Class- Crusader
Crusader
The Crusader is an imposing martial character who strikes forth with zealotry and religious fervor. The Crusader is most likely to be found in culture that links religion and military such as Marble, Timbal, Senpat, and Arcadia but can be found in many areas.HD:1d10,
Skills (4+INT): balance, concentration, craft, diplomacy, intimidate, jump, history, religion, knowledge marital lore, ride.
LV | BA | FRT | REF | WIL | Class Feature | Man. Known | Man. Ready | Stances |
---|---|---|---|---|---|---|---|---|
1 | 1 | 2 | 0 | 0 | Furious Counterstrike, steely resolve 5 | 6 | 4 | 1 |
2 | 2 | 3 | 0 | 0 | Indomitable Soul | 7 | 5 | 2 |
3 | 3 | 3 | 1 | 1 | Zealous surge | 8 | 5 | 2 |
4 | 4 | 4 | 1 | 1 | Steely resolve 10 | 9 | 5 | 2 |
5 | 5 | 4 | 1 | 1 | 10 | 6 | 3 | |
6 | 6 | 5 | 2 | 2 | Smite 1/day | 11 | 6 | 3 |
7 | 7 | 5 | 2 | 2 | 12 | 6 | 3 | |
8 | 8 | 6 | 2 | 2 | Steely resolve 15 | 13 | 7 | 3 |
9 | 9 | 6 | 3 | 3 | 14 | 7 | 3 | |
10 | 10 | 7 | 3 | 3 | Die Hard feat | 15 | 8 | 4 |
11 | 11 | 7 | 3 | 3 | 16 | 8 | 4 | |
12 | 12 | 8 | 4 | 4 | Steely Resolve 20 | 17 | 8 | 4 |
13 | 13 | 8 | 4 | 4 | Mettle | 18 | 9 | 4 |
14 | 14 | 9 | 4 | 4 | 19 | 9 | 4 | |
15 | 15 | 9 | 5 | 5 | 20 | 10 | 5 | |
16 | 16 | 10 | 5 | 5 | Steely Resolve 25 | 21 | 10 | 6 |
17 | 17 | 10 | 5 | 5 | 22 | 10 | 6 | |
18 | 18 | 11 | 6 | 6 | Smite 2/day | 23 | 11 | 6 |
19 | 19 | 11 | 6 | 6 | 24 | 11 | 6 | |
20 | 20 | 12 | 6 | 6 | Steely Resolve 30 | 25 | 12 | 6 |
Weapons and Armor: simple and martial weapons for region, light, medium and heavy armor and all shields.
Maneuvers: from Devoted Spirit, Stone Dragon, Unyielding Shield and White Raven. At 4th level and every even crusader level after you can choose to learn maneuver in place of one you already know.
Maneuvers Readied: Ready them by praying, meditating, or concentrating for 5 minutes. You can recover one expended maneuver with a full round action (no AOO).
Stances Known: begin knowledge with a 1st level stance.
Steely Resolve: you do not take damage immediately, it enters your damage pool and you take that damage at the end of your next turn. The damage pool has a maximum it can hold. Healing can affect your, your damage pool, or both.
Furious Counter Strike: During your turn you gain a bonus to hit and damage rolls = to your damage pool divided by 5, rounded down, minimum of 1. This last until the end of your turn.
Indomitable Soul: add CHA to Will saves ( does not stack with Paladin’s divine grace).
Zealous Surge: 1/day reroll a single saving thrown before you know the results, you must take the second roll.
Smite: On next melee attack add CHA to attack and crusader level to damage.
Mettle: If you succeed on will or fortitude save that would normal produce lesser effect, you instead negate the effect.
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