Thursday, July 1, 2010

Templar

TEMPLAR

Templars are the minions of the sorcerer‐kings and can draw mystical energies from them. A templar dedicates himself to a particular sorcerer‐monarch and gains powers based on the sorcerer‐monarch chosen. They answer to their sorcerer-monarch and their own sense of justice alone, and are willing to take extreme measures to meet their goals.

Role: Templars are civil servants within a city‐state’s government organization commonly referred to as a “temple,” “bureau,” or “order.” Templars can cast a number of divine spells each day, as granted by their Sorcerer-Monarch. If necessary they can be a destructive fighting force, but they serve much better as officers of slave‐soldiers and mercenaries. In most city‐states, templars are the ultimate authority—judge, jury, and executioner. However, their wide array of available skills reflects the equally wide array of roles ranging from general to jailor and from tax collector to garbage collector.

Alignment: A templar’s alignment must be within one step of her sorcerer-monarch’s, along either the law/chaos axis or the good/evil axis.

Hit Dice: d8.

TEMPLAR

Spells per Day

Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th

1st +0 +2 +0 +2 Domain, Orisons, Stern Gaze 1 - - - - -

Judgment 1/day,

Secular Authority

2nd +1 +3 +0 +3 Detect alignment, Sigil 2 - - - - -

3rd +2 +3 +1 +3 Solo Tactics, Teamwork feat 3 - - - - -

4th +3 +4 +1 +4 Judgment 2/day 3 1 - - - -

5th +3 +4 +1 +4 Bane, Detect Lies 4 2 - - - -

6th +4 +5 +2 +5 Teamwork feat 4 3 - - - -

7th +5 +5 +2 +5 Judgment 3/day 4 3 1 - - -

8th +6 +6 +2 +6 Second judgment 4 4 2 - - -

9th +6 +6 +3 +6 Teamwork feat 5 4 3 - - -

10th +7 +7 +3 +7 Judgment 4/day 5 4 3 1 - -

11th +8 +7 +3 +7 Stalwart 5 4 4 2 - -

12th +9 +8 +4 +8 Greater bane, Teamwork feat 5 5 4 3 - -

13th +9 +8 +4 +8 Judgment 5/day 5 5 4 3 1 -

14th +10 +9 +4 +9 Exploit weakness 5 5 4 4 2 -

15th +11 +9 +5 +9 Teamwork feat 5 5 5 4 3 -

16th +12 +10 +5 +10 Judgment 6/day, 5 5 5 4 3 1

Third Judgment

17th +12 +10 +5 +10 Slayer 5 5 5 4 4 2

18th +13 +11 +6 +11 Teamwork feat 5 5 5 5 4 3

19th +14 +11 +6 +11 Judgment 7/day 5 5 5 5 5 4

20th +15 +12 +6 +12 True judgment 5 5 5 5 5 5

Class Skills

The Templar’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).

Skill Ranks per Level: 6 + Int modifier.

Class Features

The following are class features of the templar.

Weapon and Armor Proficiency: Templars are proficient with all simple weapons, plus the crossbow, hand crossbow, longbow, shortbow, and the favored weapon of their Sorcerer-Monarch. They are also proficient with light armor, medium armor, and shields (except tower shields).

Spells: A templar casts divine spells drawn from the templar spell list (see below). She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, a templar must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a templar’s spell is 10 + the spell level + the templar’s Charisma modifier.

A templar can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given in the table above.

In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

A templar’s selection of spells is extremely limited. A templar begins play knowing four 0-level spells and two 1st-level spells of the templar’s choice. At each new templar level, she gains one or more new spells as indicated on table below. (Unlike spells per day, the number of spells an templar knows is not affected by her Charisma score. The numbers on the table below are fixed.)

