The Templar
The Guardians of Felthespar are one of the Knighthood's greatest fighting forces, serving as the protection of church and city. They utilize a formidable blend of grey and white magic in their fighting, putting their skills above the standard fighting force. In recent years, other cities and provinces have taken the example of the Guardians and founded their own groups of Templars to protect church and state. Most have sworn themselves to the service of their nation or order's divine patron, and fear neither demonspawn or man.
Role: Bearing the standards of their country and church, Templars are truly fearless warriors who serve as inspiration and rallying points to the soldiers around them. They are equally at ease commanding their fellow troops as they are wading into the tide of battle to slay their foes.

Alignment: Any Lawful
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Table: The Templar
Level Base Attack Bonus Fort Save Ref Save Will Save Special Base Chamber Points
1st +1 +2 +0 +0 Powerful Aura, detect alignment, smite 1/day, tactician 1/day -
2nd +2 +3 +0 +0 Divine grace, lay on hands -
3rd +3 +3 +1 +1 Aura of courage, divine health -
4th +4 +4 +1 +1 Banishment, 1st level spells 0*
5th +5 +4 +1 +1 Smite 2/day, tactician 2/day, standard 0*
6th +6/+1 +5 +2 +2 Bonus Feat 1
7th +7/+2 +5 +2 +2 -- 1
8th +8/+3 +6 +2 +2 2nd level spells 1
9th +9/+4 +6 +3 +3 Greater tactician 1
10th +10/+5 +7 +3 +3 Smite 3/day, tactician 3/day 4
11th +11/+6/+1 +7 +3 +3 3rd level spells 4
12th +12/+7/+2 +8 +4 +4 Bonus Feat 9
13th +13/+8/+3 +8 +4 +4 -- 9
14th +14/+9/+4 +9 +4 +4 4th level spells, greater standard 10
15th +15/+10/+5 +9 +5 +5 Smite 4/day, tactician 4/day, master tactician 17
16th +16/+11/+6/+1 +10 +5 +5 -- 20
17th +17/+12/+7/+2 +10 +5 +5 -- 25
18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat 26
19th +19/+14/+9/+4 +11 +6 +6 -- 41
20th +20/+15/+10/+5 +12 +6 +6 Smite 5/day, tactician 5/day 48
*At this level the Templar only has Chamber from bonuses due to high ability score.

Class Skills

The Templar’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

All of the following are class features of the Templar.

Weapon and Armor Proficiency

Templars are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Powerful Aura (Ex)

Templars innately radiate a powerful aura, dependent on their alignment (see the detect good/evil spell). Lawful Good Templars have an aura of good, Lawful Evil Templars have an aura of evil, and Lawful Neutral Templars have an aura of law. The power of a Templar’s aura is equal to his Templar level.

Detect Alignment (Sp)

At will, a Templar can use detect evil/good/law/chaos, as the spell.

Smite (Su)

Once per day, a Templar may choose to smite with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per Templar level.

At 5th level, and at every five levels thereafter, the Templar may smite one additional time per day, as indicated on Table: The Templar, to a maximum of five times per day at 20th level.

Tactician (Ex)

At 1st level, a Templar receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the Templar can grant this feat or any other teamwork feat he knows to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the Templar possesses. Allies do not need to meet the prerequisites of these bonus feats. The Templar can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter, to a maximum of 5 times per day at 20th level.

Divine Grace (Su)

At 2nd level, a Templar gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a Templar with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his Templar level × his Charisma bonus. A Templar may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a Templar can use any or all of this healing power to deal damage to Nightspawn or extraplanar creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Templar decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a Templar is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the Templar is conscious, but not if he is unconscious or dead.

Divine Health (Ex)

At 3rd level, a Templar gains immunity to all diseases, including supernatural and magical diseases.

Banishment (Su)

When a Templar reaches 4th level, he gains the supernatural ability to turn, weaken, or banish Nightspawn, elementals, and outsiders by channeling white ether. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He uses banishment as a priest of three levels lower would.

Spells

Beginning at 4th level, a Templar gains the ability to cast a small number of divine spells, which are drawn from the Templar spell list. At 8th level he can cast Templar spells of 2nd level, and his ability further increases to cast spells of 3rd level at his 11th class level, and spells of 4th level at his 14th class level. A Templar can cast any spell on the list, provided he has the available Chamber to do so. A Templar receives bonus spell points for high Wisdom according to Table: Bonus Chamber.

To prepare or cast a spell, a Templar must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Templar’s spell is 10 + the spell level + the Templar’s Wisdom modifier. Through 3rd level, a Templar has no caster level. At 4th level and higher, his caster level is one-half his Templar level.

Templars regain spell points in the same manner as priests.

Table: Bonus Chamber
Wisdom Bonus Chamber (By Maximum Spell Level)
0th 1st 2nd 3rd 4th
12-13 1 1 1 1
14-15 1 4 4 4
16-17 1 4 9 9
18-19 1 4 9 16
20-21 2 5 10 17
22-23 2 8 13 20
24-25 2 8 18 25

Standard (Ex)

At 5th level, a Templar’s standard becomes a symbol of inspiration to his allies and companions. As long as the Templar’s standard is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear (which stacks with the Templar's Aura of Courage) and a +1 morale bonus on attack rolls. At 10th level, and every five levels thereafter, these bonuses increase by +1. The standard must be at least Small or larger and must be carried or displayed by the Templar to function.

Bonus Feat

At 6th level, and at every six levels thereafter, a Templar gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or teamwork feats. The Templar must meet the prerequisites of these bonus feats.

Greater Tactician (Ex)

At 9th level, the Templar receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Using the tactician ability is now a swift action.

Greater Standard (Ex)

At 14th level, the Templar’s standard becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his standard is displayed, the Templar can spend a standard action to wave the standard through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.

Master Tactician (Ex)

At 17th level, the Templar receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Whenever the Templar uses the tactician ability, he grants up to two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.