Templar
Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 300
Wish, hope, and pray fervently as a team with all your hearts. You and each party member gains an immediate action to perform a combo as part of a Team Combo. Until the start of your first turn next round, all allies gain a +50% Healing Output boost.
Upon completion of a combo using a FN move, you gain a special legendary action known as an Instinct Action (IA). Instinct Actions are associated with the combo whose FN move you used. As a free action at any point you may use an Instinct Action. Instinct Actions take the form of any of the moves within a combo– be it OP, LK, FN, or any other (except Supplication Sacraments). They do not generate nor consume combo and do not have any requirements for use including PP cost (though UP costs persist if it is a FN, the damage value uses half your current Combo count. Being a legendary action, you may also make rolls to edit the way the move is executed for varying results.
Instead of using your IA for a move in your combo, you can instead initiate a Team Combo. Team Combos are variations of your normal combos where each party member must perform one move in the combo. When a party member uses a move from one of your combos, the move uses their stats and equipment for its calculations. After all party members have used a move, you may perform the FN as a free action. This grants you two IAs; and any party member that has a version of Instinct Fighter also gains an IA.
If you save an ally from lethal damage using a Combo move, the Combo you gain from that move gains a +5 bonus.
When you gain an IA, you gain 30 PP.
If a party member performing one of your combo moves has a version of Combo Fighter and is currently in one of their own combos, their Combo count also increases as a result of your combo move, in addition to the Team Combo Count increasing.
When performing a Team Combo, the PP costs of all moves in the combo are halved.
When performing a Team Combo, the maximum combo count of the combo is increased to 15.
Gain a bonus action on your turn that can be used for supportive actions (heals, buffs, etc.)
When a Team Combo finishes, all allies that participated in the combo gain 9 points that they can put towards restoring spell slots; with the cost of restoring a spell slot being equivalent to its level.
When a Team Combo finishes, all allies that participated in the combo gain 3d10 UP.
When choosing the FN move for a Team Combo, you may instead use a Supplication Sacrament for free.
Gain another bonus action on your turn that can be used for supportive actions (heals, buffs, etc.)
When a Team Combo finishes, the party gains 1d2+1 ZP.
Whenever a Team Combo finishes, you gain +20% Healing Output for 1 round.
When performing a Team Combo, the maximum combo count of the combo is increased to 20.
HP Bonus: Ld4+L*CON
TP: 300
Proficiencies
Same as Battle PriestRequirements
- (Class Bond) Battle Priest: You must have fully unlocked every ability of the Battle Priest class.
- (Item) Certificate of Initiation: You must have obtained a certificate of initiation into a special order of warrior-priests.
Abilities
Ultimate Ability: Wish Upon a Star
Rarity: Mythic | REQ: Team-Building Instincts | UP: 100 | ZP: 3 | ZL: 1 | Cost: 6 TPWish, hope, and pray fervently as a team with all your hearts. You and each party member gains an immediate action to perform a combo as part of a Team Combo. Until the start of your first turn next round, all allies gain a +50% Healing Output boost.
Instinct Fighter (Templar)
Level 1 | CC: Templar | REQ: Combo Fighter | Rarity: Mythic | Cost: 8 TPUpon completion of a combo using a FN move, you gain a special legendary action known as an Instinct Action (IA). Instinct Actions are associated with the combo whose FN move you used. As a free action at any point you may use an Instinct Action. Instinct Actions take the form of any of the moves within a combo– be it OP, LK, FN, or any other (except Supplication Sacraments). They do not generate nor consume combo and do not have any requirements for use including PP cost (though UP costs persist if it is a FN, the damage value uses half your current Combo count. Being a legendary action, you may also make rolls to edit the way the move is executed for varying results.
Team-Building Instincts
Level 2 | REQ: Instinct Fighter | Rarity: Mythic | Cost: 7 TPInstead of using your IA for a move in your combo, you can instead initiate a Team Combo. Team Combos are variations of your normal combos where each party member must perform one move in the combo. When a party member uses a move from one of your combos, the move uses their stats and equipment for its calculations. After all party members have used a move, you may perform the FN as a free action. This grants you two IAs; and any party member that has a version of Instinct Fighter also gains an IA.
Just in Time
Level 3 | REQ: Combo Fighter | Rarity: Exotic | Cost: 2 TPIf you save an ally from lethal damage using a Combo move, the Combo you gain from that move gains a +5 bonus.
Custom Quest Trait
Level 4 | CC: TemplarInstinctive Piety
Level 5 | REQ: Instinct Fighter; Seriously Sacramental | Rarity: Exotic | Cost: 2 TPWhen you gain an IA, you gain 30 PP.
Team-Building Instincts II
Level 6 | REQ: Team-Building Instincts | Rarity: Exotic | Cost: 2 TPIf a party member performing one of your combo moves has a version of Combo Fighter and is currently in one of their own combos, their Combo count also increases as a result of your combo move, in addition to the Team Combo Count increasing.
Group Prayer Session
Level 7 | REQ: Team-Building Instincts; Seriously Sacramental | Rarity: Exotic | Cost: 2 TPWhen performing a Team Combo, the PP costs of all moves in the combo are halved.
Custom Quest Trait
Level 8 | CC: TemplarTeam Combo Extension
Level 9 | REQ: Team-Building Instincts | Rarity: Exotic | Cost: 3 TPWhen performing a Team Combo, the maximum combo count of the combo is increased to 15.
Extra Support I
Level 10 | Rarity: Exotic | Cost: 5 TPGain a bonus action on your turn that can be used for supportive actions (heals, buffs, etc.)
Sharing the Love
Level 11 | REQ: Team-Building Instincts | Rarity: Exotic | Cost: 4 TPWhen a Team Combo finishes, all allies that participated in the combo gain 9 points that they can put towards restoring spell slots; with the cost of restoring a spell slot being equivalent to its level.
Custom Quest Trait
Level 12 | CC: TemplarPassionate Teamwork
Level 13 | REQ: Team-Building Instincts | Rarity: Exotic | Cost: 3 TPWhen a Team Combo finishes, all allies that participated in the combo gain 3d10 UP.
Mass Supplication
Level 14 | REQ: Team-Building Instincts | Rarity: Exotic | Cost: 3 TPWhen choosing the FN move for a Team Combo, you may instead use a Supplication Sacrament for free.
Extra Support II
Level 15 | REQ: Extra Support I | Rarity: Exotic | Cost: 5 TPGain another bonus action on your turn that can be used for supportive actions (heals, buffs, etc.)
Custom Quest Trait
Level 16 | CC: TemplarPassionate Teamwork II
Level 17 | REQ: Passionate Teamwork | Rarity: Mythic | Cost: 3 TPWhen a Team Combo finishes, the party gains 1d2+1 ZP.
Heart of the Party
Level 18 | REQ: Team-Building Instincts | Rarity: Exotic | Cost: 3 TPWhenever a Team Combo finishes, you gain +20% Healing Output for 1 round.
Custom Quest Trait
Level 19 | CC: TemplarTeam Combo Extension II
Level 20 | REQ: Team Combo Extension I | Rarity: Exotic | Cost: 4 TPWhen performing a Team Combo, the maximum combo count of the combo is increased to 20.
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