Of all the holy orders of mankind, none are as widely known, renowned, or feared, as the knights templar. A holy order of mounted knights, the templars lift their maces in the service of St Cuthbert and are the militant arm of the Pelosian church. Wherever there is civilized Pelosian society, you will find the templars.
Templars do not live within the boundaries of the cities they protect, instead they living within structures called Chapter Houses that are fortified keeps, complete with courtyard, stables for their horses, barracks, kitchen, and even a dungeon. By remaining outside the boundaries of a city, the templars are free to operate on their own and not fall under the jurisdiction of the local constabulary. Further, each Chapter House is not led by a templar. Instead each Chapter House is led by a trinity of a monk (cleric) of St Cuthbert, a friar or sister of Pelor, and the highest ranking templar in the house. In military terms, the monk of St Cuthbert is the highest ranking member of the tinity. All monks who preside over Chapter Houses have the title of "the Cudgel" after their name.
Templars perform all kinds of tasks for the Pelosian church, and it makes others more than a little nervous that the church has raised an army that could rival most others across the Known World. The only balance in the templars' numbers is that they are spread out over the Known World, positioning themselves alongside most of the major Pelosian churches, as well as going on missions to foreign lands at the behest of the church.
All templars are solely loyal to the Pelosian church, specifically St Cuthbert. Almost fanatically so.
Most templars come from the ranks of cavaliers and paladins, however it is not unheard of for templars to begin life as a cleric of St Cuthbert or even a Lawful fighter. Most knights templar are human, but converts of other races can be found among the ranks of the templars.
Hit Die: d10
Requirements
To qualify to become a knight templar, a character must fulfill the follow criteria.
Alignment: Lawful Good or Lawful Neutral
Base Attack Bonus: +5
Skills: Diplomacy 8 ranks, Knowledge (Nobility) 8 ranks, Knowledge (Religion) 8 ranks, Ride 8 ranks
Feats: Armor Proficiency (heavy), Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (mace)
Special: A candidate to be a knight templar must be a worshiper of St Cuthbert and a member of the Pelosian church. Further they must be recruited by either a monk of St Cuthbert or another knight templar before gaining admittance among their ranks.
Class Skills
The knight templar's class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Knowledge (Int, Nobility), Knowledge (Int, Religion), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the knight templar.
Weapon and Armor Proficiency: A knight templar is proficient with all simple and martial weapons, as well as all armors and shields (but not tower shields). Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Sacred Tenets (Ex): Seven tenets form the basis of the code of conduct for the knights templar:
Beginning at 1st-level the knight templar begins to master the seven sacred tenets of chivalry, gaining extraordinary abilities by upholding and defending these ideals. Each time a sacred tenet is indicated as a knight templar gains experience, the character selects a new tenet from the following list.
Spells per Day/Spells Known: Beginning at 2nd-level, a knight templar who previously knew spells gains new spells per day (and spells known if applicable) as if he had also gained a level in his divine spellcasting class, if he had one prior to becoming a knight templar, such as a cleric or paladin. He does not, however, gain any other benefits a character of that class would have gained. If he had more than one divine spellcasting class before becoming a knight templar, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Squire: At 2nd-level the knight templar gains Leadership as a bonus feat (see Chapter Four: Non-Player Characters in the Dungeon Master's Guide), with the cohort gained by this feat becoming the knight's squire. If the knight templar already has a squire, he gains a second squire, but takes a -2 penalty to his Leadership score while both serve him. This ability is subject to the same terms, bonuses, and penalties as the cavalier class ability of the same name (see page 9 of The Cavalier's Handbook).
Weapon Excellence (Ex): At 5th and 8th level, the knight templar's extensive training allows him to develop special combat techniques which give him an advantage over other warriors. Weapon excellence is detailed under the cavalier class abilities (see page 8 of The Cavalier's Handbook), and the effects of the knight templar's weapon excellence ability stack with the weapon excellence from cavalier or any other class.
Level
1
2
3
4
5
6
7
8
9
10
Base
Attack Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Sacred Tenet
Squire
Sacred Tenet
Sacred Tenet
Weapon Excellence
Sacred Tenet
Sacred Tenet
Weapon Excellence
Sacred Tenet
Sacred Tenet
Spells per Day
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
+1 level of existing spellcasting class
The Order of the Mace is the highest order of the knights templar. Made up of templars that have proven themselves to be above the rest, the Order of the Mace is made up of the finest that the templar order has to offer. They are knights who have mastered their training and have made great sacrifices for church and country. They are men and women who have undertaken dangerous quests and faced powerful enemies. Sometimes admission to the Order of the Mace is awarded posthumously. They represent everything that is good and strong about the knight templars.
Originally the Order of the Mace was dispersed through the templar order, they would live in the Chapter Houses with the rest. However over time as their numbers of grown the Order of the Mace now occupies their own Chapter House within the Great Kingdom. This is their base of operations and it is common for them to send out small parties of the order out into the world to represent their interests and to find those worthy of joining the order.
Like the standard order Chapter Houses, the Order of the Mace is presided over by a trinity of the highest ranking templar -- in this case the highest ranking member of the Order of the Mace -- a monk of St Cuthbert, and a sister of Pelor.
Hit Die: d12
Requirements
To qualify to become a member of the Order of the Mace, a character must fulfill the follow criteria.
Alignment: Lawful Good or Lawful Neutral
Feats: Weapon Focus (mace)
Special: Weapon Excellence (mace)
Special: Must have five sacred tenets.
Special: The character must complete a major quest for the Pelosian church, or the betterment of mankind in general, that entails retrieving a powerful magical artifact, overthrow a foe threatening the Pelosian church or the Great Kingdom, discover a cure for a debilitating disease, or undertake an equivalent challenge as adjudicated by the DM.
