Templar

For better or worse, the power of God now lies in the hands of mankind in the form of the Sephira. Humans and their transformed kin built great temples around these fragments of the Divine, both as a place to study them and to protect them from harm. The guardians of these temples are the Templar, the strong right hand of the Temple Exarchs.

Occasionally the need arises for a Templar to venture forth. When he goes, he brings with him the power of the Sephiric domain he serves.

While the Templar are neither zealots nor missionaries, they must serve their Sephiric domain in mind and body.

Roll: The Templar’s role is much the same as a Paladins: Warrior-Support, a good secondary healer and lending bonuses to their allies while providing a good tank

Alignment: Any, but certain Sephira may require certain alignments

Hit Die: d10

Class Skills

The templar’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Domain, Templar Weapon, Sephiric Smite 1/day
2 +2 +3 +0 +3 Lay on Hands, Sephiric Grace
3 +3 +3 +1 +3 Aura of Courage, Sephiric Health, Emanation
4 +4 +4 +1 +4 Channel Energy, sephiric smite 2/day
5 +5 +4 +1 +4 Sephiric Bond
6 +6/1 +5 +2 +5 Emanation
7 +7/2 +5 +2 +5 Sephiric Smite 3/day
8 +8/3 +6 +2 +6 Aura of Resolve
9 +9/4 +6 +3 +6 Emanation
10 +10/5 +7 +3 +7 sephiric smite 4/day
11 +11/6/1 +7 +3 +7 Aura of Solidarity
12 +12/7/2 +8 +4 +8 Emanation
13 +13/8/3 +8 +4 +8 Sephiric smite 5/day
14 +14/9/4 +9 +4 +9 Aura of the Sephirot
15 +15/10/5 +9 +5 +9 Emanation
16 +16/11/6/1 +10 +5 +10 Sephiric smite 6/day
17 +17/12/7/2 +10 +5 +10 Aura of Redoubt
18 +18/13/8/3 +11 +6 +11 Emanation
19 +19/14/9/4 +11 +6 +11 Sephiric Smite 7/day
20 +20/15/10/5 +12 +6 +12 Ein Soph

Domain: A templar has access to a Sephiric Domain with all the powers that are attached to it. While they don’t have access to the the spells until 4th level, they gain the extra domain spell with each new spell level
Templar Weapon: The Templar’s order bestows him with a special weapon, blessed by the Sephira. This weapon is considered masterwork quality, and acts as the Templar’s relic for channeling and spellcasting
Sephiric Smite: Basically the same as Smite Evil from a paladin, except that it uses a criterea other than ‘evil’ set up by by the specific Sephira which the Templar is attuned to
Lay on Hands: Like the paladin feature, but allows both positive and negative energy
Sephiric Grace: As Paladin’s Divine Grace
Aura of Courage: As Paladin
Sephiric Health: As Divine health
Emanation As the Paladin’s “Mercy” Class feature except that, once the condition has been removed from a target, it can then be similarly afflicted on another
Channel Energy: As Paladin’s Channel Positive energy except: Requires that the paladin use their Templar Weapon in place of a holy symbol, and that they may channel negative energy as well as positive.
Spells: As paladin, but uses the Cleric Spell List and gains an additional domain spell per day
Sephiric Bond: As the Divine Weapon option for a paladin’s Divine Bond
Aura of Resolve: As Paladin
Aura of Solidarity: As Aura of Justice paladin ability
Aura of the Sephirot: Weapon becomes imbued with something by the sephirot for the purposes of overcoming DR.
Aura of Redoubt: Gains DR5/something determined by their Sephirot
Ein Soph: DR up to 10. No longer ages

Templar

The Broken Skies zathael