Templar Prestige Class

prestigeclass
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#1

In the original 2E Dark Sun setting Templars were clearly meant to be different to Clerics. They had faster spell progression (gaining the maximum clerical spell level at level 15), more spells than the cleric, and the fluff made it clear that Templars had training other than just clerical magic. Also, there is something fundamentally different about the relationship of a Templar to a sorcerer king than a cleric to his patron. In 2E there were no Prestige Classes to express this, but in 3.X you it can be expressed.

However, the 3.X edition must also be delicately balanced. Faster spell progression and more spells is problematic. Instead in this prestige class I give them less spells, but buff their caster level so long as they are in the proximity of the Sorcerer King patron. Almost any class can enter the Templar PrC at 5th level.

Edited 03/09/2016. Added in High Templar capstone. Added in warcraft as entry skill.

Templar PrC

Hit Die
d8.

Requirements
To qualify to become a Templar, a character must fulfill all the following criteria.

Alignment
Within one step of patron sorcerer king on moral (good/evil) axis.

Skills
Any two of: Knowledge (local or religion or arcana or warcraft) 7 ranks, Spellcraft 7 ranks, Intimidate 7 ranks, Diplomacy 7 ranks, Sense Motive 7 ranks, Bluff 7 ranks, Profession (bureaucrat or soldier or investigator) 7 ranks, Psicraft 7 ranks, Decipher Script 7 ranks, Gather information 7 ranks, Spot 7 ranks

Class Skills
Appraise, Bluff, Concentration, Craft, Diplomacy, Forgery, Gather Information, Heal, Intimidate, Knowledge (all skills individually), Literacy, Profession, Sense Motive, Spellcraft, Spot

Skill Points at Each Level
4 + Int modifier.

Class Features

Weapon and Armor Proficiency
Templars are proficient in all simple weapons. Since templar training involves some education in warfare, templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields).

Spellcasting
You cast divine spells, which are drawn from the templar spell list on page 138 of Athas.org’s “Dark Sun 3”. When you gain access to a new level of spells, you automatically know all the spells for that level on the templar’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.
To cast a templar spell, you must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a templar’s spell is 10 + the spell’s level + the templar’s Cha modifier. Like other spellcasters, a templar can cast only a certain number of spells of each level per day. The base daily allotment is given the Table. In addition, you receive bonus spells for a high Charisma score (PH 8).
You can also cast one domain spell of each spell level per day, as a cleric does. The domain spell is chosen at the time of casting from the spells associated with your assumed domains (see below), as you cast spells spontaneously and need not prepare spelsahead of time. A templar need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
To determine the caster level of an Templar, add the character’s Templar levels to one-half of his levels in other classes. Because of the special focus of being a Templar, the Templar class is not eligible for dual-progression classes.
You use your sorcerer king’s sigil as divine focus.

Sovereign’s Empowerment (EX): Within a hundred mile square radius of the Templar’s patron Sorcerer King, his caster level is hightened by the promixity to the patron’s elemental vortice that is the source of the Templar’s spells. Within this area the Templar caster level is equal to the character level. Sovereign’s Empowerment does not apply to turning or rebuking attempts.

Secular Aptitude (Ex): At 1st level, you gain Secular Authority as a bonus feat. In addition, you receive a competence bonus to Secular Authority checks equal to half your class level.

Assume Domain: You are assigned two domains based on your sorcerer‐monarch. Each domain gives you access to a domain spell at each spell level you can cast, from 1st on up, as well as a granted power. You get the granted powers of both the assumed domains. With access to two domain spells at a given spell level, you add only one of those spells to your spells known list.

Sorcerer-Monarch Domains
Abalach-Re Chaos, Charm
Andropinis Law, Nobility
Borys Destruction, Protection
Daskinor Chaos, Madness
Dregoth Death, Destruction
Hamanu Strength, War
Kalak Magic, Trickery
Lalali-Puy Animal, Plant
Nibenay Magic, Mind
Oronis Knowledge, Protection
Tectuktitlay Glory, Strength

Hamanu’s favored weapon is the longsword.

