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Knight TemplarD&D 3e (3.0/3.5) Rulesby CrusaderThe Knights Templar, fully named The Knights of the Temple of Saint Roland, are an order of fighting monks dedicated to the protection of the weak and defenseless, particularly travelers and pilgrims. Templar are courageous, unwavering in their dedication to their order, their duties, and their comrades. Though the Templar often act alone, or in only small groups, they have a highly structured system, with a Master in each kingdom, and a Grand Master presiding over the entire order. Templar are bound by a set of vows which they take upon entering the knighthood, making them all the more dedicated to the order. Though Templar have no magical abilities or spells at their disposal, they do have skills which give them some advantage in combat. RequirementsRace: Half Elf or Human Skill Points at Each Level: 2 + Int. Modifier Class FeaturesWeapon and Armor Proficiencies: Templar are proficient with all Simple and Martial weapons, all armor, and with shields. Bonus Feat: A Templar gains an additional feat every third level. This means they gain an additional feat at level 1, level 3, 6, 9, etc. Strength of Faith: A Knight Templar receives divine strength and protection. A Templar gains +1 to Attack Bonus and Armor Class at level five, and another +1 at level 10. Valor: Once per day, the Templar may apply his Charisma modifier to his attack bonus, his conviction in his cause giving him the strength to perform heroic deeds. Stand Ground: The Templar are forbidden to flee from combat. This gives him the will to succeed, or die trying. During combat, the Templar receives an additional +1 to his Attack Bonus.
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