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Templar

(Defenders of the Faith: A Guidebook to Clerics and Paladins variant, p. 72)

Sworn to the defense of a temple site, the templar is a holy warrior blessed by her deity with combat prowess and great endurance.

Requirements

Base Attack Bonus: +5

Skills: Knowledge (religion) 8 ranks

Feats: Endurance , Weapon Focus (with deity's favored weapon)


Hit die

d10

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Templars are proficient with all simple and martial weapons, with all types of armor, and with shields.

Mettle (Su): A templar's special blessing allows her to shrug off magical effects that would otherwise harm her. If a templar makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Weapon Specialization: A templar gains the Weapon Specialization feat with her deity's favored weapon.

Spells per Day: A templar has the ability to cast a small number of divine spells. To cast a spell, the templar must have a Wisdom score of at least 10 + the spell's level, so a templar with a Wisdom of 10 or lower cannot cast these spells. Templar bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the templar's Wisdom modifier. When the templar gets 0 spells of a given level, such as 0 1st-level spells at 1st level, she gets only bonus spells. (A templar without a bonus spell for that level cannot yet cast a spell of that level.) The templar's spell list appears below. A templar has access to any spell on the list and can freely choose which to prepare, just like a cleric. A templar prepares and casts spells just as a cleric does (though the templar cannot spontaneously cast cure or inflict spells).

Smite (Su): Once per day, a templar of 2nd level or higher may make a single melee attack with a +4 attack bonus and a damage bonus equal to her templar level (if she hits). The templar must declare the smite before making the attack. At 7th level, the templar can smite twice per day.

If the templar has a smite evil or smite ability (for being a paladin or a cleric with the Destruction domain) already, she can use the ability one extra time per day (two extra times at 7th level). The attack bonus does not increase, but the damage bonus is based on the character's combined level (templar level plus cleric or paladin level).

Damage Reduction (Ex): Starting at 3rd level, templars have the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the templar takes each time she is dealt damage. At 6th level, this damage reduction rises to 2, and at 9th level, it rises to 3.

Bonus Feat: At 4th level and again at 8th level, the templar gets a bonus feat. These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critcal*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*.

Feats dependent on other feats are listed parenthetically after the prerequisite feat. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.

Templar Spell List

Templars choose their spells from the following list:

1st—bless, cause fear, command, divine favor, entropic shield, magic weapon, mount, shield of faith.

2nd—aid, bull's strength, calm emotions, endurance, enthrall, hold person, shield other, spiritual weapon.

3rd—blindness/deafness, daylight, dispel magic, invisibility purge, magic vestment, negative energy protection, prayer, searing light.

4th—divine power, freedom of movement, greater magic weapon, status.

Advancement

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Mettle, Weapon Specialization 0
2nd +2 +3 +0 +3 Smite 1/day 1
3rd +3 +3 +1 +3 Damage reduction 1/— 1 0
4th +4 +4 +1 +4 Bonus feat 1 1
5th +5 +4 +1 +4 1 1 0
6th +6 +5 +2 +5 Damage reduction 2/— 1 1 1
7th +7 +5 +2 +5 Smite 2/day 2 1 1 0
8th +8 +6 +2 +6 Bonus feat 2 1 1 1
9th +9 +6 +3 +6 Damage reduction 3/— 2 2 1 1
10th +10 +7 +3 +7 2 2 2 1

Class skills

Skill name Key ability Trained only Armor check penalty
Climb STR no yes
Concentration CON no no
Craft INT no no
Heal WIS no no
Jump STR no yes
Knowledge (religion) INT yes no
Profession WIS yes no
Swim STR no yes

Spells for Templar

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