Quote:
This is my attempt at making the Paladin a more generic class, turning it from a holy warrior of all that is good and lawful, into a dedicated warrior for his deity who is blessed with holy might. I'd appreciate constructive feedback and/or suggestions for alernate abilities that could help make the class feel a little more unique for each patron Deity (perhaps a specific spell per day as many times as Remove Disease is on the Paladin. Hopefully this corresponds to the full OGL requirements (since I've used only text from the SRD, modified where required.
Temple Knight
Alignment: Same as deitys
Hit Die: d10.
Class Skills
The Temple Knights class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Temple Knight
Level B.A.B. Fort Ref Will Special 1st 2nd 3rd 4th1st +1 +2 +0 +0 Aura Of Alignment, Detect Faithful , Smite Faithless 1/Day 2nd +2 +3 +0 +0 Divine Grace, Lay On Hands or Inflict Wounds 3rd +3 +3 +1 +1 Aura Of Courage or Aura of Feat 4th +4 +4 +1 +1 Turn or Rebuke Undead, Domain Power 0 5th +5 +4 +1 +1 Smite Faithless 2/Day, Special Companion 0 6th +6/+1 +5 +2 +2 1 7th +7/+2 +5 +2 +2 1 8th +8/+3 +6 +2 +2 1 0 9th +9/+4 +6 +3 +3 1 0 10th +10/+5 +7 +3 +3 Smite Faithless 3/Day 1 1 11th +11/+6/+1 +7 +3 +3 1 1 0 12th +12/+7/+2 +8 +4 +4 1 1 1 13th +13/+8/+3 +8 +4 +4 1 1 1 14th +14/+9/+4 +9 +4 +4 2 1 1 015th +15/+10/+5 +9 +5 +5 Smite Faithless 4/Day 2 1 1 116th +16/+11/+6/+1 +10 +5 +5 2 2 1 117th +17/+12/+7/+2 +10 +5 +5 2 2 2 118th +18/+13/+8/+3 +11 +6 +6 3 2 2 119th +19/+14/+9/+4 +11 +6 +6 3 3 3 220th +20/+15/+10/+5 +12 +6 +6 Smite Faithless 5/Day 3 3 3 3
Class Features
All of the following are class features of the Temple Knight.
Weapon and Armour Proficiency
Temple Knights are proficient with all simple and martial weapons, with all types of armour (heavy, medium, and light), and with shields (except tower shields).
Aura of Alignment (Ex)
The power of a Temple Knights aura either law, chaos, evil or good based on their deitys alignment, for example a Lawful Evil Deitys Temple Knight radiates a strong aura of law and evil (see the detect evil spell) is equal to her Temple Knight level. A Temple Knight of a neutral deity only radiates an alignment aura during a round in which they manifested Lay on Hands, Inflict Wounds, Turning or Rebuking Undead or cast a spell with an alignment descriptor.
Chaotic, Evil, Good, and Lawful Spells
A Temple Knight cant cast spells of an alignment opposed to her own or her deitys (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Detect Faithful (Sp)
At will, a Temple Knight can detect the faithful followers of her patron deity, in much the same was a detect evil spell detects evil alignment. Clerics, Temple Knights and other ferveant followers of the faith always radiate an aura as a creature of their Hit Dice, otherwise followers radiate faith as a creature of half their hit dice (though occasional exceptions occur). Chosen of a deity, Outsiders in the service of a deity or other paragons of the faith always radiate an Overwhelming aura regardless of their Hit Dice.
Smite Faithless (Su)
Once per day, a Temple Knight may attempt to smite faithless with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Temple Knight level. If the Temple Knight accidentally smites a creature that follows the same patron deity as her, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the Temple Knight may smite faithless one additional time per day, as indicated on Table: The Temple Knight, to a maximum of five times per day at 20th level.
Divine Grace (Su)
At 2nd level, a Temple Knight gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands or Inflict Wounds (Su)
Beginning at 2nd level, a Temple Knight with a Charisma score of 12 or higher and of good alignment can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Temple Knight level × her Charisma bonus. A Temple Knight may choose to divide her healing among multiple recipients, and she doesnt have to use it all at once. Using lay on hands is a standard action.
