Post by Aramil on Jan 4, 2011 3:30:38 GMT -5
Templar
The compassion to pursue good, the will to uphold the law, and power to defeat evil–these are the three weapons of the templar. Few have the devotion and purity it takes to walk the path of the templar, but those few are rewarded with the power to protect, to heal, and to smite. In a land of evil the templar are the final hope that cannot be extinguished.
Adventures: Templar take their adventures seriously and often attain their quests through their monastery. Every task put upon a templar is seen as a personal test and an opportunity to demonstrate his bravery, to develop fighting and spellcasting skills, to learn tactics and to find ways to do good. Still templar really find their way on campaigns against evil rather than looting ruins.
Characteristics: Divine power protects and aids them. It opens a variety of abilities that they can use in battle and to aid themselves and others.
Alignment: Templar always do the right thing, are always fair and just, and uphold reasonable laws and help enforce them.
Religion: They revere and gain their power from Lucht, God of Air.
Background: Templar are taken at a very young age to be trained in a monastery. Usually at adulthood templar leave the monastery to adventure, but some may stay to work at the monastery.
Races: Humans are the only race capable of being templar.
Others Classes: Templar tend to get along best with priests, shamans, venaar, and other templar. They commonly get along with anyone who has a similar alignment. Often they tend to be at odds with vecht and thieves due to their chaotic nature.
Role: They are a fair melee combatant as well as a moderate spellcaster.
Game Rule Information
Abilities: Strength is useful for combat support, constitution and dexterity are important for surviving the fray, and charisma greatly benefits many abilities and their spell-casting.
Alignment: Lawful Good
Hit Die: d12 (Crusader), d10 (Vindicator), d8 (Adept)
Class Skills
Appraise (Int),Concentration (Con), Craft (Int), Decipher Script, (Int) Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int)
Skill points 4 + Int. mod. (x4)
Class Features
Weapon and Armor Proficiency: They are proficient with light armor, medium armor(Crusader and Vindicator), heavy armor (Crusader), light shields, heavy shields (Crusader), simple weapons, martial weapons (Crusader and Vindicator) and 1 Exotic Weapon (Crusader).
Aura of Good (Ex)
The power of a templar’s aura of good (see the detect good spell) is equal to his templar level.
Detect Evil (Sp)
At will, a templar can use detect evil, as the spell.
Path of Justice
A templar must choose to gain prowess with weapons, their divine power, or a combination of both.
The path of the crusader allows the templar to use a full BAB, but casts spells as a templar four levels lower than himself and can only cast spells up to and including the fourth level in order to bring justice through physical combat.
The path of the vindicator allows normal progression with 3/4 BAB and can cast spells up to the sixth level in order to single-handedly vanquish any foe in the name of the light with a combination of divine power and prowess with a weapon.
The path of the adept allows the templar to cast powerful spells but the templar must use a 1/2 BAB in order to aid his allies and smite evil foes through faith.
Holy Strike
The light allows a templar to strike true when fighting evil. A Crusader or Vindicator templar may add his Charisma modifier to his attack rolls against evil foes. A Vindicator or Adept templar may add 1.5x his Charisma modifier to the spell save DC instead of the normal 1x his Charisma modifier against evil creatures.
Spells
A templar casts divine spells, which are drawn from the templar spell list. He can cast any spell he knows without preparing it ahead of time. 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.
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 given on the table. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that the templar 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.
The templar’s selection of spells is extremely limited. A templar begins play knowing four 0-level spells of your choice. At most new templar levels, he gains one or more new spells, as indicated on the table. (Unlike spells per day, the templar’s Charisma score does not affect the number of spells he knows; the numbers on the table are fixed.)
