Templar
Alignment: Any non-good. Few are Chaotic, but it happens.
Hit die: d8
Class skills: Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language, Spellcraft (Int).
Skill points: 4+Int modifier.
Alignment: Any non-good. Few are Chaotic, but it happens.
Hit die: d8
Class skills: Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language, Spellcraft (Int).
Skill points: 4+Int modifier.
Code:
Spell progression
Lvl BAB Fort Ref Will Class features 0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Rebuke/command undead, 2 — — — — — — — — —
call upon slave,
judge slave, literacy
2 +1 +3 +0 +3 Enter freeman’s house 3 1 — — — — — — — —
3 +2 +3 +1 +3 Requisition soldiers 3 1 — — — — — — — —
4 +3 +4 +1 +4 Accuse freeman 4 2 1 — — — — — — —
5 +3 +4 +1 +4 Access palaces and temples 4 2 1 — — — — — — —
6 +4 +5 +2 +5 Requisition funds 4 2 2 1 — — — — — —
7 +5 +5 +2 +5 Judge freeman 5 3 2 1 — — — — — —
8 +6/1 +6 +2 +6 5 3 2 2 1 — — — — —
9 +6/1 +6 +3 +6 5 3 3 2 1 — — — — —
10 +7/2 +7 +3 +7 Accuse noble 5 3 3 2 2 1 — — — —
11 +8/3 +7 +3 +7 5 4 3 3 2 1 — — — —
12 +9/4 +8 +4 +8 5 4 3 3 2 2 1 — — —
13 +9/4 +8 +4 +8 5 4 4 3 3 2 1 — — —
14 +10/5 +9 +4 +9 5 4 4 3 3 2 2 1 — —
15 +11/6/1 +9 +5 +9 Judge noble 6 5 5 4 4 4 3 2 1 —
16 +12/7/2 +10 +5 +10 6 5 5 5 4 4 3 3 2 1
17 +12/7/2 +10 +5 +10 Grant pardons 6 5 5 5 5 4 4 3 2 2
18 +13/8/3 +11 +6 +11 7 6 6 6 6 5 5 4 4 3
19 +14/9/4 +11 +6 +11 7 6 6 6 6 6 5 5 4 4
20 +15/10/5 +12 +6 +12 7 6 6 6 6 6 5 5 5 5
Class features
Armor and weapon proficiencies: A templar is trained in wearing Light and Medium armor and wielding Shields, as well as all Simple and Martial weapons.
Spellcasting: Templars cast spells from the cleric spell list, as well as all four elemental spheres. Their spells are based on their Wisdom: the save DC is equal to 10+spell level+Wis modifier, and they can’t cast spells of higher level than their Wis-10. Note that they have no ability to convert prepared spells into anything else.
Rebuke/command undead (Su): Just like evil clerics in the core rules.
Literacy: Templars are taught to read and write, unlike most other classes.
Secular/administrative powers: In addition to their magical and combative abilities, templars have many rights within their city-state by virtue of their position in the templar hierarchy (which is decided strictly by templar level). A templar may generally not keep more than one person per level in the dungeons, and may judge or pardon no more than one person per week. If another templar contests his decisions, the highest-level templar is in charge. If the templars are of the same level, they will have to search out a higher-level templar in order to decide on the issue. The abilities in question are:
Armor and weapon proficiencies: A templar is trained in wearing Light and Medium armor and wielding Shields, as well as all Simple and Martial weapons.
Spellcasting: Templars cast spells from the cleric spell list, as well as all four elemental spheres. Their spells are based on their Wisdom: the save DC is equal to 10+spell level+Wis modifier, and they can’t cast spells of higher level than their Wis-10. Note that they have no ability to convert prepared spells into anything else.
Rebuke/command undead (Su): Just like evil clerics in the core rules.
Literacy: Templars are taught to read and write, unlike most other classes.
Secular/administrative powers: In addition to their magical and combative abilities, templars have many rights within their city-state by virtue of their position in the templar hierarchy (which is decided strictly by templar level). A templar may generally not keep more than one person per level in the dungeons, and may judge or pardon no more than one person per week. If another templar contests his decisions, the highest-level templar is in charge. If the templars are of the same level, they will have to search out a higher-level templar in order to decide on the issue. The abilities in question are:
- A templar may call upon a slave to do his bidding at any time. Slaves who refuse face capital punishment.
- In any matter involving disobedience or the actions of a slave, the templar may pass judgment on that slave at any time. The judgment and punishment is up to the whims of the templar.
- At 2nd level, the templar may legally enter the house of a freeman. The homeowner has no right to stop the templar, under punishment of imprisonment and/or execution.
- At 3rd level, the templar can requisition soldiers, up to 1d4 1st-level templars lead by a 2nd-level templar centurion. The templar can do this whenever he wishes, but the soldiers can’t be ordered to leave the city-state without permission from the sorcerer-king.
- A templar can accuse a freeman of disloyalty or similar crimes at 4th level. Regardless of evidence, this will generally lead to the freeman being stuck in prison for as long as the templar wishes.
- A templar gains access to all areas in temples and palaces upon reaching 5th level. Before then, the templar is restricted from certain areas (libraries, council chambers) unless ordered there by a templar who does have access.
- At 6th level, the templar can requisition funds from the city treasury for investigations etc. Each month, the templar can requisition up to 1d10 gp per level, multiplied by the templar’s level again (so an 8th level templar would get 8d10×8 gp). This money is supposed to be used for official business, but there is little accounting needed.
- Passing judgment on a freeman is allowed to templars of 7th level or higher. The freeman’s level must be at least two levels less than the templar’s, and the templar can levy any punishment he sees fit (a fine, execution, slavery, flogging, etc.). If the freeman resists, he will become an outlaw to be killed if caught. No real evidence is needed.
- A 10th level templar can accuse a noble just like a freeman.
- At 15th level he can pass judgment on a noble, again working pretty much like the freeman ability. Note that while the templar does have the legal power to do this, nobles often have contacts that can make life hard for the templar.
- A 17th level templar is able to grant pardons in the name of the sorcerer-king. Only the king himself can nullify such pardons.
And that's the last of the classes I'll do in this conversion. Do comment!