The Templar Guild
 


No One has led the Templar Guild since Mar 17, 2024 8:49
Kaelon has championed the Templar Guild since Feb 20, 2024 14:29
No one has mentored the Templar Guild since Apr 14, 2024 7:49

Long ago, the Templar was a scholar, teacher, healer and spiritual leader. Today, the Templar must add warrior to his list of duties. All are versed in the basics of combat and self-defense. Many wear armor and carry weapons, but most still consider themselves to be teachers, healers and counselors, rather than fighters. Templars have dedicated their lives to reverence of their deity and the righteous use of force. Though Sikkar remains mysterious and distant, they are unswerving in their devotion. Templars will undertake any mission that contributes to the greater glory of their deity, no matter how dangerous or life-threatening. Templars are caring and compassionate men and women who help the downtrodden. They fight to keep the quest for freedom alive. Some wander from city to city righting injustice and slaying monsters. There are even Templars known as 'monster hunters'. Many Templars join Paladins as members of an armed force, heal the injured, protecting the good, and fighting at the side of trained soldiers. Some stay at temples or within a community to help build defenses, organize the people, and establish secret networks of resistance fighters. Others focus on healing, teaching, and guidance. All are noble characters trying to do what they can to restore peace to their world.

This guild uses Spiritual magic.
This guild is Good Aligned.
Hermetic Bulk: Minimal
Spiritual Bulk: Quite

Guild choices for: Templar
Primary                 Secondary               Tertiary
-------                 ---------               --------
Assassin>------\                                
                \       +-Cleric                
Biomancer>-----\ \      +-Confessor             
                \ \     +-Missionary            
Merchant>------<Templar-|                       
                / /     +-Shih                  
Paladin>-------/ /      +-Squire                
                /       +-Telemancer            
Sentinel>------/                                

Prevented from joining: Cultist, Fallen and Necromancer

Guild Abilities
Level
Skills
Spells
Bonuses/Restrictions
1 attack
blessed water
bludgeon
mana blessing
halo
 
2 dagger
consider undead
canticle
 
3 broad blade
detect evil
sword of faith
 
4 ancient
aspersion
walk on water
 
5 last rites
spirit eye
ward of blasphemy
 
6   divine calling
deliverance
impassibility
 
7 assist
exorcism
censure
 
8 unfurl banner
indignation
summon cherubim
 
9 incense burning
psalms
celestial tongue
castigate
versicle
 
10   sanctuary
inquisition
liturgy
 
11 consecration
bless
pilgrimage
 
12   remove curse
exsultet
hymnus
 
13   angel wings
lesser miracle
minor protection from evil
 
14 scourge
piety
true sight
manna from heaven
holocaust
 
15 ambidexterity
light of sikkar
aura of sikkar
ablution
 
16   resurrection
anathema
clarity
 
17 prayer
viaticum
doxology
major poison resistance
 
18   create altar
subtility
cardinal virtues
dispel magic
 
19   protection from evil
holy word
catechize
major harm resistance
 
20   greater miracle
wrath of god
armor of light
anoint the blade
 

Stat Potentiallittle dexterity, tiny strength, little agility, little constitution and small wisdom
Point Max Potentialsmall hit points, small spell points and small endurance points
Regen Potentialsmall spell point regeneration, small hit point regeneration and small endurance point regeneration
Category Potentialsmall bonus to the holy spiritual spell category, small bonus to the religious skill category and small bonus to the armed combat skill category

Templar Race Suggestions

Criteria: .

Good: Anakim, Arakun, Dhampir, Dragonian, Dwarf, Homarid, Human, Illex, Irrdu, Mummy, Papua, Selkie, Treant and Tywimn.

Average: Behemoth, Catfolk, Gargoyle, Minotaur, Muridan, Pudding, Titan, Unicorn and Werewolf.

Templar Guild Help