|The fall from grace is difficult. Atomhawk|
Ability Requirements: Intelligence 10
Prime Requisite: Intelligence
Races Allowed: Any
Non-Spellcasting Templars are the bureaucrats of the sorcerer-kings. Even though they do not have spellcasting ability, they have city-wide powers that are equal to their spellcasting counterparts. Their organization is steeped in ancient tradition and treacherous politics. All templars are the enforcers of the sorcerer monarchs will, even if they do not cast spells. They enforce the local edicts with painstaking indifference, doling out punishment or even execution with the sorcerer monarchs blessing. An organization of wicked men and women looking out for their own wealth and power, the templars are overrun with corruption to the highest level. The sorcerer monarchs generally turn a blind eye to bribery and scandal among the templars, provided order is maintained among their subject populations.
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 monarch to another while the first is still alive. Should a templars sorcerer monarch fall from power or be killed, he may petition to another sorcerer monarch for acceptance, where he may find an open hand or the taste of steel, at the new sorcerer monarchs whim.
Templars are initially trained as warriors and 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 monarchs impose temporary restrictions. These templars often act as officers for their liege's mortal armies.
Non-spellcasting templars are not granted spells and have no power over undead.
However, as a templar advances in level, they do gain certain powers within his city state.1. 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.
2. 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.
3. 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.
4. A templar can requisition soldiers when he reaches 3rd level. He can call upon 1d4 soldiers per level. The soldiers will all be 1st-level templars with one 2nd-level spell-casting, unless the requesting templar requests a non spell-casting, 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 templars sorcerer monarch.
5. 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 monarch for as long as the accusing templar wishes.
6. 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.
7. 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 templars level, multiplied by their level, per month. For example, a 7th level templar would roll 7d10 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.
8. 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 freemans 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.
9. A templar can accuse a noble when they reach 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 monarch.
10. 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.
11. A templar can grant a pardon to any condemned man when he reaches 17th level. Only the sorcerer monarch themselves can nullify the pardons granted by such a character.
|Draji Moon Priests|
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 strongholds. A sorcerer monarchs life revolves around their one city and they need no additional worshipers.
Non-Spellcasting Templars have the same Thac0 and saving throws as clerics of the same level. They also gain levels according to the experience chart below.
Non-Spellcasting Templar Experience Levels
Level Experience Points Hit Dice (d8)
1 0 1
2 500 2
3 1,000 3
4 2,000 4
5 5,000 5
6 10,000 6
7 20,000 7
8 37,500 8
9 70,000 9
10 75,000 9 + 2
11 150,000 9 + 4
12 225,000 9 + 6
13 300,000 9 + 8
14 375,000 9 + 10
15 450,000 9 + 12
16 525,000 9 + 14
17 600,000 9 + 16
18 675,000 9 + 18
19 750,000 9 + 20
20 825,000 9 + 22