Templar

"I have been entrusted with the full power and authority of our king. Where I am, he is too. What I deem right and just, he approves. What I condemn as seditious or criminal, he also condemns. I am the law."

Judges, officials, and enforcers of the king’s laws, templars are the embodiment of civic authority in the great cities of Athas. They form a privileged meritocracy of individuals who serve as the sorcerer-king’s eyes, ears, and mouth among the populace—and, as circumstances require, the heavy hand of crushing tyranny. Given broad discretion to enforce the king’s will as they see fit, templars are often brutal and corrupt, using their positions to wring ruinous taxes and bribes from all who fall under their power. A sorcerer-king doesn’t care about templars being corrupt, as long as they keep the city in good order.
    Templars commonly enjoy broad powers to arrest wrongdoers, impose fines, and command soldiers or city guards to do their bidding in their home cities. Of course, higher-ranking templars can countermand these orders, so a low-ranking templar can’t just commandeer the half-giants guarding a city gate and march off into the desert with them—he would have to appeal to his superiors to approve his mission and request that guards be assigned to his command. Likewise, templars of a particular city-state have no civic authority in other cities or in places not under the direct rule of their king. Though the civic powers granted to templars are formidable in their own right, templars are not simply bureaucrats—many are also formidable spellcasters, sanctioned to wield the terrible magic of the sorcerer-kings in the pursuit of their duties. In many cities templars are trained in arcane magic in formal academies and are bestowed with the ability to call upon their sorcerer-king’s magical might through lengthy pacts.
    The exact ranks and customs of the templar hierarchy vary widely from city to city. In Balic, templars are known as praetors and are elected to their positions (although a few elections end in unexpected upsets). The templars of Nibenay are exclusively female and are ceremonially wedded to the sorcererking. In Draj, templars are known as the Priests of the Moon and are charged with observing the civic worship of the king Tectuktitlay, who claims to be a god. Notwithstanding specific customs, all templars constitute a powerful, wealthy social class within their cities—a social class highly invested in keeping each sorcerer-king the supreme master of his or her city-state.
    Most templars revel in their positions and ruthlessly exploit the weak and the poor. However, a few are patriots who are truly concerned with what’s best for their city and their fellow citizens. Some are reformers who seek to moderate the excesses of the system, and a rare handful are rebels seeking to effect change from within. Heroic templars likely hold these convictions.

Templar Feature Templar's Fist

You command your foe to submit, crushing its spirit and slowing its flight. The same power that compels your foe to despair fills a nearby ally with brutal zeal.

Encounter        Arcane, Implement, Psychic
Standard Action      Close burst 5

Target: One creature in the burst

Attack: Primary ability vs. Will

Hit: 1d10 + ability modifier psychic damage, and the target is slowed until the end of your next turn.
Level 11: 2d10 + ability modifier psychic damage.
Level 21: 3d10 + ability modifier psychic damage.

Effect: The next ally who hits and damages the target before the end of your next turn gains a +3 power bonus to attack rolls until the end of his or her next turn.


Templar Utility 2Reward the Obedient

You call upon your subject to slay the enemies of your master, drawing your ally onward into the fray.

Encounter        Arcane, Healing
Standard Action      Close burst 5

Target: One enemy in the burst

Effect: The next ally who ends his or her turn adjacent to the target before the end of your next turn can spend a healing surge and make a saving throw.


Templar Attack 3Fearsome Command

You cause your foes to hesitate with a spell of magical terror, but your ally takes heart from your authority.

Encounter        Arcane, Fear, Implement, Psychic
Standard Action      Area burst 2 within 10 squares

Target: Each creature in the burst

Attack: Primary ability vs. Will

Hit: 2d6 + ability modifier psychic damage, and the target is slowed until the end of your next turn.

Effect: The next ally who hits and damages one of the targets before the end of your next turn automatically succeeds on any one saving throw at the end of his or her turn.

Level 13:

  Hit: As above, but 3d6 + ability modifier psychic damage.

Level 23:

  Hit: As above, but 5d6 + ability modifier psychic damage.


Templar Attack 5Glare of Oppression

You create a wave of blistering sunlight and mental oppression. It saps your enemies’ will to fight while renewing the vigor of those you command.

Daily        Arcane, Healing, Implement, Radiant
Standard Action      Area burst 2 within 10 squares

Target: Each enemy in the burst

Attack: Primary ability vs. Will

Hit: 2d10 + ability modifier radiant damage, and the target is immobilized (save ends).

Miss: Half damage, and the target is slowed until the end of your next turn.

Effect: The next ally who hits and damages one of the targets before the end of your next turn gains regeneration 3 until the end of the encounter.

Level 15:

  Hit: As above, but 3d10 + ability modifier radiant damage.

Level 25:

  Hit: As above, but 4d10 + ability modifier radiant damage.


Templar Utility 6Mantle of Might

An invisible aura of power protects you from enemies that dare to approach.

Daily        Arcane, Fear
Minor Action      Personal

Effect: Until the end of your next turn, enemies grant combat advantage and take a -4 penalty to attack rolls against you while adjacent to you. The next ally who hits and damages an enemy adjacent to you before the end of the encounter gains 1 action point.


Templar Attack 7Fettering Glare

You create ghostly, constricting iron manacles to pin your foe in place. The manacles draw an enchantment or blight affecting one of your allies away from him.

Encounter        Arcane, Implement, Psychic
Standard Action      Close burst 2

Target: Each enemy in the burst

Attack: Primary ability vs. Will

Hit: 2d8 + ability modifier psychic damage, and you knock the target prone.

Effect: The next ally who hits and damages one of the targets before the end of your next turn rolls twice on any one attack roll made before the end of his or her next turn, using either result.

Level 17:

  Hit: As above, but 3d8 + ability modifier psychic damage.

Level 27:

  Hit: As above, but 5d8 + ability modifier psychic damage.


Templar Attack 9Imperious Gaze

You fix your eye on a foe or a friend, driving your ally onward with magical compulsion or crushing your enemy’s will.

Daily        Arcane, Implement, Psychic
Standard Action      Close burst 2

Target: Each enemy in the burst

Attack: Primary ability vs. Will

Hit: 2d10 + ability modifier psychic damage, and the target is dazed (save ends).

Effect: The next ally who hits and damages one of the targets before the end of the encounter can regain any one expended encounter attack power of this power’s level or lower.

Level 19:

  Hit: As above, but 3d10 + ability modifier psychic damage.

Level 29:

  Hit: As above, but 4d10 + ability modifier psychic damage.


Templar Utility 10Berate the Weak

You lash your failing allies with words of scorn, driving them back into the fray with renewed determination.

Daily        Arcane, Healing
Minor Action      Close burst 5

Target: Each bloodied, dazed, stunned, or prone ally in the burst

Effect: Each target can choose to spend a healing surge, automatically remove one dazed or stunned effect, or stand up. In addition, each target in the burst can move his or her speed as a free action, as long as this movement ends with that target adjacent to an enemy.


Published in Dark Sun Campaign Setting.