User:ThunderGod Cid/Templar Vows
Contents
Blank Vow
“ | Related vow quote goes here... | ” |
- First:
- Second:
- Third:
Related Avenger Styles: <removed if there are none>
Roleplaying Ideas:
Vow of Modernity
“ | Progress demands sacrifice. | ” |
- First: You are fitted with futuristic goodies, the result making you part mortal and part...something else. Replace one of your limbs with a cybernetic or similarly avant-garde prosthetic:
- Arm: Choose an element and gain the ability to unleash an elemental damage AoE effect (1d6 per level in line or cone)
- Eye:
- Heart: Auto-defibrillator to automatically stabilize you and give you fast healing
- Leg: Swift action movement
- Second: You may choose another prosthetic or gain a second benefit for your previously existing choice.
- Arm: Add chosen elemental damage to a standard action melee attack.
- Eye:
- Heart: Regenerate lost limbs.
- Leg: Air walk
- Third:
Roleplaying Ideas: You are the harbinger for technological and social advancement in the world. Guns, alchemical items, and the like are your weapons of choice, used to combat any primitives who oppose conversion. It doesn't have to sound so sinister or imperialistic, but you get the point.
Vow of Revelry
“ | Crush your enemies, see them driven before you, and hear the lamentations of the women! | ” |
Roleplaying Ideas:
Vow of Revenge
“ | You killed my father. Prepare to die! | ” |
- First: You gain a +2 bonus to melee attack rolls against targets that have attempted attacks on you in the previous round, and successful melee attacks against those targets deal an additional 1 point of damage per class level.
- Second: Once per day, you may declare a hunt, naming a viable target and replicating the effects of a vision spell.
- Third: When you declare a hunt, you also gain the effects of discern location.
Roleplaying Ideas: This one is open to cliche, pretty self-explanatory, and also possibly finite. Since violence tends to beget violence, however, it's likely that someone who takes this vow will find another object of their ire. Perhaps you seek a specific target, or just anyone who has wronged you or your faith; whoever itt is, it's your job to ensure that retaliation is swift and final.
Proposed Style Changes
When I was looking at charger for Surgo's requested build, it seems a bit off. So here's some proposed changes in standard errata format.
Charger
A charger is a very straightforward templar. They see their foes, and they run or ride out to meet them. This generally leads to the defeat of their foes.
- Knight Errant (Ex): A charger needs to reach his foes in order to strike them down.
work around the limitations of the bulky armor that is so often part of his attire. You no longer suffer penalties to your base speed from wearing medium or heavy armor.(move into a vow?) You may charge up to three times your normal base speed when you make a charge as a full-round action. If you would only be limited to a partial charge, you may move twice your base speed as part of that action. You may make 1 turn up to 90 degrees as part of your charge action, though you must still travel at least 10 feet in a straight line immediately before you attack a target. Additionally, you are not required to move to the closest space to your opponent during a charge, and may make your charge attack when your opponent is in any of your threatened spaces. This would allow you to take a charge attack while running past an opponent, but this movement would provoke attacks of opportunity as normal. - Cataphract (Ex): When charging you
gain a +4 bonus to your attack roll instead of the normal +2 and you(we can add bonus damage if we want, but bonus attack seems unnecessary on a full BAB class) may make a full attack. If you destroy an effect in your path, render a charged opponent unconscious or dead, or otherwise clear the way forward while charging you may continue the charge along the same path (following all normal restrictions as they apply) up to your full allowed distance. You may make additional attacks against those in your way along this additional distance as if they were your intended charge target.You also may charge up to three times your normal base speed when you make a charge as a full-round action. If you would only be limited to a partial charge, you may move twice your base speed as part of that action.(moved to 1) You may not make a full-attack when you perform a partial charge. This benefit also applies while you are mounted. - Charge of Necessity (Su): While charging or running, you gain the benefit or air walk for the round, until the start of your next turn. If you do not continue running or charging at the start of the next round, you instead fall to the ground under the effect of feather fall. If you begin a fall from other circumstances you do not benefit from this effect. This benefit also applies while you are mounted.
- Charge of Destruction (Ex): In addition to charging foes, you can also charge barriers and zones of magic. If you make an attack against a physical object or barrier and your attack roll is greater than it's AC + it's hardness, a 10' cube of it is lost as if it had been disintegrated. If you make an attack roll against a magic effect in a space, your attack duplicates the effect of a targeted greater dispel magic, and your dispel check is equal to your attack roll.
You can trample over those who fall before your charge, continuing to seek more blood. If you destroy an effect in your path, render a charged opponent unconscious or dead, or otherwise clear the way forward while charging you may continue the charge along the same path (following all normal restrictions as they apply) up to your full allowed distance. You may make additional attacks against those in your way along this additional distance as if they were your intended charge target.(moved to 2) This benefit also applies while you are mounted. - Charge of Glory (Su): When you kill a foe with an attack while charging, they are destroyed utterly as if they had been immolated or disintegrated. Further, while charging or running you may leave behind a blade barrier as you leaves each space. The wall need not be continuous, and may have as many or as few breaks in it as you desire. This wall deals 15d6 points of damage, has a save DC of 16 + the templar's Charisma modifer, and dissipates at the start of your next turn. This benefit also applies while you are mounted.
I'm not sure if the destroy stuff steps on feat toes, but whatever for now. Thoughts? I may do the others in a bit too. - Tarkisflux Talk 05:33, 23 September 2014 (UTC)
- I strongly approve, especially for the magic destruction although I have concerns that it might be treading on the Tome Samurai. That said, dispelling is not only limited to the samurai, so I may just feel that it's very common because of how liberally it was used in the Liber Demonica, which is not a reason to scratch it from this.
- I am also OK with moving the removal of armor speed penalties to a vow, although I have perused the current vows and not found too many that we could affix it to (the foremost candidate is Diligence, but it already has a pretty good first benefit. So the solution seems to be the creation of a new vow. Vow of Fitness? Could have other encumbrance-related things in addition to the armor and basically put the templar up to the pinnacle of physical conditioning. - TG Cid (talk) 21:02, 23 September 2014 (UTC)
- Diligence actually needs a different benefit at 1 or we need to remove no sleep from Sustained by Faith (I'm not sure which I prefer at the moment), as it kind of gets overwritten right now :-/. I'd be fine with dropping that in there at once vowed instead of the no sleep thing, moving the no sleep up to twice vowed, and dropping no sleep from sustained. And then maybe a rename to Vow of Perseverence? - Tarkisflux Talk 21:25, 23 September 2014 (UTC)