View Full Version : [Class/Variant Cleric] Divine Crusader

2006-10-03, 03:25 AM
Divine Crusader

A divine crusader’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A divine crusader may not be neutral unless his deity’s alignment is also neutral.

Hit Die

Class Skills
The divine crusader’s class skills (and the key ability for each skill) are Climb (Str), Concentration* (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).

2 + Int modifier

+3/4 levels

Fort: Good
Ref: Poor
Will: Poor

Weapon and Armour Proficiency
Divine 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 [Ex]
A divine crusader of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

A divine crusader casts divine spells, which are drawn from the divine crusader spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A divine crusader must choose and prepare his spells in advance (see below).

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

Like other spellcasters, a divine crusader can cast only a certain number of spells of each spell level per day. Divine crusaders use the same spells per day progression as the bard. In addition, he receives bonus spells per day if he has a high Wisdom score.

Divine crusaders meditate or pray for their spells. Each divine crusader must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a divine crusader can prepare spells. A divine crusader may prepare and cast any spell on the divine crusader spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains and Domain Spells

A divine crusader’s deity influences his alignment, what magic he can perform, his values, and how others see him. A divine crusader chooses two domains from among those belonging to his deity. A divine crusader can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

Each domain gives the divine crusader access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The divine crusader gets the granted powers of both the domains selected.

The divine crusader casts his domain spells spontaneously. He may ‘lose’ any prepared spell to cast a domain spell of the same or lower level.

Chaotic, Evil, Good and Lawful Spells
A divine crusader can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages
A divine crusader’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Divine Agents
A divine crusader who grossly violates the code of conduct required by his god loses all spells and class features, except for weapon proficiencies. He cannot thereafter gain levels as a divine crusader of that god until he atones (see the atonement spell description).

2006-10-03, 03:26 AM
Divine Crusader Spell List

Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

Level 1 Spells
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield of Faith: Aura grants +2 or higher deflection bonus.

Level 2 Spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Darkness: 20-ft. radius of supernatural shadow.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other F: You take half of subject’s damage.
Spiritual Weapon: Magic weapon attacks on its own.

Level 3 Spells
Blindness/Deafness: Makes subject blinded or deafened.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Searing Light: Ray deals 1d8/two levels damage, more against undead.

Level 4 Spells
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Death Ward: Grants immunity to death spells and negative energy effects.
Dismissal: Forces a creature to return to native plane.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).

Level 5 Spells
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Restoration M: Restores level and ability score drains.
Righteous Might: Your size increases, and you gain combat bonuses.
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.

Level 6 Spells
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.

2006-10-03, 04:29 AM
Um, sounds like a regular cleric that is suffering from withdrawls from the crack that he is usually on. No offense ment of course, but why would I want to play something that is like a cleric, only not as good?

I'm tired, so I may have been missing something.

2006-10-03, 04:43 AM
Because this is what you play if you want to play a Divine caster in armour. If you want a primary Divine caster, you play a Divine Agent (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11598390 93).

It's a rebalanced cleric. You either get the combat, or the spells. Not both.

Fax Celestis
2006-10-03, 01:40 PM
Joy! A solution to the "Paladins are always Lawful Good" problem! I mean, certainly CN gods have paladins, but why would they be LG paladins of a CN god?

2006-10-03, 01:50 PM
I like it. It's a toned-down version of a very powerful class. It's based on combat, but still has some of the other cleric stuff, like healing.

Note: "Divine Crusader" is already a Complete Divine PrC.