Templar (DS)

Templar
Ability Requirements:	Wisdom 9Intelligence 10
Prime Requisite: 	Wisdom
Races Allowed: 	Human, Dwarf, Elf,Half-elf
Templars are the greatly feared disciples of the sorcerer-kings. Their organization is steeped in ancient tradition and treacherous politics, and the work they perform for the sorcerer-kings is governed by endless bureaucracy. To city dwellers, the templars are the enforcers of the sorcerer-king's will, allowed to run rampant, enforcing the local edicts with painstaking indifference, doling out punishment or even execution with the sorcerer-king's blessing. An organization of wicked men looking out for their own wealth and power, the templars are overrun with corruption to the highest level—the sorcerer-kings generally turn a blind eye to bribery and scandal among the templars, provided terror is maintained among their subject populations.
Templars gain levels as do clerics, but their spell progression at low levels is slower. At 15th level, though, the progression increases drastically as the character enters the upper ranks of the templar hierarchy. At the highest levels, templars have more spells available to them than clerics of the same level.
 Templar Spell Progression
TemplarLevel	Spell Level	 	 	 	 	 	
1 	2 	3	4	5	6	7	
1 	— 	—	—	—	—	—	—
2 	1 	—	—	—	—	—	—
3 	1 	1	—	—	—	—	—
4 	2 	1	—	—	—	—	—
5 	3 	2	—	—	—	—	—
6 	3 	2	1	—	—	—	—
7 	3 	2	2	—	—	—	—
8 	3 	3	2	1	—	—	—
9 	3 	3	3	1	—	—	—
10 	3 	3	3	2	—	—	—
11 	4 	3	3	2	1	—	—
12 	4 	4	3	3	1	—	—
13 	4 	4	4	3	2	—	—
14 	5 	5	4	4	2	1	—
15 	6 	6	5	5	3	2	1
16 	7 	7	6	6	4	3	1
17 	7 	7	7	7	5	4	2
18 	8 	8	8	8	6	4	2
19 	9 	9	9	9	7	5	3
20 	9 	9	9	9	9	6	4
The libraries of the templars are unavailable to outsiders, but are the most extensive in the cities. Their use allows templars to access all the spheres for their spells. Also, the extensive libraries encourage magical research. Templars may begin creating scrolls at 6th level and potions at 8th.
A templar character may be either neutral or evil—there are no good templars. The templars from one city state have no association with those from another. Thus, templars cannot transfer loyalty from one sorcerer-king to another while the first is still alive. Should a templar's sorcerer-king fall from power or be killed, he may petition to another sorcerer-king for acceptance, where he may find an open hand or the taste of steel, at the new sorcerer-king's whim.
Templars are initially trained as warriors and, at lower levels, are forced to garrison temples and palaces in their city state. Templars are not usually restricted as to weaponry or armor worn, but some sorcerer-kings impose temporary restrictions. In times of war, the templars are commonly called upon to summon formations of undead soldiers that they will lead into combat and to act as officers for his mortal armies.
A templar's spells are received directly from the sorcerer-king he worships. Spells can be taken away by the sorcerer-king if the templar has somehow displeased him. If the sorcerer-king is particularly displeased, he might kill the offending templar.
Templars have power over undead, but only to raise or ally with them, never to turn them away. As discussed for evil priests and undead in the Player's Handbook, this is resolved in the same way as a turning attempt. Up to 12 undead can be commanded. A " T " result means the undead automatically obey the templar, while a " D " means the undead become completely subservient to the templar. They follow his commands (to the best of their ability and understanding) until turned, commanded, or destroyed by another.
As a templar advances in level, he gains certain powers within his city state.
A templar can call upon a slave to do whatever he wants. Slaves who do not do as ordered by a templar face immediate death. A templar can pass judgement upon a slave at any time. In any matter involving disobedience or the actions of a slave, a templar may judge, sentence, or pardon a slave as he sees fit, regardless of who owns the slave. Penalties can include imprisonment, torture, or even death.
A templar can legally enter the house of a freeman when he reaches 2nd level. The freeman has no right to refuse the templar admission, under punishment of imprisonment and possible execution.
A templar can requisition soldiers when he reaches 3rd level. He can call upon 1d4 soldiers per level. The soldiers will all be lst-level templars with one 2nd-level templar centurian. A templar can call upon soldiers any time he wishes, but the soldiers cannot be ordered to leave the city without permission from the templar's sorcerer-king.
A templar can accuse a freeman of disloyalty or similar crimes when he reaches 4th level. Regardless of evidence, an accused freeman will be locked in the dungeons of the sorcerer-king for as long as the accusing templar wishes.
A templar can gain access to all areas in palaces and temples when he reaches 5th level. Before that time the templar is restricted from areas such as libraries and council chambers unless ordered to go there by a higher-level templar.
A templar can draw upon the city treasury for official investigations when he reaches 6th level. The number of gold pieces he can draw from the treasury is equal to the roll of a number of 10-sided dice equal to the templar's level, multiplied by his level, per month. For example, a 7th level templar would roll 7d1O then multiply the result by 10. Few questions are asked when gold is requisitioned, provided no attempt is made to withdraw funds more often than once per month.
A templar can pass judgement on a freeman when he reaches 7th level. The freeman must be at least two levels lower than the judging templar, regardless of the freeman's class. Judgement can be in the form of a fine, a stretch of time in the dungeons, enslavement, execution, or anything else the templar wishes. Failure to comply makes the judged freeman an outlaw who, if caught, will be executed. Again, there need be no real evidence against the freeman being judged.
A templar can accuse a noble when he reaches 10th level. This is similar to the ability of the templar to accuse freemen, but permits the character to take action against the nobility on behalf of the sorcerer-king.
A templar can pass judgement on a noble (just as he can judge a freeman) when he reaches 15th level. The noble must be at least two levels lower than the judging templar.
A templar can grant a pardon to any condemned man when he reaches 17th level. Only the sorcerer-king himself can nullify the pardons granted by such a character.
As a rule, a templar can have no more than one man accused and in the dungeons per level. He may judge or pardon no more than one man per week. He may never accuse, judge, or pardon another templar who is of equal or higher level.
The templar hierarchy is measured strictly by experience level. A templar of higher level can negate any action taken by one of lower level (prevent the requisitioning of money or troops, release accused prisoners, etc.). Templars of the same level who disagree must seek out someone of higher level within the hierarchy to arbitrate their differences.
Templars never gain followers as do clerics. They never receive official approval to establish religious stronghold—a sorcerer-king's life revolves around his one city and, while that may expand, he will never open branch areas that he cannot control.
Category:Dark Sun Boxed Set Class
Category:Dark Sun Boxed Set