Templar Info.   Posted by GM Natebob.Group: archive E
GM Natebob
 GM, 7 posts
 Homebrew World
 Egg of Creation
Tue 28 Nov 2017
at 05:38
Templar Info
Celestial Aura (Ex)
A Templar of the Radiant Sun has a powerful, heavenly aura. His aura is the same as a Celestial Outsider with Hit Die equal to his Templar of the Radiant Sun level.



Templar Training
You have trained with the Sun Templars, and are familiar with their arms and armor. You are proficient with Light Armor, Medium Armor, and Heavy Armor. You are proficient with all shields (including Tower Shields). You are proficient with the Bastard Sword, Short Sword, Short Bow, Lance, Light Mace, and Spear.



Faith Pool (Su) (10)
A Templar of the Radiant Sun gains a pool of energy powered by his connection to Shamash, i.e. his faith. His Faith Pool has a maximum Faith Point limit equal to his Templar of the Radiant Sun level plus his Charisma modifier. Many of his Templar of the Radiant Sun class abilities draw from his faith pool or only function while he has faith points remaining within his faith pool.
Each morning, a Templar of the Radiant Sun must hold a Devotional ceremony to Shamash, where he spends time in communion and prayer with his deity's will in order to restore his Faith Pool. This worship must take place within one hour of sunrise (either way), and he must make a Communion check (DC 10) to regain 1 Faith Point. For every 5 points that the Templar's Communion check exceeds the DC, he regains 1 additional point.
Other devout followers of Shamash may participate in this Communion. Each additional supplicant may make a Communion, Knowledge (religion), or Lore (Shamash's Worship)  check. Each check that beats a DC of 10 adds +1 to all Communion checks to gather Faith Points by supplicants in the Devotional. For each check that exceeds the DC by one or more factors of 10, add another +1 bonus per 10 points.  These additional points are added after everyone's check results are totaled up, and thus do not effect each other's aid another contribution.
Note: Certain locations, acts, or occurrences may affect a Templar of the Radiant Sun's faith pool and/or his ease in refilling it.



Detect Evil (Sp)
As long as a Templar of the Radiant Sun has at least 1 Faith Point remaining in his Faith Pool, he can detect evil, as the spell of the same name, at will. A Templar of the Radiant Sun can, as a standard action, concentrate on a single item or individual within 60 feet and determine if it is evil (i.e., aligned to the Abyss, Hell, or Oblivion), learning the strength of its aura as if having studied it for 3 turns. While focusing on one individual or object, the Templar of the Radiant Sun does not detect Evil in any other object or individual within range.



Fiery Smite (Su) (+5 to attack; +5 Fire damage and +2 Radiant damage)
As a swift action, and for a cost of 1 Faith point and 1 Vigor point, a Templar of the Radiant Sun can call out to Shamash to aid him in his struggle, causing his blade (or other melee weapon) to erupt in fire and radiant energy. The Templar of the Radiant Sun adds a sacred bonus equal to his Charisma bonus (if any) to his attack rolls, and adds fire damage equal to his Templar of the Radiant Sun level and radiant damage equal to one-half his Templar of the Radiant Sun levels (round down, minimum of 1) to all damage rolls made with this weapon. If the target of his smite is aligned to the Abyss, Hell, Oblivion, or an undead creature, the radiant damage increases to 1 point of damage per Templar of the Radiant Sun level, and all the fiery smite attacks automatically bypass any DR the creature might possess.
Fiery smite remains in effect for a number of rounds equal to the Templar of the Radiant Sun's Charisma Modifier.



Lay On Hands (Su) (5d6 Vigor Points or 2d6 Wound Points)
Beginning at 2nd-level, a Templar of the Radiant Sun can rejuvenate or heal wounds (his own or those of others) by touch. This ability has different effects, depending on whether the Templar of the Radiant Sun uses it on himself, an allied creature, or an Evil-aligned creature.
When using this ability on himself, the Templar of the Radiant Sun need not have any hands free. It is a Swift action to activate Lay on Hands on himself, and only costs 1 Faith Point to do so. The Templar of the Radiant Sun immediately heals himself of either 1d6 Vigor Points per class level or 1d6 Wound Points per 2 class levels.
When using this ability to heal someone else, a Templar of the Radiant Sun must have at least one hand free. As a Standard action that costs 2 Vigor Points and 2 Faith Points, the Templar of the Radiant Sun can heal another by laying his free hand upon them.

