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Post by Anti-Steve on Nov 11, 2014 15:39:13 GMT
I'm a little confused about how spells work for them. Is it the same as regular clerics? I read something online (I think) that said they don't forget spells, that they can cast multiple times. Sadly, I couldn't find that again and now I wonder if I might have misread whatever it was. It might have been homebrew or revised DS or something.
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Post by Lord Huthor on Nov 12, 2014 9:26:27 GMT
Templars are similar to clerics, but instead of drawing spells from a god, they draw it from one of the Sorcerer Kings of the cities. There are minor differences:
They have an INT as well as a WIS requirement to be eligible for the class.
At low levels, spell progression is a little lower than a cleric of equivalent level, at higher levels, they have more spells than an equivalent level cleric.
They are able to use spells of all spheres (ie: Not just the sphere of All, but every sphere is open to them).
If the templar ever pisses off his patron Sorcerer King, spells can be with-held, or the patron can just kill him outright.
If the patron dies, templar has to find a new one in order to gain spell-casting ability again.
I don't recall off-hand if this got changed in the revised boxed set, but it's how it is in the original. There's a lot of additional source books for Dark Sun, I don't remember the details of all of them, but I can't remember anything being added about not forgetting spells or multiple castings.
I'll take a look through the stuff I've got on the weekend, but I'm pretty sure.
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Post by Lord Huthor on Nov 13, 2014 12:43:39 GMT
Just had a quick look through the revised Dark Sun boxed set - though templars are still mentioned, seems they were removed as an option for a PC class.
I'm guessing since Sorcerer-Kings are usually the major villains, it was deemed too potentially disruptive to have their servants as PC's.
All part of the second edition "Evil alignments shouldn't be allowed" mentality I suppose.
Exceedingly lame.
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Post by Anti-Steve on Nov 14, 2014 3:31:35 GMT
I had my suspicions, but not having any DS materials, I didn't know for sure. It's a challenge to play one, certainly, but I assured the group that I had no intention of fucking them around- I direct any evil actions to the npcs and let the chips fall where they may. If it doesn't work out, I'll just go back to playing a halfling rogue. No biggie.
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Post by Lord Huthor on Nov 14, 2014 4:50:28 GMT
*WARNING* : INCOMING ANTI-TSR RANT
I've always thought that Dark Sun would be THE perfect place to play evil-aligned PC's.
The very key concept is survival - far out-weighing any moral concepts that usually determine character actions in other worlds.
You have cannibalistic feral Halflings. Alien-minded Thri-kreen (in the sense of far-removed from human/oid thought patterns). Gladiators and ex-gladiators who kill/ed for a living (voluntary or not). Templars devoted to the undeniably evil Sorcerer-Kings (must..... resist...... giving.... spoilers......). An abundance of thought-altering telepath psionicists. Caravan raiding elves. Ecology-destroying Defiler wizards. Slaving is a major element of the world. Etc.
If nothing else, the lack of basic things like food and metal would suggest to me that evil actions in the name of self preservation would be the norm, not the exception. Particularly by those living outside the cities.
There's even a built-in mechanic for it with the dehydration/alignment reaction listing.
The amount of potential for games for a party built along neutral or evil lines (or any mix of) is endless. And unlike, say Ravenloft, you don't get kicked in the ass for it.
This constant herding of everyone to be 'good guys' is generic stereo-type railroading of the worst kind. I could never understand the thinking behind it.
Put back templars as a class option assholes!
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