The Crusader (New Class)

Crusader (3.5e Class)
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  • 1 Crusader
    o 1.1 Making a Crusader
    + 1.1.1 Class Features
    + 1.1.2 The Crusader’s Mount
    + 1.1.3 Ex-Crusaders
    + 1.1.4 Epic Crusader
    + 1.1.5 Human Crusader Starting Package
    o 1.2 Campaign Information
    + 1.2.1 Playing a <-class>
    + 1.2.2 <-pluralized class="true"> in the World
    + 1.2.3 <-class> Lore
    + 1.2.4 <-pluralized class="true"> in the Game

[edit] Crusader

A Crusader is a knight of the church that hunts those that defy their deity’s will. He uses arcane energy granted from his deity.

Alignment: Chaotic good or Chaotic Evil.

  • Chaotic Evil Crusaders get abilities that are detecting good and smite good ect.

Starting Age: Moderate.
Table: The Crusader

Hit Die: d10
Level BAB
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st 1 +2 +0 +0 Aura of Good, Detect Evil,
Smite Evil 1/day — — — —
2nd +2 +3 +0 +0 Aura of Courage,
Arcane Hands — — — —
3rd +3 +3 +1 +1 Debilitating Aura,
Divine Health — — — —
4th +4 +4 +1 +1 Bonus Feat 0 — — —
5th +5 +4 +1 +1 Smite Evil 2/day,
Special Mount 0 — — —
6th +6/
1 5 +2 +2 Bonus Feat 1 — — —
7th +7/
2 5 +2 +2 1 — — —
8th +8/
3 6 +2 +2 1 0 — —
9th +9/
4 6 +3 +3 Bonus Feat 1 0 — —
10th +10/
5 7 +3 +3 Smite Evil 3/day 1 1 — —
11th +11/
6/1 +7 +3 +3 1 1 0 —
12th +12/
7/2 +8 +4 +4 Bonus Feat 1 1 1 —
13th +13/
8/3 +8 +4 +4 1 1 1 —
14th +14/
9/4 +9 +4 +4 2 1 1 0
15th +15/
10/5 +9 +5 +5 Bonus Feat,
Smite Evil 4/day 2 1 1 1
16th +16/
11/6/1 10 +5 +5 2 2 1 1
17th +17/
12/7/2 10 +5 +5 2 2 2 1
18th +18/
13/8/3 11 +6 +6 Bonus Feat 3 2 2 1
19th +19/
14/9/4 11 +6 +6 3 3 3 2
20th +20/
15/10/5 +12 +6 +6 Smite Evil 5/day 3 3 3 3

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Wis), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).
[edit] Class Features

All of the following are class features of the crusader.

Weapon and Armor Proficiency: Crusaders are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a crusader’s aura of good (see the detect good spell) is equal to her crusader level.

Detect Evil (Sp): At will, a crusader can use detect evil, as the spell.

Smite Evil (Su): Once per day, a crusader may attempt to smite evil with one normal melee attack. She adds her Intelligence bonus (if any) to her attack roll and deals 1 extra point of damage per crusader level. If the crusader accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the crusader may smite evil one additional time per day, as indicated on Table: The Crusader, to a maximum of five times per day at 20th level.

Aura of Courage (Su): Beginning at 2nd level, a crusader is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the crusader is conscious, but not if she is unconscious or dead.

Arcane Hands (Su): Beginning at 2nd level, a crusader with a Intelligence score of 12 or higher can deal arcane damage by touch. Each day she can deal a total amount of damage equal to her crusader level × her Intelligence bonus. A crusader may choose to divide her damage among multiple targets, and she doesn’t have to use it all at once. Using arcane hands is a standard action. She must make a melee touch attack to hit the target.

Debilitating Aura (Su): Beginning at 3rd level, a crusader radiates a malign aura that causes enemies within 10 feet of her to take a –1 penalty to Armor Class. This ability otherwise functions identically to the paladin’s aura of courage class feature.

This ability functions while the crusader is conscious, but not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a crusader gains immunity to all diseases, including supernatural and magical diseases.

Spells: Beginning at 4th level, a crusader gains the ability to cast a small number of arcane spells, which are drawn from the wizard spell list. A crusader must choose and prepare her spells in advance.

To prepare or cast a spell, a crusader must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a crusader’s spell is 10 + the spell level + the crusader’s Intelligence modifier.

Like other spellcasters, a crusader can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Crusader. In addition, she receives bonus spells per day if she has a high Intelligence score. When Table: The Crusader indicates that the crusader gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level.

A crusader prepares and casts spells the way a cleric does. A crusader may prepare and cast any spell on the wizard spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a crusader has no caster level. At 4th level and higher, her caster level is one-half her crusader level.

A Crusader casts arcane spells but they are granted by his god and classed as divine spells for all perposes, they therefore have no chance to fail due to armor.

Special Mount (Sp): Upon reaching 5th level, a crusader gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium crusader) or a warpony (for a Small crusader).

Once per day, as a full-round action, a crusader may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the crusader’s level. The mount immediately appears adjacent to the crusader and remains for 2 hours per crusader level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the crusader may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the crusader’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The crusader may not summon another mount for thirty days or until she gains a crusader level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the crusader takes a –1 penalty on attack and weapon damage rolls.

Bonus Feats: At 6th level, a crusader gets a bonus feat. She gets another every three levels after 6th.

Code of Conduct: A crusader must be of their starting alignment and loses all class abilities if she ever changes.

A crusader doesn’t have to follow the rules of authority, they will do anything to complete their mission.
[edit] The Crusader’s Mount

The crusader’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium crusader is a heavy warhorse, and the standard mount for a Small crusader is a warpony. Another kind of mount, such as a riding dog (for a halfling crusader) or a Large shark (for a crusader in an aquatic campaign) may be allowed as well.

A crusader’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).
Level Bonus
HD Natural
Armor Adj. Str
Adj. Int Special
5th–7th +4 +1 6 Empathic Link, Improved Evasion, Share Spells, Share Saving Throws
8th–10th +4 +6 +2 7 Improved Speed
11th–14th +6 +8 +3 8 Command Creatures of Its Kind
15th–20th +8 +10 +4 9 Spell Resistance

Crusader’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Consitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj.: Add this figure to the mount’s Strength score.

Int: The mount’s Intelligence score.

Empathic Link (Su): The crusader has an empathic link with her mount out to a distance of up to 1 mile. The crusader cannot see through the mount’s eyes, but they can communicate empathically.

Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the crusader has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells: At the crusader’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.

The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the crusader before the duration expires. Additionally, the crusader may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A crusader and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the crusader’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex): The mount’s speed increases by 10 feet.

Command (Sp): Once per day per two crusader levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 crusader’s level + crusader’s Cha modifier) to negate the effect.

Spell Resistance (Ex): A mount’s spell resistance equals its master’s crusader level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
[edit] Ex-Crusaders

A crusader who changes alignment loses all crusader spells and abilities (including the service of the crusader’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a crusader. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Like a member of any other class, a crusader may be a multiclass character, but multiclass crusaders face a special restriction. A crusader who gains a level in any class other than crusader may never again raise her crusader level, though she retains all her crusader abilities.
[edit] Epic Crusader
Table: The Epic Crusader

Hit Die: d10
Level Special
21st Bonus Feat
23rd Bonus Feat
24th Bonus Feat
25th Smite Evil 6/day
26th Bonus Feat
27th Bonus Feat
29th Bonus Feat
30th Remove Disease 9/week

2 + Int modifier skill points per level.

Lay on Hands (Su): Each day a Crusader can cure a total number of hit points equal to his or her Intelligence bonus (if any) times his or her class level, as normal.

Smite Evil (Su): The epic Crusader adds his or her class level to damage with any smite evil attack, as normal. He or she can smite one additional time per day for every five levels higher than 20th.

Turn Undead: The Crusader turns undead as a cleric of three levels lower, as normal.

Spells: The Crusader’s caster level is equal to one-half his or her class level, as normal. The Crusader’s number of spells per day does not increase after 20th level.

Special Mount: The epic Crusader’s special mount continues to increase in power. Every five levels after 20th the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount’s spell resistance equals the Crusader’s class level + 5.

Bonus Feat: The epic Crusader continues to gain bonus feats in addition to those below.

Epic Bonus Feats: The epic Crusader gains a bonus feat (selected from the list of epic Crusader feats) every three levels higher than 20th.

Epic Crusader Bonus Feat List: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage.

Human Crusader Starting Package
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Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill Ranks Ability Armor Check Penalty

Feat: Combat Reflexes

Bonus Feats: Weapon Focus Longsword

Gear: Studded Leather, Large Steel Shield, Longsword, Shortbow, Quiver w/ 20 arrows and pack.

Gold: 4d4

The Crusader (New Class)

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