Templars of Domana

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Celegian Templars

The church of Domana is the most powerful, widespread, well organized, and agressive in the entire Empire. Every city of any size has a cathedral to Domana, and since Domana is the King of the pantheon, if any of the other Gods or Lesser spirits wish a shrine, it will usually be provided in the cathedral. Cathedrals are enormous vaulting stone structures designed to impress and intimidate, and most of them succeed in that aim. The Punishment temples are larger still, and are foreboding in the extreme in their design. All of the temples of Domana, even a minor shrine in a tiny village, is holy ground to Domana, and woe betide any who would dare defile it. The Templars are always skilled in arms, and will teach anyone who they feel is worthy of the passage of arms. The Templars take their duties seriously and actively put forward the values of the Great God at all times.

There are several sects within the larger structure of the Church which bear noting.

The most warlike and aggressive faction is that of the Conquerors, those that foment the power of Domana ascendant, conquering overlord of the Gods. These aggressive hawks constantly rove the Empire, seeking weakness to stamp out and new territories to crush, spreading the holy word of the Conquering Domana. The Conquerors have soared in popularity in recent days, as aggressive converts come from the enormous ranks of the Legions.

The Punishers are the sect that operates the dreaded Punishment Temples, those places where the most incorrigible prisoners are kept and offered every aid in their journey to redemption. The Punishers are a secret sect, with many inner mysteries, rites, and rituals. Their duties fall beneath the Justice Giver aspect of Domana, and they honestly seek to redeem the criminals given into their care. To say their methods are strict is a huge understatement, but those that enter a Punishment Temple are often beyond redemption by any lesser method. The huge Punishment Temples are often placed in inhospitable surroundings, and make the Cathedrals seem warm and inviting. Many of the Templars that join the Punishers are former inmates.

The Protectors are the third major sect in the Church. They are the ones who are charged with protecting all those that Domana has placed beneath his fief, and it is common to see Protectors preaching in the worst slums, escorting other religions (particularly Mothers, Wardens, Contrivers, and Wisdoms), seeking out criminals, destroying evil spirits, and generally aiding all those about them. The Protectors are the most visible of the sects, and it is common to see them reach great fame and popularity.

There are several other smaller sects that are viewed as legitimate, although their views are often extreme. The Brotherhood of Rage, the Chosen of Domana, the Skyreavers, etc. are examples of small but still legal sects. There are also several heresies of Domana, splinters that have drifted far in their beliefs but are still accepted beneath the grace of the God. These include the Lifetakers, the Burning Tower Sect, and the Red Flowing Hand. These sects contain the most hard edged fanatics, who have passed beyond the pale of society but are still granted the full power and support of the deity. Most of these smaller sects have taken one or more of the host of allied powers that surround Domana as their patrons, and prosecute Domana's aims as embodied in those allied powers.


The Templars of Domana usually wear heavy military armor as their vestment. The Symbols of Domana are of various types, with the most common being the Nine Fluted Pillar. Domana's Axe, also with nine flutes, is common, as is Domana's Hand. Domana's Hand is always depicted as reaching down from above, and depending upon the sect will either the Hand of Justice, reaching down to lift up the weak, or the hand of the Conqueror, reaching to seize and hold. Domana's Templars are usually garbed in the God's colors, which are Crimson, Gold, and Iron(a dark grey).

Most Celegians appear in a Cathedral at least once per month, most often on a Peceday. Peceday is the safest day to visit Domana, as on other days the atmosphere can become "tense." Domana is worshipped most often in propitiation, as he is an angry and powerful deity that likes to be feared by his subjects. In addition, He is often sought out by those who have been wronged or injured, and also will grant shelter to any who flee injustice or harm. He is also often worshipped by those who desire success in some venture, be it a military commander, businessman, adventurer, politician, etc. Persons who claim Domana as their deity are expected to attend the Cathedral on every Godday, to observe the lessons taught there, listen to the oracles and diviners, and to witness the surpassing glory of the King of the Gods. The leader of the Church is the Penultimate Templar, Sir Lazlo Animus.

Duties: Domana's Templars are encouraged to crush lawlessness wherever they find it. They commonly serve as "justices of the peace" or judges and their decisions are binding, although unofficial. Templars are also expected to carry the faith to the faithless and to seek out new goals to conquer.

