Many warriors seek the favor of the Gods to become paladins, but only a select few actually succeed. Others who still want to be paladins but fail to gain divine favor are called templars.
Templars do not gain access to any of the paladin’s holy powers that are granted to paladin’s through the God’s. Instead, they gain some holy favors out of sheer determination and willpower. They however unlike the paladin do not have to adhere to ironclad laws of morality and discipline. They do however need to have a God and completely devote their life to the furthering of this God's renown.
Role:
Alignment: Any
Hit Die: d12
Table: Templar
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
BAB
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
Fort
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
Ref
0
0
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
6
6
6
Will
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
Special
Detect Religious Powers, Detect Religious Symbols
Declare Heretic
Banner of Faith
Religion Expert
Track Heretic
Personal Justice
Enhanced Health
Eyes That Have Seen It All
Deus Vult
A templar is proficient with all simple and martial weapons, and all armor.
The templar looks for symbols connected to a religion/deity. (DC for finding holy symbols that are openly displayed = 5 perception). Hidden symbols depend on how well hidden the symbols are. But the templar gets a perception boost to find religious symbols of 5 (increases by 5 at level 11 and level 20).
Wanting to obtain divine power all his life the templar has a huge bonus in spotting divine casting. A templar as a move action can concentrate on a single item or individual within 60 feet and determine if the person is a divine caster or not. The templar can also determine if this caster is a good or evil divine caster by surpassing the casters caster level with a knowledge religion check. If you fail this check you cannot retry at this target for 1 hour.
At level 2, when the Templar is sure that someone is either of an opposing religion to his or faithless (this does not have to be correct the templar just has to be convinced) a templar can call out to the power of his faith. He can do this unlimited times a day. As a swift action, he chooses one target to declare as a heretic. This basically means the templar starts shouting at the target denouncing him as a heretic
If the declared heretic really is of an opposing religion to his or faithless the templar adds his charisma bonus on his attack rolls. The templar also gains a deflection bonus to AC equal to his charisma bonus. This lasts until the templar goes out of combat or the target dies. The templar can only declare one heretic at the time.
At 3rd level, a templar is immune to fear (magical or otherwise). Everyone following the same religion within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the templar is conscious, not if she is unconscious or dead.
At 5th level the templar adds her charisma modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify religions.
At 6th level, a templar adds half her level on Survival skill checks made to follow or identify tracks.
At 7th level, a templar can use this ability once per day. At 10th level and every three levels thereafter, the templar can use this ability one additional time per day
The templar chooses a way to enhance the power of damnation in his foes. The templar has the following options to enhance his declarations of heresy.
Wrath: The templar is filled with wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three templar levels.
Focus: This spurs the templar to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every four templar levels. This bonus also applies when confirming critical hits.
Content: The templar declares that he will smite this foe in the name of his religion if successful the templar gains fast healing 1 until the templar regained health equal to twice the killed creatures hit die. If unsuccessful the templar becomes discouraged and cannot declare heresy until he has taken 8 hours of rest.
Turning the other cheek: This templar gains DR 1/- this will increase by 1 for every 5 levels in templar. (1 at level 1, 2 at level 5, etc.)
At 8th level, the templar gains a +4 sacred bonus on all saving throws against poisons and diseases.
Seasoned templars are skilled at sensing deception and intimidation. A templar receives a morale bonus on all intimidate and sense motive checks equal to half its templar level.
The templar order has drilled 2 sacred charges into your very core. Normally, when charging, a character gains 2 bonus on an attack roll and a -2 on AC until the start on his next turn. This, however, does not apply to the templar. At 14th level a templar can instead choose to do a defensive or offensive charge.
A defensive charging templar does not gain a bonus to its attack but does gain 2 AC + 1 per 4 templar levels until the start of his next turn.
An offensive charge allows the templar to make a maximum of 2 attacks instead of 1 during a charge the bonus to attack is heightened to 4 + 1 per 4 templar levels on both attacks. Ac goes down 2 until the next turn.