Templar

Role: A templar is a protector of justice. Despising the corrupting power of law and the evil ends it so often serves, he takes up arms against those who would offend his cause, and empowers the good to fight for freedom. His magic and martial skills stand in service to his god, and empower the downtrodden to rise up against those who would oppress them.

Alignment: Chaotic good.

Hit Dice: d10.

CLASS SKILLS
A templar’s class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

CLASS FEATURES
A 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 chaos, detect law, smite law 1/day
2 +2 +3 +0 +3 Divine resilience, lay on hands
3 +3 +3 +1 +3 Aura of resolve, divine health, sympathy
4 +4 +4 +1 +4 Channel positive energy, smite law 2/day 0
5 +5 +4 +1 +4 Divine bond 1
6 +6 +5 +2 +5 Sympathy 1
7 +7 +5 +2 +5 Smite law 3/day 1 0
8 +8 +6 +2 +6 Aura of courage 1 1
9 +9 +6 +3 +6 Sympathy 2 1
10 +10 +7 +3 +7 Smite law 4/day 2 1 0
11 +11 +7 +3 +7 Aura of resistance 2 1 1
12 +12 +8 +4 +8 Sympathy 2 2 1
13 +13 +8 +4 +8 Smite law 5/day 3 2 1 0
14 +14 +9 +4 +9 Aura of inspiration 3 2 1 1
15 +15 +9 +5 +9 Sympathy 3 2 2 1
16 +16 +10 +5 +10 Smite law 6/day 3 3 2 1
17 +17 +10 +5 +10 Aura of freedom 4 3 2 1
18 +18 +11 +6 +11 Sympathy 4 3 2 2
19 +19 +11 +6 +11 Smite law 7/day 4 3 3 2
20 +20 +12 +6 +12 Anarchic champion 4 4 3 3

Weapon and Armour Proficiency: A 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 Chaos (Ex): The power of a templar’s aura of chaos (see the detect chaos spell, Core Rulebook, pg. 266) is equal to his templar level.

Detect Law (Sp): At will, a templar can use detect law (Core Rulebook, pg. 267), as the spell. A templar can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is lawful, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, he does not detect law in any other object or individual within range.

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

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

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

Lay On Hands (Su): Beginning at 2nd level, a templar can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his templar level plus his Charisma modifier. With one use of this ability, a templar can heal 1d6 hit points of damage for every two templar levels he possesses. Using this ability is a standard action, unless the templar targets himself, in which case it is a swift action. Despite the name of this ability, a templar only needs one free hand to use this ability.

Alternatively, a templar can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels he possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Divine Resilience (Su): At 2nd level, a templar gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Aura of Resolve (Su): At 3rd level, a templar is immune to charm spells and spell-like abilities. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm effects. This ability functions only while he is conscious, not if he is unconscious or dead.

Divine Health (Ex): At 3rd level, a templar is immune to all diseases, including supernatural and magical diseases.

Sympathy (Su): At 3rd level, and every three levels thereafter, a templar can select one sympathy. Each sympathy adds an effect to his lay on hands ability. Whenever he uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the sympathies he possesses. A sympathy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the sympathy actually removes the affliction that causes the condition. At 3rd level, a templar can select from the following initial sympathies.

  • Ability Damage: The target is healed of all ability damage.
  • Fatigued: The target is no longer fatigued (Core Rulebook, pg. 567).
  • Shaken: The target is no longer shaken (Core Rulebook, pg. 568).

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

  • Dazed: The target is no longer dazed (Core Rulebook, pg. 566).
  • Entangled: The target is no longer entangled (Core Rulebook, pg. 567).
  • Staggered: The target is no longer staggered (Core Rulebook, pg. 568), unless the target is at exactly 0 hit points.