Domana's Colors: The holy raiment of Domana is most commonly Crimson, Gold, and Iron.

Hit Die: d8


Requirements

Alignment: True Lawful, Lawful Good, or Lawful Evil. Skills: 1 rank Knowledge:Domana Spells: Able to cast 1st level Cleric spells. Special: Must have Domana as patron deity.


Class Skills

The Templars' class skills (and key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana/history/religion/the celestial cascade) (Int), Profession (Wis), and Spellcraft (Int)

Skill Points: 2 per level + Int Modifier


Advancement Table

Level BAB Fort Refl Will Special Spells per Day 1st +1 +0 +0 +2 Turn Undead, Summon Strength +1 level of existing Cleric class, No Wisdon Bonus 2nd +2 +0 +0 +3 +1 level of existing Cleric class 3th +3 +1 +1 +3 Dominate Dead 1/day, +1 +1 level of existing Cleric class 4th +4 +1 +1 +4 Imbue Strength +1 level of existing Cleric class 5th +5 +1 +1 +4 Domana's Aid +1 level of existing Cleric class 6th +6 +2 +2 +5 Dominate Dead 2/day, +2 +1 level of existing Cleric class 7th +7 +2 +2 +5 Aura of Strength +1 level of existing Cleric class 8th +8 +2 +2 +6 Bonus Domain +1 level of existing Cleric class 9th +9 +3 +3 +6 Dominate Dead 3/day, +3 +1 level of existing Cleric class 10th +10 +3 +3 +7 Unstoppable, Domana's Might +1 level of existing Cleric class


Class Features

Weapons and Armor: Templars have Heavy Armor proficiency and Proficiency with Martial Weapons. They are also automatically proficient with the Hafted War Axe.

Domains: Law, Protection, Sun, Fire, Earth, Repose, Glory, War, Inquisition, Strength.

Spells per Day/Spells Known: When a new Templar level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in Cleric. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, and so on). This essentially means that he adds the level of Templar to the level of Cleric the character has, then determines spells per day and spells known accordingly.

No Wisdon Bonus: Unlike Clerics, Templars do NOT gain a Wisdom bonus to the number of spells they can caste a day.

Turn Undead: A Templar adds his class levels to his cleric levels for all purposes related to turning undead.

Summon Strength: Usable once per day, this power gives the Templar 3 hit points character level. This may increase the Templar's hit point total above her normal maximum, but any excess points not lost due to damage vanish in a number of combat turns equal to 3 plus her Constitution bonus.

Dominate Dead: This is an additional chance to Turn Undead. This ability functions in all ways as a normal Turn or Rebuke undead except as follows: The Turning Check is based on Strength, not Charisma. The bonus is added to all aspects of the turn or rebuke attempt: Added to the Turning check result, added to the Cleric level to determine the hit dice affected, etc.

Imbue Strength: Once per day, the Templar may grant Domana's strength to one other creature. This grants the recipient two hit points per character level of the Templar. These hit points may increase the recipients hit point total above their normal maximum, in which case any extra hit points fade after a number of turns equal to the Templars Constitution bonus.

Domana's Aid: This ability empowers the Templar to make one additional attack per round at their highest BAB. This power may be invoked once per day, and lasts for a number of turns equal to 3 plus their Charisma modifier.

Aura of Strength: Once per day, this power will affect up to one creature per class level of the Templar who is within 20 feet of him. Line of sight is not needed, but line of effect is. The Templar chooses who is affected. All affected creatures are granted 1 hit point per character level of the Templar. This power may increase the recipient's hit point total above their normal max, in which case and extra hit points not lost to damage fade in three combat turns.

Bonus Domain: The Templar may choose one new domain from Domana's list. He immediately gets the new Domain Power and may begin casting spells from the Domain list.

Domana's Might: This ability empowers the Templar to make two additional attacks per round at their highest BAB. This power may be invoked once per day, and lasts for a number of turns equal to 5 plus their Charisma modifier.

Unstoppable: Once per day, the Templar may channel Domana's unstoppable power. The Templar receives 3 bonus hit points per class level as the Summon Strength power, and receives +3 on her Armor Class and all Saving throws. In addition, all allied creatures within 20 feet of the Templar receive the same benefits. This power lasts ten combat rounds plus the Templars Charisma modifier. If multiple Templars use this or any other of the Aura or Imbue powers, all of the effects stack.