Lastly, a Templar of the Radiant Sun can use this power to deal radiant damage to evil creatures (such as daemons, demons, devils, undead, and any creature aligned to the Abyss, Hell, or Oblivion). As a Standard action, a Templar of the Radiant Sun can spend 2 Vigor Points and 2 Faith Points, to deal 1d6 points of radiant damage for every two class levels the Templar of the Radiant Sun possesses, against one of these foes. Using lay on hands in this way requires a successful melee touch attack and doesnít provoke an attack of opportunity. Targets do not receive a saving throw against this radiant damage.



Spellcasting (Caster Level 2)
The Templar of the Radiant Sun gains the ability to use Light Magic at 3rd Level. In order to do so, he must speak in a loud, clear voice and use his holy symbol.   Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens.



Weapon Focus (Bastard Sword)
At 2nd level, a Templar of the Radiant Sun gains Weapon Focus with the Bastard Sword as a Bonus Feat.



Aura of Courage (Su)
At 3rd level, as long as there is at least 1 Faith Point remaining in his Faith Pool, a Templar of the Radiant Sun, and all allies within 10 feet, reduce their current fear level (magical or otherwise) by one step. Horrified becomes terrified, terrified becomes panicked, panicked becomes frightened, frightened becomes scared, scared becomes shaken, and shaken becomes spooked. This makes the Templar and his allies effectively immune to the spooked fear effect (as long as they are within his aura). This ability functions only while the Templar of the Radiant Sun is conscious and has at least 1 Faith Point remaining in his Faith Pool, not if he is unconscious, dead, or has an empty Faith Pool.
If an ally steps out of the area of effect of the Aura of Courage, he immediately loses the benefit of it, and his fear level returns to where it should be.
At 9th level, this aura reduces the Templar's and all allies fear levels by two steps, and at 15th level, this ability reduces it by three steps.



Divine Health (Ex)
At 4th level, a Templar of the Radiant Sun gains a +4 sacred bonus to all Saving Throws vs. diseases, including supernatural and magical diseases, including mummy rot.



Call Companion (Sp)
Once per day, as a full-round action, a Templar of the Radiant Sun may magically call his mount to his side. The mount immediately appears adjacent to the Templar. A Templar can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

This message was last edited by the GM at 07:02, Fri 08 Dec 2017.

GM Natebob
 GM, 12 posts
 Homebrew World
 Egg of Creation
Tue 28 Nov 2017
at 23:27
Martial Spheres and Talents
Martial Focus
Characters gain their martial focus after a minute of rest, or by taking the total defense action. You may not by any means regain focus more than once per round.

When you have martial focus, you can expend your focus as part of any single Fortitude or Reflex saving throw you make thereafter. When you expend your focus in this manner, your saving throw is treated as if you rolled a 13, similarly to taking 10 on a skill check, except that the number you add to your saving throw is 13. You can also expend your martial focus to gain the benefit of certain combat talents and class features, as described in their entry, while other talents and abilities may require you to currently have martial focus.

Once you have gained martial focus, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance).

Some abilities require a character to expend their martial focus to use them; unless otherwise noted, expending martial focus happens as part of the specified action and does not require an action itself. A character will continue to receive any benefits accorded them for having martial focus until the action they choose to expend it on is complete.
GM Natebob
 GM, 13 posts
 Homebrew World
 Egg of Creation
Tue 28 Nov 2017
at 23:29
Athletics Sphere
Run
You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check.
You retain your Dexterity bonus to your Armor Class while running.

Associated Movement Mode: Ground.
Associated Skill: Acrobatics.
Associated Feat: Run.
GM Natebob
 GM, 14 posts
 Homebrew World
 Egg of Creation
Tue 28 Nov 2017
at 23:33
Warleader Sphere
This martial sphere grants you access to two different types of talents, tactics and shouts. Both are described below.



Tactics
Tactics are coordinated battle plans that require continuing direction from the practitioner to maintain. A creature must have line of sight to, and be able to see, the practitioner to benefit from a tactic. Beginning a tactic is a move action, and it can be maintained each round as a move or swift action. Once activated, you may switch between any tactics you know each time you use a swift action to maintain an ongoing tactic. Tactics affect all allied creatures within a radius of 10 ft. + 5ft. per rank in Diplomacy you possess, and may be centered on any square you have both line of sight and line of effect to. You may recenter an ongoing tactic at a new location as part of the swift action used to maintain it. The benefits of your tactics end immediately if you are helpless, killed, paralyzed, rendered unconscious, or stunned.