Upon reaching 5th level, and at every third templar level after that (8th, 11th, and so on), a templar can choose to learn a new spell in place of one he 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 two levels lower than the highest-level templar spell the templar can cast. A templar may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a templar need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Heavenly Grace (Su)
At 2nd level, a templar gains a bonus equal to his Charisma bonus (if any) on all saving throws. Additionally, the templar gains his Cha modifier as a misc modifier to Diplomacy, Gather Information, Knowledge (Nobility and Royalty), and Sense Motive checks relating to legal or diplomatic situations.
Divine Justice (Su)
Beginning at 2nd level (and every even level thereafter), a templar with a Charisma score of 12 or higher can heal wounds (his own or those of others) or inflict holy damage by touch. They can heal or damage a total number of hit points equal to twice the sum of templar level plus Charisma modifier {(lvl+cha mod)x2} and can be used number of times per encounter as listed on the table above. Using divine justice is a standard action; a templar can also choose to imbue their weapon to deal holy damage on the next hit as a free action (this counts as a use of the ability). When using this ability and for 4 rounds after golden ethereal wings sprout from the templar’s back (nonfunctional).
Divine Health (Ex)
At 3rd level, a templar gains immunity to all diseases, including supernatural and magical diseases.
Fearless Commander
Beginning at 3rd 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.
Special Ability
At 4th, 8th, 12th, 16th, and 20tha templar may choose 1 of the following abilities or if he so chooses may take an extra feat instead.
Commanding Grace: Gives the templar an aura (with a 30 yard radius) that grants allies’ a bonus to saving throws equal to the templar’s Cha modifier.
Light’s Radiance: Grants the templar an aura (with a 30 yard radius) that gives all allies (including the templar) Fast Healing equal to the templar’s Cha modifier.
Divine Protection: A templar may spend 1 divine power to activate an aura against evil that acts as a Magic Circle Against Evil spell centered on the templar,
Light’s Vengeance: Gives the templar an extra use of Divine Justice per encounter.
Light’s Reach: Allows the templar to perform Divine Justice as a spell-like ability with a 30 foot range.
Illumination: Enables the templar to cast healing spells at +1 caster level.
Blessèd Strength: Grants a temporary bonus to an ability score, a skill, or initiative equal to half their templar level for a number of rounds equal to the amount of divine power spent to a maximum of their templar level.
Crusader’s Charge: A templar’s land speed is faster than the norm for his race by +10 feet. Additionally, a templar can now spend 1 divine power to increase their land speed by another +10 feet for a round.
Divine Haste: A templar may spend 1 divine power to give one of their spells the benefit of the quicken spell feat.
Holy Surge: A templar may spend 1 divine power to give one of their spells the benefit of the maximize spell.
Cleanse: A templar may use 1 divine power to remove a disease, a poison, a curse, or ability damage from an ally.
Vengeful Blast: A templar may expend their divine power in in a burst of holy energy either healing good aligned allies (the templar is not affected) or dealing holy damage to evil enemies for 1d8/ divine power in a 10 ft./ 2 divine power radius with the damage or healing being split evenly between all affected targets (rounded down to a minimum of 1).
Crusader's Steed (Sp)
Upon reaching 5th level, a templar gains the service of an unusually intelligent, strong, and loyal steed to serve his in his crusade against evil. This mount is usually a heavy warhorse (for a Medium templar) or a warpony (for a Small templar).
Once per day, as a full-round action, a templar may magically call his mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the templar’s level. The mount immediately appears adjacent to the templar and remains for 2 hours per templar level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the templar may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the templar’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The templar may not summon another mount for thirty days or until he gains a templar level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the templar takes a -1 penalty on attack and weapon damage rolls.
Energy Resistance (Ex)
At 7th level a templar gains 10 resistance against any one energy of his choice and gains another resistance at levels 11, 15, and 19.
Inspiration
At 9th level the templar gains an aura with a 30 foot radius granting a bonus to allies’ initiative checks and damage equal to 1/2 the templar’s Cha modifier.
Thwart Magic (Sp)
A templar may use dispel magic on creatures, objects, or spells with an evil or chaotic source a number of times each day equal to 1/2 the templar's Cha modifier as a spell-like ability.
