Templar

For a description of this class, please see the order Knights Templar.

Weapons

Templar are allowed, typically, to use any weapon.

Armor

Any type of armor.

Followers & Strongholds

A Templar does not attract a body of followers upon reaching 9th level or building a castle. However, he can still hire soldiers and specialists, although these men must be lawful good in comportment.

Features

All Templar gain the ability to make more than one melee attack per round as they rise in level.

Templar can gain a special Constitution hit point bonus that is available only to warriors.

A Templar may not possess more than 10 magical items, Furthermore, these may not exceed one suit of armor, one shield, four weapons (arrows and bolts are not counted), and four other magical items.

A Templar never retains wealth.

He may keep only enough treasure to support himself in a modest manner, pay his henchmen, men-at-arms, and servitors a reasonable rate, and to construct or maintain a small castle or keep (funds can be set aside for this purpose). All excess must be donated to the church or another worthy cause. This money can never be given to another player character or NPC controlled by a player.

A Templar must tithe to the Church of Palanos. A tithe is 10% of the Templar's income, whether coins, jewels, magical items, wages, rewards, or taxes. It must be paid immediately.

Templar may employ only lawful good henchmen (or those who act in such a manner when alignment is unknown).

A Templar will cooperate with characters of other alignments only as long as they behave themselves. He will try to show them the proper way to live through both word and deed. The Templar realizes that most people simply cannot maintain his high standards. Even thieves can be tolerated, provided they are not evil and are sincerely trying to reform. He will not abide the company of those who commit evil or unrighteous acts. Stealth in the cause of good is acceptable, though only as a last resort.

Templar can cast only spells of the Combat Sphere, Divination Sphere, Healing Sphere, and Protection Sphere. The acquisition and casting of these spells abide by the rules given for priests. The spell progression and casting level are listed in Table 17. Unlike a priest, the Templar does not gain extra spells for a high Wisdom score. The Templar cannot cast spells from clerical or druidical scrolls nor can he use priest items unless they are allowed to the warrior group.

+2 bonus to all saving throws.

A Templar may Detect Evil Intent. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.

Immunity to Disease

Lay On Hands

Turn Undead Acquired at 3rd level. As priest 2 levels lower.

A Templar using a Holy Sword projects a Circle of Power.

A Templar is surrounded by an Aura of Protection.

A Templar may call for his Bonded Mount upon reaching 4th level, or anytime thereafter.

A Templar can cast priest spells once he reaches 9th level.

A Templar can Cure Disease.

A Templar must be lawful good in alignment and must always remain lawful good.

A Templar who changes alignment, either deliberately or inadvertently, loses all his special powers - sometimes only temporarily and sometimes forever.

If a Templar ever knowingly performs a chaotic act, he must seek a high-level (7th or more) cleric of lawful good alignment, confess his sin, and do penance as prescribed by the cleric. If a Templar should ever knowingly and willingly perform an evil act, he loses the status of Templarhood immediately and irrevocably. All benefits are then lost and no deed or magic can restore the character to Templarhood: He is ever after a fighter. The character's level remains unchanged when this occurs and experience points are adjusted accordingly. Thereafter the character is bound by the rules for fighters. He does not gain the benefits of weapon specialization (if this is used) since he did not select this for his character at the start.

If the Templar commits an evil act while enchanted or controlled by magic, he loses his Templar status until he can atone for the deed. This loss of status means the character loses all his special abilities and essentially functions as a fighter (without weapon specialization) of the same level. Regaining his status undoubtedly requires completion of some dangerous quest or important mission to once again prove his worth and assuage his own guilt. He gains no experience prior to or during the course of this mission, and regains his standing as a Templar only upon completing the quest.

           

Initial Funds

5d4x10

Hit Die Type

d10

Ability Requirements

Strength 12, Constitution 9, Wisdom 13, Charisma 17 A Templar who has Strength and Charisma scores of 16 or more gains a 10% bonus to the experience points he earns.

Races Allowed

Humans, primarily.

Alignment Restrictions

Lawful Good only.

Hero Points

General Hero Points
Warrior Hero Points
Type
Military