Templars in AthasEdit
In most city‐states, templars are the ultimate authority—judge, jury, and executioner. They police and administer the city‐states, and there are few living within them who would dare question the authority of a templar. Outside civilization, however, their badges might as well be another grain of sand in the endless Athasian desert.
While all templars are technically bound to their civil service positions on a daily basis, a sufficient bribe can buy them a few days of freedom and adventure, as long as they do not get caught going against the interests of their temple or sorcerer‐king. Most templars who adventure do so for personal power, seeking riches and fame in order to increase the influence they have within the city-state and their order.
A templar remains ever ready to face the challenges of the Athasian life. Without the need to rest, study, or pray for their powers, templars can leap up in pursuit of whatever their templarate requires them to do. Templars often possess the charisma and take‐charge attitude required of great leaders, but many suffer from an inability to empathize with those they lead. Templars respect the pursuit of might and its use, and they often minimize the value of those who adhere to other philosophies. Even among themselves, templars tend to be contentious, battling for power over the cost of another one.
While not all templars are members of the same bureau or even the same city‐state, they all have the same basic organization. These organizations vary dramatically from one place to the other, however. The city‐state of Kurn, for instance, only employs those who genuinely wish to protect and serve the people, whereas the members from Eldaarich are chosen only from the most brutal, cruel, and vicious members from the templar families. Regardless, a templarʹs daily life allows little free time. Waking hours not spent in direct service to the templarate, on patrol, or on the field of battle are filled with martial training, divine study, and bureaucratic activities.
Templars who do not show affiliation with their citystate’s templarate rarely elicit an unusual reaction from others. To most they might seem as a fighter or perhaps a cleric. Those who know or their connection or see evidence of it, such as their sigil or typical clothing react depending on their attitude toward the templar’s sorcerer‐king (or bureau). This reaction is one step closer to hostile if the sorcerer‐monarch is feared or hated by that individual (which is the most likely scenario). The reaction is one step closer to friendly if that individual is directly associated with that sorcerer‐monarch. Clerics, druids, and others who are deeply entrenched with a moral outlook view the templar’s choice with great suspicion, and their reaction is one step closer to hostile regardless of the templar’s sorcerer‐monarch.
Role: Templars can cast a number of divine spells each day, as granted by their lord. If necessary they can be a destructive fighting force, but they serve much better as officers of slave‐soldiers, mercenaries, or undead. Their wide array of available skills reflects the equally wide array of roles that Templars fill as servants of the sorcerer-kings and queens.
Character Build: If you want to make good use of your templar spells and you secular aptitude, you’ll need a high Charisma. As with any melee‐oriented class, Strength is a key ability for templars and Constitution provides you with increased ht points as usual.
Alignment: A templar’s alignment must be within one step of his sorcerer‐king’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). Because of that, templars are almost never good. The laws they uphold are corrupt; the monarchs they serve are arguably the vilest creatures on the face of Athas, and often the templars are cruel and unjust themselves. However, many templars take considerable pride in the prosperity and magnificence of their city-state, and in the well–oiled machine of their order. Templars are most commonly lawful neutral or lawful evil.
Defiling: Templars should familiarize themselves with the defiling rules detailed here.
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 here. 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 on The Templar Table. In addition, you receive bonus spells for a high Charisma score.
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 spells ahead 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. You use your sorcerer‐king’s sigil as divine focus.
Note that, in the event your sorcerer-king dies, you lose your ability to cast templar spells, for it is their power that fuels your magic. It is not uncommon, especially after Kalak's death, for templars to take a few levels of wizard to bolster their spellcasting capabilities. A good templar is prepared for everything, after all.
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. Where domain abilities make reference to Wisdom, you may use Charisma instead. With access to two domain spells at a given spell level, you add only one of those spells to your spells known list. Domains available are listed under the Sorcerer-King Domains Table.
Favored Weapon: A templar must spend at least one of her two bonus martial weapon proficiencies on her patron’s favoured weapon.
Channel Energy (Su): You may use Channel Energy in the same manner as clerics (Pathfinder Core Rulebook p.40).
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.
Hit die: d8
Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Literacy (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier per level.
|Level||BAB||Fort||Ref||Will||Special||Spells per Day|
|1||+0||+2||+0||+2||Channel energy 1d6, domains, orisons, secular aptitude, sigil||5||3+1||-||-||-||-||-||-||-||-|
|3||+2||+3||+1||+3||Channel energy 2d6||6||5+1||-||-||-||-||-||-||-||-|
|5||+3||+4||+1||+4||Channel energy 3d6||6||6+1||4+1||-||-||-||-||-||-||-|
|7||+5||+5||+2||+5||Channel energy 4d6||6||6+1||6+1||4+1||-||-||-||-||-||-|
|9||+6/+1||+6||+3||+6||Channel energy 5d6||6||6+1||6+1||6+1||4+1||-||-||-||-|
|11||+8/+3||+7||+3||+7||Channel energy 6d6||6||6+1||6+1||6+1||6+1||4+1|
|13||+9/+4||+8||+4||+8||Channel energy 7d6||6||6+1||6+1||6+1||6+1||6+1||4+1||-||-||-|
|15||+11/+6/+1||+9||+5||+9||Channel energy 8d6||6||6+1||6+1||6+1||6+1||6+1||6+1||4+1||-||-|
|17||+12/+7/+2||+10||+5||+10||Channel energy 9d6||6||6+1||6+1||6+1||6+1||6+1||6+1||6+1||4+1||-|
|19||+13/+8/+3||+11||+6||+11||Channel energy 10d6||6||6+1||6+1||6+1||6+1||6+1||6+1||6+1||6+1||4+1|
|Abalach-Re||Chaos, Charm, Knowledge, Evil, Trickery||Throwing spear, obsidian flail|
|Andropinis||Evil, Law, Nobility, Travel, War||Lance, halberd|
|Hamanu||Evil, Law, Protection, Strength, War||Obsidian sword (macahuitl), longbow|
|Lalali-Puy||Animal, Charm, Community, Evil, Plant||Longbow, scimitar|
|Nibenay||Darkness, Evil, Magic, Rune, Trickery||Lance, handaxe|
|Tectuktitlay||Evil, Destruction, Strength, Sun, War||Macahuitl, alhulak|