Religion is vital to civilization in such dangerous and violent times. Churches can be found in every settlement, ranging from small towns to large cities. Because of the need for religion, every temple needs some way of protecting itself from rival churches and armies. Also, many religions are expected to protect their followers. From the multitudes, defenders of the faith rise to fight and to defend their religion. These templars require no payment and their only obligation is to the church. Steadfast in their beliefs, they can always be found protecting clerics and relentlessly furthering the goals of their patron god.
Prime Requisite: Strength Minimum Score: None Experience Bonus: 5% for Wisdom of 13 or better and Strength of 13-15, 10% for Wisdom of 13 or better and Strength of 16-18. Hit Dice: 1d8 per level up to 9th level. Starting with 10th level, +2 points per level, Constitution adjustments no longer apply. Maximum Level: 36 Armor: Any, shields allowed. Weapons: Any Special Abilities:
Templars use the fighter experience, thaco, and weapon mastery charts, but use the cleric saving throw charts.
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