Table of Contents
Templar
Templar
Faith & Fury
“Then it is with the divine right that I, Inquisitor Faelon d'Argent, sentence you to die by my own hands.”
~ Faelon d'Argent, Requis Templar
There is a heavy weight in wielding a blade beyond the mass of steel, an unbearable weight on the heart, mind, and soul. It’s common for warriors to externalize the strife brought by warfare, as a weak-willed soul can be torn asunder when confronting the violence in their own past. Templars turn to atonement, repentance, and meditation to still the tumultuous waters of yesterday.
The hybridization of the Armsman and Warden Base Classes, the Templar is a fierce Melee Combatant with an innate sense of awareness and mental acuity. The trademark of a Templar is their ability to inflict debilitating Miscognitions through their Weapon Attacks. The Templar withers away heroism from their opponents, destroys their energy and stamina, and can tear a creature's spirit to shreds.
Historically Speaking
The Templarate is an ancient institution that blossomed under its protection, even more so than the Holy City of Requiem. The knights that have made up the ranks of the Templarate have historically spent the bulk of their lives dedicated to martial practice and meditative prayer. While each Sect was directly responsible for organizing their own defense, Templars lived in direct service to the Pontiff. A long history of orchestrated military campaigns carried out on behalf of the Holy City makes the Templars one of the most battle-tested disciplines in the entire world. In addition, the Templars have served as the primary form of collective security and enforcement since the dawn of the Path on Salt. Requiem has long been touted for its high degree of safety and security, partly due to the highly skilled investigators of the Templarate.
The Modern Templar
The Templars of Requiem continue to account for the bulk of the Holy City's military forces to this day, and their methodologies are far from a secret. Well-documented accounts of their strategies, values, and practices exist across all cultures interacting with the Path, whose influence expands to the farthest reaches of Salt. Secular soldiers with innate mental acuity often find great benefit in the teachings of the Templar. Adventuring Companies often hire modern Templars as observant investigators, peerless soldiers, and persuasive influencers. A Templar might grow into a career as a detective, officer, or spiritual authority. Unscrupulous Templars are unforgiving zealots, tormenting and brutalizing those who seem guilty or inferior.
Class Features
The Templar's Class Features focus on inflicting Miscognitions with Melee Weapons, sapping opponents of their Heroism, and taking down a weakened enemy. The Templar Class benefits from having high Power, Charm, and Will Attributes.
Vitals
Hit Points Per Rank: +9
Action Points Per Rank: +3
Equipment Training
Weapons: Blade, Greatblade, Hammer, Polearm, Thrown, Unarmed, Warhammer
Armor: Heavy Armor, Light Armor, Plate Armor, Energy Shield, Heavy Shield, Light Shield
Elements: Biotic, Cryonic, Electric, Pyrotic
Class Abilities
At Templar Rank One (1), a Character receives the following pair of Class Abilities:
Innate Class Abilities: Intimidation/Investigation
They gain a bonus to Class Ability Checks equivalent to half (½) of their Templar Rank. An additional Class Ability from the following list is chosen at Templar Ranks Three (3), Five (5), and Seven (7):
Selected Class Abilities: Arcana, Athletics, Culture, Nature, Perception, Tact
Templar Ranks
When distributing a Class Rank, keep in mind that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks
The Templar gains the most benefit from a high Power Attribute, enhancing their Class Features such as Spirit Breaker, Melee Attacks and Damage, effectiveness with Maneuvers, number of inventory slots, and Athletics Ability Checks. Templar players can also benefit from investing in a high Will Attribute, improving Class Features such as Inquisition, enhancing Force Armor, Effect Duration, Initiative, and any Apothicine, Investigation, Nature, or Perception Ability Checks. Templar players can also benefit from a high Charm Attribute, allowing them to assume the role of the Company face, providing a bonus to their Healing Modifier, and benefiting their Culture, Deception, Intimidation, and Tact Ability Checks.