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

  • Confused: The target is no longer confused (Core Rulebook, pg. 566).
  • Cursed: Lay on hands also acts as remove curse (Core Rulebook, pg. 332), using the administering templar’s level as the caster level.
  • Exhausted: The target is no longer exhausted (Core Rulebook, pg. 567). A templar must have the fatigued sympathy before selecting this sympathy.
  • Frightened: The target is no longer frightened (Core Rulebook, pg. 567). A templar must have the shaken sympathy before selecting this sympathy.
  • Poisoned: Lay on hands also acts as neutralize poison (Core Rulebook, pg. 316), using the administering templar’s level as the caster level.

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

  • Ability Drain: The target is healed of all ability drain. A templar must have the ability damage sympathy before selecting this sympathy.
  • Panicked: The target is no longer panicked (Core Rulebook, pg. 568). A templar must have the frightened sympathy before selecting this sympathy.
  • Paralyzed: The target is no longer paralyzed (Core Rulebook, pg. 568).
  • Stunned: The target is no longer stunned (Core Rulebook, pg. 568).

These abilities are cumulative. For example, a 12th level templar’s lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as remove curses and neutralize poisons. Once a condition or spell effect is chosen, it can’t be changed.

Channel Positive Energy (Su): When a templar reaches 4th level, he gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of his lay on hands ability. A templar uses his level as his effective cleric level when channeling positive energy. This is a Charisma-based ability.

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

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

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

Divine Bond (Sp): Upon reaching 5th level, a templar forms a divine bond with his god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows a templar to enhance his weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per templar level. When called, the spirit causes the weapon to shed 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: anarchic, brilliant energy, defending, flaming, flaming burst, holy, keen, speed, vicious, and vorpal. 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 celestial spirit imparts no bonuses if the weapon is held by anyone other than the templar who called it, but resumes giving bonuses if returned to him. These bonuses apply to only one end of a double weapon. A 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 templar’s weapon is destroyed while bonded with a celestial spirit, he loses the use of this ability for 30 days, or until he gains a templar level, whichever comes first. During this 30-day period, he takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a templar to gain the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against unjust law. This mount is usually a heavy horse (for a Medium templar) or a pony (for a Small templar), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the controlling templar’s level as his effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a templar may magically call his mount to his side. This ability is the equivalent of a spell of a level equal to one-third his level. The mount immediately appears adjacent to him. A templar can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial (Bestiary, pg. 294) template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a templar’s mount gains spell resistance equal to his level + 11.

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

Aura of Courage (Su): At 8th level, a templar is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions only while he is conscious, not if he is unconscious or dead.

Aura of Resistance (Su): At 11th level, a templar can use his detect law and smite law abilities as though they were detect evil (Core Rulebook, pg. 60) and smite evil (Core Rulebook, pg. 60). Using smite law in this way expends two uses of the ability.

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

Aura of Freedom (Su): At 17th level, a templar gains DR 5/lawful and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while he is conscious, not if he is unconscious or dead.

Anarchic Champion (Su): At 20th level, a templar becomes a conduit for the might of his god. His DR increases to 10/lawful. Whenever he uses smite law and successfully strikes a lawful outsider, the outsider is also subject to a banishment (Core Rulebook, pg. 246), using his templar level as the caster level (her weapon and holy 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 he channels positive energy or uses lay on hands to heal a creature, he heals the maximum possible amount.

Code of Conduct: A templar must be of chaotic good alignment and loses all class features except proficiencies if he ever willingly commits an evil act. Additionally, a templar’s code requires that he rebel against unjust authority, act with good intention, help those in need (provided they do not use the help for evil ends), and punish those who harm or threaten innocents.

Associates: A templar may accept only henchmen, followers, or cohorts who are chaotic good.

