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DocRob

Templar -Updated 2018_

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Templars are divine champions, clerics who are called away from their usual duties to fight in the service of their god. They are more well-versed in combat than their clergy peers, and possess just as much devotion or zeal.

 

- Hit Die: d10

- Proficiencies: Simple Weapons, Light Armor, Medium Armor, Heavy Armor, Shield

- Skill Points: 2 + Int Modifier

-Skills: Concentration, Craft (not trap), Discipline, Heal, Hide, Listen, Lore, Parry, Persuade, Spellcraft, Taunt

-Attack bonus growth: Full (Fighter)

-Saving Throws: Fighter

-Primary attribute: Wis

REQUIREMENTS:

Feats: Martial Weapon Proficiency

Skills: Discipline 6, Lore 6

Other: Cleric or Paladin, Base Attack Bonus 3

 

ABILITIES:

Level

1: Scribe Scroll

2:

3: Brew Potion

4:

5: Craft Wand

6:

7:

8:

9:

10:

 

Each level, a Templar gains spellcasting levels as if he/she had leveled in his/her primary divine spellcasting class.

Spell Progression

Spell progression as the primary (or some cases both primary) spell casting class(es) requires some explanation. First of all there is no option to choose new spells when leveling in the prestige class with this ability. This means that even though the character will in theory gain higher level spell casting slots (or uses) they will need to learn the actual spells in other ways. In the case of wizards this can be done through scrolls, clerics and druids learn spells automatically and bards and sorcerers will need to level up in their primary class to learn new spells.

The next thing of note is that this ability allows the character to gain spell slots/uses. The class will not increase the caster level of spells, which is calculated based on the primary casting class(es). In other words, even though the character gains spells slots/uses his spell power will generally be lower than that of a pure class character of similar level.

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