Rank-by-Rank Attributes/Features
Rank One (1). Power (+2), Skill (+1), Will (+1)—Crusader, Inquisition
Rank Two (2). Pick (+1), Focus (+1)
Rank Three (3). Power (+1), Grit (+1)—Hushed Aura
Rank Four (4). Pick (+1), Charm (+1)
Rank Five (5). Power (+1), Grit (+1), Will (+1)—Null Zone
Rank Six (6). Pick (+1), Focus (+1)
Rank Seven (7). Power (+1), Grit (+1)—Spirit Breaker
Rank Eight (8). Pick (+1), Charm (+1)
Rank Nine (9). Skill (+1), Will (+1)
Rank Ten (10). Power (+2), Grit (+1), Focus (+1), Will (+1)—Sever Soul
Crusader
Beginning at Templar Rank One (1), the Templar’s Melee Damage Rolls inflicts half (½) of their damage totals to the target’s current pool of Action Points. Actors with their Action Points reduced to zero (0) suffer the Exhaustion Injury.
Inquisition
Beginning at Templar Rank One (1), the Templar increases the Daily Uses of Wound by an amount equivalent to half (½) of their Will Attribute. Additionally, Templars gain access to an expanding selection of Miscognitions that can be inflicted in place of an Injury, which improves as they grow in Templar Ranks. A Force Save against the Attack roll negates the Miscognition.
Inquisition Miscognition List
The Templar gains access to a broader variety of potential injury effects as they improve their Templar Class Rank:
Dazed. (Rank 1) Prohibit the target from using Reactions until treated.
Burdened. (Rank 1) Increase the target’s Encumbrance by half (½) of the Templar’s Power Attribute for their Effect Duration in Rounds.
Sleep. (Rank 1) Place the target in a fitful slumber for the Templar’s Effect Duration in Rounds, increased to minutes outside of battle.
Taunt. (Rank 3) The Templar provokes the target, causing them to prioritize their actions to close the distance to Attack or otherwise attempt to harm or subdue the Templar.
Enthrall. (Rank 3) The target becomes fixated on the Templar, utterly oblivious to their surroundings.
Fear. (Rank 5) The target becomes afraid of the Templar, suffering a penalty equivalent to half (½) of the Templar’s Power Attribute to their Attack and Damage Rolls, Impacts and Saves, and Ability Checks while they can perceive the Templar for their Effect Duration in Rounds. Additionally, the target cannot use their movement to get any closer to the Templar and is only capable of moving away.
Pacify. (Rank 5) The target has a Neutral disposition to all surrounding people or creatures for the Templar’s Effect Duration in Rounds, increasing to minutes outside battle.
Stifle. (Rank 5) The target is inhibited from using Heroics for the Templar’s Effect Duration in Rounds.
Disoriented. (Rank 7) The target must pass a Physical Impact against the Attack roll to take a Full or Standard Action for the Templar’s Effect Duration in Rounds.
Hysteria. (Rank 7) The target must pass a Force Save against the Attack roll to take a Full or Standard Action for the Templar’s Effect Duration in Rounds.
Berserk. (Rank 10) The target loses all bodily control and enters a blind rage for the Templar’s Effect Duration in Rounds, mindlessly charging to attempt a Melee Attack at the nearest target, regardless of disposition. The Berserk Miscognition doubles (2*) a Character’s Power Attribute bonus to Melee Damage Rolls, triple (3*) if wielding a Two-handed Melee Weapon.
Indecisive. (Rank 10) The target cannot perform Full Actions and is limited to a single Standard or Move Action (one or the other, not both) each turn for the Templar’s Effect Duration in Rounds.
Command. (Rank 10) The Templar can issue a Command that the target must obey to the best of their ability for the Templar’s Effect Duration in Rounds.
Hushed Aura
Beginning at Templar Rank Three (3), through a Force Impact, the Templar’s Retribution inflicts the Stifled Miscognition for their Effect Duration in Rounds. A Force Save negates the Miscognition. Hushed Aura does not interrupt any Heroics, applying the Miscognition after the action has been completed.
