Templar
From Azuwiki
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Proficiencies: Templars are only considered proficient with their energy weapon | Proficiencies: Templars are only considered proficient with their energy weapon | ||
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and unarmed strikes (and are considered to have the Improved Unarmed Strike | and unarmed strikes (and are considered to have the Improved Unarmed Strike | ||
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feat). Templars are not allowed to use armor of any kind, but may use a light | feat). Templars are not allowed to use armor of any kind, but may use a light | ||
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shield. | shield. | ||
The Energy Weapon: The energy weapon, which is the main weapon of the Templar, | The Energy Weapon: The energy weapon, which is the main weapon of the Templar, | ||
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can be any type of simple or martial weapon (decided at the character's creation, | can be any type of simple or martial weapon (decided at the character's creation, | ||
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or whenever a new energy weapon is constructed) The Templars are considered to | or whenever a new energy weapon is constructed) The Templars are considered to | ||
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have the Weapon Finesse feat for their energy weapon, and do not apply a Strength | have the Weapon Finesse feat for their energy weapon, and do not apply a Strength | ||
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bonus for damage upon a successful hit. Otherwise, the energy weapon has all of | bonus for damage upon a successful hit. Otherwise, the energy weapon has all of | ||
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the properties of the weapon type chosen. | the properties of the weapon type chosen. | ||
Class Skills: Diplomacy (Cha), Sense Motive (Wis), Tumble (Dex), Jump (Str), | Class Skills: Diplomacy (Cha), Sense Motive (Wis), Tumble (Dex), Jump (Str), | ||
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Knowledge -arcana- (Int), Decipher (Int), Knowledge -military- (Int) | Knowledge -arcana- (Int), Decipher (Int), Knowledge -military- (Int) | ||
Abilities: Wisdom is the core stat of the Templar, as it affects many of their | Abilities: Wisdom is the core stat of the Templar, as it affects many of their | ||
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special abilities, and adds to their AC. Dexterity is important for accurate | special abilities, and adds to their AC. Dexterity is important for accurate | ||
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strikes and to also add to the Templar's AC. Consititution is important to add | strikes and to also add to the Templar's AC. Consititution is important to add | ||
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more hit points to further add to the Templar's already impressive defensive | more hit points to further add to the Templar's already impressive defensive | ||
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abilities. | abilities. | ||
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Base Attack Progression: Medium. | Base Attack Progression: Medium. | ||
- | High Saves: | + | High Saves: Reflex, Will. Low Saves: Fortitude. |
Skill Points: 4 + Int Modifier | Skill Points: 4 + Int Modifier | ||
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Guardian's Armor: Templars apply their Dexterity and Wisdom modifiers, if | Guardian's Armor: Templars apply their Dexterity and Wisdom modifiers, if | ||
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positive, to their AC. They also gain +1 AC dodge bonus every five levels. | positive, to their AC. They also gain +1 AC dodge bonus every five levels. | ||
Guardian Force: For an amount of rounds per day equal to their Dexterity | Guardian Force: For an amount of rounds per day equal to their Dexterity | ||
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modifier, Templars add 1 + Wis Mod to their current AC (minimum 1). At 3rd level, | modifier, Templars add 1 + Wis Mod to their current AC (minimum 1). At 3rd level, | ||
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this goes up to 2 + Wis Mod. At 7th level, this goes up to 4 + Wis Mod. At 10th | this goes up to 2 + Wis Mod. At 7th level, this goes up to 4 + Wis Mod. At 10th | ||
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level, the Templar also radiates an aura whenever Guardian Force is used, causing | level, the Templar also radiates an aura whenever Guardian Force is used, causing | ||
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all allies within 10 feet of the Templar to gain 1 + Templar's Wis Mod AC for as | all allies within 10 feet of the Templar to gain 1 + Templar's Wis Mod AC for as | ||
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long as Guardian Force is active. Activating and deactivating Guardian Force is a | long as Guardian Force is active. Activating and deactivating Guardian Force is a | ||
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swift action. | swift action. | ||
Synergy Defense - Beginning at 4th level, if the Templar is within 5 feet of an | Synergy Defense - Beginning at 4th level, if the Templar is within 5 feet of an | ||
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ally(s), both the Templar and all allies within 5 feet of the Templar gain +2 AC, | ally(s), both the Templar and all allies within 5 feet of the Templar gain +2 AC, | ||
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due to the empathetic link the Templar shares with his comrades, allowing them | due to the empathetic link the Templar shares with his comrades, allowing them | ||
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both to cover for the gaps in the other's defense. If any of the allies within 5 | both to cover for the gaps in the other's defense. If any of the allies within 5 | ||
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feet of the Templar are also Templars, the Synergy Defense bonus goes up to +3 AC | feet of the Templar are also Templars, the Synergy Defense bonus goes up to +3 AC | ||
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for all under the effect. This Synergy Defense bonus is lost if any of the | for all under the effect. This Synergy Defense bonus is lost if any of the | ||
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involved characters cannot properly defend against the attack, or are somehow not | involved characters cannot properly defend against the attack, or are somehow not | ||
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aware of the attack. Excepting this, this is constantly in effect assuming the | aware of the attack. Excepting this, this is constantly in effect assuming the | ||
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conditions are met. | conditions are met. | ||
