I combined my templar with Sysane’s templar while incorporating suggestions by Flip, and taking some inspiration from the pathfinder sorcerer. Finally, I added a couple of new features. Here is the PDF version.
Templar (Tpr)
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.
Class Skills
Appraise, Bluff, Craft, Concentration, Diplomacy, Forgery, Gather Information, Heal, Intimidate, Knowledge (any), Listen, Literacy, Profession (any), Sense Motive, Spellcraft, Search, Spot, Use Magic Device.
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).
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 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.
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. See table T2.
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 use your sorcerer king’s sigil as divine focus.
Sorcerer Monarch Spheres: A templar chooses two spheres (a sphere is a domain without the granted power) from among those belonging to his Sorcerer Monarch. The spells of the two spheres selected is added to your templar class list at the level you can cast the spells. A sphere is not a domain; therefore, you do not get the granted power.
Advanced Learning (Ex): At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a spell from the cleric list and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.
You gain another new spell at 7th, 11th, 15th, and 19th level.
Sorcerer-Monarch |
Spheres |
Abalach-Re |
Death, War, Chaos, Charm, Lust |
Andropinis |
Death, War, Law, Nobility, Fate |
Borys |
Death, War, Destruction, Protection, Spell |
Daskinor |
Death, War, Chaos, Madness, Tyranny |
Dregoth |
Death, War, Destruction, Glory, Deathbound |
Hamanu |
Death, War, Strength, City, Courage |
Kalak |
Death, War, Magic, Trickery, Pride |
Lalali-Puy |
Death, War, Animal, Plant, Elf |
Nibenay |
Death, War, Shadow, Mind, Force |
Oronis |
Death, War, Knowledge, Protection, Community |
Tectuktitlay |
Death, War, Glory, Strength, Mysticism |
Kalid-Ma |
Death, War, Knowledge, Law, Luck |
Pennarin |
Death, War, Strength, Glory, Inquisition |
Sielba |
Death, War, Charm, Protection, Pride |
Sacha |
Death, War, Trickery, Nobility, Mind, Knowledge |
Wyan |
Death, War, Nobility, Magic, Tyranny |
Irikos |
Death, War, Passion, Slime, Suffering |
Myron |
Death, War, Chaos, Pride, Protection |
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 templar level.
Craft Trinket (Ex): At 1st level, you gain Craft Trinket as a bonus feat.
Mitigate Corruption (Ex): You can mitigate the legal consequences of being caught being bribed or otherwise being financially corrupt by clever dissimulation. At 1st level you may take bribes or corruptly appropriate up to 1 Cp per day without legal consequences (you must still accept the bribes or illegally appropriate funds – the money does not come automatically). For every templar level you have beyond first level, this legal immunity to financial corruption increases by 1 Cp per day. This does not protect the templar from the consequences of other kinds of official corruption, like treason.
Turn or Rebuke Undead (Su): Any templar, starting at 2nd level and 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 or rebuke undead a number of times per day equal to 3 + your Charisma modifier.
Templarate Training: At 4th-level, a templar receives a bonus feat reflecting his privileged position and the training that comes along with it. These bonus feats must be drawn from the following: Alertness, Brew Potion, Deceitful, Deft Hands, Diligent, Improved Turning, Investigator, Leadership, Linguist, Magical Aptitude, Persuasive, Favorite, Improved Sigil, Dissimulated, Faithful Follower, Field Officer, Scribe Scroll, or Skill Focus. A templar must still meet all prerequisites for a bonus feat. The templar gains another bonus feat at 8th level, 12th level, 16th level, and 20th level.
High Templar (Ex): At 14th level you are either a high templar, or merely respected or feared by other templars. Against templars and creatures with the secular authority feat, you gain a +2 to skill checks of Diplomacy, Intimidate, Bluff and Sense Motive. These bonuses do not apply to other templars with this ability.
Unbreakable Bond (Ex): At 20th level (or 20th templar caster level, whichever comes first), the bond with the vortice from which the templar draws divine magic becomes unbreakable. The vortice is always open to the templar, and even the templar’s Sorcerer Monarch patron cannot stop the templar from receiving spells. Even the death of the Sorcerer Monarch does not stop the templar from receiving spells. The templar becomes aware of this strengthened bond, but the Sorcerer Monarch has no special way of knowing unless the Sorcerer Monarch cuts off the templar from spells and notices that the templar can still cast spells.
Level |
BAB |
Fort |
Ref |
Will |
Special |
0th |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
+0 |
+2 |
+0 |
+2 |
Secular aptitude, Sorcerer Monarch spheres, Sigil, Craft trinket, Mitigate Corruption |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
+1 |
+3 |
+0 |
+3 |
Turn/Rebuke undead |
6 |
4 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
+2 |
+3 |
+1 |
+3 |
Advanced Learning |
6 |
5 |
— |
— |
— |
— |
— |
— |
— |
— |
4th |
+3 |
+4 |
+1 |
+4 |
Templarate Training |
6 |
6 |
3 |
— |
— |
— |
— |
— |
— |
— |
5th |
+3 |
+4 |
+1 |
+4 |
|
6 |
6 |
4 |
— |
— |
— |
— |
— |
— |
— |
6th |
+4 |
+5 |
+2 |
+5 |
|
6 |
6 |
5 |
3 |
— |
— |
— |
— |
— |
— |
7th |
+5 |
+5 |
+2 |
+5 |
Advanced Learning |
6 |
6 |
6 |
4 |
— |
— |
— |
— |
— |
— |
8th |
+6/+1 |
+6 |
+2 |
+6 |
Templarate Training |
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
— |
— |
9th |
+6/+1 |
+6 |
+3 |
+6 |
|
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
— |
— |
10th |
+7/+2 |
+7 |
+3 |
+7 |
|
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
— |
11th |
+8/+3 |
+7 |
+3 |
+7 |
Advanced Learning |
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
— |
12th |
+9/+4 |
+8 |
+4 |
+8 |
Templarate Training |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
13th |
+9/+4 |
+8 |
+4 |
+8 |
|
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
14th |
+10/+5 |
+9 |
+4 |
+9 |
High Templar |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
15th |
+11/+6/+1 |
+9 |
+5 |
+9 |
Advanced Learning |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
16th |
+12/+7/+2 |
+10 |
+5 |
+10 |
Templarate Training |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
17th |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
18th |
+13/+8/+3 |
+11 |
+6 |
+11 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
19th |
+14/+9/+4 |
+11 |
+6 |
+11 |
Advanced Learning |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
20th |
+15/+10/+5 |
+12 |
+6 |
+12 |
Templarate Training, Unbreakable Bond |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |