TEXT: 1
  T
  he templar is a divine warrior—an agent and 
  crusader for his god and (possibly) his church. 
  Most are champions of a religious order, using 
  their faith to gird them against the plots of heretics, 
  infidels, and pagans. Others are devoted to a specific 
  holy duty, perhaps one that has been entrusted to their 
  family for generations. Although clerics are servants of 
  their gods and paladins, in different lands they might 
  be called bannerets, champions, gallants, kirks, or 
  warders.
  Although different templars express their powers 
  of faith in different ways, they all share the ability to 
  drive themselves further because of this faith. Some of 
  the powers they gain through their unflinching faith 
  are extensions of their normal talents, while others are 
  mystic powers not unlike the divine gifts of clerics and 
  paladins.
  The personality and training of a templar is 
  influenced by the dogma to which he subscribes. Those 
  who ascribe to a religion with requirements for charity, 
  chastity, and truthfulness might seem saintlike, while 
  those who worship a care-free earth mother might 
  appear far less chaste and knightlike. Templars conform 
  closely to their faith’s ideal, making them stereotypical 
  examples of their culture. Some make no effort for 
  such conformity, however, becoming brooders who do 
  their duty grimly, even when in service to gods of love 
  and joy. Often templars of this kind see themselves as 
  buffers who do the unpleasant tasks required by their 
  position so others need not take on such burdens.
  Templars do well as primary front-line melee 
  combatants. Although they lack the rage of barbarians 
  or the broad range of combat skills of fighters, templars’ 
  powers of conviction compensate well for these lacks. 
  They can function anywhere a fighter could, and might 
  aid party members in ways a fighter cannot. A templar 
  traveling with a cleric of the same faith might well see 
  
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  himself as the cleric’s guardian, though templars 
  of warrior gods are just as likely to stand aside in 
  combat, to allow the cleric to prove worthiness 
  of their martial deities’ respect.
  Templar vs. paladin
  So, what’s the difference between a templar 
  and a paladin? It’s twofold, and the first is easy 
  to explain. Although a paladin is an exemplar 
  of the forces of good and law, a templar is an 
  agent of divine will closer in scope and concept 
  to a cleric. Any god can have templars, and 
  chaotic good, true neutral, and even lawful evil 
  templars are just as common (possibly even 
  more so) as lawful good examples of the 
  class. The grim warlord who conquers cities 
  for the god of war, the battlefield hospitaller 
  who escorts healers for the god of healing, 
  and the insane pyromaniac determined to 
  burn the world for the god of madness and 
  fire are all examples of templars, though 
  none could possibly qualify as paladins.
  That naturally leads to asking what the 
  crucial difference between a paladin and a 
  lawful good templar is, which touches on 
  the second major difference between the 
  two classes. Put simply, templars are not 
  held to the same standards as paladins, by 
  either their order or their gods. Paladins 
  must follow a strict code of conduct. This 
  code is not just a requirement of their 
  order, it’s a crucial part of how they gain 
  their power. No matter how reasonable 
  or forgivable a paladin’s violation of this 
  code might be, it results in a loss of divine 
  power until the paladin atones. If a paladin 
  uses poison to destroy a great evil, even if 
  no other option seemed to exist and the evil 
  had to be destroyed, that paladin loses her 
  divine powers until she atones. A paladin 
  is not even required to worship a god (or 
  similar philosophic concept) as a cleric is. 
  It seems reasonable then to say that it’s not 
  a god that gives a paladin her power, it’s 
  the dedication to order and righteousness 
  required of a paladin, and this is why 
  there is no such thing as paladins of other 
  alignments*. Only a lawful good character 
  can remain so purely dedicated to a specific 
  set of rules as to gain supernatural power 
  from doing so.
  A templar, even a lawful good templar, 
  does not carry that burden. Like clerics, 
  they draw power directly from a god (or 
  philosophy) to which they are dedicated. 
  While grossly violating the code of conduct 
  required by his god will strip a templar of 
  his powers, minor infractions made in good 
  faith or as rarities have no effect. They are 
  expected, since the templar is only mortal. 
