Thursday, May 10, 2012

The Templar

“And so the Shining Knight, Ol’ Deadeye and Luroth the Beautiful founded the first templar temples. Scions of those once companions would go on to oppose one another throughout recorded history to this day.”
Achaeus’ 353rd scroll of Comparative Theology of the First Epoch

Prime Requisite: STR and CHA
Requirements: None
Hit Dice: 1d6
Maximum Level: 14

Templars are divine champions of a deity, faith or philosophy. Some templars stand should-to-shoulder with paladins, while other templars are as vile as anti-paladins, but most numerous of all are the templars who champion causes between those two extremes. Crusades are not only for paladins, nor always for a noble cause, but templars can be every bit as unwavering in pursuing their crusades.

At first level, templars hit an unarmored foe (AC 0) with an attack throw of 10+. Like fighters, they advance in attack throws and saving throws by two points every three levels of experience. Templars increase their base damage roll from their choice of either melee or missile attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. The templar must choose which type of attack will receive the damage bonus at 1st level, and may not change the choice as he advances.

Templars may wear any armor, but are limited to fighting with the traditional weapons of their temple. All templars are trained by a temple, defined by the deity, faith or philosophy of its members. Judges are encouraged to create temples specific to their campaign setting. Otherwise, when a templar is created, select a temple for the character from the Alignment-based Temples table below based upon the character’s alignment. Write down the allowed traditional weapons and special abilities of the temple. Each temple teaches the use of a selection of traditional weapons, two or more special abilities at 1st level or later, and four proficiency selections which are added to the Templar Proficiency List as potential class proficiency choices. All templars may fight wielding a weapon and shield, wielding a weapon two-handed, or wielding a weapon in each hand, as desired.

Alignment-based Temples


Alignment
Weapons
Special Abilities
Proficiency List
Lawful
battle axe, flail, lance, mace, morning star, pole arm, spear, sword, two-handed sword, war hammer
1st level: aura of protection, lay on hands
Combat Trickery (force back, overrun), Healing, Sensing Evil
Neutral
all missile weapons and any one-handed melee weapons
3rd level: accuracy +1 to all attack throws with missile weapons, 5th level: precise shot as an elven ranger, 7th level: sharpness once per 8 hours; each use takes 1 round (10 seconds)
Precise Shooting, Running, Swashbuckling, Weapon Finesse
Chaotic
battle axe, dagger, flail, great axe, mace, morning star, short sword, sword, two-handed sword, whip
1st level: aura of protection, 5th level: sensing good, 9th level: charm person once per day; each use takes 1 round (10 seconds)
Ambushing, Berserkergang, Familiar, Kin-Slaying


Beginning at 6th level a templar may turn undead as a cleric of 5 levels lower. Beginning at 7th level, templars may cast divine spells as a divine caster of 5 levels lower. See the templar’s spell repertoire below. Beginning at 10th level, a templar may brew potions, scribe scrolls, and research spells as a divine caster of 5 levels lower.

Templars may use any magic item usable by fighters.

When a templar reaches 5th level, his holy fervor inspires those who follow him. Any henchmen and mercenaries hired by the templar gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the templar’s Charisma or proficiencies.

At 9th level, a templar can build or claim a fortress. When the templar establishes his fortress, 1d4+1x10 0th level mercenaries and 1d6 templars of 1st-3rd level will serve him. If hired, they must be paid standard rates for mercenaries. Fortresses are otherwise identical to fighters’ castles, as detailed in the Campaign chapter of the ACKS Rulebook.

Templar Proficiency List (24 + 4 = 28): Alertness, Apostasy, Blind Fighting, Combat Reflexes, Combat Trickery (incapacitate, sunder), Command, Diplomacy, Divine Blessing, Divine Health, Dungeon Bashing, Endurance, Fighting Style, Knowledge (history), Laying on Hands, Leadership, Manual of Arms, Military Strategy, Martial Training, Mystic Aura, Profession (judge), Riding, Theology, Unflappable Casting, Weapon Focus

Experience
Level
Title
Hit Dice
Damage Bonus
1
2
3
4
5
0
1
Aspirant
1d6
+1





2,050
2
Novice
2d6
+1





4,100
3
Initiate
3d6
+2





8,200
4
Disciple
4d6
+2





16,400
5
Immaculate
5d6
+2





32,800
6
Preceptor
6d6
+3





65,000
7
Justiciar
7d6
+3
1




130,000
8
Templar
8d6
+3
2




250,000
9
Master
9d6
+4
2
1



370,000
10
Master, 10th lvl
9d6+2*
+4
2
2



490,000
11
Master, 11th lvl
9d6+4*
+4
2
2
1
1

610,000
12
Master, 12th lvl
9d6+6*
+5
2
2
2
1
1
730,000
13
Master, 13th lvl
9d6+8*
+5
3
3
2
2
1
850,000
14
Grand Master
9d6+10*
+5
3
3
3
2
2
*Hit point modifiers from constitution are ignored


Templar Spells

First Level Divine Spells

1     Cure Light Wounds*
2     Light*
3     Protection from Evil*
4     Remove Fear*
5     Resist Cold

Second Level Divine Spells

1     Bless*
2     Delay Poison
3     Resist Fire
4     Shimmer
5     Spirtual Weapon

Third Level Divine Spells

1     Continual Light*
2     Cure Blindness
3     Cure Disease*
4     Remove Curse*
5     Striking

Fourth Level Divine Spells

1     Cure Serious Wounds*
2     Death Ward
3     Dispel Magic
4     Neutralize Poison*
5     Vigor

Fifth Level Divine Spells

1     Commune
2     Dispel Evil
3     Strength of Mind*
4     Sword of Fire
5     True Seeing


Custom Class Build Information


Hit Dice
Fighting
Thievery
Divine
Arcane
1
2
0
1
0

Trade-Offs

Eliminate fighter damage bonus(melee or missile) for 1 custom power
Weapons from Unrestricted to Broad for 1 custom power
Exchange casting at 1/2 class level for Class level –5

XP Calculation: 500 + 1000 + 300 + 250 = 2050 at 2nd level

1 comment:

  1. Nice class. I could use this in my City of Bones setting.

    ReplyDelete