Weapon Magnetism - Beginning at 5th level, if the Templar's energy weapon is | Weapon Magnetism - Beginning at 5th level, if the Templar's energy weapon is | ||
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somehow thrown or knocked away from him, and is within 60 feet of him, he may | somehow thrown or knocked away from him, and is within 60 feet of him, he may | ||
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instantly recall it to his hand as a swift action. | instantly recall it to his hand as a swift action. | ||
Spirit Rejuvenation - At 6th level, the Templar can heal an amount of hit points | Spirit Rejuvenation - At 6th level, the Templar can heal an amount of hit points | ||
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equal to his Templar level times his Wisdom modifier (minimum 1 for modifier), at | equal to his Templar level times his Wisdom modifier (minimum 1 for modifier), at | ||
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an amount of times per day equal to his Wisdom modifier (minimum 1). This is a | an amount of times per day equal to his Wisdom modifier (minimum 1). This is a | ||
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standard action. | standard action. | ||
Focused Attack - At 8th level, the Templar may make a focused attack, allowing | Focused Attack - At 8th level, the Templar may make a focused attack, allowing | ||
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him to add one attack at his highest base attack bonus to his full attack option. | him to add one attack at his highest base attack bonus to his full attack option. | ||
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Dragonheart - At 9th level, the Templar may add temporary hit points to himself | Dragonheart - At 9th level, the Templar may add temporary hit points to himself | ||
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equal to his Templar level for an amount of rounds equal to twice his Wisdom | equal to his Templar level for an amount of rounds equal to twice his Wisdom | ||
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modifier (minimum 2). At 12th level, this improves to 5 + the character's Templar | modifier (minimum 2). At 12th level, this improves to 5 + the character's Templar | ||
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level temporary hit points. At 17th level, Dragonheart produces an aura when | level temporary hit points. At 17th level, Dragonheart produces an aura when | ||
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used, allowing allies within 10 feet of the Templar's position to gain half of | used, allowing allies within 10 feet of the Templar's position to gain half of | ||
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the character's Templar level in temporary hit points (rounded down) for as long | the character's Templar level in temporary hit points (rounded down) for as long | ||
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as Dragonheart is active. This is a swift action. | as Dragonheart is active. This is a swift action. | ||
Focused Defense - At 10th level, the Templar may choose to activate any or all of | Focused Defense - At 10th level, the Templar may choose to activate any or all of | ||
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these abilities at once as a single swift action - Guardian Force, Dragonheart, | these abilities at once as a single swift action - Guardian Force, Dragonheart, | ||
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and Royal Guard (once it is learned at 11th level). This counts as one use for | and Royal Guard (once it is learned at 11th level). This counts as one use for | ||
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the day for any activated abilities when using Focused Defense. Activating and | the day for any activated abilities when using Focused Defense. Activating and | ||
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deactivating Focused Defense is a swift action. | deactivating Focused Defense is a swift action. | ||
Royal Guard - At 11th level, the Templar may gain damage reduction 2/- for an | Royal Guard - At 11th level, the Templar may gain damage reduction 2/- for an | ||
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amount of rounds equal to his Wisdom modifier (minimum 2). At 16th level, this | amount of rounds equal to his Wisdom modifier (minimum 2). At 16th level, this | ||
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improves to 5/-. At 18th level, the Templar projects an aura when Royal Guard is | improves to 5/-. At 18th level, the Templar projects an aura when Royal Guard is | ||
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activated, giving all allies within 10 feet of the templar damage reduction 2/- | activated, giving all allies within 10 feet of the templar damage reduction 2/- | ||
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for as long as Royal Guard is active. Activating and deactivating Royal Guard is | for as long as Royal Guard is active. Activating and deactivating Royal Guard is | ||
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a swift action. | a swift action. | ||
Phoenix Soul - At 15th level, the Templar gains spell resistance equal to his | Phoenix Soul - At 15th level, the Templar gains spell resistance equal to his | ||
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Templar level. This is constantly in effect. | Templar level. This is constantly in effect. | ||
Indomitable Spirit - At 20th level, the Templar has become the very definition of | Indomitable Spirit - At 20th level, the Templar has become the very definition of | ||
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the guardian, even perservering through the mightest of attacks. He may reroll a | the guardian, even perservering through the mightest of attacks. He may reroll a | ||
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failed save due to spell or spell-like abilities once per day, taking the higher | failed save due to spell or spell-like abilities once per day, taking the higher | ||
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result. He may also use this ability to survive any killing blow from a spell to | result. He may also use this ability to survive any killing blow from a spell to | ||
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HP damage once per week, leaving him with 1 HP. Both of these actions are | HP damage once per week, leaving him with 1 HP. Both of these actions are | ||
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immediate actions. | immediate actions. |
Current revision as of 21:33, 5 April 2007
Hit Die: d8
Proficiencies: Templars are only considered proficient with their energy weapon and unarmed strikes (and are considered to have the Improved Unarmed Strike feat). Templars are not allowed to use armor of any kind, but may use a light shield.
