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.
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.