Pathfinder Sorcerer chassis for templar

Not so weird at all. That post is from 2007 and all of the Athas dot org products were supposed to get a revision in light of near completion of the 3.5e line from WotC.

Edit: perhaps you are right. When exactly was DS3 Core Rules published? I could have sworn it was long before 2007. Yet people are discussing secular authority in those posts and asking about what it will look like.

@Sysane care to clarify this?

The DS 3 rules were posted to the site in 2008 & 2009.

http://athas.org/products/ds3

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The 2003 release of the DS rules has Secular Authority for the Templar.

I mean the first release. This one:

http://athas.org/products/ds3/documents/45

It has it right in there as an ability, not a feat.

“Secular Authority: Once per day per templar level, a templar can use secular authority within his city state. Depending on the ranks he has in the Diplomacy skill, a templar can order slaves to do his bidding, requisition troops, enter the homes of freemen and nobles and have these arrested. Failure to comply with a templar’s demands is usually sanctioned with fines, imprisonment, outlaw status, and possibly execution.”

And the footer of the page has the 2003 date.

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So, what happens if you give the feat Secular Authority to a pathfinder Inquisitor or Warpriest?

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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

A templar feat here. This feat follows the form of replacement feats, which provide some fluff/flavour and a mechanical benefit that serves to meet prerequisites.

Post your templar feats here. The templar feats that you create do not have to follow this pattern.

Kleptocrat [General]

You are unusually corrupt, even by the standards of the templarate. Your ability to act with impunity grows, and you excel in the production of forged documents.

Prerequisites: Mitigate Corruption class feature.

Benefit: Your ability to corruptly appropriate money without consequences via your Mitigate Corruption class feature doubles in Cp value. Furthermore, you get a +3 bonus on all forgery checks.

Special: Kleptocrat counts as Skill Focus (forgery) for the purpose of meeting any requirement or prerequisite.

EDIT 1: Another feat. Similar to the Extra Spell feat, this one is for templars.

Extra Templar Spell [General]

You are more focused than most templars on learning new spells

Prerequisites: Advanced Learning class feature.

Benefit: This feat works exactly like advanced learning. 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.

Special: You can select this feat multiple times. Each time it applies to a new spell.

EDIT 2: New Templar Spell, Substitute Sphere. Its Substitute Domain (from complete champion) with the serial numbers filed off and modified for the fact that Templars do not get a granted power.

Substitute Sphere
Transmutation
Level: Templar 2
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 day/level (D)

The power of your Sorcerer Monarch courses through you, replacing what you once knew with different ideas and abilities.

Upon casting substitute sphere, you can swap one of your current spheres for another that your Sorcerer Monarch offers. You gain access to any of its spells that you can cast. While substitute sphere is in effect, you lose the spells of the sphere to which you have given up access.

I like what you’ve done here.

That said, why are you even screwing around with Spheres? Its a bunch of extra language and a ‘new’ ability/concept to deal with when you could just say: “Templars do not EVER receive the Granted Power from any of their Domains.”

I thought the general design philosophy was its always easier to limit an existing ability than introduce a new one.

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It’s a shout out to 2E when Templars had major access to the Sphere of Cosmos, making them the best clerics in the game.

I want to remove any ambiguity over whether Templars have domains or not, because a lot of feats, spells and abilities interact with domains and calling something a domain, while not granting the power, creates confusion.

I agree with you. But because of the reasons I mention above, I want to dodge any potential confusion. Who knows how someone will interpret a templar that “has a domain” but “does not possess the granted power”? It’s more trouble than its worth.

Finally, there is one more thing. Domains are for deities or legitimate sources of divine energy, like the elemental planes. Sorcerer Monarchs having “spheres” instead of domains is another point of differentiation. You can imagine clerics outside of the jurisdiction of the city states pointing out to their followers that Templars do not have granted powers from domains, and that means that they are fake clerics. The city dwelling clerics might think it too, but would not dare say it out loud.

Yeah, i got the Spheres reference - its fun.

I see you point, but I’m not sure its worth the effort…

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It’s a lot less effort than the issues at the table caused by players telling the DM that they can take domain based feats et al because their Templars have “domains”. Spend 5 minutes on the CharOp boards and you’ll quickly see why leaving anything unclear is a mistake.

Well, the whole thing feels kinda un-worth it - just give them the Domain, they’re all non-elemental ones anyway. A granted power isn’t THAT much of a boost, and this was partly predicated on Templars being underpowered.