  Indeed, as long as a templar remains with 
  one step of his deities’ alignment, he can 
  suffer an alignment change and still gain 
  power from his god. A lawful good templar 
  serving a lawful neutral god of protection 
  Table 1: The Templar
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +1
  +2
  +0
  +0
  Temple order
  2
  +2
  +3
  +0
  +0
  Faithful talent
  3
  +3
  +3
  +1
  +1
  Curse resistance +1
  4
  +4
  +4
  +1
  +1
  Temple bond
  5
  +5
  +4
  +1
  +1
  Resolute (minor action)
  6
  +6/+1
  +5
  +2
  +2
  Faithful talent
  7
  +7/+2
  +5
  +2
  +2
  Curse resistance +2
  8
  +8/+3
  +6
  +2
  +2
  Temple bond
  9
  +9/+4
  +6
  +3
  +3
  Resolute (move action)
  10
  +10/+5
  +7
  +3
  +3
  Faithful talent
  11
  +11/+6/+1
  +7
  +3
  +3
  Curse resistance +3
  12
  +12/+7/+2
  +8
  +4
  +4
  Temple bond
  13
  +13/+8/+3
  +8
  +4
  +4
  Resolute (standard action)
  14
  +14/+9/+4
  +9
  +4
  +4
  Faithful talent
  15
  +15/+10/+5
  +9
  +5
  +5
  Curse resistance +4
  16
  +16/+11/+6/+1
  +10
  +5
  +5
  Temple bond
  17
  +17/+12/+7/+2
  +10
  +5
  +5
  Resolute (immune)
  18
  +18/+13/+8/+3
  +11
  +6
  +6
  Faithful talent
  19
  +19/+14/+9/+4
  +11
  +6
  +6
  Curse resistance +5
  20
  +20/+15/+10/+5
  +12
  +6
  +6
  Master templar
  
  3
  might be forced to take evil steps to achieve 
  the defense of a city, and thus slip to lawful 
  neutral alignment. Although this can cause 
  the templar some sleepless nights of moral 
  wrangling, as long as he continues to serve 
  his god faithfully, it has no impact on his 
  status as a templar.
  Thus, while similar, paladins and 
  templars fill different roles and serve 
  different ends. Paladins are always and 
  chiefly paragons of law and good who draw 
  supernatural power from their dedication, 
  regardless 
  of 
  their 
  religious 
  beliefs. 
  Templars are the strong, militant arm of a 
  god’s worshipers in the mortal realm.
  *The sole exception to the “no paladins 
  of other alignments” is of course the anti-
  paladin, as presented in the Advanced 
  Player’s Guide. However, the very fact that 
  an anti-paladin must maintain his extreme 
  stance, that he must be as unendingly and 
  unflinchingly vile and random as a paladin 
  must be benevolent and ordered, suggests 
  that even anti-paladins draw their power 
  less from evil gods and more from the raw, 
  supernatural power of being on the extreme 
  end of mortal behavior.
  The Templar
  Alignment: A templar’s alignment must 
  be within one step of his deity’s, along either 
  the law/chaos axis or the good/evil axis
  Hit Die: d12
  Starting Wealth: At 1st level, a templar 
  begins play with 5d6 x 10 gp.
  Class skills
  The templar’s class skills are Climb (Str), 
  Craft (Int), Handle Animal (Cha), Heal 
  (Wis), Knowledge (religion) (Int), Profession 
  (Wis), Ride (Dex), Sense Motive (Wis), and 
  Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  All of the following are class features of 
  the templar.
  Weapon and Armor Proficiency: A 
  templar is proficient with all simple and 
  martial weapons, as well as light and 
  medium armor and all shields (except tower 
  shields).
  Temple 
  Order: A 
  templar’s 
  deity 
  influences his alignment, what training he 
  receives, his values, and how others see him. 
  A templar chooses one temple order from 
  among those belonging to his deity. (A deity 
  has access to the same temple orders as it 
  does cleric domains.) A templar can select an 
  alignment-based temple order (Chaos, Evil, 
  Good, or Law) only if his alignment matches 
  that order. If a templar is not devoted to a 
  particular deity, he still selects one temple 
  order to represent his spiritual inclinations 
  and abilities (subject to GM approval). The 
  restriction on alignment-based orders still 
  applies.
  Each temple order grants a bonus skill 
  that becomes a class skill for the templar, 
  or a bonus feat. A templar does not need 
  to meet the prerequisites for bonus feats 
  gained through a temple order. Each order 
  also grants a power or powers that generally 
  grow in power based on the level of the templar. 
  Unless otherwise noted, using a temple order 
  power is a standard action. Temple orders are 
  listed at the end of this class entry.
  A multiclass cleric/templar who has an 
  exact match between a domain and a temple 
  calling combines his levels in the classes when 
  determining what powers he receives from 
  both the calling and the domain (though not 
  when determining spells available from the 
  domain). (A GM who uses subdomains from 
  the Advanced Player’s Guide can choose to extend 
  this to templar/clerics with a subdomain based 
  on the domain that matches his temple order.)
  
  4
  Faithful Talent: As a templar gains 
  experience, he learns a number of talents that 
  aid him in carrying out the duties of his faith. 
  Starting at 2nd level, a templar gains one faithful 
  talent. He gains an additional talent for every 
  four levels of templar attained after 2nd level. A 
  templar cannot select an individual talent more 
  than once.
  Talents marked with an asterisk are mantras: 
  solemn scriptures or inspired utterances 
  dedicated to the templar’s faith. Reciting a 
  mantra is a standard action, and the templar 
  must be able to speak and hear himself for the 
  mantra to have an effect. A templar can benefit 
  from only a single mantra at a time. Reciting a 
  new mantra automatically ends any previous 
  mantra.
  Acolytes: The templar gains the Leadership 
  feat as a bonus feat, even if he does not meet all 
  its prerequisites.
  Defender of the Faithful: The templar gains 
  proficiency with heavy armor and tower shields.
  Devotion (Su): Whenever the templar is 
  about to take an action that negatively affects 
  his standing with his god, he is required as a 
  free action to make a DC 15 Wisdom check. 