The Energy Weapon: The energy weapon, which is the main weapon of the Templar, can be any type of simple or martial weapon (decided at the character's creation, or whenever a new energy weapon is constructed) The Templars are considered to have the Weapon Finesse feat for their energy weapon, and do not apply a Strength bonus for damage upon a successful hit. Otherwise, the energy weapon has all of the properties of the weapon type chosen.
Class Skills: Diplomacy (Cha), Sense Motive (Wis), Tumble (Dex), Jump (Str), Knowledge -arcana- (Int), Decipher (Int), Knowledge -military- (Int)
Abilities: Wisdom is the core stat of the Templar, as it affects many of their special abilities, and adds to their AC. Dexterity is important for accurate strikes and to also add to the Templar's AC. Consititution is important to add more hit points to further add to the Templar's already impressive defensive abilities.
Alignment: Any, though Templars have a slight tendency towards law.
Base Attack Progression: Medium.
High Saves: Reflex, Will. Low Saves: Fortitude.
Skill Points: 4 + Int Modifier
Abilities:
Guardian's Armor: Templars apply their Dexterity and Wisdom modifiers, if positive, to their AC. They also gain +1 AC dodge bonus every five levels.
Guardian Force: For an amount of rounds per day equal to their Dexterity modifier, Templars add 1 + Wis Mod to their current AC (minimum 1). At 3rd level, this goes up to 2 + Wis Mod. At 7th level, this goes up to 4 + Wis Mod. At 10th level, the Templar also radiates an aura whenever Guardian Force is used, causing all allies within 10 feet of the Templar to gain 1 + Templar's Wis Mod AC for as long as Guardian Force is active. Activating and deactivating Guardian Force is a swift action.
Synergy Defense - Beginning at 4th level, if the Templar is within 5 feet of an ally(s), both the Templar and all allies within 5 feet of the Templar gain +2 AC, due to the empathetic link the Templar shares with his comrades, allowing them both to cover for the gaps in the other's defense. If any of the allies within 5 feet of the Templar are also Templars, the Synergy Defense bonus goes up to +3 AC for all under the effect. This Synergy Defense bonus is lost if any of the involved characters cannot properly defend against the attack, or are somehow not aware of the attack. Excepting this, this is constantly in effect assuming the conditions are met.
Weapon Magnetism - Beginning at 5th level, if the Templar's energy weapon is somehow thrown or knocked away from him, and is within 60 feet of him, he may instantly recall it to his hand as a swift action.
Spirit Rejuvenation - At 6th level, the Templar can heal an amount of hit points equal to his Templar level times his Wisdom modifier (minimum 1 for modifier), at an amount of times per day equal to his Wisdom modifier (minimum 1). This is a standard action.
Focused Attack - At 8th level, the Templar may make a focused attack, allowing him to add one attack at his highest base attack bonus to his full attack option.
Telekinesis - In progress. Starts at 8th level.
Dragonheart - At 9th level, the Templar may add temporary hit points to himself equal to his Templar level for an amount of rounds equal to twice his Wisdom modifier (minimum 2). At 12th level, this improves to 5 + the character's Templar level temporary hit points. At 17th level, Dragonheart produces an aura when used, allowing allies within 10 feet of the Templar's position to gain half of the character's Templar level in temporary hit points (rounded down) for as long as Dragonheart is active. This is a swift action.
Focused Defense - At 10th level, the Templar may choose to activate any or all of these abilities at once as a single swift action - Guardian Force, Dragonheart, and Royal Guard (once it is learned at 11th level). This counts as one use for the day for any activated abilities when using Focused Defense. Activating and deactivating Focused Defense is a swift action.
Royal Guard - At 11th level, the Templar may gain damage reduction 2/- for an amount of rounds equal to his Wisdom modifier (minimum 2). At 16th level, this improves to 5/-. At 18th level, the Templar projects an aura when Royal Guard is activated, giving all allies within 10 feet of the templar damage reduction 2/- for as long as Royal Guard is active. Activating and deactivating Royal Guard is a swift action.
Phoenix Soul - At 15th level, the Templar gains spell resistance equal to his Templar level. This is constantly in effect.
Indomitable Spirit - At 20th level, the Templar has become the very definition of the guardian, even perservering through the mightest of attacks. He may reroll a failed save due to spell or spell-like abilities once per day, taking the higher result. He may also use this ability to survive any killing blow from a spell to HP damage once per week, leaving him with 1 HP. Both of these actions are immediate actions.