But, I’m sure you have reasons - they’re probably even good reasons. Whichever.

Its a cool class, good work.

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Part of it is that I don’t want to give them the domain slot, or restrict their “domain” (sphere) spells to being cast the domain slot. What appears to be a nerf at first glance actually isn’t. The spheres are about fleshing out their access to spells and allowing differentiation between templars. Ditto the advanced learning.

Cheers. I am actually satisfied with this one. This is my 4th attempt at a templar, I think.

Well THAT is a pretty fair reason.

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These two cleric ACFs work well for templars with minor adjustments.

Templar Alternative Class Features

Cloistered Templar

The cloistered templar spends more time than other templars in study and research and less in martial training. He gives up some of the templar’s combat prowess in exchange for greater skill access and a wider range of spells devoted to knowledge (and the protection of knowledge).

Most cloistered templars are nonchaotic, since they believe that a disciplined lifestyle lends itself better to learning.

Hit Die : The cloistered templar uses a d6 for his Hit Die (and has hit points at 1st level equal to 6 + Con modifier).

Base Attack Bonus : The cloistered templar’s lack of martial training means that he uses the poor base attack bonus.

Class Skills

The cloistered templar’s class skill list includes Decipher Script and Speak Language. The cloistered templar gains skill points per level equal to 6 + Int modifier (and has this number × 4 at 1st level).

Class Features

The cloistered templar has all the standard templar class features, except as noted below.

Weapon and Armor Proficiency : Cloistered templars are proficient with simple weapons and with light armor.

Lore (Ex) : Thanks to long hours of study, a cloistered templar has a wide range of stray knowledge. This ability is identical to the bard’s bardic knowledge class feature, using the cloistered templar’s class level in place of the bard level.

Spheres : In addition to any spheres selected from his Sorcerer Monarch’s list, a cloistered templar automatically gains the Knowledge sphere as a bonus sphere (even if the Knowledge sphere is not normally available to templars of that Sorcerer Monarch).

Spellcasting : Add the following spells to the cloistered templar’s class spell list:

0 - message;

1st - erase, identify, unseen servant;

2nd - fox’s cunning;

3rd - illusory script, secret page, tongues (reduced from 4th level);

4th - detect scrying;

6th - analyze dweomer;

7th - sequester;

9th - vision.

Rage Templar

On occasion, the templarate recruits templars from barbaric tribes of the desert wastes that are friendly to their Sorcerer Monarch. These recruits often have the cultural ability to rage in combat, an ability that they bring with them into the templarate. The ability to rage strikes fear in both the city dwellers and the city state’s external enemies.

Alignment : A rage templar cannot be lawful.

Class Features

All of the following are features of the rage templar class.

Weapon and Armor Proficiency : A rage templar is proficient with all simple weapons, light armor, and shields (except tower shields). Since templar training involves some education in warfare, templars receive two martial weapons proficiencies.

Rage : A rage templar rages as a barbarian of equal level and gains the greater rage, indomitable will, tireless rage, and mighty rage class features as he progresses. Rage templar and barbarian levels stack for the purposes of determining the number of times per day a character can enter a rage and the type of rage variant available.

In exchange, a rage templar loses his ability to turn or rebuke undead.

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More feats. These ones inspired by Academic Priest and Dynamic Priest from the 3.5e Dragonlance setting. Makes the templars MAD but could be useful in certain kinds of templar builds or in constructing templars that fluff as wise or intelligent, and should have stats to match.

Academic Templar [General]

You take a more scholarly approach to your spellcasting than other templars.

Prerequisites: Intelligence 13+

Benefit: For the purpose of determining bonus templar spells per day and maximum templar spell level, your primary spellcasting ability is Intelligence. Your spell save DCs are not affected by this change.

Sagacious Templar [General]

You take a more percipient approach to your spellcasting than other templars.

Prerequisites: Wisdom 13+

Benefit: For the purpose of determining bonus templar spells per day and maximum templar spell level, your primary spellcasting ability is Wisdom. Your spell save DCs are not affected by this change.

Another ACF for the templar class.

Enforcer Templar

Some templars are more religious than others, worshipping their Sorcerer King or Queen as an actual deity rather than a secular leader. These are the type of templars that try to force citizens to build temples to the Sorcerer Monarch. Enforcer templars have a special hatred for the enemies of their Sorcerer Monarch and have developed the ability to smite these enemies as infidels.

Gains: Smite Infidel (Su): The templar’s sacred duty is to strike down opposition to the city state, enemies of the Sorcerer Monarch that emerge from dark alleyways and subversive thoughts.

Beginning at 2nd level, a Templar of the Templar may choose a type of infidel from the Athasian Ranger Favored Enemies (page 53, Dark Sun Core Rules 3.5) and from the following: spellcasters (creatures with levels in a spellcasting class) and creatures with the psionic subtype.

Once a day at 2nd level, the templar may attempt to smite a chosen infidel with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals an additional 1 point of damage per templar level. If a templar accidentally smites a creature that is not a chosen infidel, the smite has no effect but is still used up for that day.

At 5th level, and at every five levels thereafter, the templar may smite infidels one additional time per day, to a maximum of five times per day at 20th level

At every four levels after 2nd (6th, 10th, 14th, and 18th), the templar may choose an additional type of creature from the list given above. This ability works in conjunction with any other ability that grants a bonus to attack rolls or damage rolls against specific targets, such as favored enemy or smite evil.

Loses: Advanced Learning.

Special: Enforcer templar can be combined with rage templar. In that case it gains and loses all the abilities noted in the description of each.

Well, I am back again. Everything is in constant revision. The templar base class gets some minor edits. Enforcer ACF gets a better smite (same as nightsong enforcer). Plus some new ACFs for templars.

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).

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 Domains: A templar chooses two domains from among those belonging to his Sorcerer Monarch. This works just like the cleric domains, except that templars do not get a bonus spell slot for domain spells, but rather add the domain spells to their templar class list. Like clerics, templars receive the domain power. Where domain abilities make reference to Wisdom, you may use Charisma instead.

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.

Advanced Learning (Ex): Starting 4th 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 8th, 12th, 16th, and 20th level.

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.

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 3rd-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, Kleptocrat, Magical Aptitude, Persuasive, Favorite, Improved Sigil, Faithful Follower, Field Officer, Academic Templar, Sagacious Templar, Scribe Scroll, or Skill Focus. A templar must still meet all prerequisites for a bonus feat. The templar gains another bonus feat at 7th level, 11th level, 15th level, and 19th 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 is not aware of this strengthened bond, and 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.

tempblock

Rage Templar

On occasion, the templarate recruits templars from barbaric tribes of the desert wastes that are friendly to their Sorcerer Monarch. These recruits often have the cultural ability to rage in combat, an ability that they bring with them into the templarate. The ability to rage strikes fear in both the city dwellers and the city state’s external enemies.

Alignment : A rage templar cannot be lawful.

Class Features

All of the following are features of the rage templar class.

Weapon and Armor Proficiency : A rage templar is proficient with all simple weapons, light armor, and shields (except tower shields). Since templar training involves some education in warfare, templars receive two martial weapons proficiencies.

Gains: A rage templar rages as a barbarian of equal level and gains the greater rage, indomitable will, tireless rage, and mighty rage class features as he progresses. Rage templar and barbarian levels stack for the purposes of determining the number of times per day a character can enter a rage and the type of rage variant available.

Loses: A rage templar loses his ability to turn or rebuke undead and both domains. A rage templar loses medium armor proficiency and the two martial weapons proficiencies.

Special: Rage templar cannot be combined with templar magician or warrior templar.

Warrior Templar

Some templars think of themselves more as warriors than bureaucrats. For these templars, the ability to fight trumps all other concerns. Taking the above ability requires a templar to give up both of her domains, including her domain powers.

Templar Warrior (Ex) : A templar with this ability is proficient with her deity’s favored weapon. In addition, her base attack bonus as a templar equals her templar level, and her templar Hit Die becomes a d10.

Loses: Domains granted at first level.

Special: Warrior templar can be combined with enforcer templar. In that case it gains and loses all the abilities noted in the description of each.

Enforcer Templar

Some templars are more religious than others, worshipping their Sorcerer King or Queen as an actual deity rather than a secular leader. These are the type of templars that try to force citizens to build temples to the Sorcerer Monarch. Enforcer templars have a special hatred for the enemies of their Sorcerer Monarch and have developed the ability to smite the Sorcerer Monarch’s enemies.

Alignment : An enforcer templar must be lawful.

Gains: Smite Enemy (Su): The enforcer templar’s sacred duty is to strike down opposition to the city state, enemies of the Sorcerer Monarch that emerge from dark alleyways and subversive thoughts. Beginning at 2nd level, an enforcer templar of 2nd level or higher can attempt to smite a creature that he judges to be an enemy of the state with one normal melee attack.