Class Skills
The Knight of the Mace's class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Knowledge (Int, Nobility), Knowledge (Int, Religion), Performance (Cha), Perception (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the knight templar.
Weapon and Armor Proficiency: A Knight of the Mace is proficient with all simple and martial weapons, as well as all armors and shields (but not tower shields). Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Spells: Knights of the Mace gain the ability to cast a small number of divine spells. To cast a spell a Knight of the Mace must have Wisdom score of at least 10 + the spell's level, so a member of the Order of the Mace with a Wisdom of 10 or lower cannot cast these spells. Knight of the Mace bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the Knight of the Mace gets 0 spells of a given level, such as 1st-level spells at 1st-level, the knight gets only bonus spells. A Knight of the Mace without a bonus spell for that level cannot yet cast a spell of that level. The Order of the Mace's spell list appears on the sidebar. A Knight of the Mace has access to any spell on the list and can freely choose which to prepare, just as a cleric can. A Knight of the Mace prepares and casts spells just as a cleric does (though Knights of the Mace cannot use spontaneous casting to substitute a cure spell in place of a prepared spell).
A Knight of the Mace's caster level is equal to his Order of the Mace character level.
Famous (Ex): People throughout the land know of the Order of the Mace not only for their exploits but for their honor and commitment to justice. Starting at 1st-level, a Knight of the Mace's reputation earns him a +2 bonus on Diplomacy and Intimidate checks. In addition, Knights of the Mace gain the Improved Retainers feat as a bonus feat (see Chapter Three of The Cavalier's Handbook).
Sterling Resolve (Ex): At 1st-level, a Knight of the Mace's chivalrous dedication strengthens her already impressive resistance to temptation. Knights of the Mace are immune to all spells and efforts with the compulsion or fear descriptors. In addition, they receive a +2 class bonus on all saving throws against spells of the enchantment and necromancy schools.
Peerless Rider (Ex): Knights of the Mace have no match among mounted warriors, able to maneuver through the thickest combat unscathed. At 2nd-level, the Knight of the Mace gains a +4 class bonus on all Ride checks made to negate an attack with the Mounted Combat feat, can handle his steed as a free action, and can push his steed on a move action. As well, a Knight of the Mace gains a +4 class bonus on Handled Animal checks made to train any creature serving as his mount.
Peerless Defense (Ex): At 3rd-level, the Knight of the Mace takes his mastery of defensive combat to a new level. Once per day per point of Charisma modifier (minimum 1), the Knight of the Mace may make a peerless defense maneuver when attacked while wielding a shield (either mounted or on foot), gaining a +1d8 insight bonus to his AC. Further, should an opponent miss the knight with a melee attack, the Knight of the Mace may force the issue and both characters make opposed attack rolls. If the knight wins the opposed roll, the opponent drops his weapon. If the opponent wins, the shield bonus to AC of the knight's shield permanently drops by 1. Should its bonus fall to 0, a shield (magical or otherwise) is rendered useless. Both penalties can be repaired with a Craft (armorsmithing) check (DC 15).
Terrifying Charge (Ex): At 4th-level, the mounted Knight of the Mace is able to maximize his physical presence on the battlefield, striking terror into the hearts of those who stand against him. Whenever the Knight of the Mace makes a charge attack, all living opponents of 6 HD or less standing in or adjacent to his path must succeed on a Will save (DC 10 + Order of the Mace level + Charisma modifier), or become frightened for 1d4 rounds. Creatures who succeed are shaken for 1 round. Creatures immune to fear effects are immune to this ability.
Peerless Attack (Ex): At 5th-level, the Knight of the Mace takes his mastery of melee combat to a new level. Once per day per point of Charisma modifier (minimum 1), the Knight of the Mace may make a peerless attack maneuver while wielding his mace in combat. This maneuver allows the Knight of the Mace to make a second attack roll (choosing the better of the two rolls) for each attack he normally receives as a result of his base attack bonus (meaning this applies to all attacks in a full-round attack, but not for extra off-hand or two-weapon fighting attacks, attacks awarded by a class feature such as flurry of blows, or by magic such as haste or a weapon of speed).
Level
1
2
3
4
5
Base
Attack Bonus
+1
+2
+3
+4
+5
Fort
Save
+2
+3
+3
+4
+4
Ref
Save
+0
+0
+1
+1
+1
Will
Save
+2
+3
+3
+4
+4
Special
Famous, Sterling Resolve
Peerless Rider
Peerless Defense
Terrifying Charge
Peerless Attack
-----Spells per Day-----
Order of the Mace Spell List
1st-Level: Detect Secret Doors, Divine Favor, Inflict
Light Wounds, Magic Weapon, Protection from
Chaos, Sanctuary
2nd-Level: Calm Emotions, Detect Thoughts,
Enthrall, Shatter, Shield Other, Spiritual Weapon
3rd-Level: Clairaudience/Clairvoyance, Contagion,
Magic Circle Against Chaos, Magic Vestment, Protection
from Elements 4th-Level: Discern Lies, Divine Power, Divination,
Inflict Critical Wounds, Spell Immunity, Order's Wrath
1
0
1
1
2
2
2
--
0
1
1
2
3
--
--
0
1
2
4
--
--
--
0
1
The Order of the Mace in Thunder Rift
Currently there are no members of the Order of
the Mace in Thunder Rift. But that is not to say
they could not be present, whether they are sent to
the Rift to review the goings on there, or to recruit
others to their ranks. There is also the possibility
that Valum would sponsor an inhabitant of
Thunder Rift to the ranks of the Order.
Any templars that become members of the Order
of the Mace would still be under Valum's authority
and they would reside in the templar Chapter
House.
Knight Templar Chapter House in
Thunder Rift