Not all religions are content with organic growth or even
evangelic growth. These religions send inquisitors to challenge and eliminate
the old faiths, while ensuring the current flock remain true. As defenders
of the old faiths, witch-knights are the natural enemies of inquisitors.
Following are new temple selections for the Templar.
Temple
|
Weapons
|
Special Abilities
|
Proficiency List
|
Inquisitor
|
all missile weapons and any one-handed melee weapons
|
1st level: perceive intentions as a mystic, 5th level: detect magic once per hour; each use takes 1 round, 9th level: dispel magic once per day; each use
takes 1 round
|
Charm Resistance, Kin-Slaying, Knowledge (metaphysics),
Precise Shooting, Profession (torturer)
|
Witch-Knight
|
battle axe, flail, lance, mace, morning star, pole arm,
spear, sword, two-handed sword, war hammer
|
1st level: aura of protection, 7th level: Apostasy,
divine striking
|
Combat Trickery (force back, overrun), Familiar,
Healing
|
New Power
Divine Striking
When the character successfully strikes a target with a
melee attack, he can expend one of his daily spell slots to increase damage.
Damage is increased by 1d6 per level of the spell slot expended. This custom
power counts as 1 power at Divine Value 1.
New Proficiency
Charm Resistance
The character receives a +4 bonus on saving throws
against charms.
No comments:
Post a Comment