Sigil (Sp): Every templar receives a sigil that is the sign of their rank and station as a templar within their city’s templarate. The form of the sigil is unique to each city state, but is always unmistakable for what it is. The sigil serves as your divine focus, and also allows you to use the spell‐like powers arcane mark, purify food and drink, and slave scent a combined total of times equal to 3 + your Cha modifier. These spell-like powers do not count against your total of spells per day.

Turn or Rebuke Undead (Su): Any templar, regardless of alignment, has the power to affect undead creatures by channeling the power of his sorcerer kingthrough his sigil (PH 33).

A good templar (or a neutral templar who worships a good sorcerer king) can turn or destroy undead creatures. An evil templar (or a neutral templar who worships an evil sorcerer king) instead rebukes or commands such creatures. A neutral templar of a neutral sorcerer king must choose whether his turning ability functions as that of a good templar or an evil templar. Once this choice is made, it cannot be reversed.

You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. A templar with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. You turn undead as a cleric of three levels lower would (PH 159).

High Templar (EX): Your base uses of secular authority are now number of times a day equal to your character level (Normal: You can use secular authority once per day per templar level).


#2

I reworked the Templar PrC, taking into account the relatively weak spell list of the Templar. Now Templars are much more interesting.

Templar PrC

Hit Die
d8.

Requirements
To qualify to become a Templar, a character must fulfill all the following criteria.

Alignment
Within one step of patron sorcerer king on moral (good/evil) axis.

Skills
Any two of: Knowledge (local or religion or arcana or warcraft) 7 ranks, Spellcraft 7 ranks, Intimidate 7 ranks, Diplomacy 7 ranks, Sense Motive 7 ranks, Bluff 7 ranks, Profession (bureaucrat or soldier or investigator) 7 ranks, Psicraft 7 ranks, Decipher Script 7 ranks, Gather information 7 ranks, Spot 7 ranks

Class Skills
Appraise, Bluff, Concentration, Craft, Diplomacy, Forgery, Gather Information, Heal, Intimidate, Knowledge (all skills individually), Literacy, Profession (bureaucrat, soldier, and investigator), Sense Motive, Spellcraft, Spot

Skill Points at Each Level
4 + Int modifier.

Class Features

Weapon and Armor Proficiency
Templars are proficient in all simple weapons. Since templar training involves some education in warfare, templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields).

Spellcasting
You cast divine spells, which are drawn from the templar spell list on page 138 of Athas.org’s “Dark Sun 3”. When you gain access to a new level of spells, you automatically know all the spells for that level on the templar’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.
To cast a templar spell, you must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a templar’s spell is 10 + the spell’s level + the templar’s Cha modifier. Like other spellcasters, a templar can cast only a certain number of spells of each level per day. The base daily allotment is given the Table. In addition, you receive bonus spells for a high Charisma score (PH 8).
You can also cast one domain spell of each spell level per day, as a cleric does. The domain spell is chosen at the time of casting from the spells associated with your pseudo domains (see below), as you cast spells spontaneously and need not prepare spelsahead of time. A templar need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
To determine the caster level of an Templar, add the character’s Templar levels to one-half of his levels in other classes. Because of the special focus of being a Templar, the Templar class is not eligible for dual-progression classes.
You use your sorcerer king’s sigil as divine focus.

Sovereign’s Empowerment (EX): Within a hundred mile square radius of the Templar’s patron Sorcerer King, his caster level is hightened by the promixity of the patron’s elemental vortice. Within this area the Templar’s caster level is equal to his character level. Sovereign’s Empowerment does not apply to turning or rebuking attempts.

Secular Aptitude (Ex): At 1st level, you gain Secular Authority as a bonus feat. In addition, you receive a competence bonus to Secular Authority checks equal to half your class level.