Once a day at 2nd level, the templar may attempt to smite an enemy with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals an additional 1 point of damage per templar level. Unlike with a paladin’s smite evil ability, an enforcer templar relies only on his own judgment when determining what creatures to use this ability against. How an enforcer templar uses this ability exemplifies his outlook on the work. The more suspicious and uncompromising an enforcer templar is, the more likely he is to feel that a creature should be struck down.

At 5th level, and at every five levels thereafter, the enforcer templar may smite enemies one additional time per day, to a maximum of five times per day at 20th level.

Loses: Advanced Learning.

Special: Enforcer templar can be combined with warrior templar, templar magician or both. In that case it gains and loses all the abilities noted in the description of each.

Champion Templar

A champion templar is simply a templar with both the enforcer templar ACF and the Warrior Templar ACF. As martial true believers, these templars serve a role similar to a paladin of other settings. Champion templars are usually members of a selective martial order affiliated with their city state.

Templar Magician

Some templars choose to explore magical powers beyond those commonly provided by the Sorcerer Monarchs. By giving up some of their divine power, these templars gain access to spells normally beyond their abilities.

This class feature can be chosen only once.

Class : Templar.

Level : 1st.

Special Requirement : Knowledge (arcana) 1 rank.

Replaces : You gain only one domain (including spells and granted power) at 1st level, rather than two.

Benefit : You can add one 1st-level abjuration, divination, or necromancy wizard spell to your templar spell list. Each time you gain the ability to cast a new level of templar spells, you can add a single wizard spell of the same level from one of those schools to your templar spell list.

Special: Templar magician can be combined enforcer templar. In that case it gains and loses all the abilities noted in the description of each.

Barbaric Templar [General]

You were brought into the templarate from a barbaric tribe that worships your Sorcerer Monarch as a deity. Your barbaric ways do not hinder your advancement within the templarate.

Prerequisites: Secular aptitude. Mitigate corruption.

Benefit: Your levels in the barbarian class stack with your templar class levels for purposes of determining secular aptitude and mitigate corruption. In addition, if your combined class levels of barbarian and templar should reach 14th level, you gain the benefits of the High Templar (Ex) class feature.

Special: A Rage Templar adds this feat to the list of feats available through the Templarate Training class feature.

Soldier Templar [General]

You are a templar dedicated to the martial arts. Your levels in fighter do not hinder your advancement within the templarate.

Prerequisites: Secular aptitude. Mitigate corruption.

Benefit: Your levels in the fighter class stack with your templar class levels for purposes of determining secular aptitude and mitigate corruption. In addition, if your combined class levels of fighter and templar should reach 14th level, you gain the benefits of the High Templar (Ex) class feature.

Special: A Warrior Templar adds this feat to the list of feats available through the Templarate Training class feature.

Some more ACFs. The idea is to open up the basic job of being a templar to NPC or PCs that are primarily not templars. We know from lore there are templars with psionic powers.

Scoundrel Templar [General]

You are a templar with links to the criminal underworld. Your levels in rogue do not hinder your advancement within the templarate.

Prerequisites: Secular aptitude. Mitigate corruption.

Benefit: Your levels in the rogue class stack with your templar class levels for purposes of determining secular aptitude and mitigate corruption. In addition, if your combined class levels of rogue and templar should reach 14th level, you gain the benefits of the High Templar (Ex) class feature.

Mentat Templar [General]

You make yourself useful to the templarate by using your psionic powers. Your levels in psionic manifesting classes do not hinder your advancement within the templarate.

Prerequisites: Secular aptitude. Mitigate corruption.

Benefit: Your levels in psionic manifesting classes stack with your templar class levels for purposes of determining secular aptitude and mitigate corruption. In addition, if your combined class levels of psionic manifesting classes and templar should reach 14th level, you gain the benefits of the High Templar (Ex) class feature.

Arcanamach Templar [General]

You are an arcanamach (an arcane caster) in addition to being a templar. Your levels in arcane spellcasting classes do not hinder your advancement within the templarate.

Prerequisites: Secular aptitude. Mitigate corruption.

Benefit: Your levels in arcane spellcasting classes stack with your templar class levels for purposes of determining secular aptitude and mitigate corruption. In addition, if your combined class levels of arcane spellcasting classes and templar should reach 14th level, you gain the benefits of the High Templar (Ex) class feature.

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