Timeless Body (Ex)
Upon attaining 16th level, a templar no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the templar still dies of old age when his time is up.
Surge of Light
At 17th level the templar may expend ALL his remaining divine power in a burst centered on the templar causing 1d10/divine power holy damage and healing in a radius of 10 ft./2 divine power expended. This burst heals all allies and damages all enemies, additionally the templar can choose to affect objects. Alternatively if the templar has 25 or more divine power he can choose to expend all of it to cast True Resurection on a target touched within Cha mod rounds of death (no xp/gold cost).
Ascendence
At 20th level, a templar becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the templar’s creature type was) for the purpose of spells and magical effects. Additionally, the templar gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the templar can still be brought back from the dead as if He were a member of his previous creature type.
Code of Conduct
A templar must be of lawful good alignment and loses all class abilities if he ever willingly commits an evil act.
Additionally, a templar’s code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who
harm or threaten innocents.
Associates
While he may adventure with characters of any good or neutral alignment, a templar will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code. A templar may accept only henchmen, followers, or cohorts who are lawful good.
Ex-Templars
A templar who ceases to be lawful good, who wilfully commits an evil act, or who grossly violates the code of conduct loses all templar spells and abilities (including the service of the templar’s mount, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a templar. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.
Like a member of any other class, a templar may be a multiclass character, but multiclass templars face a special restriction. A templar who gains a level in any class other than templar may never again raise his templar level, though he retains all his templar abilities.
The Templar’s Mount
The templar’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a templar is a heavy warhorse. A templar’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats). The templar may choose (instead of a heavy warhorse) to use an arctic bear mount (use statistics for black bear, increase size to Large; this mount is otherwise considered to be a polar bear). Additionally, at level 8 and higher, the templar may choose to use either a more powerful arctic bear (use brown bear stats but the mount is considered to be a polar bear) or a shark (use large shark stats). If either of these options are selected, the templar is considered to be two levels lower for the purposes of determining the abilities of his mount.
Templar’s Mount Basics
Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a templar of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.
The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.
Add this figure to the mount’s Strength score.
Int
The mount’s Intelligence score.
Empathic Link (Su)
The templar has an empathic link with his mount out to a distance of up to 1 mile. The templar cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the templar has the same connection to an item or place that his mount does, just as with a master and his familiar.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells
At the templar’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the templar before the duration expires. Additionally, the templar may cast a spell with a target of "You" on his mount (as a touch range spell) instead of on himself. A templar and his mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws
For each of its saving throws, the mount uses its own base save bonus or the templar’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex)
The mount’s speed increases by 20 feet.
Celestial
The mount gains the celestial template. Use its master’s HD for determining spell resistance instead of the mount’s HD.
Command (Sp)
Once per day per two templar levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ templar’s level + templar’s Cha modifier) to negate the effect.
Winged
The mount gains the winged template.
Half-Celestial
The mount gains the half-celestial. This replaces the celestial template.