  On a successful check, the templar realizes 
  the action he is about to take will negatively 
  impact his deity’s view of him, though not 
  exactly why. The templar can take the action 
  anyway, but doing so might constitute a breach 
  of his faith and strip him of his power until he 
  receives an atonement (see ex-templars, below). 
  If the templar is under a magic compulsion 
  to perform the action, he gains an additional 
  saving throw to throw off the compulsion the 
  first time his devotion warns him of its potential 
  consequences.
  Mantra of Courage* (Ex): The templar 
  becomes immune to all fear effects for 1 
  round per 2 templar levels.
  Mantra of Determination* (Ex): This 
  mantra reinforces the templar’s perseverance 
  and strengthens his physical and mental 
  resilience, granting him a bonus equal to his 
  Wisdom bonus (minimum +1) to all saving 
  throws for 1 round per two templar levels.
  Mantra of Ecstasy* (Ex): This mantra 
  places the templar in a state of religious 
  ecstasy, granting him a +1 morale bonus to 
  attack rolls and a +2 moral bonus to weapon 
  damage for 1 round per two templar levels.
  Mantra of Leadership* (Su): The templar 
  becomes an inspirational figure, granting 
  all allies within 30 feet of him who are able 
  to see and hear him a morale bonus to all 
  skill checks equal to his Wisdom modifier 
  (minimum +1). This effect lasts for 1 round 
  per two templar levels.
  Mantra of Purity* (Su): The templar 
  becomes immune to all disease and curse 
  effects for 1 round per two templar levels.
  Preacher (Ex): The templar is filled with 
  eloquence as a speaker of his faith. He gains 
  a bonus equal to half his templar level to 
  all Bluff, Diplomacy, and Perform (oratory) 
  checks.
  Sword of the Faith (Ex): The templar adds 
  his Wisdom bonus (minimum +1) to his 
  CMD against all disarm and sunder combat 
  maneuvers.
  Temple Bond: At 4th level, and every four 
  levels afterward, the templar’s connection to 
  his temple and his god strengthens, forming 
  a bond of religious power. This bond can 
  take one of three forms. The first option is 
  to select an additional temple order. The 
  additional order follows all the rules of 
  the standard temple order, including the 
  requirement of temple orders to match 
  domains granted by the templar’s god. 
  The templar can select this option multiple 
  times, gaining a different temple order each 
  time.
  The second option is for the templar to 
  gain limited access to the spells granted by 
  a domain linked to one of his temple orders. 
  The templar selects one temple order and 
  gains access to spells from the domain of the 
  same name. The templar can cast spells with 
  a level no greater than one-third of his class 
  level. He can cast each spell once per day, 
  using his templar level –3 as his caster level. 
  The templar must meet all the prerequisites 
  of any spell to be cast. The templar can select 
  this option multiple times, gaining spells 
  from a different domain each time.
  The third option is for the templar to 
  become a scourge of the unfaithful. The 
  templar chooses a specific alignment that 
  is opposed to both his deity’s alignment 
  and his own. Against foes of the selected 
  alignment, the templar gains a +2 morale 
  bonus to attack rolls and damage rolls, 
  as well as Bluff, Intimidate, Knowledge, 
  Perception, and Sense Motive skill checks. 
  The templar can select this option multiple 
  times, either choosing additional alignments 
  or increasing his bonus against the first 
  alignment he selects.
  Curse Resistance (Ex): At 3rd level, a 
  templar gains a +1 bonus on saving throws 
  
  5
  made to avoid or resist the effects of curses. 
  This includes any affliction using the curse 
  rules from the Pathfinder Roleplaying Game 
  Core Rulebook, as well as any spell that 
  specifies that it can be removed with a 
  remove curse spell. This bonus increase by 
  +1 every four templar levels thereafter (7th, 
  11th, 15th, and 19th level). Curse resistance 
  bonuses gained from multiple classes stack.
  Resolute (Ex): The drive and loyalty of 
  a templar allows him to take an effort to 
  remain true to his own desires and will, 
  even when overcome by magic commands. 
  At 5th level when the templar is suffering 
  from a magic compulsion effect, he can 
  choose to ignore it and instead take a single 
  swift action (and as many free actions as he 
  wishes) each round. As long as the templar 
  restricts himself to a single swift action 
  each round, he can ignore the compulsion, 
  though its duration continues (the effect is 
  not dispelled). If at any point the templar 
  chooses to take more than a swift action, 
  he is immediately (before taking the action) 
  fully affected by any magic compulsion 
  still affecting him. A templar using resolute 
  still threatens and can still speak and take 
  attacks of opportunity.
  At 9th level, the templar can take a single 
  move action each round while ignoring a 
  compulsion. At 13th level, the templar can 
  take a single standard action while ignoring 
  a compulsion. At 17th level, the templar is 
  immune to all magic compulsion effects.
  Master Templar (Su): At 20th level, the 
  templar becomes a master of the warriors 
  and servants of his deity, and is granted 
  extraordinary divine power in the form 
  of one additional temple order. Unlike 
  previously gained temple orders, the master 
  templar is not restricted to a temple order 
  that matches a domain granted by his deity. 
