TEMPLAR 

The templar is a holy warrior that serves the military needs of a specific religion. Templars are often found guarding temples, escorting the faithful on religious pilgrimages, and leading armies of their deity in holy wars. Above all, they are crusaders for their religion, opposing the enemies of their deity with merciless fervor and uncompromising zeal. They will undertake any task, no matter how dangerous, if it furthers their religion’s cause. 

Requirements
  In order to qualify to become a templar, a character must fulfill the following criteria.
  Base Attack Bonus: +5.
  Knowledge (religion): 4 ranks.
  Diplomacy: 2 ranks.
  Feats: Alertness, Endurance.

Class Skills
The templar’s class skills (and the key ability for each) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex).

  Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
  All of the following are class features of the templar.
  Weapon and Armor Proficiency: The templar is proficient in all simple and martial weapons. He is proficient in light, medium, and heavy armor. It should be kept in mind that armor check penalties always apply when the templar is utilizing the skills (while in armor heavier than leather) 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.
  Enemy of the Faith: The templar designates one enemy of his church, either followers of a specific deity or a species (such as demons, undead, or aberrations). He gains a bonus of +1 on his attack rolls and 1d6 damage bonus against that enemy. This increases to +2/+2d6 and +3/+3d6 at higher levels.
  Aura of Religious Fervor: The templar is immune to fear while battling or questing for his deity. In these circumstances, the templar radiates an aura of religious enthusiasm and crusading fervor. All individuals of the same faith within a 10’ radius gain a +2 morale bonus against fear. Favored enemies suffer a –1 morale penalty on all savings throws. At 4th level, the moral bonus for allies is +4 and the morale penalty for favored enemies is –2.  
  Divine Weapon: A 2nd level templar can, once per day, call upon his deity to imbue a chosen weapon with divine power, gaining a magical bonus equal to the listed number. The bonus stacks with existing bonuses. The extra bonus lasts for one round per level of the templar.
  Spells: Beginning at 2nd level (or 1st level if the templar has a Wisdom bonus), a templar gains the ability to cast a small number of divine spells. To cast a spell, the templar must have a Wisdom of at least 10 + the spell’s level, so a templar with a Wisdom of 10 or lower cannot cast these spells. Templar bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier.

Templar Spell List
  Templars choose their spells from the following list:
  1st level – cause fear, cure light wounds, detect chaos/evil/good/law, protection from chaos/evil/good/law, summon monster I.
  2nd level – endurance, hold person, shield other, summon monster II, zone of truth.
  3rd level – magic circle against chaos/evil/good/law, magic vestment, prayer, summon monster III.
  4th level – discern lies, dismissal, divine power, status, summon monster IV.

The Templar
	Base	
Class	Attack	Fort	Ref	Will					Spells per Day
Level	Bonus	Save	Save	Save	Special			1st	2nd	3rd	4th	
1st	+1	+2	+0	+2	Enemy of the faith +1/+1d6; aura of religious fervor +2/-1	0	-	-	-	
2nd	+2	+3	+0	+3	Divine weapon +1	1	-	-	-	
3rd	+3	+3	+1	+3		1	0	-	-	
4th	+4	+4	+1	+4	Enemy of the faith +2/+2d6; 	1	1	-	-	
5th	+5	+4	+1	+4	Aura of religious fervor +4/-2	1	1	0	-	
6th	+6	+5	+2	+5	Divine weapon +2	1	1	1	-	
7th	+7	+5	+2	+5		2	1	1	0	
8th	+8	+6	+2	+6	Enemy of the faith +3/+3d6	2	1	1	1	
9th	+9	+6	+3	+6		2	2	1	1	
10th	+10	+7	+3	+7	Divine weapon +3	2	2	2	1