Templar

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Templar
Prime Stat(s): [Varies], Wisdom
Ability Requirements: [Varies], 16 Wisdom

Templars are paladins of a given god who specialize in killing mages.

If a templar ever engages in an act directly contrary to their deity’s alignment, they lose their powers completely and irrevocably. No deed or magic can ever restore them. The templar’s class is thereafter “fighter”, and his class benefits change accordingly. If the templar is enchanted or controlled by magic when he does so, than he loses his powers only temporarily, and must atone by means of a dangerous quest or mission. He gains no experience prior to or during the course of this mission, and regains his standing as a templar only after the completion of the mission.

Granted Weapon Proficiencies: 4 Discretionary
Any Fighter or Priest weapon proficiencies.

Granted Nonweapon Proficiencies: 4 Discretionary
Any Fighter or Priest nonweapon proficiencies.

Hit Dice: d10
The stats required for the experience bonus varies by order.
A templar’s abilities and item restrictions vary by order and diety
A templar must donate 70% of all obtained wealth to his order.
Can use most magical items.
Potions, Protection Scrolls, Most Rings
Enchanted Armor, Weapons, and Shields
At Name-Level, a Templar may be given responsibility over members of their order.
What followers they are given and how many varies by order.

Templar XP Table
Cleric, Paladin, Templar, Druid Saving Throws

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Templar

Correndir MarcusAccurso