  Code:
========================================================================
                           Templar Progression
========================================================================
         Experience            S a v i n g   T h r o w   V e r s u s
Templar    Points    Hit            Wands    Paralysis    Breath
 Level    Required   Dice   Poison   Rays  Petrification  Weapon  Spells
------------------------------------------------------------------------
   1             0    1       11      12         14         16      15
   2         1,500    2       10      11         13         15      14
   3         3,000   2+1      10      11         13         15      14
   4         6,000    3        9      10         12         14      13
   5        12,000    4        9      10         12         14      13
   6        25,000    5        8       9         11         13      12
   7        50,000   5+1       8       9         11         13      12
   8        95,000    6        7       8         10         12      11
   9       160,000    7        7       8         10         12      11
  10       240,000   7+1       6       7          9         11      10
  11       320,000   7+2       6       7          9         11      10
  12       400,000    8        5       6          8         10       9
------------------------------------------------------------------------
A templar requires 160,000 experience points per level beyond the 12th.
A templar adds one hit die per three levels beyond the 9th.
Though a templar is prayerful he cannot memorize clerical spells. However, so long as he remains devoted to his faith, he can read and write clerical spell-scrolls exactly as does a cleric (the latter requiring possession of a written spell to duplicate). Moreover, a templar is permitted any magic item usable by clerics and fighters (excluding knave's gear).

Beginning at 4th level a templar is aware of evil (as the detect evil spell) within 3" whenever he concentrates for a turn, and adds +1 to morale checks of any Order troops he leads in combat. At 8th level and above a templar can sacrifice a Holy Cross worth at least 500 gp to invoke an infallible dispel evil with 6" range.

Should a templar possess a Holy sword it will do two damage dice to chaotics (6-16 hit points in total) and will dispel magic (at the templar's experience level) on demand when touched to the ensorcelled subject.

When a templar achieves 9th level he can establish a stronghold and his Order will cover half of any construction costs. Once established, a stronghold will attract a body of 50-300 fanatically loyal dervishes who will serve the Order without wages (though they will require upkeep). If the surrounding countryside is kept clear of monsters this holding will attract faithful settlers each of whom can pay 2 gp in tithes and taxes per month.
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

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