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Crusader
Tuesday, January 13, 2004 (11:26:27)
Posted by CirJohn
Crusaders are often the holy warriors of deities of war. They take it upon themselves to join battle with the enemies of their faith. Sometimes a crusader may do so alone or with a small group of his fellows, but more often a crusader will gather a force of the faithful to lead into battle. Crusaders are best known for their ability to travel quickly and for the divine power they are given. It is said that a powerful band of crusaders may cross a sprawling empire to join combat with an envading host in a matter of days. Upon joining battle, crusaders are known to repulse vastly larger forces by employing greater mobility and divine grace.
HD: D10. (may change to D8)
Base Attack Bonus: Full level (as fighter).
Fortitude: Good.
Reflx: Poor.
Will: Good.
Requirements
Base attack bonus +4.
Endurance and Weapon Focus (deity’s favored weapon) feats.
Ability to cast 2nd level divine spells.
Class Skills
The crusader's class skills (and the key ability for each skill) are Climb(str), Concentration(wis), Craft(int), Diplomacy(cha), Heal(wis), Jump(str), Knowledge(religion)(int), Ride(str), Scry(int, exclusive, 3.0 only), Spellcraft(int), Swim(str).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are Class Features of the crusader prestige class.
Weapon and Armor Proficiency: Crusaders gain proficiency with the favored weapons of their deity as well as light armor and shields.
Spells per Day/Spells Known: At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), a crusader gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds half the level of crusader (rounded up) to the level of some other divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Divine Aura: At second level, crusaders gain the abilty to use an aura that reflects the divine power of their deity for 1 minute per crusader level once day. Upon doing so the crusader radiates a soft light that fills nearby comrades with confidence. This gives all allies within 30' of a crusader a +2 morale bonus on all attack rolls and saving throws. This bonus is lost if the ally moves further away from the Crusader than 30’, but is regained as soon as they move closer if the aura is still active.
The light radiated is the favoured color of their deity. If not specified this is black for evil Crusaders, otherwise white. A lawful crusader’s aura will be of a constant strength; if chaotic, it will pulse. Regardless of the color or strength, the aura lights up the surrounding area as if it was a torch (30’ radius). Magical darkness will stop the illumination (although the morale effects of the aura will still operate). Multiple divine auras do not stack.
Lighten Load: At fourth level, crusaders may call upon their deity to lighten the burden of a number of creatures equal to the crusader's level. Creatures affected by this ability reduce their encumberance by one step for movement puposes. This is a supernatural ability.
Wrathful Aura: At sixth level, crusaders gain the ability to use an aura that reflects the divine power of their deity for 1 minute per crusader level once per day. Upon doing so the crusader radiates a harsh light that fills nearby enemies with dread. This gives all enemies within 30' of a crusader a -2 morale penalty on all attack rolls and saving throws. This ability is otherwise similar to a crusader’s divine aura ability. Both divine aura and wrathful aura may be used simultaneously.
Easy March: At eighth level, crusaders may call upon their deity to enable a number of creatures equal to the crusader's level to force march without fatigue. Creatures affected by this ability can travel overland at their hustle rate without risk of fatigue for 24 hours, though they do suffer a -1 penalty to their attack rolls for the duration of the day. This ability has no effect on modifiers to movement due to terrain, weather, or other normal factors. All creatures to be affected must be in close proximity to the crusader when this ability is used. This is a supernatural ability.
Voice of Power: At tenth level, crusaders may use divine power to project their voice. Divine energy fills the Crusader and allows the crusader to speak to every creature within 200’ who isn’t magically deafened. The voice of power penetrates up to 3’ of solid rock or 3” of lead and similar metals, though not anti-magic fields, prismatic spheres, or spheres of force. Crusaders may use the voice even if underwater, held, or similarly restricted. The voice of power is normally used to orate to large numbers of beings at once or give directions during a pitched battle. (Crusaders can speak normally, or with the Voice, as they desire.) Once each day, the voice of power may also be used to extend the range of a sound-based spell, allowing all within range of the voice to receive the spell’s effects. This is a supernatural ability.
Restrictions
Favored Weapons: Crusaders will not use any non-favoured traditional melee or missile weapon unless many lives depend upon it. Even then the crusader will suffer, not being able to regain divine spells until they have had atonement cast upon them by another member of their faith. In this case the 500 XP penalty will apply to the crusader, not the caster of the atonement, although it may not apply at all if their deity is sufficiently convinced of the need.
Code of Conduct: Crusaders are required to uphold the tenants of their faith and act as an example for non-believers. Whenever holy war is declared, a crusader is sworn to bring battle to the enemy.
Ex-Crusaders
A Crusader who ceases to have an alignment agreeable to his faith or who grossly violates the code of conduct loses all supernatural abilities granted by the crusader class. The ex-crusader may not progress in levels as a crusader. Ex-crusaders regain their abilities if they atone for their violations, as appropriate.
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