Templars

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Dimirag
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Templars

Post Tue Jul 10, 2012 4:35 pm

Long time doing nothing for BFRPG so I give it a try creating a Templar class, it started as a variation on my idea for Paladins but instead of making another divine fighter I took it from a magical approach, hope you enjoy it, and as always any comment is more than welcome.
https://www.basicfantasy.org/showcase.cgi?sid=18
Last edited by Dimirag on Wed Jun 11, 2014 11:51 am, edited 3 times in total.
Sorry for any misspelling or writing error, I am not a native English speaker
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MedievalMan
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Re: Templars

Post Tue Jul 10, 2012 5:08 pm

I will give it a look later.
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Steveman
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Re: Templars

Post Tue Jul 10, 2012 5:24 pm

I always imaged the cleric class as-is as the Templar class. Armed and armored holy men who protect places of spiritual importance and those who defend the people who come for worship. Paladins always struck me as the one true chosen hero elevated from the fighting men of the land, never liked the idea of people training to be Paladins or Paladin orders.
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Himamura Jin (Night Wizard; Level 6 Great One/Level 1 Caster)
Benjamin d'Aide (BFRPG; level 5 cleric of the virtue of Sacrifice) - recurring hireling turned pseudo-DMPC
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MedievalMan
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Re: Templars

Post Tue Jul 10, 2012 5:29 pm

/\
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I
This.
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Dimirag
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Re: Templars

Post Tue Jul 10, 2012 5:38 pm

I see paladins as fighters that gains divine blessing as a reward of years of fighting against evil instead of gaining based on training, Clerics gains their abilities on the same way but they life is more religious than military, but since their powers are granted and not studied/trained they have spare time for martial training.
I don't use paladins institutions for this reasons, they can belong to a religious one but they can be "free" paladins akin to errant knights.
These Templars are only related to the Templar Institution, which is related to clerical, political or magical institution only for short moments, they get some abilities due to training but not of them are divinely granted, these are more "mystical" or magical incline Templars leaving the divine association to paladins.
Sorry for any misspelling or writing error, I am not a native English speaker
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SmootRK
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Re: Templars

Post Tue Jul 10, 2012 6:00 pm

Perhaps a better name is "Inquisitor" as I see it as a class for seeking out magic (witchcraft) stuff?
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Dimirag
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Re: Templars

Post Tue Jul 10, 2012 6:07 pm

Inquisitors strike me more like witch-hunters, both are basically the same but with different outlook so a sub-class unifying them couldn't hurt (unless one wants to make witch-hunters = sub-fighters and inquisitors = sub-clerics, which depending on special abilities can be a good option).
Templars deals with searching and retrieving magical artifacts instead of eliminating evil-magic users.
Sorry for any misspelling or writing error, I am not a native English speaker
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SmootRK
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Re: Templars

Post Tue Jul 10, 2012 7:03 pm

The abilities listed just struck me as being mostly useful as a force fighting against magic (witchcraft). It seems like you are going for a knightly order that 'archives' seeks out and guards magic, identifying and collecting magical items...

..but the detect & dispel magic, resist magic, even "judgement" all strike me a rather Inquisitor-like (as I understand the term). The class seems more functional as such a Inquisitor.

Perhaps (and with a name change to something like 'Order of Archivers' or something similar), and change the abilities to something more like:
"disable magic item"
"magical retribution" (magic items used against them 'bounce back'),
or perhaps other abilities related to the magic items themselves instead of 'magic in general'.

Just some ideas on my mind that you might utilize, but you likely have an idea of how you want it to be. It just seems like any player would take what you have written and twist it into a Witch-Hunter anyhow, regardless of how you intend the group to behave.
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Dimirag
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Re: Templars

Post Tue Jul 10, 2012 7:25 pm

I based the character on some legends that says that the Templars Knights where made to acquire lost or stolen mythical artifacts to give them back to his original owners who contract the Templars by a sum of gold, but as time passed the Templars started seeing the owners as unworthy of having such important objects so they instead of trade it for the gold they hide it in secret places causing the order to increase its poverty at the same time they increase on their secret artifact collection.

The idea behind their abilities is that they learn a couple of thing about magic so that they can overcome any effect caused by the object.

A witch-hunter/inquisitor would have the ability to identify magic users along with "evil" magic objects and probably have a couple of benefits when fighting MU's and magical creatures.
Sorry for any misspelling or writing error, I am not a native English speaker
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SmootRK
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Re: Templars

Post Tue Jul 10, 2012 8:31 pm

I am just trying to say that I think that players using this class as written will act more like witch-hunters than how your organization or 'knightly order' supposes to behave (or you intend them to behave). The abilities do not seem to work towards your design goal.

The class seems fine, if the goal was a witch hunter, but my opinion is that you need to rethink the abilities to be more in line with the intended 'design goal'. That is why I suggest more stuff towards "magic item nullification/suppression" and perhaps some abilities that all your knights to utilize certain types of magic items at greater efficiency (assuming they fully fathom the complete history and nature of the items).
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