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     <td>detect evil</td>
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     <td>(tbd)</td>
 
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     <td>uncanny dodge</td>
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===Hit Dice===
 
===Hit Dice===
 
+
d8.
d10.
 
  
 
==Requirements==
 
==Requirements==
 
 
To qualify to become a Templar of Azard, a character must fulfill all the following criteria.
 
To qualify to become a Templar of Azard, a character must fulfill all the following criteria.
  
 
===Race===
 
===Race===
 +
Dwarf
  
Dwarf
+
===Base Attack Bonus===
 +
+4
 +
 
 +
===Feats===
  
===Spells===
+
===Skills===
  
Ability to cast 3rd-level divine spells
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===Special===
  
 
==Class Skills==
 
==Class Skills==
 
+
The Templar of Azard’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Profession (Wis), Ride (Dex), and Survival (Wis).
The Templar of Azard’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Knowledge (History) (Int), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Ride (Dex), Survival (Wis).
 
  
 
===Skill Points at Each Level===
 
===Skill Points at Each Level===
 
 
2 + Int modifier.
 
2 + Int modifier.
  
 
==Class Features==
 
==Class Features==
  
===Detect Evil ([http://www.d20srd.org/srd/specialAbilities.htm#spellLikeAbilities Sp])===
+
===(Feature 1)===
 
 
At will, a Templar of Azard can use [http://www.d20srd.org/srd/spells/detectEvil.htm Detect Evil], as the spell.
 
 
 
===Uncanny Dodge ([http://www.d20srd.org/srd/specialAbilities.htm#extraordinaryAbilities Ex])===
 
 
 
Starting at 2nd level, a Templar of Azard retains his Dexterity bonus to AC (if any) regardless of being caught [http://www.d20srd.org/srd/conditionSummary.htm#flatFooted flat-footed] or struck by an [http://www.d20srd.org/srd/conditionSummary.htm#invisible invisible] attacker. (He still loses any Dexterity bonus to AC if immobilized.)
 
 
 
If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).
 
 
 
===Divine Health ([http://www.d20srd.org/srd/specialAbilities.htm#extraordinaryAbilities Ex])===
 
 
 
At 3rd level, a Templar of Azard gains immunity to all [http://www.d20srd.org/srd/specialAbilities.htm#disease diseases], including supernatural and magical diseases.
 
 
 
===Tremorsense ([http://www.d20srd.org/srd/specialAbilities.htm#supernaturalAbilities Su])===
 
 
 
At 5th level, a Templar of Azard can use [http://www.d20srd.org/srd/specialAbilities.htm#tremorsense Tremorsense] at will.
 
 
 
===Improved Uncanny Dodge ([http://www.d20srd.org/srd/specialAbilities.htm#extraordinaryAbilities Ex])===
 
 
 
At 6th level, a Templar of Azard can no longer be [http://www.d20srd.org/srd/combat/combatModifiers.htm#flanking flanked]. This defense denies [http://www.d20srd.org/srd/classes/rogue.htm rogues] the ability to use flank attacks to sneak attack the Templar of Azard.
 
 
 
The exception to this defense is that a [http://www.d20srd.org/srd/classes/rogue.htm rogue] at least four levels higher than the Templar of Azard can [http://www.d20srd.org/srd/combat/combatModifiers.htm#flanking flank] him (and thus sneak attack him).
 
  
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to [http://www.d20srd.org/srd/combat/combatModifiers.htm#flanking flank] the character.
+
===(Feature 2)===

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