User:Proton/Reverse heartbreaker/Crusader

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Table: The Crusader

Hit Die: d10

Level Base
Attack Bonus
Special Maneuvers
Known
Maneuvers
Readied
Stances
Known
1st +1 Furious Counterstrike, Steely Resolve 5 5 5 (2) 1
2nd +2 Indomitable Soul 5 5 (2) 2
3rd +3 Zealous Surge 6 5 (2) 2
4th +4 Steely Resolve 10 6 5 (2) 2
5th +5 7 5 (2) 2
6th +6 Smite 7 5 (2) 2

Class Skills (4 + Int modifier per level)
Acrobatics (Dex), Autohypnosis (Wis), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Martial Lore (Int), Ride (Dex).

Class Features[edit]

All of the following are class features of the crusader.

Weapon and Armor Proficiency: A crusader is proficient with simple weapons, martial weapons, light, medium, and heavy armor, and all shields.

Maneuvers: You begin your career with knowledge of five martial maneuvers. The disciplines available to you are Devoted Spirit, Stone Dragon, and White Raven.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by crusaders is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn an additional maneuver at 3rd and 5th level. You must meet a maneuver's prerequisite to learn it. The highest-level maneuver you can learn equals ½ your initiator level (rounded up).

Upon reaching 4th and 6th level, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 6th level, you could trade in a single 1st-, 2nd-, or 3rd-level maneuver for a maneuver of 3rd level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all five maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by praying for 5 minutes. The maneuvers you choose remain readied until you decide to pray again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in prayer, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

Crusaders are unique among martial adepts, relying on flashes of divine inspiration to user their martial maneuvers. As such, you do not control access to your readied maneuvers. Before you take your first action in an encounter, two of your readied maneuvers (randomly determined) are granted to you. The rest of your readied maneuvers are withheld, currently inaccessible. At the end of each turn, one previously withheld (again, randomly determined) is granted to you, and thus becomes accessible for your next turn and subsequent turns. You can freely choose to initiate any maneuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver. If you choose not to employ a maneuver in a given round, your currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn't matter if you use your maneuvers or not—at the end of each of your turns, one withheld maneuver from your selection of readied maneuvers is granted to you. Over the course of a few rounds, all your maneuvers will eventually be granted.

If, at the end of your turn, you cannot be granted a maneuver because you have no withheld maneuvers remaining, you recover all expended maneuvers, and a new pair of readied maneuvers is granted to you. Randomly determine which of your maneuvers are granted and which are withheld. At the end of your next turn, a withheld maneuver is granted to you, and the whole process of divine inspiration begins again.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to crusaders. At 2nd level, you can choose an additional stance. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Furious Counterstrike (Ex): During your turn, if your delayed damage pool (see steely resolve, below) is greater than 0, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool divided by 5, and rounding down (minimum +1). This ability's benefits last until the end of your turn.

Steely Resolve (Ex): You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see above).

Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa's petrifying gaze, takes immediate effect on you.

At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases to 10 at 4th level.

AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

Indomitable Soul (Ex): Beginning at 2nd level, you add your Charisma bonus (if any) as a bonus on Will saves.

Zealous Surge (Ex): Beginning at 3rd level, once per day, you can opt to reroll a single saving throw. You must abide by the result of the new, second saving throw, even if it is lower than the first. This ability does not require an action. You simply decide to use it after seeing the result of your saving throw but before the DM tells you if it fails or succeeds.

Smite (Ex): At 6th level, once per day, you gain a bonus on a melee attack roll equal to your Charisma bonus (if any) and, if the attack hits, a bonus on its damage equal to your crusader level.