Pseudo Domains: You acquire a Pseudo Domain at levels 1, 4, 7, and 9. Each domain gives you access to a domain spell at each spell level you can cast, from 1st on up, but does not grant access to the domain’s granted power. A domain spell must be cast from the domain spell slot, unless the Templar has the 5th level ability Dynamic Spellcaster.

Dynamic Spellcaster (Ex): Your connection to your Sorcerer-Monarch’s elemental vortice has grown. At 5th level the Templar may cast domain spells from his normal non-domain spellslots if he so chooses. However, spells from the normal Templar spell list may not be prepared in his dedicated domain slots.

Sigil (Sp): Every templar receives a sigil that is the sign of their rank and station as a templar within their city’s templarate. The form of the sigil is unique to each city state, but is always unmistakable for what it is. The sigil serves as your divine focus, and also allows you to use the spell-like powers arcane mark, purify food and drink, and slave scent a combined total of times equal to 3 + your Cha modifier. These spell-like powers do not count against your total of spells per day.

Turn or Rebuke Undead (Su): Any templar, regardless of alignment, has the power to affect undead creatures by channeling the power of his sorcerer king through his sigil (PH 33).

A good templar (or a neutral templar who worships a good sorcerer king) can turn or destroy undead creatures. An evil templar (or a neutral templar who worships an evil sorcerer king) instead rebukes or commands such creatures. A neutral templar of a neutral sorcerer king must choose whether his turning ability functions as that of a good templar or an evil templar. Once this choice is made, it cannot be reversed.

You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. A templar with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. You turn undead as a cleric of your caster level (Sovereign’s Empowerment does not apply to turning or rebuking). To determine the caster level of an Templar for purposes of turning or rebuking, add the character’s Templar levels to one-half of his levels in other classes.

High Templar (EX): Your base uses of secular authority are now number of times a day equal to your character level (Normal: You can use secular authoritonly once per day per templar level).


#3

Third try on this templar Prc, and should be final. I overlooked the fact that brew potion and scribe scroll are fairly iconic for templars. I also beefed up their ability to crush opposition to the SK by giving them the “interrogate” skill.

Templar PrC

Hit Die
d8.

Requirements
To qualify to become a Templar, a character must fulfill all the following criteria.

Alignment
Within one step of patron sorcerer king on moral (good/evil) axis.

Skills
Any two of: Knowledge (local or religion or arcana) 7 ranks, Spellcraft 7 ranks, Intimidate 7 ranks, Diplomacy 7 ranks, Sense Motive 7 ranks, Bluff 7 ranks, Profession (bureaucrat or soldier or investigator) 7 ranks, Psicraft 7 ranks, Decipher Script 7 ranks, Gather information 7 ranks, Spot 7 ranks

Class Skills
Appraise, Bluff, Concentration, Craft, Diplomacy, Forgery, Gather Information, Heal, Intimidate, Knowledge (all skills individually), Literacy, Profession (bureaucrat, soldier, and investigator), Sense Motive, Spellcraft, Spot

Skill Points at Each Level
6 + Int modifier.

Class Features

Weapon and Armor Proficiency
Templars are proficient in all simple weapons. Since templar training involves some education in warfare, templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields).

Spellcasting
You cast divine spells, which are drawn from the templar spell list on page 138 of Athas.org’s “Dark Sun 3”. When you gain access to a new level of spells, you automatically know all the spells for that level on the templar’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.

To cast a templar spell, you must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a templar’s spell is 10 + the spell’s level + the templar’s Cha modifier. Like other spellcasters, a templar can cast only a certain number of spells of each level per day. The base daily allotment is given the Table. In addition, you receive bonus spells for a high Charisma score (PH 8).

You can also cast one domain spell of each spell level per day, as a cleric does. The domain spell is chosen at the time of casting from the spells associated with your pseudo domains (see below), as you cast spells spontaneously and need not prepare spelsahead of time. A templar need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

To determine the caster level of an Templar, add the character’s Templar levels to one-half of his levels in other classes. Because of the special focus of being a Templar, the Templar class is not eligible for dual-progression classes.