  Any temple order that does not oppose the 
  alignment of the templar or his deity, and 
  does not diametrically oppose a principle 
  of his deity (such as Fire for a god of water, 
  or Darkness for a god of light), may be 
  selected. The GM has final discretion over 
  what temple orders diametrically oppose a 
  principle of the templar’s deity. While some 
  The master templar also has the right to 
  grant powers of his deity to those he trusts 
  to use them wisely. As a standard action 
  the templar may touch any ally to grant the 
  use of any temple order or faithful talent 
  the templar has (though allies do not gain 
  any skill, feat, or proficiency associated 
  with such powers). The templar may grant 
  a single such power to any given ally, and 
  can pass out such powers to a total number 
  of allies equal to 1 + his Wisdom modifier 
  (minimum 1). The templar may remove any 
  granted power as a swift action, regardless 
  of the range between him and an ally. An 
  ally retains such powers for a maximum of 
  1 day per level of the master templar.
  Allies granted powers must follow the 
  same restrictions in their acquisition and 
  use as the templar himself (i.e. an evil ally 
  cannot gain or make use of the Good temple 
  order, an ally who is a templar cannot have 
  the same temple order or faithful talent 
  twice, an ally who grossly violates the code 
  of conduct required by the templar’s deity 
  loses use of such powers and cannot gain them 
  again until atoning for such deeds with the 
  atonement spell). For purpose of these powers 
  allies may either use their actual templar class 
  levels, or be treated templars of a level equal to 
  their Wisdom bonus (minimum 1st level).
  ex-templars
  A templar who grossly violates the code 
  of conduct required by his god loses all spells 
  and class features, except for armor, shield, and 
  
  6
  weapon proficiencies. He cannot thereafter gain 
  levels as a templar (or cleric, druid, inquisitor, 
  or paladin) of that god until he atones for his 
  deeds (see the atonement spell description).
  Temple Orders
  air
  Bonus Skill: Knowledge (planes)
  Storm Blade (Su): As a swift action, you 
  can imbue a weapon you are wielding with the 
  shock special ability. This stacks with a weapon 
  that has the shock ability (causing it to deal +2d6 
  electric damage on a successful attack). The 
  weapon retains this ability for 1 round, plus 
  1 round per two templar levels you possess 
  (minimum 1 round). The shock ability does not 
  work when the weapon is wielded by anyone 
  else. You can use this ability a number of times 
  per day equal to 1 + your Wisdom modifier 
  (minimum 1).
  If you are at least a 10th-level templar, you 
  instead imbue your weapon with the shocking 
  burst ability.
  animal
  Bonus Skill: SurvivalBeast Sense (Su): As 
  a swift action you can give yourself the keen 
  senses of animals. You gain darkvision, the 
  scent ability, and a bonus to all Perception 
  checks equal to 3 + your Wisdom bonus. If you 
  already have darkvision, you instead gain low-
  light vision. This ability lasts for a number of 
  minutes per day equal to 10 per templar level. 
  This duration does not need to be consecutive, 
  but it must be used in 10-minute increments. 
  If you are at least a 10th-level templar, you 
  also gain blindsense 30 feet when using your 
  keen senses.
  artiFiCe
  Bonus Skill: Knowledge (engineering)
  Sabotage Strike (Su): As a swift action 
  you can add a destructive aura to any one 
  successful weapon attack you make against 
  a construct or object. You deal double 
  damage and ignore a number of points of 
  damage reduction or hardness of the target 
  equal to your templar level. You can use this 
  ability a number of times per day equal to 1 
  + your Wisdom modifier (minimum 1). 
  Chaos
  Bonus Skill: Bluff
  Anarchy Shield (Su): As a swift action 
  you can activate a defensive magic barrier. 
  This barrier grants you a dodge bonus to 
  your Armor Class against ranged attacks 
  equal to half your templar level. If an attack 
  misses you by a margin equal to or less 
  than your Wisdom modifier (minimum 1), 
  it is redirected to target a creature of your 
  choice within 60 feet of you. This shield lasts 
  a number of rounds equal to your templar 
  level.
  You can use this ability a number of times 
  per day equal to your Wisdom modifier 
  (minimum 1). 
  Charm
  Bonus Skill: Diplomacy
  Touch of Alliance (Su): As a standard 
  action you can place one hand firmly on 
  a helpless target and force it to make a 
  Will saving throw (DC 10 + one-half your 
  templar level + your Wisdom modifier) or 
  be charmed (as the charm monster spell) for 
  1 minute/templar level. Rather than use this 
  against a helpless target, you can make a 
  CMB check against a grappled target (even 
  one you are grappling) to successfully 
  achieve the level of firm contact required 
  to use this ability. A target that successfully 
  saves against a touch of alliance is immune 
  to additional uses of the power by the same 
  templar for 24 hours.
  You can use this ability a number of times 
  per day equal to your Wisdom modifier 
  (minimum 1). 
  Community
  Bonus Skill: Knowledge (local)
  Gatekeeper (Su): As a swift action you 
  can increase the defense of a building, 
  wall, or similar structure. An edifice must 
  be constructed (rather than naturally 
  occurring) to benefit from this bonus. You 
  affect all of one structure within a radius 
  of 10 feet per templar level (centered on 
  you). The structure’s hardness is increased 
  by an amount equal to 10 + one-half your 
  templar level (maximum hardness 40). The 
  bonus lasts for a duration of 10 minutes per 
  templar level. While a structure is gaining 
  this bonus from you, you gain a bonus to 
  your CMD equal to half the hardness bonus 
  granted to the defended structure.
  You can use this ability a number of times 
  per day equal to your Wisdom modifier 
  (minimum 1). 
  Darkness
  Bonus Skill: Stealth
  Shadowcloak (Su): As a move action, 
  you can cloak yourself in a swirling, 
  impenetrable 
  cloak 
  of 
  darkness 
  that 
  
  7
  partially conceals your movements. You 
  gain concealment, and attacks against you 
  suffer a 20% miss chance on all attack rolls. 
  This effect lasts for a number of rounds 
  equal to your templar level. You can use this 
  ability a number of times per day equal to 1 
  + your Wisdom modifier.
  If you are at least a 10th-level templar, 
  you also gain a bonus on all Stealth checks 
  equal to half your templar level, even when 
  not employing your shadowcloak..
  Death
  Bonus Feat: Diehard
  Deadly Blow (Su): As a standard action 
  you can make a single weapon attack that 
  causes a creature struck to suffer a 1d4 bleed 
  in addition to the normal damage dealt. This 
  effect persists for a number of rounds equal 
  to your templar level, or until stopped with 
  a Heal check (DC 10 + one-half your templar 
  level + your Wisdom modifier) or any spell 
  or effect that heals damage. You can use this 
  ability a number of times per day equal to 3 
  + your Wisdom modifier.
  If you are at least a 10th-level templar, 
  the bleed effect doubles (to 2d4/round).
  DestruCtion
  Bonus Feat: Power Attack
  Vicious Blow (Su): Once per round 
  when you make a successful weapon attack, 
  you can, as a free action, choose to have 
  the attack deal an additional 2d6 points of 
  damage. However, you take half the extra 
  damage dealt, bypassing any defense, 
  resistance, or damage reduction you have. 
  If you are at least a 10th-level templar, 
  the extra damage increases to +4d6, and you 
  still suffer half the additional damage done.
  earth
  Bonus Skill: Knowledge (planes)
  Iron Hide (Su): As a move action, 
  you can give your skin the resilience of 
  metal, gaining DR 5/adamantine. You can 
  maintain this bonus for a number of rounds 
  equal to half your templar level (minimum 
  1 round). The duration does not need to be 
  consecutive.
  If you are at least a 10th-level templar, 
  the DR increases to 10/adamantine.
  evil
  Bonus Skill: Bluff
  Assail Good (Su): As a swift action, you 
  can imbue a weapon you are wielding with 
  a weakened version of the unholy special 
  ability, causing the weapon to be evil-
  aligned and deal an additional 1d6 points of 
  damage to good-aligned targets. This stacks 
  with a weapon that actually has the unholy 
  ability (causing it to deal +3d6 damage to 
  good-aligned targets). The weapon retains 
  this ability for 1 round, plus 1 round per 
  two templar levels you possess (minimum 
  1 round). The unholy ability does not work 
  when the weapon is wielded by anyone else. 
  You can use this ability a number of times 
  per day equal to 1 + your Wisdom modifier 
  (minimum 1). 
  If you are at least a 10th-level templar, 
  you instead imbue your weapon with the 
  full unholy ability.
  Fire
  Bonus Skill: Knowledge (planes)
  Burning Blade (Su): As a swift action, 
  you can imbue a weapon you are wielding 
  with the flaming special ability. This stacks 
  with a weapon that has the flaming ability 
  (causing it to deal +2d6 fire damage on a 
  successful attack). The weapon retains this 
  ability for 1 round, plus 1 round per two 
  templar levels you possess (minimum 1 
  
  8
  round). The flaming ability does not work when 
  the weapon is wielded by anyone else. You can 
  use this ability a number of times per day equal 
  to 1 + your Wisdom modifier (minimum 1).
  If you are at least a 10th-level templar, you 
  instead imbue your weapon with the flaming 
  burst ability.
  Glory
  Bonus Feat: Intimidating Prowess
  Awesome Strike (Su): As a standard 
  action you can make a single weapon attack. If 
  your attack successfully strikes and damages 
  its target, as a free action you can make an 
  Intimidate check to demoralize all foes within 
  30 feet of you that could see the attack. You can 
  use this ability a number of times per day equal 
  to 1 + your Wisdom modifier (minimum 1). 
  If you are at least a 10th-level templar, foes 
  affected by your awesome strike Intimidate 
  check are shaken, rather than demoralized.