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

1ST LEVEL TEMPLAR SPELLS
Bless (Core Rulebook, pg. 249)
Bless Water (Core Rulebook, pg. 249)
Bless Weapon (Core Rulebook, pg. 250)
Challenge Evil (Advanced Player’s Guide, pg. 210)
Create Water (Core Rulebook, pg. 262)
Cure Light Wounds (Core Rulebook, pg. 263)
Detect Poison (Core Rulebook, pg. 268)
Detect Undead (Core Rulebook, pg. 269)
Divine Favour (Core Rulebook, pg. 273)
Ghostbane Dirge (Advanced Player’s Guide, pg. 225)
Hero’s Defiance (Advanced Player’s Guide, pg. 226)
Magic Weapon (Core Rulebook, pg. 310)
Protection From Evil/Law (Core Rulebook, pg. 327)
Rally Point (Advanced Player’s Guide, pg. 237)
Read Magic (Core Rulebook, pg. 330)
Resistance (Core Rulebook, pg. 334)
Restoration, Lesser (Core Rulebook, pg. 334)
Summon Monster I (good creatures only) (Core Rulebook, pg. 350)
Veil of Positive Energy (Advanced Player’s Guide, pg. 254)
Virtue (Core Rulebook, pg. 365)

2ND LEVEL TEMPLAR SPELLS
Aura of Greater Courage (Advanced Player’s Guide, pg. 204)
Bestow Grace (Advanced Player’s Guide, pg. 205)
Blessing of Courage and Life (Advanced Player’s Guide, pg. 205)
Bull’s Strength (Core Rulebook, pg. 251)
Corruption Resistance (Advanced Player’s Guide, pg. 212)
Delay Poison (Core Rulebook, pg. 265)
Eagle’s Splendor (Core Rulebook, pg. 275)
Invisibility (Core Rulebook, pg. 301)
Light Lance (Advanced Player’s Guide, pg. 231)
Remove Paralysis (Core Rulebook, pg. 332)
Righteous Vigor (Advanced Player’s Guide, pg. 239)
Sacred Bond (Advanced Player’s Guide, pg. 240)
Saddle Surge (Advanced Player’s Guide, pg. 240)
Shield Other (Core Rulebook, pg. 342)
Summon Monster II (good creatures only) (Core Rulebook, pg. 352)
Undetectable Alignment (Core Rulebook, pg. 363)
Wake of Light (Advanced Player’s Guide, pg. 254)

3RD LEVEL TEMPLAR SPELLS
Cure Moderate Wounds (Core Rulebook, pg. 263)
Daylight (Core Rulebook, pg. 264)
Dispel Magic (Core Rulebook, pg. 272)
Divine Transfer (Advanced Player’s Guide, pg. 216)
Ghostbane Dirge, Mass (Advanced Player’s Guide, pg. 225)
Heal Mount (Core Rulebook, pg. 294)
Holy Whisper (Advanced Player’s Guide, pg. 228)
Magic Circle Against Evil/Law (Core Rulebook, pg. 308)
Magic Weapon, Greater (Core Rulebook, pg. 310)
Prayer (Core Rulebook, pg. 325)
Remove Blindness/Deafness (Core Rulebook, pg. 332)
Remove Curse (Core Rulebook, pg. 332)
Sanctify Armour (Advanced Player’s Guide, pg. 240)
Summon Monster III (good creatures only) (Core Rulebook, pg. 352)
Wrathful Mantle (Advanced Player’s Guide, pg. 257)

4TH LEVEL TEMPLAR SPELLS
Blaze of Glory (Advanced Player’s Guide, pg. 205)
Break Enchantment (Core Rulebook, pg. 251)
Cure Serious Wounds (Core Rulebook, pg. 263)
Dispel Evil (Core Rulebook, pg. 271)
Dispel Law (Core Rulebook, pg. 272)
Holy Sword (Core Rulebook, pg. 297)
Invisibility, Greater (Core Rulebook, pg. 302)
King’s Castle (Advanced Player’s Guide, pg. 230)
Neutralize Poison (Core Rulebook, pg. 316)
Oath of Peace (Advanced Player’s Guide, pg. 234)
Resounding Blow (Advanced Player’s Guide, pg. 238)
Restoration (Core Rulebook, pg. 334)
Sacrificial Oath (Advanced Player’s Guide, pg. 240)
Summon Monster IV (good creatures only) (Core Rulebook, pg. 352)

Templar

Redcap's Corner Pathfinder redcapscorner