Templar Spells
0-Level Templar Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue
1st-Level Templar Spells
Bless
Bless Water
Bless Weapon
Bless Weapon, Swift (SC)
Command
Clear Mind (SC)
Cure Light Wounds
Deathwatch
Detect Chaos/Evil
Divine Favor
Divine Sacrifice (SC)
Endure Elements
Faith Healing (SC)
Find Temple (SC)
Golden Barding (SC)
Lionheart (SC)
Magic Weapon
Obscuring Mist
Protection from Chaos/Evil
Remove Fear
Resurgence (SC)
Rhino’s Rush (SC)
Second Wind (SC)
Shield of Faith
Sticky Saddle (SC)
Summon Monster I
Vision of Glory (SC)
Warning Shout (SC)
2nd-Level Templar Spells
Aid
Align Weapon
Angelskin (SC)
Augury
Aura of Glory (SC)
Awaken Sin (SC)
Bear’s Endurance
Bull’s Strength
Checkmate’s Light (SC)
Cure Moderate Wounds
Delay Poison
Divine Insight (SC)
Divine Protection (SC)
Eagle’s Splendor
Enthrall
Flame of Faith (SC)
Gentle Repose
Hand of Divinity (SC)
Hold Person
Holy Mount (SC)
Knight’s Move (SC)
Owl’s Wisdom
Remove Paralysis
Resist Energy Restoration, Lesser
Shatter
Shield Other
Shield of Warding (SC)
Sound Burst
Spiritual Chariot (SC)
Spiritual Weapon
Status
Strength of Stone (SC)
Summon Monster II
Undetectable Alignment
Zeal (SC)
Zone of Truth
3rd-Level Templar Spells
Axiomatic Storm (SC)
Continual Flame
Create Food and Water
Cure Serious Wounds
Daylight
Diamondsteel (SC)
Dispel Magic
Find the Gap (SC)
Hand of the Faithful (SC)
Heal Mount
Holy Storm (SC)
Invisibility Purge
Locate Object
Magic Circle against Chaos/Evil
Magic Vestment
Mantle of Good/Law
Prayer
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Resurgence, Mass (SC)
Righteous Fury (SC)
Searing Light
Speak with Dead
Summon Monster III
Water Breathing
Water Walk
Weapon of the Deity (SC)
Word of Binding (SC)
Visage of the Deity, Lesser (SC)
4th-Level Templar Spells
Air Walk
Castigate (SC)
Cure Critical Wounds
Death Ward
Dimensional Anchor
Discern Lies
Divination
Divine Power
Draconic Might (SC)
Favor of the Martyr (SC)
Freedom of Movement
Holy Sword
Imbue with Spell Ability
Lawful Sword (SC)
Magic Weapon, Greater
Neutralize Poison
Restoration
Revenance (SC)
Righteous Aura (SC)
Sending
Spell Immunity
Summon Monster IV
Tongues
Winged Mount (SC)
5th-Level Templar Spells
Atonement
Break Enchantment
Blistering Radiance (SC)
Command, Greater
Commune
Cure Light Wounds, Mass
Dispel Chaos/Evil
Divine Agility (SC)
Flame Strike
Hallow
Mark of Justice
Righteous Might
Spell Resistance
Summon Monster V
True Seeing
Zone of Revelation (SC)
6th-Level Templar Spells
Animate Objects
Antilife Shell
Banishment
Bear’s Endurance, Mass
Blade Barrier
Bull’s Strength, Mass
Cure Moderate Wounds, Mass
Dispel Magic, Greater
Eagle’s Splendor, Mass
Find the Path
Forbiddance
Heal
Heroes’ Feast
Resistance, Superior (SC)
Stone Body (SC)
Summon Monster VI
Symbol of Persuasion
Wind Walk
Visage of the Deity (SC)
Zealot Pact (SC)
7th-Level Templar Spells
Brilliant Blade (SC)
Cure Serious Wounds, Mass
Dictum
Fortunate Fate (SC)
Holy Star (SC)
Holy Transformation (SC)
Holy Word
Radiant Assault (SC)
Regenerate
Renewal Pact (SC)
Restoration, Greater
Restoration, Mass (SC)
Resurrection
Spell Resistance, Mass (SC)
Summon Monster VII
8th-Level Templar Spells
Brilliant Aura (SC)
Cure Critical Wounds, Mass
Death Pact (SC)
Death Ward, Mass (SC)
Holy Aura
Lion’s Roar (SC)
Shield of Law
Spell Immunity, Greater
Stormrage (SC)
Summon Monster VIII
Wall of Greater Dispel Magic (SC)
9th-Level Templar Spells
Heal, Mass
Heavenly Host (SC)
Miracle
Storm of Vengeance
Summon Elemental Monolith (SC)
Summon Monster IX
True Resurrection
Visage of the Deity, Greater
The compassion to pursue good, the will to uphold the law, and power to defeat evil–these are the three weapons of the templar. Few have the devotion and purity it takes to walk the path of the templar, but those few are rewarded with the power to protect, to heal, and to smite. In a land of evil the templar are the final hope that cannot be extinguished.
Adventures: Templar take their adventures seriously and often attain their quests through their monastery. Every task put upon a templar is seen as a personal test and an opportunity to demonstrate his bravery, to develop fighting and spellcasting skills, to learn tactics and to find ways to do good. Still templar really find their way on campaigns against evil rather than looting ruins.
Characteristics: Divine power protects and aids them. It opens a variety of abilities that they can use in battle and to aid themselves and others.
Alignment: Templar always do the right thing, are always fair and just, and uphold reasonable laws and help enforce them.
Religion: They revere and gain their power from Lucht, God of Air.
Background: Templar are taken at a very young age to be trained in a monastery. Usually at adulthood templar leave the monastery to adventure, but some may stay to work at the monastery.
Races: Humans are the only race capable of being templar.
Others Classes: Templar tend to get along best with priests, shamans, venaar, and other templar. They commonly get along with anyone who has a similar alignment. Often they tend to be at odds with vecht and thieves due to their chaotic nature.
Role: They are a fair melee combatant as well as a moderate spellcaster.
Game Rule Information
Abilities: Strength is useful for combat support, constitution and dexterity are important for surviving the fray, and charisma greatly benefits many abilities and their spell-casting.
Alignment: Lawful Good
Hit Die: d12 (Crusader), d10 (Vindicator), d8 (Adept)
Class Skills
Appraise (Int),Concentration (Con), Craft (Int), Decipher Script, (Int) Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int)
Skill points 4 + Int. mod. (x4)
Class Features
Weapon and Armor Proficiency: They are proficient with light armor, medium armor(Crusader and Vindicator), heavy armor (Crusader), light shields, heavy shields (Crusader), simple weapons, martial weapons (Crusader and Vindicator) and 1 Exotic Weapon (Crusader).
Aura of Good (Ex)
The power of a templar’s aura of good (see the detect good spell) is equal to his templar level.
Detect Evil (Sp)
At will, a templar can use detect evil, as the spell.
Path of Justice
A templar must choose to gain prowess with weapons, their divine power, or a combination of both.
The path of the crusader allows the templar to use a full BAB, but casts spells as a templar four levels lower than himself and can only cast spells up to and including the fourth level in order to bring justice through physical combat.
The path of the vindicator allows normal progression with 3/4 BAB and can cast spells up to the sixth level in order to single-handedly vanquish any foe in the name of the light with a combination of divine power and prowess with a weapon.
The path of the adept allows the templar to cast powerful spells but the templar must use a 1/2 BAB in order to aid his allies and smite evil foes through faith.
Holy Strike
The light allows a templar to strike true when fighting evil. A Crusader or Vindicator templar may add his Charisma modifier to his attack rolls against evil foes. A Vindicator or Adept templar may add 1.5x his Charisma modifier to the spell save DC instead of the normal 1x his Charisma modifier against evil creatures.
Spells
A templar casts divine spells, which are drawn from the templar spell list. He can cast any spell he knows without preparing it ahead of time. 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.
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 given on the table. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that the templar 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.
The templar’s selection of spells is extremely limited. A templar begins play knowing four 0-level spells of your choice. At most new templar levels, he gains one or more new spells, as indicated on the table. (Unlike spells per day, the templar’s Charisma score does not affect the number of spells he knows; the numbers on the table are fixed.)
Upon reaching 5th level, and at every third templar level after that (8th, 11th, and so on), a templar can choose to learn a new spell in place of one he 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 two levels lower than the highest-level templar spell the templar can cast. A templar may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a templar need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Heavenly Grace (Su)
At 2nd level, a templar gains a bonus equal to his Charisma bonus (if any) on all saving throws. Additionally, the templar gains his Cha modifier as a misc modifier to Diplomacy, Gather Information, Knowledge (Nobility and Royalty), and Sense Motive checks relating to legal or diplomatic situations.
