Recreating the Dragon Age Templar


Homebrew and House Rules

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Hi there folks, I've tried to recreate the Dragon Age Templar using the Paladin as a base (and simply changing some of his mechanics around) and I just want an opinion on it. I haven't got a chance to playtest it yet so it's still a little rough, but give your opinion on it.

Alignment: Any Lawful
-Lawful because of their strict devotion to the Chantry and the containment of Mages and the magic they use.
-Good to represent the Templars within the chantry who do believe that mages should be contained, but still treat them like people. Understanding that just because they were born with magic, doesn't mean they are monsters, they are just people who need to be contained for everyone else's safety. The good Templars.
-Neutral to represent the Templars who simply understand that mages are a danger to the world. They are simply doing their duty to protect people, no different than a guard who keeps prisoners away from others. There may be slight prejudice towards casters, but it's based more of fear than hatred.
-Evil to represent the Templars who not only feel like mages should be put in chains, but often feel like the world would be better off with them dead. The type of Templars who will kill any mage on sight if given the opportunity, and often do vicious and horrendous things to mages due to their hatred of them.

Hit Die: D10 (unchanged)
Class Skills: Craft, Diplomacy, Heal, Intimidate, Knowledge: Arcana, local, Religion, Ride, Sense Motive, Spellcraft, Survival
4+Int per level

-Adding Intimidate to represent the powerful and daunting nature of the Templar and what they do.
-Swapping Knowledge nobility with Arcana for the Templars needing to understand Magic in order to know how to counter it, and this being more important than knowing the kings and Generals of the land, as to Templars, all mages should be contained, no matter their station.
-Survival and Knowledge Local to tie in with tracking down mages via their phylactery, and general ability to find people, and learn of local disturbances.

Proficiencies: Unchanged
Aura of Good: Removed (or possibly changed to a new Aura of the Daunting, giving them a bonus to Intimidate, and Sense Motive checks to people within 30ft of the templar)
Detect Evil: Changed to Detect Magic with the unique addition of being able to sense a casters Bloodline when concentrating, as well as being able to match a castor to his phylactery.

-Smite Evil-
Changed to "Templar Dominion"
-Once per day, a Templar, can call out to the power of The Maker to aid her in her struggle against Spellcasters. As a swift action, the paladin chooses one target within sight to gain Dominion over. If this target is a spellcaster, Demon or Devil the paladin adds her charisma bonus (if any) to her attack rolls and adds her Templar level to all damage rolls against the target of her dominion. If the target of Dominion gains spell casting from the Abyssal, Daemon, Infernal or Oni Bloodlines, the bonus to damage increases to 2 points of damage per level the Templar possesses. Regardless of the target, Dominion attack automatically bypasses any DR the creature might possess.
In addition, while smite evil is in effect, the Paladin gains SR equal to 12 + Templar level + CHA bonus, against spells cast by the Target of Templar Dominion. If the Templar targets a creature that is not a spellcaster, the smite is wasted with no effect.
The effects of Templar Dominion remains until the target of the Dominion is dead, or the next time the Templar rests and regains her use of this ability. At 4th level, and every three levels thereafter, the Templar may place Dominion one additional time per day, to a maximum of seven times per day at 19th level.
Special Note: For the purpose of this ability a"Spellcaster" is a creature who can draw spells from the Sorcerer or Wizard Spell list. Creatures who gain no spells but have spell like abilities are NOT effected by Templar Dominion.

Divine Grace: Unchanged but renamed to "Grace of the Maker"

Lay on Hands: Changed to "Templar's Touch"

-Templar's Touch-
Each day she can use this ability a number of times equal to 1/2 her templar level plus her Charisma Modifier. A Templar can us the power of the Maker to deal damage to a spellcaster, dealing 1D6 points of damage for every 2 levels of Templar she possesses. A Spellcaster effected by Templars Touch must succeed a Fortitude save equal to 10 + the Templars CHA + 1/2 the Templars level. If the spellcaster fails this save they lose the use of one first level spell for every die rolled for this ability.
The Templar may use this ability to remove any number of spells based on the amount of die they roll. For example a 10th level (5D6) Templar may use this ability to remove a single 5th level spell, or 5 first level spells, or a single 3rd level spell and 2 first level spells.