You know the following tactics:

                Aggressive Flanking (tactic)
      While within the affected area of this tactic, allied creatures are considered to be flanking as long as they both threaten the same creature, regardless of their comparative positioning.

                Militant Will (tactic)
      Allies within range of this tactic are granted a +1 morale bonus on Will saves against charm, compulsion, and fear effects, +1 per 4 ranks in Diplomacy you possess. Once per round when an ally affected by this tactic fails their Will save against such an effect, you may spend an immediate action to allow them to reroll the save.



Shouts
Shouts are sound-based effects centered on the practitioner that affect creatures in an area of effect centered on the practitioner with a radius of 10 ft. + 5 ft. per 2 ranks in Diplomacy the practitioner possesses. The practitioner may choose whether or not to include himself in the effects of his shout. The effects of shouts last for a number of rounds equal to 1 + 1 for every 4 ranks in Diplomacy the practitioner possesses.

Unless otherwise noted, using a shout is a standard action.

Deaf characters or characters otherwise lacking the ability to hear gain a +5 bonus on all saves against shout effects, and must attempt a saving throw against a shout even if its effects would be beneficial. Practitioners in the area of a silence spell or otherwise unable to make a sound cannot use shouts until they are once more able to be heard.

While some shouts only affect allies or enemies, others affect all targets within their area of effect. When performing such a shout, you may spend a move action to warn your allies to cover their ears and negate the effects, but doing so gives enemies within the area of effect a +5 bonus to their saving throw against the shoutís effects. Some shouts may require you to expend your martial focus, as described in their entry.

You know the following shouts:

                Cry of Confrontation (shout)
      You may expend your martial focus to use this shout and cause all enemy creatures who fail their save against this shout to take a -1 penalty on all attack rolls that do not include you as a target. Creatures incapable of targeting you with their attacks (for example, if you are flying out of reach of an enemy whose only available weapons are melee attacks) ignore this penalty.
      For every 4 ranks in Diplomacy you possess, this penalty increases by -1.

                Fierce Shout (shout)
      When you use this shout, you and all affected allies gain a +1 morale bonus on damage rolls on their first attack each turn. For every 2 ranks in Diplomacy you possess, this morale bonus to damage is increased by +1. This is a mind-affecting emotion effect.

                    Rousing Claxon (shout)
      You may expend your martial focus to use this shout, granting you and all affected allies a number of temporary hit points equal to your ranks in Diplomacy; these temporary hit points expire at the end of the shoutís duration.
GM Natebob
 GM, 15 posts
 Homebrew World
 Egg of Creation
Tue 28 Nov 2017
at 23:36
Beastmastery Sphere
Ride
You gain ranks in the Ride skill equal to your character level. You gain an additional rank in Ride every time you gain a Hit Die, such as when gaining a level.

When using the handle or push functions of the Handle Animal skill on a creature you are mounted on, you may substitute your Ride skill modifier for your Handle Animal skill modifier.

Additionally, you gain the following ability:


                Defensive Rider
When your mount is targeted by an attack or subject to a Reflex save, you may spend an attack of opportunity to make a Ride check and use the result in place of your mountís AC or Reflex save result, if higher.
      Associated Feat: Mounted Combat.



                Animal Companion
You gain the services of a loyal animal companion. Your effective druid level for this companion is equal to your base attack bonus.
If the companion is suitable to serve as a mount, you do not take an armor check penalty on Ride checks while riding it.
The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat but does not gain the share spells special ability.
Should your companion die, you may find another after 1 week of mourning. This new companion does not gain the link, evasion, devotion, or improved evasion special abilities until the next time you gain a level or after 1 week serving as your animal companion, whichever comes first.
This talent counts as possessing the mount class feature.
GM Natebob
 GM, 16 posts
 Homebrew World
 Egg of Creation
Tue 28 Nov 2017
at 23:43
Light Magic (Caster Level +2)
Glow
As a standard action, you may cause an object or creature to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects.

As a free action, you may cause any creature or object you have caused to glow that is within Medium range to shed light as a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this. Reducing this light is also a free action.

As a standard action, you may cause one of your glow effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this. As a free action, you may spend a spell point to allow the creature or object to continue glowing brightly without concentration for 1 minute per caster level, or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with Light Blindness or other conditions.

