By request, this is the class information for the Athasian templar, which was not included in the revised Dark Sun campaign setting box set.
Ability Requirements: Wisdom 9, Intelligence 10
Prime Requisite: Wisdom
Races Allowed: Human, Dwarf, Elf, Half-elf Templars are the greatly feared disciples of the sorcerer-kings. Their organization is steeped in ancient tradition and treacherous politics, and the work they perform for the sorcerer-kings is governed by endless bureaucracy. To city dwellers, the templars are the enforcers of the sorcerer king's will, allowed to run rampant, enforcing the local edicts with painstaking indifference, doling out punishment or even execution with the sorcerer-king's blessing. An organization of wicked men looking out for their own wealth and power, the templars are overrun with corruption to the highest levelūthe sorcerer-kings generally turn a blind eye to bribery and scandal among the templars, provided terror is maintained among their subject populations.
Templars gain levels as do clerics, but their spell progression at low levels is slower. At 15th level. though, the progression increases drastically as the character enters the upper ranks of the templar hierarchy. At the highest levels, templars have more spells available to them than clerics of the same level.
Templar Spell Progression
Templar Spell Level Level 1 2 3 4 5 6 7 1: 0 2: 1 3: 1 1 4: 2 1 5: 3 2 6: 3 2 1 7: 3 2 2 8: 3 3 2 1 9: 3 3 3 1 10: 3 3 3 2 11: 4 3 3 2 1 12: 4 4 3 3 1 13: 4 4 4 3 2 14: 5 5 4 4 2 1 15: 6 6 5 5 3 2 1 16: 7 7 6 6 4 3 1 17: 7 7 7 7 5 4 2 18: 8 8 8 8 6 4 2 19: 9 9 9 9 7 5 3 20: 9 9 9 9 9 6 4The libraries of the templars are unavailable to outsiders, but are the most extensive in the cities. Their use allows templars to access all the spheres: for their spells. Also, the extensive libraries encourage magical research. Templars me begin creating scrolls at 6th level and potions at 8th.
A templar character may be either neutral or evilūthere are no good templars. The templars from one city state have no association with those from another. Thus, templars cannot transfer loyalty from one sorcerer-king to another while the first is still alive. Should a templar's sorcerer-king fall from power or be killed, he may petition to another sorcerer-king for acceptance, where he may find an open hand or the taste of steel, at the new sorcerer-king's whim.
Templars are initially trained as warriors and, at lower levels, are forced to garrison temples and palaces in their city state. Templars are not usually restricted as to weaponry or armor worn, but some sorcerer-kings impose temporary restrictions. In times of war, the templars are commonly called upon to summon formations of undead soldiers that they will lead into combat and to act as officers for his mortal armies.
A templar's spells are received directly from the sorcerer-king he worships. Spells can be taken away by the sorcerer-king if the templar has somehow displeased him. If the sorcerer-king is particularly displeased, he might kill the offending templar.
Templars have power over undead, but only to raise or ally with them, never to turn them away. As discussed for evil priests and undead in the Player s Handbook, this is resolved in the same way as a turning attempt. Up to 12 undead can be commanded. A "T" result means the undead automatically obey the templar, while a "D" means the undead become completely subservient to the templar. They follow his commands (to the best of their ability and understanding) until turned, commanded, or destroyed by another.
As a templar advances in level, he gains certain powers within his city state:
The templar hierarchy is measured strictly by experience level. A templar of higher level can negate any action taken by one of lower level (prevent the requisitioning of money or troops, release accused prisoners, etc.). Templars of the same level who disagree must seek out someone of higher level within the hierarchy to arbitrate their differences.
Templars never gain followers as do clerics. They never receive official approval to establish religious stronghold - a sorcerer-king's life revolves around his one city and, while that may expand, he will never open branch areas that he cannot control.