Dark Templar

Role: A dark templar is the most nefarious sort of villain, meticulous and driven. She serves her own selfish desires, using the framework of ordered society as a ladder to elevate herself and crush her opponents. She preys on the weak-willed, using every available exploit to bring ruin to those less motivated and prepared than herself.

Alignment: Lawful evil.

Hit Dice: d10.

CLASS SKILLS
A dark templar’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

Skill Ranks per Level: 2 + Int modifier.

CLASS FEATURES
A dark templar has the following class features:

Spells Per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1 +1 +2 +0 +2 Aura of law, detect chaos, smite chaos 1/day
2 +2 +3 +0 +3 Touch of corruption, unholy grace
3 +3 +3 +1 +3 Aura of despair, disdain, plague bringer
4 +4 +4 +1 +4 Channel negative energy, smite chaos 2/day 0
5 +5 +4 +1 +4 Fiendish boon 1
6 +6 +5 +2 +5 Disdain 1
7 +7 +5 +2 +5 Smite chaos 3/day 1 0
8 +8 +6 +2 +6 Aura of cowardice 1 1
9 +9 +6 +3 +6 Disdain 2 1
10 +10 +7 +3 +7 Smite chaos 4/day 2 1 0
11 +11 +7 +3 +7 Aura of spite 2 1 1
12 +12 +8 +4 +8 Disdain 2 2 1
13 +13 +8 +4 +8 Smite chaos 5/day 3 2 1 0
14 +14 +9 +4 +9 Aura of restraint 3 2 1 1
15 +15 +9 +5 +9 Disdain 3 2 2 1
16 +16 +10 +5 +10 Smite chaos 6/day 3 3 2 1
17 +17 +10 +5 +10 Aura of tyranny 4 3 2 1
18 +18 +11 +6 +11 Disdain 4 3 2 2
19 +19 +11 +6 +11 Smite chaos 7/day 4 3 3 2
20 +20 +12 +6 +12 Axiomatic champion 4 4 3 3

Weapon and Armour Proficiency: A dark templar is proficient with all simple and martial weapons, with all types of armour (heavy, medium, and light), and with shields (except tower shields).

Aura of Law (Ex): The power of a dark templar’s aura of law (see the detect law spell, Core Rulebook, pg. 267) is equal to her dark templar level.

Detect Chaos (Sp): At will, a dark templar can use detect chaos (Core Rulebook, pg. 266), as the spell. A dark templar can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is chaotic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, she does not detect chaos in any other object or individual within range.

Smite Chaos (Su): Once per day, a dark templar can call out to the powers of order to crush the forces of chaos. As a swift action, she chooses one target within sight to smite. If this target is chaotic, she adds her Charisma bonus (if any) on her attack rolls and adds her dark templar level on all damage rolls made against the target of her smite. If the target of smite chaos is an outsider with the chaotic subtype, a chaotic-aligned dragon, or a chaotic creature with levels of cleric or templar, the bonus to damage on the first successful attack increases to 2 points of damage per level she possesses. Regardless of the target, smite chaos attacks automatically bypass any DR the creature might possess.

In addition, while smite chaos is in effect, a dark templar gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If she targets a creature that is not chaotic, the smite is wasted with no effect.

A dark templar’s smite chaos effect remains until the target of the smite is dead or the next time she rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, she may smite chaos one additional time per day, as indicated on the table above, to a maximum of seven times per day at 19th level.

Touch of Corruption (Su): Beginning at 2nd level, a dark templar surrounds her hand with a fiendish flame, causing terrible wounds to open on those she touches. Each day she can use this ability a number of times equal to 1/2 her dark templar level + her Charisma modifier. As a touch attack, a dark templar can cause 1d6 points of damage for every two dark templar levels she possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, a dark templar can use this power to heal undead creatures, restoring 1d6 hit points for every two levels she possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands (Core Rulebook, pg. 62) paladin class feature. For example, the Extra Lay On Hands (Core Rulebook, pg. 124) feat grants a dark templar 2 additional uses of the touch of corruption class feature.