Whenever a glow effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the glow effect must pass a magic skill check against the MSD of the darkness effectís caster. If he succeeds, the Light effect functions normally. If he fails, the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.) An area filled with normal or bright light from a glow effect is no longer considered an area of darkness for Dark sphere abilities.

Some talents are designated (light), which add additional effects to your glow ability. You may only apply the benefits of one (light) talent to any individual glow effect. While you may only apply one such talent to an individual glow effect, areas of bright light from different glow effects can overlap.

When augmenting a glow effect with a (light) talent, the effect is applied once per round, at the end of the casterís turn. For example, if a glowing object is thrown into a large group of enemies, it would only affect those within the area where it landed, not those targets it passed by to arrive in that area.



                Light Link
You always know the direction and distance to each of your active Glow effects. This has no effect if the subject of your Glow effect is on
another plane.



                Searing Light (light) (2 Fire Damage
You may cause your Bright light to burn creatures in its area. All creatures in the area suffer 1 point of Fire damage per Caster Level per Round (2 Fire Damage/Rd.) they are within this area of Bright light. Abyssal, Infernal, or Profane Outsiders, similarly aligned creatures, Undead, and creatures harmed by daylight also take 1 points of Radiant damage per Caster Level (2 Fire Damage and 2 Radiant Damage/Rd.).



                Channel Radiant Energy (light)
When a Templar of the Radiant Sun reaches 4th level, he gains the supernatural ability to channel Shamash's radiance. Using this ability is a Standard action that costs 5 Faith Points and 6 Vigor Points. When he does this, the Templar of the Radiant Sun must brandish his holy symbol and call out to Shamash for his light. An intense light emanates from the Templar of the Radiant Sun, spreading out in a radius equal to 5 feet plus 5-feet per two class levels. Channeling Radiant Energy does not provoke attacks of opportunity, but if the Templar of the Radiant Sun is silenced, has his holy symbol disarmed, loses the requisite number of Faith Points, or is paralyzed or otherwise rendered unable to call out or act during the Manifestation Cycle, then the Channel attempt is interrupted and does not occur, though the Faith Points and Vigor Points are still expended. This is a Charisma-based ability.

This channeled energy may be directed in one of two ways, chosen at the time of its use.

The first effect unleashes an immediate and intense burst of pure, white light. Abyssal-, Infernal-, or Profane-aligned creatures, outsiders, and undead within the radius of the burst take 1d6 points of radiant damage for every two Templar of the Radiant Sun levels, and are blinded for 1d4 rounds on a failed save (blindness is permanent in the case of critical failure on the saving throw). Non-Celestial Aligned Creatures within this burst take only take half-damage (and only quarter-damage on a successful saving throw) and are only blinded for 1 round on a failed saving throw(regardless of severity of failure). A Reflex saving throw halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 Templar of the Radiant Sun class levels + Charisma modifier.

Alternatively, this ability causes a sustained nimbus of light to emanate from the Templar of the Radiant Sun. Once the Templar of the Radiant Sun begins to emanate this nimbus of light, it lasts 1 minute per point of Charisma modifier, and can only be dismissed by the Templar of the Radiant Sun's choice (as usual for dismissing a lasting effect or spell), or by his being knocked unconscious or death. All allied creatures in the area of the radius (including the Templar of the Radiant Sun) receive a +1 morale bonus to Dodge Defense and on Attack Rolls, Damage Rolls, and Saving throws against fear as long as they remain in the radius of the nimbus of light.
At 8th level, the morale bonus above increases to +2. Also, the nimbus of light heals the Templar of the Radiant Sun and his allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day.
At 12th level, the morale bonus increases to +3, and the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus of light grants the Templar of the Radiant Sun and his allies in the area resistance 10 to one type of energy, selected by the Templar of the Radiant Sun when this ability is activated.
At 16th level, along with the morale bonus increasing to +4, the nimbus of light grants the Templar of the Radiant Sun and his allies protection from critical hits. There is a 25% chance that critical hits made against the Templar of the Radiant Sun and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).
At 20th level, the nimbus of light increases in size out to a radius of 60 feet. In addition, all of its bonuses increase.
The morale bonus to Dodge Defense and on Attack Rolls, Damage Rolls, and Saving throws against fear increases to +5; the amount of ability damage healed increases to 2d4; the energy resistance increases to 20 against one energy type; and finally, the protection against critical hits increases to 50%.

These benefits now last for as long as they remain within the radius of the light emitted from the Templar of the Radiant Sun plus a number of rounds equal to his Charisma modifier after they leave the radius of the nimbus of light.)