

Unlike other divine spellcasters, a templar’s selection of spells is extremely limited. In addition, she receives bonus spells per day if she has a high Charisma score. Her base daily spell allotment is given on the table above. Like other spellcasters, a templar can cast only a certain number of spells per day of each spell level. The Difficulty Class for a saving throw against a templar’s spell is 10 + the spell’s level + the templar’s Charisma modifier. To learn or cast a spell, a templar must have a Charisma score equal to at least 10 + the spell level. She can cast any spell she knows without preparing it ahead of time. Spellcasting LevelĪ templar casts divine spells drawn from the Templar Spell List. Templars are proficient in light and medium armor and shields (except tower shields). Templars are proficient in all simple and martial weapons. Secular aptitude, assume domain, sigil, judgement 1/day The templar's class skills are: Appraise (Int), Bluff (Cha), Craft (Wis), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Psicraft(Int), Sense Motive (Wis), Spellcraft (Int) In addition, each character begins play with an outfit worth 10 Cp or less. Starting Wealth: 5d4 × 10 Cp (average 125 Cp). Class Features Īlignment: A templar's alignment must be within one step of her sorcer-monarch's, along either the law/chaos axis or the good/evil axis. Templars are most commonly lawful neutral or lawful evil. However, many templars take considerable pride in the prosperity and magnificence of their citystate, and in the well–oiled machine of their order. 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. Because of that, templars are almost never good. Templars of other races are rare or unheard–of in most cities.Īlignment: 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). Dwarves, muls, and half‐elves commonly become templars in many cities, while elves are less commonly accepted. Humans dominate the templar priesthoods of all city‐states except for New Giustenal. While in theory, no sentient race is precluded from the templar class, in practice, a sorcerer‐king grant spells only to those who he wants to represent him. Races: While the need for religion and divine magic is nearly universal on Athas, the need for specialized militant priest–bureaucrats is peculiar to large city‐states dominated by sorcerer‐kings. As with any melee‐oriented class, Strength is a key ability for templars and Constitution provides you with increased ht points as usual. Their wide array of available skills reflects the equally wide array of roles that Templars fill as servants of the sorcererkings and queens.Ībilities: If you want to make good use of your templar spells and you secular aptitude, you’ll need a high Charisma.

If necessary they can be a destructive fighting force, but they serve much better as officers of slave‐soldiers, mercenaries, or undead. Templars can cast a number of divine spells each day, as granted by their lord.
