Templars are civil servants within a city‐state’s government organization commonly referred to as a “temple,” “bureau,” or “corporation.” Each templar swears obedience to his employer, and absolute fealty to his sorcerer‐king (if they have one). In return, the corporation and/or sorcerer‐king grants them spell power stolen from the elemental planes.

Since the rise of corporate power and their control over the individual city-states, whether indirectly through a Free City’s council or Senate or directly through a Sorcerer King, the Templar has embraced the “corporate” persona. Especially in the free cities, each corporation is like its own sorcerer-king providing its Templarate with their power. Thus, the majority of Templars are either corporate management and/or execs of some level or members of the corporation’s security team (i.e. army).

Alignment: A Templar’s alignment must be within one step of their Corporation’s vision statement (read: any alignment allowed by the GM), along either the law/chaos axis or the good/evil axis.

Hit Die: d8

Starting Wealth: 6000c

Class Skills

The Templar’s class skills are Appraise (Int), Computer Use (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (corporations) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier

Level BAB Fort Save Ref Save Will Save Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Corporate Resources, channel energy 1d6, Assume domain, orisons, spontaneous casting 5 3+1
2nd +1 +3 +0 +3 6 4+1
3rd +2 +3 +1 +3 Channel energy 2d6 6 5+1
4th +3 +4 +1 +4 6 6+1
5th +3 +4 +1 +4 Channel energy 3d6 6 6+1 3+1
6th +4 +5 +2 +5 6 6+1 4+1 3+1
7th +5 +5 +2 +5 Channel energy 4d6 6 6+1 5+1 4+1
8th +6/+1 +6 +2 +6 6 6+1 6+1 5+1 3+1
9th +6/+1 +6 +3 +6 Channel energy 5d6 6 6+1 6+1 6+1 4+1
10th +7/+2 +7 +3 +7 6 6+1 6+1 6+1 5+1 3+1
11th +8/+3 +7 +3 +7 Channel energy 6d6 6 6+1 6+1 6+1 6+1 4+1
12th +9/+4 +8 +4 +8 6 6+1 6+1 6+1 6+1 5+1 3+1
13th +9/+4 +8 +4 +8 Channel energy 7d6 6 6+1 6+1 6+1 6+1 6+1 4+1 1+1
14th +10/+5 +9 +4 +9 6 6+1 6+1 6+1 6+1 6+1 5+1 2+1
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6 6 6+1 6+1 6+1 6+1 6+1 6+1 2+1 1+1
16th +12/+7/+2 +10 +5 +10 6 6+1 6+1 6+1 6+1 6+1 6+1 3+1 2+1
17th +12/+7/+2 +10 +5 +10 Channel energy 9d6 6 6+1 6+1 6+1 6+1 6+1 6+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 6 6+1 6+1 6+1 6+1 6+1 6+1 3+1 3+1 2+1
19th +14/+9+/4 +11 +6 +11 Channel energy 10d6 6 6+1 6+1 6+1 6+1 6+1 6+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 6 6+1 6+1 6+1 6+1 6+1 6+1 4+1 4+1 4+1

Class Features

The following are class features of the Templar.

Weapon and Armor Proficiency:  Templars are proficient with all simple weapons, Pistols, Sub-machine guns, light armor, medium armor, and shields (except tower shields).

Corporate Resources

Every Templar receives a corporate badge that is the sign of their rank and station as a templar within their corporation’s Templarate. The design of the badge is unique to each corporation, but is usually their access card/badge for their company (awesome lanyard optional). The badge serves as your divine focus, and also allows you to use the spell‐like powers arcane mark, purify food and drink, and WiFi Link (the psionic power detailed here) 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 and in the case of WiFi link, no psionic ability or power points are needed.

Additionally, you can use your badge to allocate resources. These resources are only in physical items (i.e. no liquid, cash resources, just items) such as computers, transportation, weapons, etc. You can allocate up to your class level x 1000 in C worth of items. Or if you want to allocate weapons, armor, or other combat-oriented gear, you still get the amount in C per level but you have the opportunity to gain psionic or super-science enhancements (same as magic abilities on items), but you must roll a Diplomacy at TN 25. For every 10 you go over you can gain a weapon or armor (one roll counts for one item) with an additional +1. Rolling at or above TN 25 gains you a +1 weapon or item. For non-weapon or armor items, there is still a Diplomacy roll, but the TN and what you gain is at the GM’s discretion.


A Templar casts divine spells which are drawn from the cleric spell list.

To prepare or cast a spell, a Templar must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Templar’s spell is 10 + the spell level + the Templar’s Charisma modifier.

Like other spellcasters, a Templar can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Templar. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Templars meditate or pray for their spells. Each Templar must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a Templar can prepare spells. A Templar may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Orisons: Templars can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Templar under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Channel Energy (Su)

Regardless of alignment, any Templar can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good Templar channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil Templar channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral Templar must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the Templar can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Templar. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two Templar levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the Templar’s level + the Templar’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A Templar may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A Templar can choose whether or not to include herself in this effect.

Assume Domain

You are assigned two domains based on your sorcerer‐monarch or your city-state. Since the Freedom Wars, many cities are now without a sorcerer-monarch. Those without are usually the Free-Cities and they still have a Templarate. Instead of granted powers/magic from the sorcerer-monarch, the Corporate Council of each of these Free-Cities set up a “source” from which the Templarate draws its powers. Game-mechanics-wise it works the same, but Lore-wise it is something each Templar may have a chance to discover. Each Free-City’s Corporate Council keeps a tight lid on what their “source” is and seemingly none of them were affected by the Decline of Magic.

All the same, each domain gives you access to a domain spell at each spell level you can cast, from 1st on up, as well as a granted power. This is the same as the Domain class feature online. A complete listing of Templar domains can be found here: Cleric Domains . However, you are only permitted the domains listed below according to your City-State.

City-State/Monarch (if “None”, then it’s a Free-City) Available Domains (pick 2)
Balic / None Law, Nobility, Protection
Draj / Atzetuk Glory, Strength, Death
Gulg / None Animal, Plant, Life
Nibenay / Nibenay Magic, Mind, Madness
Raam / None Chaos, Charm, Trickery
Tyr / None Knowledge, Protection
New Urik / None Strength, War, Destruction

Spontaneous Casting

A good Templar can channel stored spell energy into healing spells that she did not prepare ahead of time. The Templar can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil Templar can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A Templar who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the Templar channels positive or negative energy (see channel energy).

Bonus Languages

A Templar’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.