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 through rank 5 and then 2% every rank after 5.  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 control spells.

Rank 3:
+10% to magic resistance vs spells cast by demons or the undead, immune to Lesser Undead, may resist
the life draining effects of the Greater Undead by rolling under 3 X EN.

Rank 4:
 Summon Inner Strength: damage is doubled for one pulse; this talent may be used once per day, extra
strike with primary weapon.

Rank 5:
+5% to magic resistance vs spells cast by demons or the undead, gain first strike during the first round of
melee combat with lesser demons or the undead.   Deflect thrown weapons at 2/3 % to strike, deflect missile
weapons at ½% to strike. +3 damage with primary weapon vs. darkling creatures, Drow, Duergar, Mind Flayers &
Githyanki. +20% mind based spells. 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. Resistant to natural poisons, 3 X EN.

Rank 6:
Extra strike with primary weapon, Immune to the life draining effects of Greater Undead.  

Rank 7:
Summon Inner Strength twice per day. 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 an 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.   This ability may be
used once per week, immune to any type of teleportation or displacement of self or weapons.  Immune to natural
poisons, resistant to artificial poisons, 3 X EN.

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.  This ability may be used once per week.  Templar may teleport to any opponent without flaw,
this ability may be used once per day.

Rank 9:
Summon inner strength once per battle, there must be a gap of at least 1 hour between summoning inner
strength.  
                       
Rank 10: Summon Divine Assistance: 3 X WP and the Templar is able to call upon assistance in the form of actual
help from his Deity.   The following chart describes the help that will be provided.
01:   Deity or Demigod arrives to assist the Templar.
02 - 10:   A Solar is sent to help the Templar.
11 - 30:   A Planetar is sent to assist the Templar.
31 - 60:   A Deva is sent to assist the Templar.
61 - 90:   A Per is sent to assist the Templar.
91 - 100: A Sundar is sent to assist the Templar.

       Templar may continue to attempt to summon Divine Assistance until help arrives, but it takes one pulse to
call upon help and he may not attack during that pulse but may evade.