PDA

View Full Version : The Divine Crusader: Divine Fighter, Paladin, and Champion All In One [3.5 Base]



Lix Lorn
2013-09-23, 03:13 PM
Divine Crusader
‘My judgement is that of the gods, wretch. Do not question me.’

Background: Divine Crusaders are those, in short, who fight for a cause. For many of them, this is a religious cause, serving as more martial clerics. But Divine Crusaders can also be champions of nature, of the downtrodden, or equally masters of industry or death. Many of their kind swear oaths, or abide by strict codes, and some suffer great penalties if they break them.
Races: Any race can become a Divine Crusader, although it is most common among races with a proclivity for religion. Even accounting for their numbers, humans are common Divine Crusaders.
Other Classes: The Divine Crusader is what happens when a warrior swears himself to a cause. Clerics recognise their power as divine in origin, while other warriors understand only their puissant skill.
Role: A Divine Crusader can fill many roles, depending on their Path, but is primarily a fighter.
Divine Crusaders in the World: Divine Crusaders are often found in militant faiths, and are common in theocracies. They can be the greatest of heroes, and the darkest of villains.
Inspiration: The divine fighter. Uses elements of my fighter fixes, my original paladin fix, and my original divine fighter/divine soulknife.

Alignment : Any.
Hit Die: d10
Starting Gold: As fighter.
Starting Age: As fighter.
Class Skills: The Divine Crusader’s class skills (And the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str).
Skill Points at 1st level-(4+ Int Modifier) x4
Skill Points per Level-4+ Int Modifier

DIVINE CRUSADER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+2
Smite the Heretic, Way of the Paladin


2nd

+2

+3

+0

+3
Divine Talent


3rd

+3

+3

+1

+3
Divine Fury


4th

+4

+4

+1

+4
Divine Grace, Divine Talent


5th

+5

+4

+1

+4
Life’s Touch


6th

+6/+1

+5

+2

+5
Divine Talent


7th

+7/+2

+5

+2

+5
Faith Manifest


8th

+8/+3

+6

+2

+6
Champion, Divine Talent


9th

+9/+4

+6

+3

+6
Biding, Hypercompetence +1


10th

+10/+5

+7

+3

+7
Final Judgement, Divine Talent


11th

+11/+6/+1

+7

+3

+7
Greater Life’s Touch


12th

+12/+7/+2

+8

+4

+8
Greater Faith Manifest, Divine Talent


13th

+13/+8/+3

+8

+4

+8
Unshakeable Faith


14th

+14/+9/+4

+9

+4

+9
Divine Talent


15th

+15/+10/+5

+9

+5

+9
True Champion


16th

+16/+11/+6/+1

+10

+5

+10
Paragon of Vengeance, Divine Talent

17th
+17/+12/+7/+2
+10
+5
+10Mighty Faith Manifest

18th
+18/+13/+8/+3
+11
+6
+11Eternal Biding, Divine Talent

19th
+19/+14/+9/+4
+11
+6
+11Hypercompetence +2

20th
+20/+15/+10/+5
+12
+6
+12Improved Final Judgement, Divine Talent

Weapon and Armour Proficiencies: A Divine Crusader is proficient with all armour and shields (Including Tower Shields), as well as all simple and martial weapons, and one exotic weapon of their choice.

Primary Ability Score: Divine Crusaders come from many different backgrounds, some wise defenders, others hotheaded warriors. To represent this, upon first taking a level of Divine Crusader, you must choose either Charisma or Wisdom. Many other class abilities will be based off of this ability.

Smite the Heretic: A Divine Crusader may attempt to Smite his foe. He gains a bonus on the attack roll equal to his primary ability modifier, and deals bonus damage equal to his primary ability modifier plus his class level. However, the smite only affects creatures of an alignment opposite the Crusader’s own - a Lawful Good Divine Crusader can smite chaotic and evil targets, but not targets that are neither chaotic or evil. There is one exception – He may always smite creatures of animal intelligence (Int 2 or less) that are attacking him. Finally, a True Neutral Divine Crusader treats all extreme alignments - CE, CG, LE, LG - as opposite his own. He may use this ability once per encounter at level one, and gains an additional use at 3rd level, and each third level thereafter.

Using this ability on an invalid target gains no benefits, and still uses up one of the Divine Crusader's per encounter uses.

Divine Fury: A third level Divine Crusader can unleash a flurry of empowered strikes. By using two uses of his Smite ability, he may grant every attack he makes before the beginning of his next turn the benefits of Smite the Heretic.

Paragon of Vengeance: A Divine Crusader of sixteenth level channels divine power without conscious effort. Every attack he makes against a legal target is a Smite, without using one of his attempts. His per-encounter uses are now used only for other abilities that use them.