You use your sorcerer king’s sigil as divine focus.

Sovereign’s Empowerment (EX): Within a hundred mile square radius of the Templar’s patron Sorcerer King, his caster level is hightened by the promixity of the patron’s elemental vortice. Within this area the Templar’s caster level is equal to his character level. Sovereign’s Empowerment does not apply to turning or rebuking attempts.

Secular Aptitude (Ex): At 1st level, you gain Secular Authority as a bonus feat. In addition, you receive a competence bonus to Secular Authority checks equal to half your class level.

Pseudo Domains: You acquire a Pseudo Domain at levels 1, 4, 7, and 9. Each domain gives you access to a domain spell at each spell level you can cast, from 1st on up, but does not grant access to the domain’s granted power. A domain spell must be cast from the domain spell slot, unless the Templar has the 5th level ability Dynamic Spellcaster.

Dynamic Spellcaster (Ex): Your connection to your Sorcerer-Monarch’s elemental vortice has grown. At 5th level the Templar may cast domain spells from his normal non-domain spellslots if he so chooses. However, spells from the normal Templar spell list may not be prepared in his dedicated domain slots.

Scribe Scroll: At 1st level you gain the Scribe Scroll feat.

Brew Potion: At 3rd level you gain the Brew Potion feat.

Interrogator (Ex): Your experience in dealing with dissidents and criminals has grown. Starting at 4th level a templar can combine his Intimidate and Gather Information skills together into a single skill known as Interrogate (Cha). This skill benefits from the skill ranks invested in both of the above skills and can be used whenever he is trying to get information from an uncompliant subject in place of one of those skills. Any bonus the templar receives on one of the above skills he can apply to Interrogate checks.

If the templar succeeds in getting information out of someone with Interrogate, the target is treated as shaken towards him for the following 24 hours.

Sigil (Sp): Every templar receives a sigil that is the sign of their rank and station as a templar within their city’s templarate. The form of the sigil is unique to each city state, but is always unmistakable for what it is. The sigil serves as your divine focus, and also allows you to use the spell-like powers arcane mark, purify food and drink, and slave scent a combined total of times equal to 3 + your Cha modifier. These spell-like powers do not count against your total of spells per day.

Turn or Rebuke Undead (Su): Any templar, regardless of alignment, has the power to affect undead creatures by channeling the power of his sorcerer king through his sigil (PH 33).

A good templar (or a neutral templar who worships a good sorcerer king) can turn or destroy undead creatures. An evil templar (or a neutral templar who worships an evil sorcerer king) instead rebukes or commands such creatures. A neutral templar of a neutral sorcerer king must choose whether his turning ability functions as that of a good templar or an evil templar. Once this choice is made, it cannot be reversed.

You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. A templar with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. You turn undead as a cleric of your caster level (Sovereign’s Empowerment does not apply to turning or rebuking). To determine the caster level of an Templar for purposes of turning or rebuking, add the character’s Templar levels to one-half of his levels in other classes.

High Templar (EX): Your base uses of secular authority are now number of times a day equal to your character level (Normal: You can use secular authority only once per day per templar level).


#4

Templar Invoker

Templar Invokers are the result of the Sorcer-Monarch’s attempting to provide wizardry to their templars through their elemental vortices. Although the experiment failed to provide wizardly powers, it was able to give the power of invocation to templars, these templars being known as Templar Invokers. Unlike warlocks on other worlds, the power for the invocations come from elemental energies funneled through by the vortices, not extra-planar or fey beings.

Templar Invokers are skilled crafters of magical items, via their imbue item ability. Because of this ability, they are much more likely to have a magical item or weapon than the average templar. They are also the main suppliers of magical items to the Sorcerer King’s armies (for which they are normally compensated).

Templar Invokers and Templars can multiclass freely between these classes, although it is uncommon.

Hit Die
d8.

Requirements
To qualify to become a Templar Invoker, a character must fulfill all the following criteria.