Divine Justice (Su)
Beginning at 2nd level (and every even level thereafter), a templar with a Charisma score of 12 or higher can heal wounds (his own or those of others) or inflict holy damage by touch. They can heal or damage a total number of hit points equal to twice the sum of templar level plus Charisma modifier {(lvl+cha mod)x2} and can be used number of times per encounter as listed on the table above. Using divine justice is a standard action; a templar can also choose to imbue their weapon to deal holy damage on the next hit as a free action (this counts as a use of the ability). When using this ability and for 4 rounds after golden ethereal wings sprout from the templar’s back (nonfunctional).
Divine Health (Ex)
At 3rd level, a templar gains immunity to all diseases, including supernatural and magical diseases.
Fearless Commander
Beginning at 3rd 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.
Special Ability
At 4th, 8th, 12th, 16th, and 20tha templar may choose 1 of the following abilities or if he so chooses may take an extra feat instead.
Commanding Grace: Gives the templar an aura (with a 30 yard radius) that grants allies’ a bonus to saving throws equal to the templar’s Cha modifier.
Light’s Radiance: Grants the templar an aura (with a 30 yard radius) that gives all allies (including the templar) Fast Healing equal to the templar’s Cha modifier.
Divine Protection: A templar may spend 1 divine power to activate an aura against evil that acts as a Magic Circle Against Evil spell centered on the templar,
Light’s Vengeance: Gives the templar an extra use of Divine Justice per encounter.
Light’s Reach: Allows the templar to perform Divine Justice as a spell-like ability with a 30 foot range.
Illumination: Enables the templar to cast healing spells at +1 caster level.
Blessèd Strength: Grants a temporary bonus to an ability score, a skill, or initiative equal to half their templar level for a number of rounds equal to the amount of divine power spent to a maximum of their templar level.
Crusader’s Charge: A templar’s land speed is faster than the norm for his race by +10 feet. Additionally, a templar can now spend 1 divine power to increase their land speed by another +10 feet for a round.
Divine Haste: A templar may spend 1 divine power to give one of their spells the benefit of the quicken spell feat.
Holy Surge: A templar may spend 1 divine power to give one of their spells the benefit of the maximize spell.
Cleanse: A templar may use 1 divine power to remove a disease, a poison, a curse, or ability damage from an ally.
Vengeful Blast: A templar may expend their divine power in in a burst of holy energy either healing good aligned allies (the templar is not affected) or dealing holy damage to evil enemies for 1d8/ divine power in a 10 ft./ 2 divine power radius with the damage or healing being split evenly between all affected targets (rounded down to a minimum of 1).
Crusader's Steed (Sp)
Upon reaching 5th level, a templar gains the service of an unusually intelligent, strong, and loyal steed to serve his in his crusade against evil. This mount is usually a heavy warhorse (for a Medium templar) or a warpony (for a Small templar).
Once per day, as a full-round action, a templar may magically call his mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the templar’s level. The mount immediately appears adjacent to the templar and remains for 2 hours per templar level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the templar may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the templar’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The templar may not summon another mount for thirty days or until he gains a templar level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the templar takes a -1 penalty on attack and weapon damage rolls.
Energy Resistance (Ex)
At 7th level a templar gains 10 resistance against any one energy of his choice and gains another resistance at levels 11, 15, and 19.
Inspiration
At 9th level the templar gains an aura with a 30 foot radius granting a bonus to allies’ initiative checks and damage equal to 1/2 the templar’s Cha modifier.
Thwart Magic (Sp)
A templar may use dispel magic on creatures, objects, or spells with an evil or chaotic source a number of times each day equal to 1/2 the templar's Cha modifier as a spell-like ability.
Timeless Body (Ex)
Upon attaining 16th level, a templar no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the templar still dies of old age when his time is up.
Surge of Light
At 17th level the templar may expend ALL his remaining divine power in a burst centered on the templar causing 1d10/divine power holy damage and healing in a radius of 10 ft./2 divine power expended. This burst heals all allies and damages all enemies, additionally the templar can choose to affect objects. Alternatively if the templar has 25 or more divine power he can choose to expend all of it to cast True Resurection on a target touched within Cha mod rounds of death (no xp/gold cost).
Ascendence
At 20th level, a templar becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the templar’s creature type was) for the purpose of spells and magical effects. Additionally, the templar gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the templar can still be brought back from the dead as if He were a member of his previous creature type.
Code of Conduct
A templar must be of lawful good alignment and loses all class abilities if he ever willingly commits an evil act.
Additionally, a templar’s code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who
harm or threaten innocents.
Associates
While he may adventure with characters of any good or neutral alignment, a templar will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code. A templar may accept only henchmen, followers, or cohorts who are lawful good.
Ex-Templars
A templar who ceases to be lawful good, who wilfully commits an evil act, or who grossly violates the code of conduct loses all templar spells and abilities (including the service of the templar’s mount, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a templar. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.
Like a member of any other class, a templar may be a multiclass character, but multiclass templars face a special restriction. A templar who gains a level in any class other than templar may never again raise his templar level, though he retains all his templar abilities.
The Templar’s Mount
The templar’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a templar is a heavy warhorse. A templar’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats). The templar may choose (instead of a heavy warhorse) to use an arctic bear mount (use statistics for black bear, increase size to Large; this mount is otherwise considered to be a polar bear). Additionally, at level 8 and higher, the templar may choose to use either a more powerful arctic bear (use brown bear stats but the mount is considered to be a polar bear) or a shark (use large shark stats). If either of these options are selected, the templar is considered to be two levels lower for the purposes of determining the abilities of his mount.
Templar’s Mount Basics
Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a templar of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.
The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.
Add this figure to the mount’s Strength score.
Int
The mount’s Intelligence score.
Empathic Link (Su)
The templar has an empathic link with his mount out to a distance of up to 1 mile. The templar cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the templar has the same connection to an item or place that his mount does, just as with a master and his familiar.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells
At the templar’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the templar before the duration expires. Additionally, the templar may cast a spell with a target of "You" on his mount (as a touch range spell) instead of on himself. A templar and his mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws
For each of its saving throws, the mount uses its own base save bonus or the templar’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex)
The mount’s speed increases by 20 feet.
Celestial
The mount gains the celestial template. Use its master’s HD for determining spell resistance instead of the mount’s HD.
Command (Sp)
Once per day per two templar levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ templar’s level + templar’s Cha modifier) to negate the effect.
Winged
The mount gains the winged template.
Half-Celestial
The mount gains the half-celestial. This replaces the celestial template.
