Evil Templar
Human, Evil Templar
Human, E Medium Humanoid
Simple Monster, XP 800
Level 4 (+3)
"This is not a mission of peace, it is one of dominance. Lay down your weapons and hand over your children. They shall be indoctrinated and forever know peace within her dark embrace."
——Snesk, the Black Knight
An unholy warrior of a profane religious order, they wear Hauberks and wield Light Shields to protect themselves in combat. They are armed with powerful Bastard Swords and Heavy Crossbows to crush any opposition to the forces of their church. They further amplify their strength with vile energies granted by their deity. An Evil Templar can worship a god, evil spirit, or even a demon, and are often seen at the frontlines of these powerful beings’ forces, striking down non-believers without a hint of remorse.
Awareness
17
Senses
Normal
Initiative
12/1d10
Hitpoints: 41
Healing Value: 8
Resilience: +2
Morale
2
AC
20/25
|
Touch
15
|
Fort
16
|
Reflex
18
|
Will
16
|
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
16 / 18
|
DEX
10 / 12
|
CON
11 / 13
|
INT
9 / 11
|
WIS
13 / 15
|
CHA
12 / 14
|
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+9 vs AC
Templar's Blade
1d8 + 3 (avg 8) Slashing damage
Melee Reach 5ft • One creature
The Human Evil Templar makes a zealous strike with its Longsword against its foe.
+8P vs AC (ArN 2)
Templar's Javelin
1d8 + 3 (avg 8) Piercing damage
Range 40ft • One creature within range.
The Human Evil Templar hurls his javeline at an enemy.
1d10 + 6 (avg 12) Bludgeoning damage
Grapple +6
Special Attacks (3 AP)
+9 vs AC
Unholy Strike • Basic
2d8 + 3 (avg 12) Vile damage
Melee Reach 5ft • One creature
The Human Evil Templar explodes with unholy fury, driving its Vile energies into a victim, its sword a conduit.
+9 vs AC (ArN 2)
Swath of Pain • Basic
2d8 + 3 (avg 12) Slashing damage
Melee Reach 5ft • Two continuous creatures within reach
The Human Evil Templar slashes wide, attempting to drive through multiple foes with its sword. Make one attack roll and compare it to all targets.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
30 ft
|
Sprint
60 ft
|
Overland Movement
30 mi/day
Qualities
- Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
Skills: Balance R3 (+0), Climb R2 (-1), Jump R3 (+1), Riding R2 (-1), Listen R3 (+7), Spot R3 (+7), Religious Arts R4 (+9), Coercion R3 (+7), Deception R2 (+4), Manipulation R3 (+6), Bravery R3 (+6), Intuition R2 (+5), Suspicion R3 (+7)
Feats: Great Morale, More Precise
Philosophies: Rank 2 Mental, Rank 2 Physical, Rank 3 Divine
Combat Training: Melee 2, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +5, Brawn: +5
Equipment: Hauberk, Light Shield, Longsword, Heavy Crossbow
Charm
0
|
Coercion
+7
|
Deception
+4
|
Manipulation
+6
|
Persuasion
+1
|
Aloofness
0
|
Bravery
+6
|
Intuition
+5
|
Tolerance
+1
|
Suspicion
+7
|
Social
Composure: 16
Languages: Common
Motives: Kill Intruders, Sacrifice Innocents
Prejudices: