Crusaders

Crusaders are priests of deities of war, combat, or conflict who stand at the forefront of the fight for their faiths. Crusaders must be either lawful or chaotic in alignment. In other words, crusaders may be of any alignment except neutral evil, neutral good, or true neutral. Since they are often called upon to lead the forces of their faith into battle, crusaders require high Strength and Charisma scores in addition to a minimum Wisdom of 9. High Constitution or Dexterity scores are also very useful for a crusader. Crusaders with Wisdom and Strength scores of 16 or better gain a 10% bonus to the experience points they earn. Crusaders progress in experience levels as clerics.   While crusaders are often associated with war gods they may also represent powers of leadership or strong alignment that are in conflict with opposing forces. Crusaders often organize themselves into a military hierarchy and view their temples as fortifications as well as places of worship. In some cases, the power of the crusader orders can rival the strength of the kingdom that hosts them, a situation that sometimes provokes popular resentment or suspicion. However, no one questions their ability and resolve in time of war.   In the adventuring party, crusaders are natural leaders whose place is in the front lines of any battle. When possible, crusaders should take steps to prepare their comrades for battle through the use of bless, prayer, aid, and similar spells. They also can make use of healing spells to assist those who fall in valiant battle.   Crusaders excel in personal combat, and are nearly as skilled as a warrior of the same level. They may employ any kind of armor or shield and learn the use of any weapon, although particular orders of crusaders may prefer weapons of a certain type — for example, knightly weapons, bows (perhaps for elf crusaders), or battle axes (for dwarf crusaders), and so on. To represent their skill at arms, THAC0s of crusader characters improve at the warrior's rate of 1 per level. A 2nd-level crusader has a THAC0 of 19 instead of 20, a 3rd-level crusader has a THAC0 of 18, and so on.   Crusaders are considered to have a non-weapon proficiency crossover with the warrior group and may learn warrior proficiencies at no extra cost. They may use any magical item normally usable by priests or by fighters. In addition, if the DM allows, lawful good crusaders may gain the same benefits as paladins do when wielding a holy avenger sword.   While crusaders are formidable soldiers, they also retain a good selection of spells that are particularly useful on the battlefield. Crusaders have major access to the spheres of all, combat, guardian, healing, war, and wards. They have minor access to the protection and necromantic spheres. In addition, lawful crusaders have major access to the sphere of law, and chaotic crusaders have major access to the sphere of chaos. Bear in mind, however, that a deity of peave and love would never allow crusaders among their faithful. Crusaders are more likely serve a more violent deity.   Crusaders cannot turn undead, but at 3rd level they gain the granted power to cast Lighten Load once per day. This spell effectively halves the weight of equipment and gear for a day, reducing a party's encumbrance. At 7th level, the crusader may cast Easy March once per week which basically allows a small party to force march without accumulating fatigue penalties.   Crusaders gain followers much as clerics do. When a crusader reaches 8th level, she or he automatically attracts 20 to 200 fanatical followers. These followers are normal 0-level soldiers armed and equipped with weapons appropriate for typical soldiers in the campaign. Unlike clerics, crusaders do not need to establish a permanent place of worship to attract these followers. Since they are great battle leaders, the soldiers will serve them as free-roving companies if no strongholds are available. At 9th level, a crusader may receive official sanction to establish a religious stronghold or fortified temple.
Requirements: Strength 12, Wisdom 9, Charisma 12
Prime Requisite: Strength, Wisdom
Races Allowed: Human, dwarf, elf, half-elf

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