Templar Spells
0-Level Templar Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue
1st-Level Templar Spells
Bless
Bless Water
Bless Weapon
Bless Weapon, Swift (SC)
Command
Clear Mind (SC)
Cure Light Wounds
Deathwatch
Detect Chaos/Evil
Divine Favor
Divine Sacrifice (SC)
Endure Elements
Faith Healing (SC)
Find Temple (SC)
Golden Barding (SC)
Lionheart (SC)
Magic Weapon
Obscuring Mist
Protection from Chaos/Evil
Remove Fear
Resurgence (SC)
Rhino’s Rush (SC)
Second Wind (SC)
Shield of Faith
Sticky Saddle (SC)
Summon Monster I
Vision of Glory (SC)
Warning Shout (SC)
2nd-Level Templar Spells
Aid
Align Weapon
Angelskin (SC)
Augury
Aura of Glory (SC)
Awaken Sin (SC)
Bear’s Endurance
Bull’s Strength
Checkmate’s Light (SC)
Cure Moderate Wounds
Delay Poison
Divine Insight (SC)
Divine Protection (SC)
Eagle’s Splendor
Enthrall
Flame of Faith (SC)
Gentle Repose
Hand of Divinity (SC)
Hold Person
Holy Mount (SC)
Knight’s Move (SC)
Owl’s Wisdom
Remove Paralysis
Resist Energy Restoration, Lesser
Shatter
Shield Other
Shield of Warding (SC)
Sound Burst
Spiritual Chariot (SC)
Spiritual Weapon
Status
Strength of Stone (SC)
Summon Monster II
Undetectable Alignment
Zeal (SC)
Zone of Truth
3rd-Level Templar Spells
Axiomatic Storm (SC)
Continual Flame
Create Food and Water
Cure Serious Wounds
Daylight
Diamondsteel (SC)
Dispel Magic
Find the Gap (SC)
Hand of the Faithful (SC)
Heal Mount
Holy Storm (SC)
Invisibility Purge
Locate Object
Magic Circle against Chaos/Evil
Magic Vestment
Mantle of Good/Law
Prayer
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Resurgence, Mass (SC)
Righteous Fury (SC)
Searing Light
Speak with Dead
Summon Monster III
Water Breathing
Water Walk
Weapon of the Deity (SC)
Word of Binding (SC)
Visage of the Deity, Lesser (SC)
4th-Level Templar Spells
Air Walk
Castigate (SC)
Cure Critical Wounds
Death Ward
Dimensional Anchor
Discern Lies
Divination
Divine Power
Draconic Might (SC)
Favor of the Martyr (SC)
Freedom of Movement
Holy Sword
Imbue with Spell Ability
Lawful Sword (SC)
Magic Weapon, Greater
Neutralize Poison
Restoration
Revenance (SC)
Righteous Aura (SC)
Sending
Spell Immunity
Summon Monster IV
Tongues
Winged Mount (SC)
5th-Level Templar Spells
Atonement
Break Enchantment
Blistering Radiance (SC)
Command, Greater
Commune
Cure Light Wounds, Mass
Dispel Chaos/Evil
Divine Agility (SC)
Flame Strike
Hallow
Mark of Justice
Righteous Might
Spell Resistance
Summon Monster V
True Seeing
Zone of Revelation (SC)
6th-Level Templar Spells
Animate Objects
Antilife Shell
Banishment
Bear’s Endurance, Mass
Blade Barrier
Bull’s Strength, Mass
Cure Moderate Wounds, Mass
Dispel Magic, Greater
Eagle’s Splendor, Mass
Find the Path
Forbiddance
Heal
Heroes’ Feast
Resistance, Superior (SC)
Stone Body (SC)
Summon Monster VI
Symbol of Persuasion
Wind Walk
Visage of the Deity (SC)
Zealot Pact (SC)
7th-Level Templar Spells
Brilliant Blade (SC)
Cure Serious Wounds, Mass
Dictum
Fortunate Fate (SC)
Holy Star (SC)
Holy Transformation (SC)
Holy Word
Radiant Assault (SC)
Regenerate
Renewal Pact (SC)
Restoration, Greater
Restoration, Mass (SC)
Resurrection
Spell Resistance, Mass (SC)
Summon Monster VII
8th-Level Templar Spells
Brilliant Aura (SC)
Cure Critical Wounds, Mass
Death Pact (SC)
Death Ward, Mass (SC)
Holy Aura
Lion’s Roar (SC)
Shield of Law
Spell Immunity, Greater
Stormrage (SC)
Summon Monster VIII
Wall of Greater Dispel Magic (SC)
9th-Level Templar Spells
Heal, Mass
Heavenly Host (SC)
Miracle
Storm of Vengeance
Summon Elemental Monolith (SC)
Summon Monster IX
True Resurrection
Visage of the Deity, Greater