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.
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 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
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.
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 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.
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).