FANDOM


The Templar focuses his divine faith into protecting the weak, challenging the worthy, and vanquishing those who would threaten his charges.


Templar Class Features

The Templar gains the following class features:


Weapon Proficiencies

As a priest, the Templar gains training with flails, bludgeons, hammers, swords and crossbows.


Armor Proficiencies

As a priest, the Templar gains training with light armor, heavy armor, and Shields.


Magic Proficiencies

As a priest, the Templar can perform divine prayers and invocations, usually using the Religion skill. His magic damage bonus is equal to his Wisdom modifier.


Skill Proficiencies

As a priest, the Templar gains training in Religion and History.
Additionally, divine sanction grants training in Diplomacy, and and faith's protection grants training in Endurance.


Starting Feats


Divine Sanction

(Templar class feature)

Basics

(Level 0)

  • You gain training in the Diplomacy skill.
  • You gain a class bonus to your maximum hit points equal to your level, or equal to twice your level if you already had a class bonus to hit points.
  • You gain a +1 class bonus to your Will defense.
  • When you hit an unmarked creature with a melee attack, you mark that enemy until you mark another creature.
  • Any creature that is marked by your Divine Sanction suffers a -2 penalty to all attacks which include any creature other than you as a target.
  • Whenever an enemy marked by your Divine Sanction makes an attack that does not include you as a target, you deal [ magic damage bonus ] damage to it as a free reaction. The damage type is determined by your Faith.

Class Prayer

  • You gain the following prayer:

Divine Challenge

(per-encounter immediate actionmarking attack prayer)

Prerequisites:

Divine Sanction

Target:

One unmarked enemy that can see or hear you.

Effect:

All creatures marked by you become unmarked, and the target becomes marked until the enemy is defeated or you bloody that enemy, or until you become bloodied by that creature or reduced to 0 hit points by that creature. While a creature is marked by your Divine Challenge, you may not mark any other creatures.

The creature that is marked by your Divine Challenge suffers a -2 penalty to all attacks which include any creature other than you as a target. Whenever it makes an attack that includes any creature other than you as a target, you deal 1d6 + [ magic damage bonus ] damage to it as a free reaction for each creature other than you that the attack targeted. The damage type is determined by your Faith, and ignores resistance.

Likewise, whenever you make an attack that includes any creature other than your Divine Challenge's mark as a target, or whenever you end your turn further from your mark than when you started your turn, you take 1d6 + your [ magic damage bonus ] damage, and the effects of this power end. The damage type is determined by your Faith, and ignores resistance.

Faith's Protection

(Templar class feature)

Basics

(Level 0)

  • You gain training in the Endurance skill.
  • You gain a class bonus to your maximum hit points equal to your level, or equal to twice your level if you already had a class bonus to hit points.
  • You gain a +1 class bonus to your Fortitude defense.
  • You gain a bonus to your Vitality equal to the higher of your Charisma modifier or your Wisdom modifier.

Invocation

  • You gain the following invocation:

Smite Foe

(daily free interruptstrike invocation)

Prerequisites:

Faith's Protection

Trigger:

You hit an enemy with a weapon attack.

Effect:

The attack deals additional damage of a type determined by your Faith equal to 1d6 + your magic damage bonus + your level, and the target is dazed until the end of your next turn.

Special

If the target is an elite or solo creature and is marked by your divine challenge or another divine feat, you may spend a number of healing reserves up to half the target's level (round up), but regain no hit points. If you do, this attack deals an additional +2d6 damage per healing reserve spent.


Leveling Up

At each level, you gain new features and bonuses to increase your divine prowess:

Level 1

(1,000 XP)

Level 2

(3,000 XP)

Level 3

(6,000 XP)

Level 4

(10,000 XP)

Level 5

(15,000 XP)

Level 6

(21,000 XP)

Level 7

(28,000 XP)

Level 8

(36,000 XP)

Level 9

(45,000 XP)

Level 10

(55,000 XP)

Level 11

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.