TEMPLAR
     Templars are the knights in service to a particular
temple & Deity.  They are the champions of virtue
and goodness and are known for their heroic valor
and bravery.  The vast majority of Templars dedicate
themselves to Thaltain, the God of War, but a
Templar can serve any Deity.   Templars follow a
code of warriors and if they fail to adhere to their
code they must face a trial and possible punishment
by their temple and Deity.

                       CODE OF HONOR

1.  Never flee combat unless greatly outnumbered or
overpowered, if force to withdraw the Templar must
confront the enemy again before advancing beyond
either rank 5 or 8.
2.  Never desert living comrades.
3.  Never back attack an opponent.
4.  Enter melee as soon as possible.
5.  Never decline a duel to decide honor or an
outcome by trial, but fights to the death should be
rare.
6.  Show mercy to humans, elves, dwarves, gnomes,
hobbits, avians, aquarians and elders, treat orcs and
giants with caution, any race that is decidedly evil
may be killed without granting a request for mercy.
7.  Be obedient to your local priest or cleric unless
their orders contradict one of the above codes.
8.  Support your temple by donating at least 10% or
your accumulated wealth per adventure to them.
9.  Never torture or participate in the torture of an
opponent.
       For each rank a Templar adds 2% to his/her chance to strike with their primary weapon.   A Templar adds 5%
to magic resistance per rank. A Templar adds +1 to the damage he/she does with primary weapon at ranks 1 - 3 -
5 - 7 & 9.  Templars gain certain abilities with each rank.

Rank 1:  Immune to the Fright Table and any Fear spells.

Rank 2: Gains the talent of resist pain, Immune to charm, hypnotism and mind control spells.

Rank 3: Immune to Lesser Undead, may resist the life draining effects of the Greater Undead by rolling under 3 X
WP + PC.  Consider this the “strength” of their faith.

Rank 4:  Summon Inner Strength: damage is doubled for one pulse; this talent may be used once per battle. (This
is the length of an entire encounter, not once per foe.) Templars must summon inner strength before attempting
the attack during a particular pulse, therefore if the templar misses, the opportunity is gone.  Extra strike with
primary weapon.

Rank 5:
First strike during the first round of melee combat with lesser demons or lesser undead, this applies to
every opponent in combat. Deflect thrown weapons at 2/3 % to strike, deflect missile weapons at ½% to strike. +3
damage with primary weapon vs. shadowswarm creatures, Drow, Duergar, Mind Flayers & Githyanki. +20%
resistance against mind based spells. Resistant to natural poisons, 3 X EN. Adds 20% on to the rolls of allies to
resist fear and the fright table.

Rank 6: Extra strike with primary weapon, Immune to the life draining effects of Greater Undead. Consult Higher
Power: 4 X WP +3% per rank after 5, this ability allows the Templar to seek advice and possible support from the
Deity he or she worships.   This ability cost 5 FT to perform and may only be done once per day with a limited
duration of 3 minutes. Immune to any type of teleportation or displacement of self or weapons.  Resistant to
artificial poisons, 3 X EN.  

Rank 7: Summon Inner Strength twice per battle. Wrath of the Gods: While outside the Templar may attempt to
call down a divine force of fire, lightning, or hail.  The range is 350 feet and has a 75% chance of working and will
do +8 damage to a seven hex area.  Damage may be doubled or tripled if the roll is low enough. If this ability is
used while in a structure or underground, it causes an earthquake. People within the affected area will suffer
damage from falling rocks.  Roll the dice while outside to determine what type of damage is caused: 1-3 Fire (Not
absorbed by armor, MR roll to take half damage.) 4-6 Lightning (Not absorbed by armor, MR roll to take half
damage and still stunned for the following pulse even if resisted.) 7-10 Hail (Absorbed by armor, but no resistance
roll. Must roll under 3 X PS to remain standing. If double effect consider it endurance damage, and triple effect is
class C grievous.) This ability may be used once per week. Immune to natural poisons.

Rank 8: Summon Magical steed, Temporary Healing: may heal him/herself of all FT damage while in combat, this
ability may be used twice per day.    Ritual of Total Healing: takes one hour to perform and will heal Templar of all
FT & EN damage, but does not heal the effects of a grievous. This ability may be used once per week.  Templar
may teleport to any opponent without flaw; this ability may be used once per day.  Allies are immune to fear and
fright table.

Rank 9:
Summon inner strength three times per battle when facing “normal foes” or six times per battle when
fighting shadowswarm, undead or demons. Immune to all poisons.
                       
Rank 10:
Champion of “insert name of deity” At the highest level of discipline, the templar becomes a living avatar
of his or her deity. During a battle the templar summons the spirit of “X” and the following changes take place: +10
to PC, +10 to WP, EN & FT are doubled for one minute (12 pulses). When the change ceases the templar goes
back to normal (meaning full) FT & EN regardless of current status of either of those stats. This ability may be
used once per battle.  The templar can regenerate 1 FT or EN per pulse for the duration of the battle and will not
fall unconscious until his or her EN reaches 0. If forced into close combat the Templar can automatically withdraw
from it the following pulse. Any spells cast by a demon or warlock/witch are cast back at them if successfully
resisted. Any allies of the templar gain the ability of resist pain for the duration of the battle as well as +20% spell
resistance.