  GooD
  Bonus Skill: Sense Motive
  Assail Evil (Su): As a swift action, you 
  can imbue a weapon you are wielding with a 
  weakened version of the holy special ability, 
  causing the weapon to be good-aligned and 
  deal an additional 1d6 points of damage to evil 
  targets. This stacks with a weapon that has the 
  holy ability (causing it to deal +3d6 damage to 
  evil-aligned targets). The weapon retains this 
  ability for 1 round, plus 1 round per two templar 
  levels you possess (minimum 1 round). The 
  holy ability does not work when the weapon is 
  wielded by anyone else. You can use this ability 
  a number of times per day equal to 1 + your 
  Wisdom modifier (minimum 1). 
  If you are at least a 10th-level templar, 
  you instead imbue your weapon with the 
  full holy ability.
  healinG
  Bonus Skill: Heal
  Healing Touch (Su): With a touch, you 
  can grant yourself or one ally fast healing 1. 
  You can end the fast healing as a free action. 
  If you grant fast healing to a second target 
  while it is still active on another creature, 
  the first creature’s fast healing ends. You 
  can grant a total number of rounds of fast 
  healing each day equal to your templar level 
  + your Wisdom bonus.
  The amount of fast healing granted by 
  this ability increases to fast healing 2 and 
  3rd level, and by an additional 1 every 3 
  templar levels (6th, 9th, 12th, and so on).
  knowleDGe
  Bonus 
  Skills: 
  Knowledge 
  (arcana, 
  dungeoneering, 
  geography, 
  history, 
  nobility, each taken separately)
  Classical Education (Ex): Your broad 
  and extensive schooling gives you some 
  knowledge on every imaginable topic. Your 
  minimum skill bonus for any Knowledge 
  skill check is equal to your templar level, 
  and you can also makes checks as if you 
  were trained in all Knowledge skills. 
  If you are at least a 10th-level templar, 
  you also gain a +1 circumstance bonus to 
  attack rolls and damage rolls against any 
  creature you have successfully made a 
  Knowledge check to identify and learn its 
  special powers and vulnerabilities.
  law
  Bonus Feat: Iron Will
  Exacting Strike (Su): As a standard 
  action you can make a single weapon 
  attack. If your attack successfully strikes 
  and damages its target, as a free action you 
  can affect the target with a command (as 
  the spell), with a saving throw DC of 10 + 
  one-half your templar level + your Wisdom 
  modifier. You can use this ability a number 
  of times per day equal to 1 + your Wisdom 
  modifier (minimum 1).
  If you are at least a 10th-level templar, 
  the command from your exacting strike has 
  a duration of 1 round/2 levels. The target is 
  allowed a new Will saving throw to end the 
  effect at the beginning of the 2nd round and 
  each subsequent turn it is affected.
  liberation
  Bonus Feat: Escape Artist
  Burst of Speed (Su): As a free action 
  you can fill yourself with mystic alacrity, 
  gaining a +30-foot enhancement bonus to 
  your movement. While using this enhanced 
  movement, you can also take 10 on any 
  Acrobatics, Climb, Escape Artist, or Swim 
  check you make even if distractions would 
  normally prevent you from doing so. You 
  can use this ability for a total number of 
  rounds each day equal to half your templar 
  level + your Wisdom modifier (minimum 1).
  If you are at least a 10th-level templar, 
  you are affected by a freedom of movement (as 
  the spell) while using your burst of speed.
  
  9
  luCk
  Bonus Feat: Dodge
  Fortune (Su): Once per round when 
  making an attack roll, you can (as a free 
  action) make two d20 rolls, taking the better 
  result. You can use this ability a number of 
  times per day equal to 1 + your Wisdom 
  modifier (minimum 1), to a maximum 
  number of times per day equal to your 
  templar level.
  If you are at least a 10th-level templar, 
  you can also apply this ability to saving 
  throws, skill checks, and ability checks.
  maDness
  Bonus Feat: Catch Off-Guard
  Maddening Strike (Su): As a standard 
  action, you can make a single weapon 
  attack. If your attack successfully strikes 
  and damages its target, as a free action you 
  can affect the target with lesser confusion (as 
  the spell), with a saving throw DC of 10 + 
  one-half your templar level + your Wisdom 
  modifier. You can use this ability a number 
  of times per day equal to 1 + your Wisdom 
  modifier (minimum 1).
  If you are at least a 10th-level templar, 
  the lesser confusion from your maddening 
  strike has a duration of 1 round/2 levels. 
  The target is allowed a new Will saving 
  throw to end the effect at the beginning of 
  the 2nd round and each subsequent turn it 
  is affected.
  maGiC
  Skill: Use Magic Device
  Spell Lore (Ex): Your understanding of 
  arcane magic is not great enough to allow 
  you to learn or prepare spells, but it is good 
  enough to allow you to craft and use magic 
  items as if you cast spells. When using spell 
  completion or spell trigger magic items, you 
  can safely use items as if you were a sorcerer 
  of the same level as your templar levels. 
  Additionally, if you have the appropriate 
  magic item creation feats, you can act as if 
  you knew a limited number of spells when 
  determining the craft DC to create the item. 
  The total spells you can treat this way is the 
  same as the spells known for a sorcerer of 
  the same level. You cannot cast the spells 
  selected; you use them only to help meet 
  magic item creation prerequisites.
  nobility
  Bonus Skill: Knowledge (nobility)
  Hearten (Ex): You can motivate your 
  allies to grant them bonuses in combat. 
  All allies to be affected must be able to see 
  and hear you, and be within 60 feet of you. 
  Your allies gain a +1 morale bonus to attack 
  rolls, damage rolls, caster level checks, 
  and concentration checks for a number of 
  rounds equal to half your templar level. 
  These bonuses increase by +1/+5 feet at 8th 
  and again at 16th level. You can use this 
  ability a number of times per day equal to 1 
  + your Wisdom modifier (minimum 1).
  
  10
  plant
  Bonus Skill: Knowledge (nature)
  Treeform (Su): You can temporarily take on 
  some of the features of a plant. Your skin becomes 
  barklike, and you gain a +1 natural armor bonus 
  to AC, and immunity to paralysis, polymorph, 
  and sleep effects. This form lasts for 1 round/2 
  templar levels. You can use this ability a number 
  of times per day equal to 1 + your Wisdom 
  modifier (minimum 1).
  If you are at least a 10th-level templar, your 
  treeform’s natural armor bonus increases to +2, 
  and it also grants you immunity to poisons and 
  stunning effects.
  proteCtion
  Bonus Feat: Armor Proficiency (heavy)
  Guard (Su): You can, as a move action, grant 
  one ally adjacent to you a +1 cover bonus to AC 
  and Reflex saving throws. The bonus lasts for as 
  long as you do not move, and you and the ally 
  remain adjacent to each other. If you move from 
  your location (either willingly or involuntarily), 
  the cover bonus ends. This bonus increases to 
  +2 at 5th level, and by an additional +1 every 
  4 additional levels. You can use this ability 
  a number of times per day equal to 1 + your 
  Wisdom modifier (minimum 1). 
  raGe
  Bonus Skill: Intimidate
  Furious Strike (Su): As a swift action you 
  can add a powerful burst of power to any one 
  successful weapon attack you make. The target 
  of the attack is targeted by a bull rush maneuver 
  with a CMB equal to your templar level, plus your 
  Wisdom modifier, +6. This does not provoke an 
  attack of opportunity. You can do this even with 
  a ranged weapon. You do not gain any other 
  bonuses to the CMB for this maneuver (not 
  even from feats that add to CMB for bull 
  rush, such as Greater Bull Rush or Improved 
  Bull Rush).  You can use this ability a number 
  of times per day equal to 1 + your Wisdom 
  modifier (minimum 1). 
  repose
  Bonus Feat: Toughness
  Grave Strike (Su):  As a swift action, you 
  can imbue a weapon you are wielding with a 
  weakened version of the bane (undead) special 
  ability, causing the weapon to increase its 
  enhancement bonus to attack and damage 
  against undead targets by +1, and deal an 
  additional 1d6 points of damage to undead 
  targets. This stacks with a weapon that has 
  the bane (undead) ability (causing it to increase 
  by an additional +3 to attack rolls and deal 
  +3d6 damage to undead targets). The weapon 
  retains this ability for 1 round, plus 1 round 
  per two templar levels you possess. The bane 
  ability does not work when the weapon is 
  wielded by anyone else. You can use this 
  ability a number of times per day equal to 1 + 
  your Wisdom modifier (minimum 1). 
  If you are at least a 10th-level templar, 
  you instead imbue your weapon with the full 
  bane (undead) ability.
  rune
  Bonus Skill: Linguistics
  Blade Runes (Su): You can etch a rune on 
  a melee weapon (granting it an enhancement 
  bonus to attack rolls and damage rolls) or 
  on a suit of armor or a shield (granting it an 
  enhancement bonus to Armor Class). The 
  bonus is equal to one-third your templar 
  level (minimum +1), and lasts for 1 round 
  per templar level. You can use this ability a 
  number of times per day equal to 1 + your 
  Wisdom modifier (minimum 1). 
  If you are at least a 10th-level templar, 
  you can forgo one point of enhancement 
  bonus to instead grant the weapon, armor, 
  or shield one of the following special abilities 
  as appropriate: arrow catching, bane, bashing, 
  blinding, defending, flaming frost, ghost touch, 
  glamered, keen, ki focus, light fortification, 
  merciful, mighty cleaving, shock, slick, shadow, 
  spell storing, thundering, throwing, or vicious. 
  You can place only one ability on any given 
  item, and the property does not stack with 
  any identical property on the item.
  strenGth
  Bonus Feat: Cleave
  Burst of Strength (Su): You can grant 
  yourself a +4 morale bonus to your Strength 
  score. This bonus lasts for 1 round per 
  templar level. You can use this ability a 
  number of times per day equal to 1 + your 
  Wisdom modifier (minimum 1). 