Alignment
Within one step of patron sorcerer king on moral (good/evil) axis.

Skills
Any two of: Knowledge (local or religion or arcana) 7 ranks, Spellcraft 7 ranks, Intimidate 7 ranks, Diplomacy 7 ranks, Sense Motive 7 ranks, Bluff 7 ranks, Profession (bureaucrat or soldier or investigator) 7 ranks, Psicraft 7 ranks, Decipher Script 7 ranks, Gather information 7 ranks, Spot 7 ranks

Class Skills
Appraise, Bluff, Concentration, Craft, Diplomacy, Intimidate, Gather Information, Knowledge (all skills individually), Literacy, Profession (bureaucrat, soldier, and investigator), Sense Motive, Spellcraft, Spot, Use Magic Device

Skill Points at Each Level
6 + Int modifier.

Sigil (Sp): Every Templar Invoker receives a sigil that is the sign of their rank and station as a Templar Invoker within their city’s templarate. The form of the sigil is unique to each city state, but is always unmistakable for what it is. The sigil serves as your identification, and also allows you to use the spell-like powers arcane mark, purify food and drink, and slave scent a combined total of times equal to 3 + your Cha modifier.

Secular Aptitude (Ex): At 1st level, you gain Secular Authority as a bonus feat. In addition, you receive a competence bonus to Secular Authority checks equal to half your class level.

Invocations (Sp): Templar Invokers gain invocations much like a warlock (as described in Complete Arcane). They gain one invocation per level, and can choose from any invocation available to a warlock aside from those which modify an eldritch blast. They can also choose from the invocations available to dragonfire adepts, except for those which modify breath weapons (as described in Dragon Magic).

At 1st level a Templar Invoker can only select least invocations. At their 4th, 7th, and 10th levels they gain access to a new grade of invocations.

A Templar Invoker’s caster level is equal to his Templar Invoker level + half his levels in other classes.

Sovereign’s Empowerment (EX): Within a hundred mile square radius of the Templar Invoker’s patron Sorcerer King, his caster level is hightened by the promixity of the patron’s elemental vortice. Within this area the Templar Invoker’s caster level is equal to his character level.

Imbue Item (Su): A Templar Invoker of 2th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 25 + spell level for arcane spells or 15 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast.
If the check succeeds, the Templar Invoker can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level (in any class).

Turn or Rebuke Undead (Su): Any Templar Invoker, regardless of alignment, has the power to affect undead creatures by channeling the power of his sorcerer king through his sigil (PH 33).

A good Templar Invoker (or a neutral templar who worships a good sorcerer king) can turn or destroy undead creatures. An evil Templar Invoker (or a neutral Templar Invoker who worships an evil sorcerer king) instead rebukes or commands such creatures. A neutral Templar Invoker of a neutral sorcerer king must choose whether his turning ability functions as that of a good Templar Invoker or an evil Templar Invoker. Once this choice is made, it cannot be reversed.

You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. A templar with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. You turn undead as a cleric of your caster level (Sovereign’s Empowerment does not apply to turning or rebuking). To determine the caster level of an Templar Invoker for purposes of turning or rebuking, add the character’s Templar levels to one-half of his levels in other classes.

Craft Wondrous Item: At 2nd level the Templar Invoker gains the Craft Wondrous Item feat.

Bonus Item Creation Feat: At levels 5, 7, and 9, the Templar Invoker gains a bonus item creation feat for which he qualifies.

Skill Focus Use Magic Device: At 6th level the Templar Invoker gains Skill Focus (Use Magic Device).

Detect Magic (Sp): Beginning at 3nd level, a Templar Invoker can use detect magic as the spell at will. His caster level equals his caster level for invocations.

Magic device affinity: At 8th level your affinity for magic devices has grown remarkably. Once per day the Templar Invoker can choose to reroll a check made with Use Magic Device after he learns that it has failed.

High Templar (EX): Your base uses of secular authority are now number of times a day equal to your character level (Normal: You can use secular authority only once per day per templar level).