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Templar
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:
  1. A templar may cast and memorize Clerical Spells as if he is a cleric at half his current level (round down).
  2. Templars must always donate one half of their income to the church of which they belong.
  3. If the church requires a templar to perform a mission, such as kill a heretic or retrieve a religious artifact, then as long as it coincides with the religion's beliefs, must perform the mission. If he/she chooses to decline then the templar will become a normal fighter of the same level without the ability to cast spells and no longer needs to donate money to the church. This is because a templar devotes his entire life to his religion and his spells are granted by his god. In other words, a templar is nothing without faith. If this fallen warrior later decides to reenter his path as a templar then he will have to perform a trial for his god. This trial can be anything decided upon by the Game Master.
  4. A templar may never create a stronghold of any type (as a normal fighter can do at name level).
Other Details:
Templars use the fighter experience, thaco, and weapon mastery charts, but use the cleric saving throw charts.


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