Null Zone
Beginning at Templar Rank Five (5), as a Full Action, the Templar can discharge an equipped Energy Shield to manifest a field of heavy energy repression within their Aura Radius. Any Force or Elemental Damage (Biotic, Cryonic, Electric, or Pyrotic) suffered by anyone within the Null Zone is automatically reduced to Minimum Damage. Likewise, any Physical Saves made by anyone within the Null Zone to reduce Force or Elemental Damage are an automatic success.
The Templar must concentrate to maintain the Null Zone each turn as a Move Action, or the effect fails immediately. The Null Zone remains centered on the Templar for as long as they keep their concentration. The Null Zone immediately falls if the Templar is rendered unconscious, incapacitated, or otherwise disabled.
Spirit Breaker
Once at Templar Rank Seven (7), the Templar's Melee Attacks inflict a Break Miscognition penalty equivalent to half (½) of their Power Attribute to the target’s Saves and Impacts until the end of the Templar's next turn. Spirit Breaker also extends to any Heroics that include a Melee Attack as a part of the action. A Force Save against the Attack roll negates the Miscognition.
Sever Soul
As a master Templar, at Templar Rank Ten (10), the Templar can expend a Daily Use of Wound to separate an opponent’s soul from its body. The Templar’s Attack forcefully rips out the soul, inflicting three (3) Force Damage for each current Action Point missing from the target’s Action Point Total. The target must be sentient and capable of consciousness to be affected. An actor killed by Sever Soul cannot be revived, resurrected, or regenerated. A Force Save against the Attack roll negates the effect.
Templar Perks
Energy Burn
Prerequisite: Crusader
Increase the Action Point burn of Crusader to your Full Weapon Damage.
Always Unexpected
Prerequisite: Inquisition
Increase your Daily Uses of Wound by Half(½) of your Will Attribute.
Aura of Uncertainty
Prerequisite: Hushed Aura
Creatures that fail their Force Save to withstand Hushed Aura will also suffer the Indecisive Miscognition for the Duration.
Void Barrier
Prerequisite: Null Zone
All Force or Elemental Damage effects within the Radius of Null Zone are instead reduced to Zero(0).
Fractured Hope
Prerequisite: Spiritbreaker
Your Spiritbreaker penalties now last for your Effect Duration in Rounds, up from until the end of the next Turn.
Obliterate Soul
Prerequisite: Sever Soul
Increase the Damage of your Sever Soul to Five(5) Force Damage per missing Action Point, up from Three(3).
Templar Heroics
Peacekeeper
Prerequisite: Templar(Rank 1)
AP Cost: 10
Action Type: Interaction
Range: Aura(Radius)
Effect Duration: Minutes
As a part of an Interaction, to prevent a social interaction from escalating into open hostilities, the Templar can attempt to keep the peace by inflicting the Pacify Miscognition on all Targets within the Radius of the Aura for the Effect Duration. Affected Targets will be unable to draw their Weapons or Attack. They will engage with any Creatures with a Neutral Disposition as long as they are within the Radius of your Aura for the Effect Duration. Additionally, affected Targets can attempt a Force Save against your Physical Impact to Negate the Miscognition. If any Target within the Radius of your Aura suffers Damage during the Effect Duration, Peacekeeper breaks immediately.
Ætherburn
Prerequisite: Templar(Rank 2)
AP Cost: 20
Action Type: Melee Weapon Attack
Range: Adjacent
As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target that will disrupt your Target’s Æthereal spirit and sap them of their energies. If successful, in addition to normal Weapon Damage, your Target suffers 1D8 Force Damage for every Two(2) Points of your Will Attribute. The Action Point Damage of your Crusader Class Feature is Doubled(2*) for this Attack.