Unholy Grace (Su): At 2nd level, a dark templar gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Aura of Despair (Su): At 3rd level, enemies within 10 feet of a dark templar take a –2 penalty on all saving throws. This penalty does not stack with the penalties from aura of cowardice or aura of tyranny. This ability functions only while she is conscious, not if she is unconscious or dead.

Disdain (Su): At 3rd level, and every three levels thereafter, a dark templar can select one disdain. Each disdain adds an effect to her touch of corruption ability. Whenever she uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the disdains she possesses. This choice is made when the touch is used. The target receives a Fortitude save to avoid this disdain. If the save is successful, the target takes the damage as normal, but not the effects of the disdain. The DC of this save is equal to 10 + 1/2 her level + her Charisma modifier. At 3rd level, a dark templar can select from the following initial disdains.

  • Ability Damage: The target is dealt 1 point of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma damage per three dark templar levels.
  • Fatigued: The target is fatigued (Core Rulebook, pg. 567).
  • Shaken: The target is shaken (Core Rulebook, pg. 568) for 1 round per dark templar level.

At 6th level, a dark templar adds the following disdains to the list of those that can be selected.

  • Dazed: The target is dazed (Core Rulebook, pg. 566) for 1 round.
  • Entangled: The target is entangled (Core Rulebook, pg. 567) by shadowy tentacles for 1 round per two dark templar levels.
  • Staggered: The target is staggered (Core Rulebook, pg. 568) for 1 round per two dark templar levels.

At 9th level, a dark templar adds the following disdains to the list of those that can be selected.

  • Confused: The target is confused (Core Rulebook, pg. 566), as if the administering dark templar had cast confusion (Core Rulebook, pg. 258), using her dark templar level as the caster level.
  • Cursed: The target is cursed, as if the administering dark templar had cast bestow curse (Core Rulebook, pg. 247), using her dark templar level as the caster level.
  • Exhausted: The target is exhausted (Core Rulebook, pg. 567). A dark templar must have the fatigued disdain before selecting this disdain.
  • Frightened: The target is frightened (Core Rulebook, pg. 567) for 1 round per two dark templar levels. A dark templar must have the shaken disdain before selecting this disdain.
  • Poisoned: The target is poisoned, as if the administering dark templar had cast poison (Core Rulebook, pg. 323), using her dark templar level as the caster level.

At 12th level, a dark templar adds the following disdains to the list of those that can be selected.

  • Ability Drain: The target is dealt 1 point of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma drain per three dark templar levels. A dark templar must have the ability damage disdain before selecting this disdain.
  • Panicked: The target is panicked (Core Rulebook, pg. 568) for 1 round per two dark templar levels. A dark templar must have the frightened disdain before selecting this disdain.
  • Paralyzed: The target is paralyzed (Core Rulebook, pg. 568) for 1 round.
  • Stunned: The target is stunned (Core Rulebook, pg. 568) for 1 round per four dark templar levels.

These abilities are not cumulative. For example, a 12th level dark templar’s touch of corruption ability deals 6d6 points of damage and might also cause the target to become fatigued, dazed, poisoned, or panicked. Once a disdain is chosen, it can’t be changed.

Plague Bringer (Ex): At 3rd level, the powers of darkness make a dark templar a beacon of corruption and disease. A dark templar does not take any damage or take any penalty from diseases. She can still contract diseases and spread them to others, but she is otherwise immune to their effects.

Channel Negative Energy (Su): When a dark templar reaches 4th level, she gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of her touch of corruption ability. A dark templar uses her level as her effective cleric level when channeling negative energy. This is a Charisma-based ability.

