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.
To qualify to become a Templar, a character must fulfill all the following criteria.
Within one step of patron sorcerer king on moral (good/evil) axis.
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
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.
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).
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).