Using Templar's touch requires a successful melee touch attack and doesn't provoke an attack of opportunity.

Aura of Courage: Unchanged
Divine Health: Unchanged

Mercy: Changed to Wrath

Wrath: At 3rd level, and every three levels thereafter, a Templar can select one wrath. Each wrath adds an effect to the Templar's Touch ability. Whenever a Templar uses Templars Touch on a spellcaster who fails the fortitude save, they also gain one of the following conditions for one round.
-Fatigued
-Shaken
-Sickened
At 6th level a Templar adds the following wrath's to the list of those can be selected.
-Dazed
-Staggered
at 9th Level a Templar adds the following Wrath's to the list of those can be selected.
-Exhausted
-Frightened
-Nauseated
at 12th level a Templar Adds the following Wrath's to the list of those can be selected.
-Blinded
-Deafened
-Paralyzed
-Stunned

Channel Positive Energy: This ability is removed entirely.

Spells: Templars do not cast spells and instead gain craft phylactery.

-Craft Blood Phylactery-
Starting at 4th level Templars gain the ability to make magical blood phylactery's from the blood of spellcasters. A blood phylactery is a glass vial (or other similar see-through container) containing the blood of a spellcaster, and is used by Templars to track down rogue or runaway spellcasters. Templars create a holy bond between themselves, The maker, and spellcasters so that they may be tracked across great distances.

Crafting a phylactery is a process that requires one Cup of clean blood (no dirt, grime, slime, or other foreign substance in it) an alchemists kit and with vial to hold the blood, as well as an hour of uninterpreted prayer and crafting.

Starting at 4th level, Templars gain the ability to use any Blood phylactery as a focus item to gain the ability to scry the spellcaster who's blood it is made from. This is a spell-like ability that functions the same as the spell with the exception that the spellcaster does NOT receive a will save against this.

At 4th level the Templar gains ability to know which direction the spellcaster is in while focusing on the phylactery. (North, East, South, West) Every 3 levels past 4th up to level 13 this ability gets stronger, at level 7 allowing a Templar to know the nation the spellcaster resides in, at 10th level knowing the city the spellcaster resides in, and at 13th level know the exact location he is. A Blood phylactery is unable to find spellcasters that are on other planes of existence than it's self.

Divine Bond: Unchanged but the bond is made with The Maker.
Aura of Resolve, Aura of Justice: Unchanged

Aura of Faith: Changed to "Makers Might"

-Makers Might-
Starting at 14th level all attacks made by the Templar function as if casting a Targeted Dispel Magic upon the person being attacked. The Templar makes his dispel check using his Templar level instead of caster level. At 17th level this improves to Greater Dispel.

Holy Champion: Changed to Champion of the Maker

-Champion of the Maker-
At 20th level, a Templar becomes a conduit for the power of The Maker. When a spellcaster fails the save for Templars Touch they are denied access to any of their spells for the next 24 hours. Their spells per day still refresh as they normally do, but they cannot access them until the time has elapsed. In addition, even on a successful save they still lose the appropriate spells that they normally would from the Templars Touch. Templars Touch also does max Damage.


Overall, I rather like it. Fits really well with the setting in terms of theme matching abilities, and so on.

With craft blood phylactery, I'd consider letting a templar take the blood of a spellcaster from his blade, for example, and still be able to draw a basica directional from it for a limited amount of time, assuming he had no other such phylactery.

Templar's Touch seems neat, but kinda troublesome as well (in that annoying trying to figure out what random spell you lost sort of way). If you were using a spell point / mana system, you could have it remove a number of spell points equal to X.

Champion of the Maker may be too powerful, even for a capstone. You (the spellcaster) fail what is, by class design, your lowest save and your totally boned. I don't mean just a little bit, I mean you might as well just bash your own head in at that point. You're not getting away. You have no melee ability of any significance. In addition to all of that, you just might be dead anyway if you're using massive damage rules.

I'm not really sure what to suggest for Champion of the Maker, without knowing more about any house rule systems your using.

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