Spells: Beginning at 4th level, a dark templar gains the ability to cast a small number of divine spells which are drawn from the dark templar spell list below. A dark templar must choose and prepare her spells in advance. To prepare or cast a spell, a dark templar must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dark templar’s spell is 10 + the spell level + her Charisma modifier. Like other spellcasters, a dark templar can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as that of a paladin and is given on the table above. In addition, she receives bonus spells per day if she has a high Charisma score (Core Rulebook, pg. 17, table 1–3). When the table above indicates that she gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A dark templar must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A dark templar may prepare and cast any spell on the dark templar spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a dark templar has no caster level. At 4th level and higher, her caster level is equal to her dark templar level minus 3.

Fiendish Boon (Sp): Upon reaching 5th level, a dark templar receives a boon from her dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows a dark templar to enhance her weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per dark templar level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, disruption, flaming, flaming burst, keen, merciful, speed, unholy, and wounding. Adding these properties consumes an amount of bonus equal to the property’s cost (Core Rulebook, pg. 469, table 15-9). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the dark templar who called it, but resumes giving bonuses if returned to her. These bonuses apply to only one end of a double weapon. A dark templar can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a dark templar’s weapon is destroyed while bonded with a fiendish spirit, she loses the use of this ability for 30 days, or until she gains a dark templar level, whichever comes first. During this 30-day period, she takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a dark templar to gain the service of a fiendish servant. This functions as summon monster III (Core Rulebook, pg. 352), except the duration is permanent and she can only gain the service of a single creature and that creature must either have the lawful and evil subtypes or it must be a fiendish (Bestiary, pg. 294) animal. Once selected, the choice is set, but it may be changed whenever she gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX (Core Rulebook, pg. 352) at 17th level.

Once per day, as a full-round action, a dark templar may magically call her servant to her side. This ability is the equivalent of a spell of a level equal to one-third her level. The servant immediately appears adjacent to her. A dark templar can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.

At 11th level, the servant gains the advanced (Bestiary, pg. 294) template. At 15th level, a dark templar’s servant gains spell resistance equal to her level + 11.

Should a dark templar’s fiendish servant die or be banished, she may not summon another servant for 30 days or until she gains a dark templar level, whichever comes first. During this 30-day period, she takes a –1 penalty on attack and weapon damage rolls.

Aura of Cowardice (Su): At 8th level, a dark templar radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a dark templar with this ability. This ability functions only while she remains conscious, not if she is unconscious or dead.

Aura of Spite (Su): At 11th level, a dark templar can use her detect chaos and smite chaos abilities as though they were detect good (Advanced Player’s Guide, pg. 120) and smite good (Advanced Player’s Guide, pg. 120). Using smite chaos in this way expends two uses of the ability.

Aura of Restraint (Su): At 14th level, a dark templar’s weapons are treated as lawful-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as lawful-aligned for the purposes of overcoming damage reduction. This ability functions only while she is conscious, not if she is unconscious or dead.

Aura of Tyranny (Su): At 17th level, a dark templar gains DR 5/chaotic. Each enemy within 10 feet takes a –4 penalty on saving throws against compulsion effects. This ability functions only while she is conscious, not if she is unconscious or dead.

Axiomatic Champion (Su): At 20th level, a dark templar becomes a conduit for the might of the dark powers. Her DR increases to 10/chaotic. Whenever she uses smite chaos and successfully strikes a chaotic outsider, the outsider is also subject to a banishment (Core Rulebook, pg. 246), using her dark templar level as the caster level (her weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels negative energy or uses touch of corruption to damage a creature, she deals the maximum possible amount.

Code of Conduct: A dark templar must be of lawful evil alignment and loses all class features except proficiencies if she willingly and altruistically commits good acts. This does not mean that a dark templar cannot take actions someone else might qualify as good, only that such actions must always be in service of her own dark ends and must work within a framework of rules. A dark templar’s code requires that she place her own interests and desires above all else, as well as impose tyranny, take advantage through legal loopholes, and punish the good and free, provided such actions don’t interfere with her goals.

Associates: A dark templar may accept only henchmen, followers, or cohorts who are lawful evil.