Templar Spells Known


Level 0 1st 2nd 3rd 4th 5th 6th

1st 4 2 — — — — —

2nd 5 3 — — — — —

3rd 6 4 — — — — —

4th 6 4 2 — — — —

5th 6 4 3 — — — —

6th 6 4 4 — — — —

7th 6 5 4 2 — — —

8th 6 5 4 3 — — —

9th 6 5 4 4 — — —

10th 6 5 5 4 2 — —

11th 6 6 5 4 3 — —

12th 6 6 5 4 4 — —

13th 6 6 5 5 4 2 —

14th 6 6 6 5 4 3 —

15th 6 6 6 5 4 4 —

16th 6 6 6 5 5 4 2

17th 6 6 6 6 5 4 3

18th 6 6 6 6 5 4 4

19th 6 6 6 6 5 5 4

20th 6 6 6 6 6 5 5

Upon reaching 5th level, and at ever third templar level thereafter (8th, 11th, and so on), an templar can choose to learn a new spell in place of one she already knows. In effect, the templar “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level templar spell she can cast. A templar may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Orisons: Templars learn a number of orisons, or 0-level spells, as noted on Table 6–2 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Domain: A templar’s sorcerer-monarch influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the sorcerer-monarch as a cleric is to his element, a templar must still hold such guidelines in high regard, despite that fact she can go against them if it serves her purpose and advancement. A templar can select one domain from among those belonging to her sorcerer-monarch. A templar can select an alignment domain only if her alignment matches that domain.

Sorcerer-Monarch

City

Domains

Favored Weapon

Abalach-Re

Raam

Chaos, Charm, Knowledge, Madness, Trickery

Bard’s Garrote

Andropinis

Balic

Glory, Law, Nobility, Protection, Travel

Halberd

Hamanu

Urik

Destruction, Glory, Law, Strength, War

Longsword

Kalak

Tyr

Knowledge, Law, Madness, Magic, Trickery

Whip

Lalali-Puy

Gulg

Animal, Charm, Community, Plant, Repose

Net

Nibenay

Nibenay

Darkness, Knowledge, Magic, Rune, Trickery

Bard’s Friend

Tectuktilay

Draj

Chaos, Death, Destruction, Strength, War

Macahuitl

Each domain grants a number of domain powers, dependent on the level of the templar. A templar does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The templar uses her level as her effective cleric level when determining the power and effect of her domain powers. If the templar has cleric levels, one of her two domain selections must be the same domain selected as a templar. Levels of cleric and templar stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Judgment (Su): Starting at 1st level, a templar can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the templar receives a bonus or special ability based on the type of judgment made. The bonuses granted by the judgment continue to improve on following rounds, reaching a maximum bonus that lasts until the judgment ends.

At 1st level, a templar can use this ability once per day. At 4th level and every three levels thereafter, the templar can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The templar must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but all of the bonuses reset to those granted on the first round until she can participate in the combat again.

When the templar uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type, but doing so resets the bonus granted to those granted on the first round.

Destruction: The templar is filled with divine wrath, gaining a +1 bonus on all weapon damage rolls. This bonus increases by +1 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, all of these bonuses are doubled (+2 on the first round, +4 on the second, and so on).

Healing: The templar is surrounded by a healing light, gaining fast healing 1. This causes the templar to heal 1 point of damage each round as long as the templar is alive and the judgment lasts. The amount of healing increases by 1 point of damage each round after the first, to a maximum of 3 points of damage on the third and following rounds. At 10th level, the amount of healing doubles (2 hp on the first round, 4 on the second, and so on).

Justice: The judgment spurs the templar to seek justice, granting a +1 bonus on all attack rolls. This bonus increases by +1 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, the bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: The judgment gives the templar great focus and makes her spells more potent. This grants a +1 bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 each round after the first to a maximum of +3 on the third and following rounds. At 10th level, all of these bonuses are doubled (+2 on the first round, +4 on the second, and so on).

Protection: The templar is surrounded by a protective aura, granting a +1 bonus to Armor Class. This bonus increases by +1 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, the bonus is doubled against attack rolls made to confirm critical hits against you.

Purity: The templar is protected from her foes, gaining a +1 bonus on all saving throws. This bonus increases by +1 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: The judgment makes the templar resistant to harm, granting DR 1/magic. This bonus increases to 2/magic on the second round, and 3/magic on the third and following rounds. At 10th level, this

DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the templar’s. If she is Neutral, the templar does not receive this increase.

Resistance: The templar is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 each round after the first, to a maximum of 6 on the third and following rounds. At 10th level, the amount of protection increases to 5 on the first round, plus an additional 5 each round thereafter, to a maximum of 15 on the third and following rounds.

