Difference between revisions of "Templar"

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Description:
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Description: A master of the highways and a protector of travelers, a [[Traveler|Travelers]] Templar has adapted to a life on the road, fighting bandits and others of ill purpose and interacting with all of the Goodly Races. Masters of movement, riding, and diplomacy, Templars are equal parts diplomat, tour guide, and man-at-arms. Although most lay persons draw no distinction between Traveler paladins and Traveler Templars, within the organization the Templars are accorded high status, and are respected among their own as the most elite and experienced the organization has to offer.
 
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Prerequisites: Base Attack Bonus: +5, Knowledge (Religion): 2 ranks, Membership in the [[Travelers]] [[Holy Militant]], Access to <i>Smite Evil</i> or divine spellcasting.   
 
Prerequisites: Base Attack Bonus: +5, Knowledge (Religion): 2 ranks, Membership in the [[Travelers]] [[Holy Militant]], Access to <i>Smite Evil</i> or divine spellcasting.   
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Hit Dice: d10
 
Hit Dice: d10
 
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Class Skills: Survival, Diplomacy, Swim, Jump, Knowledge: Religion, Knowledge: Nobility and Royalty, Climb, Speak Language, Ride, Gather Information, Search, Listen, Spot, Concentration, Heal
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Class Skills: Survival, Diplomacy, Swim, Jump, Knowledge: Religion, Knowledge: History, Knowledge: Nobility and Royalty, Climb, Speak Language, Ride, Gather Information, Search, Listen, Spot, Concentration, Heal
 
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Revision as of 13:03, 6 February 2009

Description: A master of the highways and a protector of travelers, a Travelers Templar has adapted to a life on the road, fighting bandits and others of ill purpose and interacting with all of the Goodly Races. Masters of movement, riding, and diplomacy, Templars are equal parts diplomat, tour guide, and man-at-arms. Although most lay persons draw no distinction between Traveler paladins and Traveler Templars, within the organization the Templars are accorded high status, and are respected among their own as the most elite and experienced the organization has to offer.

Prerequisites: Base Attack Bonus: +5, Knowledge (Religion): 2 ranks, Membership in the Travelers Holy Militant, Access to Smite Evil or divine spellcasting.

Hit Dice: d10

Class Skills: Survival, Diplomacy, Swim, Jump, Knowledge: Religion, Knowledge: History, Knowledge: Nobility and Royalty, Climb, Speak Language, Ride, Gather Information, Search, Listen, Spot, Concentration, Heal

× Level BaB Fort Ref Will Ability Spells Per Day
1 +1 +2 +0 +2 Improved Init. +1, Smite Evil +1/day +1 to existing divine caster level
2 +2 +3 +0 +3 Quick Step, Aegis of Pilgrims
3 +3 +3 +1 +3 Improved Init. +2, Smite Evil +1/day +1 to existing divine caster level
4 +4 +4 +1 +4 Aegis of Travelers, Bonus Feat
5 +5 +4 +1 +4 Armor Mastery +1 to existing divine caster level



Armor Mastery: Ignore movement penalties for heavy armor.
Quick Step: +5 to base movement speed.
Aegis of Pilgrims: Once per day, as a free action, you may take a five foot step during another's action. You may not take this action while flat footed, nor may you displace another person. However, if you step into the path of someone charging another player, you will absorb that attack. Additionally, you may move in order to threaten enemies. Activation of this ability causes you to lose your Quick Step for one hour.
Aegis of Travelers: You may activate your Aegis of Pilgrims ability an additional time per day, and it no longer shuts off your Quick Step.
Bonus Feat: The Templar may choose one from Mounted Combat, Skill Focus: Riding, Adv. Skill Focus: Riding, or Toughness. The Templar must have all prerequisites met for the feat chosen.