Torment
Prerequisite: Templar(Rank 3)
AP Cost: 30
Action Type: Melee Weapon Attack
Range: Adjacent
As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target that inflicts more significant Damage against those suffering from Miscognitions. If successful, in addition to your Normal Weapon Damage, your Target suffers 1D8 Slash Damage for every Two(2) Points of your Power Attribute for each Miscognition they currently suffer.
Masque
Prerequisite: Templar(Rank 4)
AP Cost: 40
Action Type: Interaction
Range: Aura
Effect Duration: Hours
As a part of an Interaction, you can impose your will on a single Target within the Radius of your Aura to inhibit their ability to communicate as the Command Miscognition. Your Target becomes completely unable to communicate by any means necessary, with their face locked in a still, pale, unwavering stare, unable to speak, blink, or notion or gesture with their hands—attempts to write or type display as indecipherable nonsense for the Effect Duration. Your Target is otherwise fully aware and in control of its actions. The Target can attempt a Force Save against your Force Impact to Negate the Effect.
Heretic’s Brand
Prerequisite: Templar(Rank 5)
AP Cost: 50
Action Type: Rapid Action
Range: Adjacent
Effect Duration: Rounds
As a Rapid Action, you can grab an Adjacent Target to sear an ephemeral Brand into their subconscious, inflicting the Marked Condition for the Effect Duration. You will always know the location of a Marked Target, as they can no longer Hide from you or benefit from enhancements like Invisibility while they are in the Radius of your Aura. Any successful Melee Weapon Attacks made against a Marked Target will inflict an additional 1D10 Force Damage for every Point of your Will Attribute. The Target can attempt a Physical Save against your Physical Impact to Negate the Condition.
Purgatory
Prerequisite: Templar(Rank 6)
AP Cost: 60
Action Type: Full Action
Range: Adjacent
Effect Duration: Rounds
As a Full Action, you can attempt to banish an Adjacent Target to an Empty Space for the Effect Duration, temporarily removing them from existence through the Stasis Condition. Upon re-atomizing in the Material Space, your Target is shredded for 1D10 Force Damage for every Two(2) Points of your Power Attribute for each Turn spent in Purgatory. Then, the Target can attempt a Physical Save against your Physical Impact to Negate the Condition.
Obedience
Prerequisite: Templar(Rank 7)
AP Cost: 70
Action Type: Ritual(One Hour)
As a Ritual at a War Table during a Rest Period, you can spend One(1) Hour attempting to indoctrinate a captive Target into service. You can try an Intimidation Ability Check to Alter the Disposition of your Target by One(1) Stage, either towards you or towards another individual, group, or greater organization. Your Target will retain this change in Disposition permanently, but any Disposition Changes in an Obedient Target made against you by an outsider are Twice(2*) as effective. The Target can attempt a Force Save against your Intimidation Ability Check to Negate the change in Disposition.
Anti-Force Shell
Prerequisite: Templar(Rank 8)
AP Cost: 80
Action Type: Full Action
Effect Duration: Minutes
As a Full Action, you can Discharge your equipped Energy Shield to manifest a powerful Anti-Force Shell around you that reduces all forms of Force and Elemental Damage taken by you to Minimum Damage for the Effect Duration.
Mind Shatter
Prerequisite: Templar(Rank 9)
AP Cost: 90
Action Type: Full Action
Range: Aura
As a Full Action, you can exert your will on a Target within the Radius of your Aura to cause their mental state collapse. Your Target suffers 1D10 Force Damage for every Point of your Will Attribute and is afflicted with the Stunned Condition for a single Turn for each Miscognition Cognition they currently suffer. This removes all Miscognitions from the Target. The Target can attempt a Force Save against your Force Impact to cut any Damage in Half(½) and Negate the Condition.
Perdition
Prerequisite: Templar(Rank 10)
AP Cost: 100
Action Type: Soul Sever
As a part of your Soul Sever Class Feature, increase the Damage of dealt to 5 Force Damage for every missing Action Point.