Smiting: The judgment bathes the templar’s weapons in a divine light. This judgment provides no bonus on the first round. On the second round, the templar’s weapons count as magic for the purposes of bypassing damage reduction. On the third and following rounds, the templar’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the templar’s alignments. If the templar is Neutral, she does not receive a bonus on the third round. At 10th level, on the third and following rounds, the templar’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Stern Gaze (Ex): Templars are skilled at sensing deception and intimidating their foes. An templar receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her templar level (minimum +1).

Secular Authority: At level 1, a templar receives the Secular Authority as a bonus feat. Once per day per templar level, a templar can use her authority within her city‐state to order slaves to do her bidding, requisition troops, enter the homes of freemen and nobles, and have them arrested. This ability grants four new uses for the Diplomacy skill. None of them functions during combat.

Requisition: The templar can draw upon the resources of her city, gaining the use of any slave, overriding the wishes of its owner.

Intrude: The templar can, at any time, search the home, person or possessions of a slave. She may search and impound any evidence of wrongdoing, if found. Her authority does not extend to confiscating items for personal use.

Accuse: The templar may have a slave imprisoned indefinitely, awaiting the gathering of evidence against him. You may only imprison one suspect in such a manner.

Judge: The templar may pass judgment on a slave. This includes setting fines, prison sentences, death sentences or anything else she wishes, within the laws of her city‐state.

As a templar gains more ranks in the Diplomacy skill, she gains the authority to take these actions against progressively higher social rankings, as described on the table below.

Ranks

Ability

2

Requisition slave

3

Intrude on slave

4

Accuse slave

5

Requisition troops

6

Intrude on freeman

7

Judge slave

8

Accuse freeman

9

Requisition gear

10

Intrude on noble

11

Judge freeman

12

Accuse noble

13

Requisition spellcaster/manifester

14

Intrude on templar

15

Judge noble

16

Accuse templar

17

Requisition property

18+

Judge templar

Failure to comply with these demands is usually sanctioned with fines, imprisonment, outlaw status, and possibly execution. Any of the uses of this ability can be contested by another person with the Secular Authority ability, and move to have the action reversed with an opposed Diplomacy check. If the challenger wins the opposed roll, the defending templar’s action is reversed (for example an imprisoned freeman is set free). If the defender wins the opposed roll nothing happens. Secular Authority can be contested in a particular case only once. A defending templar who loses the opposed roll may not contest the result. Nor can she use Secular Authority to repeat the action that was contested against the same target. A templar receives a competence bonus to Secular Authority checks equal to half her class level.

Detect Alignment (Sp): At will, an templar can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Sigil (Sp): Every templar also receives a sigil that is the sign of their rank and station as a templar within their city’s templarate. The form of the sigil is unique to each city‐state, but is always unmistakable for what it is. The sigil serves as the templar’s divine focus, and also allows her to use the spell‐like powers arcane mark, purify food and drink, and slave scent a combined total of times equal to 3 + the templar’s Cha modifier. These spell‐like powers do not count against her total of spells per day.

Solo Tactics (Ex): At 3rd level, all of the templar’s allies are treated as if they possess the same teamwork feats as the templar for the purpose of determining if the templar receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the templar to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the templar gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The templar must meet the prerequisites of the selected bonus feat.

As a standard action, the templar can choose to learn a new bonus teamwork feat in place of the most recent teamwork feat she has already learned. In effect, the templar loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. A templar can change her most recent teamwork feat a number of times per day equal to her Charisma modifier.

Bane (Su): At 5th level, a templar can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the templar wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the templar before the duration expires. This ability lasts for a number of rounds per day equal to the templar’s level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an templar can discern lies, as per the spell, for a number of rounds per day equal to her templar level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Second Judgment (Ex): At 8th level, whenever a templar uses her judgment ability, she selects two different judgments, instead of one. As a swift action, she can change one of these judgments, causing the bonuses from that judgment to reset to those granted on the first round.

Stalwart (Ex): At 11th level, a templar can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the templar is wearing light armor, medium armor, or no armor. A helpless templar does not gain the benefit of the stalwart ability.

Greater Bane (Su): At 12th level, whenever the templar uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Exploit Weakness (Ex): At 14th level, the templar learns to take advantage of any opportunity that presents itself. Whenever the templar scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round (if the creature’s regeneration can be bypassed). Finally, if the templar deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Third Judgment (Ex): At 16th level, whenever a templar uses her judgment ability, she selects three different judgments, instead of two. As a swift action, she can change one of these judgments, causing the bonuses from that judgment to reset to those granted on the first round.

