Templar Profession in Eimatshya's EverQuest | World Anvil
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Templar

The templar is a soldier of god. Like clerics, templars must dedicate themselves to the service a patron deity and act in accordance with that deity's laws. They may pray to other deities when appropriate (unless that deity is an enemy of theirs), but must always put their patron first. Templars are far more melee oriented than clerics, and their abilities work best when fighting toe-to-toe against the enemies of their patron. Many Templar abilities only work while wielding their deity's holy weapon.   Key Attribute: Charisma   The following are the different flavors of templar:  
  • Anashti Sul: (Scythe) Templars of Anashti Sul use her holy power to battle the undead. Abilities: Quietus (prevent a slain undead creature from resurrecting), Scourging Strikes (passive: attacks with scythes deal extra damage to undead) (Scourge, Crusader, Reaper)
  • Bristlebane: (Short Sword) [similar to Bards--can do a little of everything]
  • Erollisi: (Arming Sword) Cleansing Strikes (passive: blows deal extra damage to corrupted and infernal) (Holy Knight, Redeemer, Champion of the Heart)
  • Innoruuk: (Whip) Hateful Flames (coat their weapon in hateful flames (infernal tag)), Hell Beckons (must have a whip equipped, grapples a target within 5 meters and pulls them into melee with the Templar), (Hell Knight, Defiler, Infernal Champion)
  • Karana: Fulgurport (LoS teleport (trapping: lightning strikes the templar and the designated destination. Templar when struck and reappears in the second bolt)), Blitz (turns into lightning and dashes forward ten meters; enemies struck by the blitz take lightning damage) (Storm Knight, Tempest Lord, Stormbringer)
  • Marr: (Longsword) Templars of Marr draw on his holy powers to smite evil. Their powers give them bonuses when fighting enemies with the Discord tag. Knightly Challenge (force an enemy to attack you for the duration of the effect), (Justicar, Paladin, Divine Champion)
  • Prexus: (Trident) Templars of Prexus channel the power of the ocean's waves to overwhelm their enemies. Pull of the Tides (targets all enemies in a cone and pulls them towards the Templar unless they pass a strength save), Spit the Foe (must have a trident equipped: impales foe dealing weapon damage and then holds it in place until the Templar ends the effect or the target passes a strength check. For the duration of the effect, the foe cannot reach the templar (unless it has reach) and cannot move. It can attack adjacent foes; however, however it does so with a significant penalty to attack and damage). The templar cannot move or take other actions for the duration of the effect). (Knight of the Waves, Scion of the Tides, Champion of the Deeps)
  • Quellious: (Unarmed) Templars of Quellious live an ascetic life of voluntary simplicity. They can own no property. If they equip anything beyond LQ cloth, they lose access to their powers and gain no experience. They may only carry one item at a time in their inventory. Their unarmed attacks deal additional Order damage that scales with level. They can sacrifice equipment in exchange for permanent stat increases. Only one piece may be sacrificed per equipment slot. Subsequent equipment sacrificed to that slot will override the earlier stat change. They do not need to eat or drink. They gain the Battle Trance ability that increases their defense (scales with level). Abilities: Untrammeled Leap (jump up to ten meters vertically), Unbound (use to break free of movement impairing effects) Third Eye (see through invisibility and illusions), Inner Peace (passive: immune to fear). (Disciple, Master, Transcendent One)
  • Rallos Zek (Greatmaul): Sundering Strikes (passive: blows with a greatmaul sunder the target's armor; the effect stacks up to ten times), (Death Knight, Slayer, Champion of War)
  • Thule: (Spear) Templars of Thule use his power to terrorize their enemies. Aura of Fear (sustained: reduces their enemies' chance to hit; further Fear spells/effects will cause the enemy to flee rather than cower as normal; green con enemies cower in fear upon exposure to the aura and flee if damaged), Fear (target flees in terror), I Live! (self-resurrect after being slain), (Shadow Knight, Deathless Crusader, Immortal)
  • Tunare: (Scimitar) Templars of Tunare are servants of nature. Nature's Favor (self only regen), Nature's Sting (next attack poisons target, slowing their movement and attacks), (Green Knight, Green Warden, Nature's Champion)
  • Veeshan (Greatsword): Wings (requires Skywarden: grow a pair of draconic wings that allow flight at 80% run speed; flight depletes stamina) (Dragon Knight, Skywarden, Aetherial Champion)

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    Cover image: by Keith Parkinson

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