Alternatively, a Temple Knight can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesnt provoke an attack of opportunity. The Temple Knight decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
If the Temple Knight is of evil alignment and has a Charisma score of 12 of higher they instead can Inflict Wounds on others by touch. Each day they can inflict a total number of hits points of damage equal to her Temple Knight level × her Charisma bonus. A Temple Knight may choose to divide her damage among multiple recipients, and she doesnt have to use it all at once. Using lay Inflict Wounds is a standard action.
Alternatively, a Temple Knight can use any or all of this damaging power to heal damage to undead creatures. Using Inflict Wounds in this way requires a successful melee touch attack and doesnt provoke an attack of opportunity. The Temple Knight decides how many of her daily allotment of points to use as healing after successfully touching an undead creature. A willing undead creature (or one under direct control of the Temple Knight) can forgo the melee touch attack if they so wish.
Aura of Courage or Aura of Fear (Su)
Beginning at 3rd level, a Temple Knight is immune to fear (magical or otherwise). If they Lay on Hands, each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. If they Inflcit Wounds, then each enemy within 10 feet of her, takes a -4 morale bonus on saving throws against fear effects.
This ability functions while the Temple Knight is conscious, but not if she is unconscious or dead.
Turn or Rebuke Undead (Su)
When a Temple Knight reaches 4th level, regardless of alignment, she has the power to affect undead creatures by channelling the power of her faith through her holy (or unholy) symbol (see Turn or Rebuke Undead).
A good Temple Knight (or a neutral Temple Knight who worships a good deity) can turn or destroy undead creatures. An evil Temple Knight (or a neutral Temple Knight who worships an evil deity) instead rebukes or commands such creatures. A neutral Temple Knight of a neutral deity must choose whether her turning ability functions as that of a good Temple Knight or an evil Temple Knight. Once this choice is made, it cannot be reversed. This decision also determines whether the Temple Knight Lays on Hands or Inflicts Pain (see above).
She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would. A Temple Knight with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Domains and Domain Spells
Upon reaching 4th level the Temple Knight takes one of her deitys Domains. Doing so grants them access to both the Domain power of the chosen domain, as well as adding the spells from the Domain list to her spell list.
Spells
Beginning at 4th level, a Temple Knight gains the ability to cast a small number of divine spells, which are drawn from the Temple Knight spell list. A Temple Knight must choose and prepare her spells in advance.
To prepare or cast a spell, a Temple Knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Temple Knights spell is 10 + the spell level + the Temple Knights Wisdom modifier.
Like other spellcasters, a Temple Knight can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Temple Knight. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Temple Knight indicates that the Temple Knight gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The Temple Knight does not have access to any domain spells or granted powers, as a cleric does.
A Temple Knight prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A Temple Knight may prepare and cast any spell on the Temple Knight spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a Temple Knight has no caster level. At 4th level and higher, her caster level is one-half her Temple Knight level.
Special Animal companion (Sp)
Upon reaching 5th level, a Temple Knight gains the service of an unusually intelligent, strong, and loyal companion to serve her in her crusade against evil (see below). Typically a Temple Knights companion is of a type favoured by her patron deity, but this need not always be the case. In any case the creature cannot have more than 4 HD (not including bonus HD), a Challenge rating of greater than 2, nor be more than one size category larger than the Temple Knight.
Once per day, as a full-round action, a Temple Knight may magically call her animal companion from the Outer Planes in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Temple Knights level. The animal companion immediately appears adjacent to the Temple Knight and remains for 2 hours per Temple Knight level; it may be dismissed at any time as a free action. The animal companion is the same creature each time it is summoned, though the Temple Knight may release a particular animal companion from service.
Each time the animal companion is called, it appears in full health, regardless of any damage it may have taken previously. The animal companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a animal companion is a conjuration (calling) effect.
Should the Temple Knights animal companion die, it immediately disappears, leaving behind any equipment it was carrying. The Temple Knight may not summon another animal companion for thirty days or until she gains a Temple Knight level, whichever comes first, even if the animal companion is somehow returned from the dead. During this thirty-day period, the Temple Knight takes a -1 penalty on attack and weapon damage rolls.
