Crusader

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The Crusader is the rock upon which cowardice breaks, heresy flounders and inspiration takes hold. These figures of titanic endurance, formidable bearing and righteous might are well-respected across the land by the devout and scorned by the faithless. The Crusader wears their divine power like a cloak upon the field of battle and traditionally are visualized as heavily armoured, adorned with brilliantly proud displays or lack thereof, demonstrating their belief and allegiance and often acting as a rallying point; for many fear-stricken combatants to draw courage and strength, whether from the attentions of the Crusader's Overseer or, as some speculate, the sheer presence of the Crusader.

The Crusader is primarily drawn from the Clerics and Paladins of the land, yet Rangers, Druids and Bards are occasionally brought to this calling. Followers of any Overseer with the means to wield the divine are suitable for such a position, yet it is the priests and patrons of Scorsheth, Leeya, Lethe , Lalaith, Fraeyal and Memnos who are more often than not found within the ranks of the Crusaders, being more favourable to endeavours of strife; Scorsheth of Conflict, Leeya of Truth, Lethe of Strategy, Lalaith of Inspiration, Fraeyal of Training, and Memnos of Strength and Protection. Such followers are chosen not only for their abilities in battle, but for their wisdom outside of it. Wherever the din of battle can be heard, there will stand an instrument of the Overseers will, in the flesh, as well as the spirit.

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Requirements:

Base Attack Bonus: +7.
Divine Spellcasting: 3rd level (any divine spellcasting class is eligible)
Skills: Diplomacy (8 ranks), Sense Motive (5 ranks)
Feats: Combat Casting, Combat Expertise, Power Attack

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Class Features:

Hit Die: d10
Base Attack Bonus: High.
High Saves: Fortitude.
Weapon Proficiencies: Simple and martial weapons, all armor and shields (including tower shields).
Armor Proficiencies: None.
Skill Points: 4 + Int modifier.
Class Skills: Acrobatics (DEX), Diplomacy (CHA), Heal (WIS), Intimidate (CHA), Knowledge [history, religion] (INT), Parry (DEX), Sense Motive (WIS), Spellcraft (INT), Taunt (CHA)

Spellcasting: A Crusader continues advancing in divine spellcasting ability. When a Crusader gains a new even-numbered level, the character gains new divine spells per day (and spells known, if applicable) as if he had also gained a level in whatever 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 (improved chance of controlling or rebuking undead, more frequent remove disease, and so on).

Turn/Rebuke Undead (Su): If the character has the turn undead ability, their Crusader levels stack with any levels of the classes granting them this ability. Otherwise, they do not gain this ability.

War Glory (Ex): All allies within 10' of the Crusader have +1 to hit, though the Crusader himself does not gain this bonus. All enemies within the same range suffers a -1 morale penalty to saving throws and this penalty cannot be resisted in any way (though leaving the radius instantly cancels the effect). This power is always active.
The radius of this ability increases by 5' with every odd-numbered level beginning at 3rd, ending at 30' at 9th level. At 10th level, the bonuses are doubled.

Inflame (Ex): Starting at 2nd level, a Crusader can use this ability to grant himself and all allies within 40' a bonus to saving throws vs. fear and mind effects for five minutes + one minute/Crusader level. This bonus is +2 at level 2, +4 at level 4, +6 at level 6 and +8 at level 8 and +10 at level 10.

Remove Fear (Sp): A Crusader may cast the Remove Fear spell once per day per Crusader level. The Crusader's Hit Dice determine its caster level.

Mass Cure Light Wounds (Sp): Upon reaching 3rd level, a Crusader can use Mass Cure Light Wounds once per day as a spell-like ability. The Crusader's Hit Dice are used to determine the caster level for this spell.

Fear Aura (Su): At 5th level, a Crusader can create an aura of fear that affects all enemies within a 20' radius of the Crusader. Foes must make a Will save (DC 10 + 1/2 Crusader's Hit Dice + Crusader's Charisma modifier) or be affected as if by a Fear spell. This power lasts for one minute per Crusader level, and can be used once per day. The fear effect itself lasts for 1 round per Crusader level, and any enemies are subject to it again upon re-entering the aura.

Battletide (Sp): At 6th level, a Crusader can cast Battletide as a spell-like ability once per day. The Crusader's Hit Dice are used to determine the caster level for this spell.

Haste (Sp): At 7th level, a Crusader can cast Haste as a spell-like ability three times per day. The Crusader's Hit Dice are used to determine the caster level for this spell.

Mass Heal (Sp): At 9th level, a Crusader can cast Mass Heal as a spell-like ability once per day. The Crusader's Hit Dice are used to determine the caster level for this spell.

Implacable Foe (Su): At 10th level, a Crusader can channel his Overseer's might to keep allies fighting even after sustaining otherwise mortal wounds. All allies, but not the Crusader himself, within 60' of the Crusader cannot be reduced below 1 HP or slain by death effects while this ability is in effect. They are, however, still subject to effects of all other kinds. This ability lasts for 10 rounds + the Crusader's Charisma modifier, and is usable once per day.

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