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Wednesday, September 21, 2011

Templar for S&W: WhiteBox


This is a sorta-paladin for WhiteBox.

Templar
Templars are armored priests. Most Templars have a patron deity or serve a particular religion. Feel free to make up the details, if your Referee doesn’t use a particular mythology for the campaign you’re playing in. Regardless of the details, you are a champion of your faith and moral alignment. You might be a sinister witch-hunter, an exorcist of demons, or a shining knight of the faith. Because most of a Templar’s abilities are oriented toward healing and protecting, Templars tend to play a support role during combat, backing up the front line, but able to stand shoulder to shoulder with the party’s Fighters if need be—at least for a while. As a Templar grows in power and reputation, he might establish a stronghold for his faith: a fortified monastery, a soaring cathedral in the wilderness, or whatever strikes him as the best way to protect and serve his flock of acolytes and peasant followers.

Hit Dice: 1d6/level.
Armor/Shield Permitted: Any.
Weapons Permitted: Any melee weapons. No missile weapons, other than oil.

Templar Class Abilities

Cure Disease: Beginning at seventh level, once per day Templars can cure disease on one individual.

Healing Hands: Templars can cure themselves or an ally up to three times per day. Each use of this ability heals 1d6 + level hit points. For example, a fourth level Templar would heal 1d6+4 hp each time he uses this ability.

Holy Aura: Templars have an aura of holiness that affects undead, demons, and other supernatural evil creatures. These creatures suffer a -1 penalty to hit and to save while within 10 feet of the Templar.

Immune to Disease: Beginning at third level, Templars are immune to all diseases.

Immune to Poison: Beginning at fifth level, Templars are immune to all poisons.

Smite Evil: When fighting undead, demons, or other supernatural evil creatures, Templars deal an extra 1d6 damage per successful attack. This damage affects monsters immune to normal weapon damage.

Religious Stronghold (9th level): At ninth level, a Templar character may establish a stronghold and attract a body of loyal (or perhaps even fanatic) men-at-arms who will swear fealty to him.

Templar Advancement

Level

Experience

Hit Dice

Saving Throw

1

0

1

14

2

1,500

2

13

3

3,500

3

12

4

6,500

4

11

5

14,000

5

10

6

30,000

6

9

7

60,000

7

8

8

110,000

8

7

9

165,000

9

6

10

225,000

10

5

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