DARK TEMPLAR
Requirements
To qualify to become a Dark Templar, a character must fulfill the following criteria.
Race: Necroborg of human origin having successfully become one of the promised.
Augmentation: The Promised must have no less than three voluntary level 5 augmentations or mutations.
Class Information
Stamina: 1d10 + Con Bonus
Hit Dice: Racial + one time Occupation Bonus
Edge: 2 (+0)
Class Skills: Bluff, Computer Use, Diplomacy, Intimidate, Life Science, Mysticism, Physical Science, Linguistics, Profession, Sense Motive, and Survival.
Class Features
The dark templar archetype grants alternate class features at 2nd, 6th, 8th, and 10th level.
TALENTS
The dark templar selects talents available to their core class(s). The dark templar must still meet all the prerequisites of a talent.
NECROTECH, LEVEL 2
You gain a free necrograft that develops with you as you advance in level. The necrograft you select must be equal to or less than your character level. Each time you reach a level equal to the necrograft’s next item level you go through a 24-hour molting period while the necrograft upgrades itself. This graft counts against your available body slots normally.
PRECOGNITIVE DREAMS, LEVEL 4
You frequently enter the Dreamscape of the Great Old Ones during your 8-hour meditations. These lucid dreams offer short glimpses into a chaotic array of possible futures. Once per day a dark templar can spend 1 Edge and tap into these dreams gaining a precognitive advantage as though they have already experienced the situation. As a reaction to any event requiring a 2d12 roll the dark templar can roll 3d12 and take the best 2 of 3 for all actions requiring 2d12 rolls until the end of their next turn.
MINOR MUTATION, LEVEL 6
Blessing from the Great Old Ones begin to transform you into their likeness. You gain 3 points to your Gene Pool. See the Mutant Menagerie for more information on using your Gene Pool and mutations.
This Alternate class feature does not replace one of your base class features. Instead you gain minor paranoia. Occasionally, you feel everyone around you has betrayed the Call of the Great Old Ones. You believe everyone you see is an enemy. You become hostile to all creatures, treating all creatures as enemies and only yourself as an ally. You must attempt attacks of opportunity whenever any creature provokes them. Finally, whenever you are adjacent to two or more creatures, your paranoia overwhelms you, and you gain a –2 penalty on attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws.
Minor paranoia is triggered by any natural 2 on a 2d12 and last for 1d4 rounds. As a reaction you can spend 1 Edge to avoid the paranoid effect. You can also be talked down by any creature succeeding a diplomacy, bluff, or intimidate skill check. You are considered hostile for purposes of determining the DC of the skill check. See the details of each skill in the Player's Core Rules under Skills to determine the DC of the skill check.
NECROTECH, LEVEL 8
You gain a free augmentation that develops with you as you advance in level. The augmentation must be selected from bioware, cybernetics, nanotech, or necrograft. The augmentation you select must be equal to or less than your character level. Each time you reach a level equal to the augmentation’s next item level you go through a 24-hour molting period while the augmentation upgrades itself. This augmentation counts against your available body slots normally.
FORM OF THE NAMELESS, LEVEL 10
Your connection with the Great Old Ones is both a boon and a curse. The line between reality and the Dreamscape of the Great Old Ones has become blurred for you both physically and mentally. You have gained the supernatural ability to transform into the form of the Nameless twice per day. This transformation uses the same rules as the 6th level polymorph spell. Your caster level is equal to your character level. Since the Nameless has many forms you can choose from any aberration then modify it with the quasi-dead type. In addition to the normal benefits of the polymorph spell, you completely heal any Stamina damage you had when you transform into the Nameless. There are samples forms of the Nameless in the Creature Update section of this book.
Although you can choose a new form each time you take the form of the Nameless you should have the forms prebuilt and approved by your GM. This will help maintain the speed of play. (Nothing is worse than waiting 30 minutes on a player to document the results of a player’s polymorph spell during a four to five-hour game session.)
Gaining the Form of the Nameless comes at a cost. As you have grown more powerful your sanity has been slowly stripped away. You are now plagued by greater paranoia. This replaces the minor paranoia gained at 6th level. Greater paranoia is triggered by any natural 1 on a d12 and last for 3d6 rounds. You must transform into the Nameless on your next action and become hostile to all creatures, treating all creatures as enemies and only yourself as an ally. You must attempt attacks of opportunity whenever any creature provokes them. This transformation counts as one of your daily uses. If you don’t have a daily use remaining you still transform but gain the confused condition for the duration of the polymorph effect.
If you have not gained the confused condition, you can regain your composure 1d4 rounds after your transformation by spending 1 Edge as a full action. Your allies can still attempt to bring you down from the paranoid state by normal means.
Even within the necroborg’s society of equals there are those that stand above the rest. There are those few who exemplify the necroborg purpose and cause. They are religious zealots who can reach into the Dreamscape of the Great Old Ones, interpret the Songs of Mythos, and find their own truths. These individuals are known among the necroborg as dark templars.
Every dark templar has fully embraced the Songs of Mythos. Some might say the dark templars are mad but careful observation proves them to be careful planners and quite cunning even when their constant delving into dreamscape begins to strip them of their sanity. In exchange for bits of their sanity dark templar’s are gifted with bioware, cybernetics, nanotech, and necrograft enhancements. As a dark templar advances in level these augmentations begin as necrotic cysts and develop into the desired augmentation in roughly 24-hours.
The dark templar archetype is only available to necroborg originally of human decent. A character can change their advanced class to dark templar when they accept the Promise and complete their transformation into necroborg. This is a one-time opportunity to change advanced class and any benefits from their previous Advanced Class are lost.
Dark templars are come from a variety of core classes.


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