  If you are at least a 10th-level templar, 
  you can instead grant yourself a +4 morale 
  bonus to all Strength checks and Strength-
  based skill checks, and increase your carrying 
  capacity as if your Strength score was 8 
  higher. This counts as a use of your burst of 
  strength ability, but lasts for 10 minutes per 
  templar level.
  sun
  Bonus Skill: Perception
  Sun Blade (Su): You can imbue your 
  weapon with the ability to glow brightly, as 
  if a daylight spell had been cast on it (treat 
  your templar level as your caster level). The 
  
  11
  light is only functional when you have the 
  weapon in your hand. You can use this ability 
  a number of times per day equal to 1 + your 
  Wisdom modifier (minimum 1).
  If you are at least a 10th-level templar, 
  any undead or creature that takes penalties 
  when in bright light must make a Fortitude 
  saving throw (DC 10 + one-half your templar 
  level + your Wisdom modifier) or take 1d4 
  points of fire damage each round when 
  within 60 feet of your sun blade.
  travel
  Bonus Feat: Mobility
  Great Leap (Su): As a move action, you 
  can fly up to a number of feet equal to your 
  current movement rate (including any magic 
  bonuses or any reduction you suffer from 
  armor or encumbrance). At the end of your 
  movement if you are not on solid footing, 
  you fall. You can use this ability a number 
  of times per day equal to 1 + your Wisdom 
  modifier (minimum 1).
  If you are at least a 10th-level templar, you 
  do not fall at the end of a great leap (though 
  you would fall at the beginning of your next 
  round if you do not have some way to remain 
  aloft, such as another use of great leap).
  triCkery
  Bonus Skill: Sleight of Hand
  Shrewd Attack (Su): A limited number 
  of times per day, and no more than once 
  per round, you can make a shrewd attack. 
  This acts as a rogue’s sneak attack, though 
  you deal only +1d6 additional damage, +1d6 
  for every three templar levels you have. 
  Unlike a sneak attack, a shrewd attack can 
  be made only against a target that is denied 
  its Dexterity bonus to AC. You can use this 
  ability a number of times per day equal to 1 + 
  your Wisdom modifier (minimum 1).
  If you are at least a 10th-level templar, 
  you can also use your shrewd attack against 
  targets you are flanking.
  war
  Bonus Feat: Weapon Focus
  War Master: You gain a bonus feat at 6th, 
  12th, and 18th level. Treat your templar levels 
  as if they were fighter levels for purposes of 
  meeting prerequisites for these bonus feats.
  water
  Bonus Feat: Skill Focus (Swim)
  Aquatic (Su): As a free action you can 
  breathe water and air interchangeably. You 
  also have an innate Swim speed equal to 5 
  feet for every point of your Wisdom bonus 
  (minimum 5 feet).
  If you are at least a 10th-level templar, 
  you can grant this same benefit to another 
  creature with a touch. The aquatic benefits 
  last for 10 minutes per templar level. You 
  can use this ability a number of times per 
  day equal to 1 + your Wisdom modifier 
  (minimum 1).
  weather
  Bonus Feat: Wind Stance
  Thunder Blade (Su): As a swift action, 
  you can imbue a weapon you are wielding 
  so it deals an additional 1d6 points of sonic 
  damage with a successful attack. This acts as 
  the flaming special weapon property, except 
  the damage done is sonic. This stacks with a 
  weapon that has the flaming ability (causing 
  it to deal +1d6 points of fire and +1d6 points 
  of sonic damage on a successful attack). The 
  weapon retains this ability for 1 round per 
  two templar levels you possess (minimum 
  1 round). The thunder blade ability does 
  not work when wielded by anyone else. 
  You can use this ability a number of times 
  per day equal to 1 + your Wisdom modifier 
  (minimum 1). 
  Templar FeaTs
  The 
  following 
  feats 
  are 
  designed 
  specifically for templar characters.
  Devout orDers
  Your connection to your god is rewarded 
  with additional divine power.
  Prerequisite: domain or temple order 
  class feature
  Benefit: When determining the effect and 
  uses per day of a power gained from a cleric 
  domain or temple order, treat your Wisdom 
  bonus as if it was 2 higher.
  master oF Domains
  Your religious training allows you to gain 
  access to divine power.
  Prerequisite: Wisdom 13, temple order 
  class feature
  Benefit: Select one temple order you 
  know. You gain the ability granted by the 
  domain of the same name at 1st level. For 
  that ability, treat your templar level as your 
  cleric level.
  twin mantras
  You can twine two mantras together into 
  a single paean of your faith.
  Prerequisite: 6th-level templar
  Benefit: You can maintain two mantras 
  (gained from faithful talents) at the same 
  time.
  
  12
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  The Genius Guide To: The Templar. Copyright 2010, Super Genius Games. Author: Owen K.C. 
  Stephens
  We err On The side OF aWesOme!
  CrediTs
  Designer:
  Owen K.C. Stephens
  Editor:
  Miranda Horner
  Cover Art:
  Shaman Stockart
  Interior Art:
  Toby Gregory, Shaman Stockart, Kimagu, Manda 
  Panda Stockart and Tamás Baranya
  Graphic Design and Typesetting:
  Anthony Kenniston
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Super Genius Games
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