Slayer (Ex): At 17th level, the templar learns to act quickly in combat. Whenever an templar uses her judgment ability, she can select one of her judgments—that judgment grants the maximum bonus from the first round of combat onward. If that judgment is changed during combat, it resets as normal.

True Judgment (Su): At 20th level, the templar can call true judgment down upon a foe during combat. Whenever an templar uses her judgment ability, and all of the judgments are granting the maximum bonus, the templar can invoke true judgment on a foe as a swift action. Once declared, the templar can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the templar’s level + the templar’s Charisma modifier.

Once the attack is made, all of the bonuses from the templar’s judgments reset to those granted on the first round (although the slayer judgment remains at the maximum bonus). Regardless of whether or not the save is made, the target creature is immune to the templar’s true judgment ability for 24 hours.

Chaotic, Evil, Good, and Lawful Spells: A templar can’t cast spells of an alignment opposed to her own or her sorcerer-monarch’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good and lawful descriptors in their spell descriptions.

Ex-Templars

A templar who slips into corruption or changes to a prohibited alignment loses all spells and the judgment ability. She cannot threafter gain levels as a templar until she atones.


Templar Spells

0-Level Templar Spells

1st-Level Templar Spells

Acid Splash

Bleed

Create Water

Daze

Detect Magic

Detect Poison

Disrupt Undead

Guidance

Light

Read Magic

Resistance

Stabilize

Virtue

Alarm

Bane

Bless

Bless Water

Cause Fear

Command

Comprehend Languages

Cure Light Wounds

Curse Water

Detect Chaos/Evil/Good/Law

Detect Undead

Disguise Self

Divine Favor

Doom

Expeditious Retreat

Hide from Undead

Inflict Light Wounds

Magic Weapon

Protection from Chaos/Evil/Good/Law

Remove Fear

Sanctuary

Shield of Faith

True Strike

2nd-Level Templar Spells

3rd-Level Templar Spells

Aid

Align Weapon

Calm Emotions

Consecrate

Cure Moderate Wounds

Darkness

Death Knell

Delay Poison

Desecrate

Detect Thoughts

Enthrall Undetectable Alignment

Find Traps Whispering Wind

Hold Person Zone of Truth

Inflict Moderate Wounds

Invisibility

Knock

Remove Paralysis

Resist Energy

Restoration, Lesser

See Invisibility

Shield Other

Silence

Spiritual Weapon

Tongues

Arcane Sight

Continual Flame

Cure Serious Wounds

Daylight

Deeper Darkness

Dimensional Anchor

Dispel Magic

Glyph of Warding

Halt Undead

Heroism

Inflict Serious Wounds

Invisibility Purge

Keen Edge

Locate Object

Magic Circle vs. Chaos/Evil/Good/Law

Magic Vestment

Magic Weapon, Greater

Nondetection

Obscure Object

Prayer

Protection from Energy

Remove Curse

Remove Disease

Searing Light

Speak with Dead

4th-Level Templar Spells

5th-Level Templar Spells

Chaos Hammer

Cure Critical Wounds

Death Ward

Detect Scrying

Discern Lies

Dismissal

Divination

Divine Power

Fear

Freedom of Movement

Geas, Lesser

Hold Monster

Holy Smite

Inflict Critical Wounds

Invisibility, Greater

Neutralize Poison

Order’s Wrath

Restoration

Sending

Spell Immunity

Stoneskin

Unholy Blight

Atonement

Banishment

Break Enchantment

Command, Greater

Commune

Cure Light Wounds, Mass

Dispel Chaos/Evil/Good/Law

Disrupting Weapon

Flame Strike

Geas/Quest

Hallow

Inflict Light Wounds, Mass

Mark of Justice

Righteous Might

Spell Resistance

Telepathic Bond

True Seeing

Unhallow

6th-Level Templar Spells

Blade Barrier

Blasphemy

Circle of Death

Cure Moderate Wounds, Mass

Dictum

Dispel Magic, Greater

Find the Path

Forbiddance

Glyph of Warding, Greater

Harm

Heal

Heroes’ Feast

Holy Word

Inflict Moderate Wounds, Mass

Legend Lore

Repulsion

Undeath to Death

Word of Chaos