EX-DARK TEMPLARS
A dark templar who ceases to be lawful evil, who willfully commits a good act, or who violates the code of conduct loses all dark templar spells and class features (including the service of her servant, but not weapon, armour, and shield proficiencies). She may not progress any further in levels as a dark templar. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description in the Core Rulebook, pg. 245), as appropriate.

1ST LEVEL DARK TEMPLAR SPELLS
Bane (Core Rulebook, pg. 246)
Cause Fear (Core Rulebook, pg. 252)
Command (Core Rulebook, pg. 256)
Curse Water (Core Rulebook, pg. 263)
Death Knell (Core Rulebook, pg. 264)
Detect Poison (Core Rulebook, pg. 268)
Disguise Self (Core Rulebook, pg. 271)
Doom (Core Rulebook, pg. 274)
Endure Elements (Core Rulebook, pg. 277)
Grace (Advanced Player’s Guide, pg. 226)
Honeyed Tongue (Advanced Player’s Guide, pg. 228)
Inflict Light Wounds (Core Rulebook, pg. 300)
Knight’s Calling (Advanced Player’s Guide, pg. 230)
Magic Weapon (Core Rulebook, pg. 310)
Protection From Chaos/Good (Core Rulebook, pg. 327)
Read Magic (Core Rulebook, pg. 330)

2ND LEVEL DARK TEMPLAR SPELLS
Blindness/Deafness (Core Rulebook, pg. 250)
Bull’s Strength (Core Rulebook, pg. 251)
Corruption Resistance (Advanced Player’s Guide, pg. 212)
Darkness (Core Rulebook, pg. 263)
Darkvision (Core Rulebook, pg. 264)
Desecrate (Core Rulebook, pg. 265)
Eagle’s Splendor (Core Rulebook, pg. 275)
Hold Person (Core Rulebook, pg. 296)
Instant Armour (Advanced Player’s Guide, pg. 229)
Owl’s Wisdom (Core Rulebook, pg. 318)
Resist Energy (Core Rulebook, pg. 334)
Scare (Core Rulebook, pg. 336)
Silence (Core Rulebook, pg. 343)
Undetectable Alignment (Core Rulebook, pg. 363)
Weapon of Awe (Advanced Player’s Guide, pg. 256)
Zone of Truth (Core Rulebook, pg. 371)

3RD LEVEL DARK TEMPLAR SPELLS
Animate Dead (Core Rulebook, pg. 241)
Bestow Curse (Core Rulebook, pg. 247)
Contagion (Core Rulebook, pg. 259)
Deeper Darkness (Core Rulebook, pg. 265)
Defile Armour (Advanced Player’s Guide, pg. 215)
Discern Lies (Core Rulebook, pg. 270)
Dispel Magic (Core Rulebook, pg. 272)
Fire of Judgment (Advanced Player’s Guide, pg. 221)
Inflict Moderate Wounds (Core Rulebook, pg. 300)
Magic Circle Against Chaos/Good (Core Rulebook, pg. 308)
Magic Weapon, Greater (Core Rulebook, pg. 310)
Marks of Forbiddance (Advanced Player’s Guide, pg. 232)
Nondetection (Core Rulebook, pg. 317)
Vampiric Touch (Core Rulebook, pg. 364)

4TH LEVEL DARK TEMPLAR SPELLS
Death Ward (Core Rulebook, pg. 264)
Dispel Chaos (Core Rulebook, pg. 271)
Dispel Good (Core Rulebook, pg. 272)
Fear (Core Rulebook, pg. 281)
Fire of Vengeance (Advanced Player’s Guide, pg. 222)
Forced Repentance (Advanced Player’s Guide, pg. 224)
Inflict Serious Wounds (Core Rulebook, pg. 301)
Mark of Justice (Core Rulebook, pg. 312)
Poison (Core Rulebook, pg. 323)
Resounding Blow (Advanced Player’s Guide, pg. 238)
Slay Living (Core Rulebook, pg. 344)
Stay the Hand (Advanced Player’s Guide, pg. 246)

Dark Templar

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