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The Last Templar stands watch over the Gate of the Abyss that his unit was ordered to hold Image by Edson Esteves Moraes, legalese at the bottom of the page |
I stand alone now on the field of battle. Once I was a lieutenant in a unit of holy warriors. Now I am the last templar of Iomodae standing watch where all of my companions have faltered.
We were told that our mission must succeed so that the push by the main force could go ahead. We would be the key to the turn around in the World Wound like no other campaign has ever achieved. We held the gap at the cost of every one of my men. I was the last to stay and hold the doorway, destroying anything that scuttled, crawled or flew across the threshold of the portal to the abyss.
I stand now, waiting, watching the portal even still. Has it been a year, a decade, a week? I do not know. I simply know that I am the last templar and I have a duty to my fellow man and my goddess Iomodae to hold this pass. I stand in a tabbard soaked with the blood of demons, my men and my own waiting for the day that they send word of success. Until that time I will hold the portal and the demons of the abyss will tremble as they see the axe of the Last Templar for the first, and last time.
I shall not fall.
The Last Templar CR 24
XP 204800
Human Paladin (Oath against Fiends) 20/Champion 10
LG Medium humanoid (human)
Init +25; Senses Perception +2
Defense
AC 31, touch 15, flat-footed 30 (+14 armor, +1 Dex, +2 natural, +4 deflection)
hp 349 (20d10+210)
Fort +24, Ref +16, Will +21
Defensive Abilities hard to kill, mythic saving throws, unstoppable; DR 10/evil, holy champion; Immune aura of righteousness, compulsion, disease, fear; Resist fire 2
Offense
Speed 20 ft.
Melee axe of justice +36/+36/+31/+26 (1d12+11/×3+2d6 vs. Demons) and
greataxe +31/+31/+26/+21 (1d12+6/×3)
Special Attacks aura of faith, holy champion, mythic power (23/day, surge +1d12), channel energy, smite evil
Spell-Like Abilities
At will—detect evil
Paladin (Oath against Fiends) Spells Prepared (CL 17th; concentration +24):
4th (4/day)—cure serious wounds, plane shift (DC 21), restoration, stay the hand (DC 21)
3rd (5/day)—cure moderate wounds, magic circle against chaos, magic circle against evil, dispel magic, blade of bright victory (DC 20)
2nd (6/day)—arrow of law (DC 19), resist energy, bull’s strength, aura of greater courage, communal protection from chaos, vestment of the champion
1st (6/day)—divine favor, ghostbane dirge (DC 18), resist energy, lesser restoration, endure elements, unbreakable heart
Statistics
Str 18, Dex 12, Con 20, Int 12, Wis 14, Cha 24
Base Atk +20; CMB +24; CMD 39
Feats Improved Initiative, Improved Initiative [M], Intimidating Prowess, Intimidating Prowess [M], Lightning Reflexes, Lunge, Persuasive, Quick Draw, Reward of Life, Step Up, Strike Back, Strike Back [M], Toughness, Toughness [M], Weapon Focus (greataxe), Weapon Focus (greataxe) [M]
Skills Diplomacy +24, Heal +10, Intimidate +35 (+40 vs. non-mythic foes), Knowledge (planes) +16, Knowledge (religion) +24, Sense Motive +15, Spellcraft +9
Languages Celestial, Common
SQ amazing initiative, anchoring aura, aura of courage, aura of good, aura of justice, bane, divine bonds (weapon [4/day]), fire-forged steel, force of will, holy vessel, immortal, lay on hands, legendary champion, legendary hero, legendary power, legendary surge, mercies (mercy [blinded], mercy [cursed], mercy [diseased], mercy [paralyzed], mercy [stunned]), mythic bond, radiant, recuperation
Combat Gear Potion of cure serious wounds (2), Potion of haste; Other Gear +5 Radiant Fire-Forged Steel Full plate, Axe of Justice, Greataxe, Amulet of natural armor +2, Bag of holding I (1 @ 0.68 lbs), Ring of protection +4, 34 PP
Special Abilities
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can’t be used to cast a spell).
Anchoring Aura (DC 27) (Su) At 8th level, a paladin’s aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Aura of Courage +4 (10′ radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Faith (10′ radius) (Su) Your weapons, and attacks against enemies in aura are considered good-aligned for overcoming DR.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Justice (10′ radius) (Su) You may expend two uses of your Smite Evil ability to allow your allies within aura to Smite evil, using your bonuses.
Aura of Righteousness +4 (10′ radius) (Su) You are immune to compulsion. Allies within aura gain a morale bonus to saves vs compulsion.
Bane (Demons) +2 & +2d6 damage vs chosen type
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Fire (2) You have the specified Damage Resistance against Fire attacks.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +6) (20 minutes) (4/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fire-Forged Steel Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its wea
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Champion (Su) Smite Evil banishes evil outsiders, channel energy/lay on hands healing is Maximized.
Holy Vessel (Su) At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spel
Immortal (Su) Ressurrect next day, unless killed by an artifact’s crit.
Immunity to Compulsion You are immune to compulsion.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Intimidating Prowess [Mythic] +5 bonus to intimidate vs. non-mythic foes (lesser bonus vs. all is already added in).
Lay on Hands (10d6) (17/day) (Su) You can heal 10d6 damage, 17/day
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Legendary Power (2/day) All legendary items contain a pool of power – at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls – All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character’s surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item – see the Legendary Surge sidebar o
Longevity (Su) You don’t take penalties to physical ability scores due to aging.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mercy (Blinded) (Su) When you use your lay on hands ability, it also removes the blinded condition.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Stunned) (Su) When you use your lay on hands ability, it also removes the stunned condition.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully. A myth
Mythic Power (23/day, Surge +1d12) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Paladin Channel Positive Energy 10d6 (8/day) (DC 27) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Radiant (1/day) At will, can shed light as a torch. Can intensify to daylight for an hour.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Reward of Life (7 HP) With each use of lay on hands, gain hit points equal to your Charisma
Smite Evil (7/day) (Su) +7 to hit, +20 to damage, +7 deflection bonus to AC when used.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Strike Back A readied melee attack can be used against a foe whose reach allows them to attack you, but whom you could not attack.
Strike Back [Mythic] When use Strike Back, can 5 ft step towards targetted foe. Use 1 power to move up to speed.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +10 bonus and bypass all DR.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tongues (Sp) You can understand and speak any language, as the tongues spell.
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Weapon Focus (Greataxe) [Mythic] As a swift action, use 1 power to add half tier to attack with selected weapon.
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