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The Crusader

The Crusader

In a world so filled with pain and anguish, the crusader has set out on a sacred mission. They will do what they must to represent their ideals or deity in the solution to the world's woes. Many will fail, but the crusader will succeed or die trying. Strong principles, even if foul, and steely resolve; do not stand in the crusader's way.

Basic Detail

HD Type: d12
Bonus HP Per HD: +5
Attack Curve: High
Magical Prowess: Basic with the Divine spell list
Sub-Type: Combat Focused
Skill Growth: 2 + Intelligence modifier (4x as much at first level)
Suggested Skills Discern Intent, Diplomacy, Gather Information, Intimidate, Knowledge (Religion), Knowledge (The Planes), Profession (Animal Tamer), Ride, Swim, and Use Rope.
Known Skills: 6 + Intelligence modifier
Weapon Proficiency: A Weapon Group of choice
Armor Proficiency: Light, medium, heavy, and all shields (including tower shields)
Saves: 1 High and 2 Low
Primary Mental Attribute(PMA): Charisma

Suggested Attribute Distribution: Str 18, Dex 12, Con 16, Int 14, Wis 14, Cha 16

Progression


HD Perk Base Attack High Save Low Save Spell
Proficiency
1 ZealotD, Weapon FixationF, Offensive Weapon TrainingF, a choice between an Animal Companion or Lay on Hands, and Divine SmiteA (2d4). +1 +2 +0 +0
2 Divine Smite (3d4) +2 +3 +0 +0
3 Weapon Defensive TrainingF +3 +3 +1 +0
4 Improved Weapon FixationF and Divine Smite (4d4) +4 +4 +1 +0
5 Resistive FocusD +5 +4 +1 +0
6 Improved Weapon OffensiveF and Divine Smite (5d4) +6/+1 +5 +2 +0
7 Strong ConstitutionF +7/+2 +5 +2 +0
8 Divine Smite (6d4) +8/+3 +6 +2 +0
9 Deadly AccuracyF +9/+4 +6 +3 +0
10 Weapon MasteryF, DefiantD, Divine Smite (7d4+7) and Ally ShieldingA +10/+5 +7 +3 +1
11 - +11/+6/+1 +7 +3 +1
12 Rending CriticalF and Divine Smite (8d4+8) +12/+7/+2 +8 +4 +1
13 Persistent SmiteF +13/+8/+3 +8 +4 +1
14 Divine Smite (9d4+9) +14/+9/+4 +9 +4 +1
15 Resistive FocusD and Lingering DivinityF +15/+10/+5 +9 +5 +1
16 Disciplined MindF and Divine Smite (10d4+10) +16/+11/+6/+1 +10 +5 +1
17 - +17/+12/+7/+2 +10 +5 +1
18 Shield FocusF and Divine Smite (11d4+11) +18/+13/+8/+3 +11 +6 +1
19 Improved Shield FocusF +19/+14/+9/+4 +11 +6 +1
20 Magic ResistantD, ApotheosisA, and Divine Smite (12d4+24) +20/+15/+10/+5 +12 +6 +2

F Feat, A Ability, and D Definition


The Breakdown

Zealot: Gain access to the divine magic list when selecting known spells, or adding spells to a spell book. At first level choose to get either an Animal Companion or Lay on Hands as a bonus ability. Gain an Aura of Protection against holy or unholy creatures on effects depending on the character's outlook on religion. This will grant all creatures matching their sanctity within 15 ft. a +2 holy/unholy bonus to AC and will saves at all times.

Weapon Fixation: This will apply a +1 training bonus on rolls to hit with a selected weapon from within your weapon group. Once selected, this weapon will be the focus of all the single weapon targeted feats in the future.

Divine Smite: Gain the ability Divine Smite

Offensive Weapon Training: This will apply a +2 training bonus on all damage rolls made with the weapon selected with Weapon Fixation.

Weapon Defensive Training: The weapon selected for Weapon Fixation will now provide a +1 parry bonus when wielded.

Improved Weapon Fixation: The weapon chosen for weapon fixation will now have a +2 training bonus on rolls to hit.

Resistive Focus: Select a low save, and make it a high save.

Improved Weapon Offensive: The weapon chosen for weapon fixation will now have a +4 training bonus on damage rolls.

Strong Constitution: Gain 2 extra HP per HD, this works retroactively.

Deadly Accuracy: Double the critical threat range of your weapon selected for Rending critical. E.g. from 20 to 19-20, from 19-20 to 17-20, or from 18-20 to 15-20.

Weapon Mastery: The weapon selected for weapon fixation will now have a +3 training bonus to hit, a +6 training bonus to damage, and a +2 parry bonus to AC while wielded.

Defiant: The Crusader gains a +2 to Shove, Trample, and trip rolls, and gain a +4 inherent to will saves.

Ally Shielding: Gain the ability Ally Shielding.

Rending Critical: Gain +1d10 damage with a x2 weapon, +2d10 damage with a x3 weapon, and +3d10 damage with a x4 when rolling damage on a critical hit with your weapon selected for weapon fixation.

Persistent Smite: Smite damage can now be applied to all htis in a round, rather than the first successful hit.

Resistive Focus: Make the remaining low save into a high save.

Lingering Divinity: The defensive bonus from Divine Smite lasts 2 rounds instead of 1.

Disciplined Mind: Re-roll any failed save against compulsion effects.

Shield Focus: This will apply a +1 training bonus to shield AC and offer another bonus depending on whether Buckler, Full, or Tower shield is selected.

Improved Shield Focus: This will increase the training bonus to +2 of the shield type selected with Shield Focus. Greater features are gained.

Magic Resistant: Gain spell resistance equal to HD + 10, or 30 in this case.

Apotheosis: Gain the ability Apotheosis.

Spell Casting

Caster Level: A crusader's caster level (CL) is considered to be their HD divided in half, round down. So a level 11 crusader has a CL of 5. This affects many aspects of a spell, like range, number of damage dice, duration, etc...

Simplex Spells: As a basic caster, the crusader gets 2 simples spells.

Spells Known: Spells known are spells that a caster does not have to prepare ahead of time. A crusader user does not get many of these. This does not mean, however, that they cannot cast spells. They can carry a spell book around and put any spell into it from their specified list. (Arcane, Divine, or Generalist).

Spells Per Day: Also called spell slots, these are how many of a given spell level can be cast per day. Sometimes a level will have 0 listed. This means they are able to cast spells at that level, given that they have a high enough PMA to get bonus spells per day.

Memorizing Spells: Spells in a spell book must be memorized and will, 'take,' a spell per day to do so. It will be kept as a prepared spell until cast. A memorized spell's slot can be used to cast any known spell instead.

Spell Proficiency: Spell proficiency is added to Spells, spell-like abilities(Sp), supernatural abilities(Su) DC's, as well as any non-touch attack roll. It is also applied as a flat bonus for each damage/healing/warding dice for Spells, Spell-like abilities(Sp), or Supernatural Abilities(Su). For example, if a character has a spell that deals 5d6 damage and has a Casting Proficiency of 2 it will be 5d6+10 damage.

Spells Known
HD 1st 2nd 3rd 4th
1 - - - -
2 - - - -
3 1 - - -
4 1 - - -
5 1 - - -
6 1 - - -
7 1 1 - -
8 1 1 - -
9 2 1 - -
10 2 1 - -
11 2 1 1 -
12 2 1 1 -
13 2 1 1 -
14 2 2 1 -
15 3 2 1 1
16 3 2 1 1
17 3 2 2 1
18 3 2 2 1
19 3 2 2 1
20 3 3 2 2
Spells Per Day
HD 1st 2nd 3rd 4th
1 - - - -
2 0 - - -
3 1 - - -
4 1 - - -
5 2 - - -
6 2 0 - -
7 2 1 - -
8 2 1 - -
9 2 1 - -
10 3 2 0 -
11 3 2 1 -
12 3 2 1 -
13 3 2 1 -
14 3 3 1 0
15 4 3 1 1
16 4 3 2 1
17 4 4 2 1
18 4 4 2 2
19 4 4 2 2
20 5 4 2 2

Suggested Spells by Level

Since the crusader has basic magic, resisting the magic will be much easier. The best kind of spells will be spells that do not require, or elicit, a saving throw. Typically, things that enhance the performance of the crusader's, or their group's, combat capabilities. As is the case with everything, these spells are suggestions, not required.

Simplex

Level 1

Level 2

Level 3

Level 4