Code of Conduct
A Temple Knight must be of same alignment as her deity and loses all class abilities if she ever willingly changes patron deity.
Additionally, a Temple Knights code requires that she acts in accordance to the dictates of her patron deitys faith and never willingly allows a place sacred to her deity to be violated
Associates
While she may adventure with characters of almost any patron deity, a Temple Knight will never knowingly associate with direct enemies of her faith, nor will she continue an association with someone who consistently offends her patron. A Temple Knight may accept only henchmen, followers, or cohorts who are followers of her deity.
Ex-Temple Knights
A Temple Knight who ceases to be the same alignment of her patron deity, who willfully violates a place sacred to her deity, or who grossly violates the code of conduct loses all Temple Knight spells and abilities (including the service of the Temple Knights animal companion, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a Temple Knight. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
The Temple Knights Animal Companion
The Temple Knights animal companion is superior to a normal animal of its kind and has special powers, as described below. Typically a Temple Knights companion is of a type favoured by her patron deity, but this need not always be the case. In any case the creature cannot have more than 4 HD (not including bonus HD), a Challenge Rating of greater than 2, nor be more than one size category larger than the Temple Knight.
A Temple Knights animal companion is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animals HD, base attack bonus, saves, skill points, and feats).
TK Lvl. HD Armour Adj. Str Adj. Int Special5th-7th +2 +4 +1 6 Empathic link, improved evasion, share spells, share saving throws8th-10th +4 +6 +2 7 Improved speed11th-14th +6 +8 +3 8 Command creatures of its kind15th-20th +8 +10 +4 9 Spell resistance
Temple Knights Animal companion Basics
Use the base statistics for a creature of the animal companions kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD
Extra eight-sided (d
Hit Dice each of which gains a Constitution modifier as normal. Extra Hit Dice improve the companions base attack and base save bonuses. A special companions base attack bonus is equal to that of a cleric of a level equal to the animal companions HD. A companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animals HD). The animal companion gains additional skill points or feats for bonus HD as normal for advancing a monsters Hit Dice. Natural Armour Adj.
The number on the table is an improvement to the animal companions existing natural armour bonus.
Str Adj.
Add this figure to the animal companions Strength score.
Int
The animal companions Intelligence score.
Empathic Link (Su)
The Temple Knight has an empathic link with her animal companion out to a distance of up to 1 mile. The Temple Knight cannot see through the animal companions eyes, but they can communicate empathically.
Note that even intelligent animal companions see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the Temple Knight has the same connection to an item or place that her animal companion does, just as with a master and her familiar (see Familiars).
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a animal companion takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells
At the Temple Knights option, she may have any spell (but not any spell-like ability) she casts on herself also affect her animal companion.
The animal companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if it moves farther than 5 feet away and will not affect the animal companion again even if it returns to the Temple Knight before the duration expires. Additionally, the Temple Knight may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A Temple Knight and her animal companion can share spells even if the spells normally do not affect creatures of the animal companions type (magical beast).
Share Saving Throws
For each of its saving throws, the animal companion uses its own base save bonus or the Temple Knights, whichever is higher. The animal companion applies its own ability modifiers to saves, and it doesnt share any other bonuses on saves that the master might have.
Improved Speed (Ex)
The animal companions speed increases by 10 feet.
Command (Sp)
Once per day per two Temple Knight levels of its master, a animal companion can use this ability to command other any normal animal of approximately the same kind as itself , as long as the target creature has fewer Hit Dice than the animal companion. This ability functions like the command spell, but the animal companion must make a DC 21 Concentration check to succeed if its being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the animal companions daily uses. Each target may attempt a Will save (DC 10 + ½ Temple Knights level + Temple Knights Cha modifier) to negate the effect.
Spell Resistance (Ex)
A animal companions spell resistance equals its masters Temple Knight level + 5. To affect the animal companion with a spell, a spell-caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the animal companions spell resistance.