Way of the Paladin: Every Divine Crusader is different. Some are nothing more than warriors touched by the divine, while others are priests who wield a blade. Some are guardians of nature, paragons of magic, or champions from the shadows. They may choose a single Way from the list below, to represent their specific path and the precepts they fight for.

Way of the Arcane Champion: You receive a free copy of the Arcane Knowledge talent. At level 6, you receive the Arcane Secrets talent. At level 11, you receive the Eldritch Knowledge talent. At level sixteen, you receive the Eldritch Secrets talent. In each case, you choose an arcane spell instead of a divine one.
You add Knowledge (Arcane) to your class skill list.

Way of the Evensong: You may use your Life’s Touch ability, and, if you have them, Death’s Touch and Craftsman’s Touch abilities through song. This gives them a range of 25ft+5ft/two class levels. You add the Perform skill to your class skill list, and may exchange any cross class ranks you possess in it with two class ranks each.

In addition, you add one to the benefit granted by any Aura you use.

Way of the Divine Gift: You receive a free copy of the Arcane Knowledge talent. At level 6, you receive the Arcane Secrets talent. At level 11, you receive the Eldritch Knowledge talent. At level sixteen, you receive the Eldritch Secrets talent.

Way of the Mind: You gain the Wild Talent feat as a bonus feat, and choose a single first level Psionic Power to add to your spells known. You have a manifester level equal to your class level (and the commensurate bonus power points, based on your primary class ability modifier), and are treated as capable of manifesting a power that a Psion with class level equal to your manifester level could class. You treat Expanded Knowledge as a fighter bonus feat. At each third level, you choose a single power of level no more than one level higher than the highest level power you already known, and add it to your powers known, along with enough power points to manifest it once.
You add Autohypnosis and Knowledge (Psionics) to your class skill list, and may exchange any cross class ranks you possess in them with two class ranks each.

Way of the Shadows: You gain 6+Int modifier skill points per level, rather than 4+, and quadruple that number at 1st level. In addition, you add Hide, Move Silently, and Disguise to your class skills.

Finally, you have Sneak Attack 1d6, as the Rogue ability. This increases by 1d6 each fourth class level.

Optionally, you may replace your good fortitude save progression with a bad progression, and your bad reflex progression with a good one.

Way of the Speaker: You gain 6+Int modifier skill points per level, rather than 4+, and quadruple that number at 1st level. You add Bluff, Sense Motive, Gather Information and Knowledge (Local) to your class skills.

You may cast charm person as a spell like ability by reducing your smites per encounter by one until you next receive a good night's sleep. At 6th level, this upgrades to charm monster. At 15th level, this upgrades to mass charm monster. This is an extraordinary, mind affecting, language-dependent effect. It has a caster level equal to your character level, and uses your primary ability modifier to determine its save DC.

Way of the Sword Saint: Add Martial Lore to your class skill list. Divine Crusader levels count as Initiator levels.
You choose a single maneuver from any one discipline. You may use that maneuver. At each third level, choose a new maneuver. All your maneuvers are considered readied. At fourth level, tenth level, and seventeenth level, you learn a single stance from any one discipline. You may recover any one maneuver the first time in a round that you deal bonus damage to a foe using your smite.

You gain the Blade Expertise talent. At fifth level, you gain the Coiled Blade Approach talent. At ninth level, you gain the Blade Secrets talent. At twelfth level, you gain the Blade Mastery talent. At sixteenth level you gain the perfect Blade Aegis talent. At nineteenth level you gain the Blade Magic talent. These talents are visible in the list of Blade talents.

Way of the Warrior: You have a d12 hit dice. Whenever you choose the Bonus Feat skill, you may choose two fighter bonus feats.

Way of Nature’s Champion: You receive the track and endurance feats as bonus feats, and the Woodland Stride and Wild Empathy abilities as a Druid, using your class level as your Druid level. You add Survival and Knowledge (Nature) to your class skill list.
Finally, you may transform into an animalistic form as a full round action. Apart from duration, which is unlimited, this functions as per the Wild Shape ability, except that the chosen creature’s HD and CR must both be less than ¾ of your class level. (Minimum one.)


Divine Talent: At each even level, a Divine Crusader chooses a talent from the following list.

Arcane Knowledge (Sp) Requires: Character level 5, DM Adjudication
You may choose a single divine spell of level one or lower. You gain it as a spell like ability usable once an encounter (or hour outside encounters), but must pay XP and Gold costs as normal.
Alternatively, you may gain access to a single Least invocation, usable at will.

Arcane Secrets (Sp) Requires: Arcane Knowledge, Character level 9
You may choose a single divine spell of level three or lower. You gain it as a spell like ability usable once an encounter, but must pay XP and Gold costs as normal. You may now use your spell like ability from Arcane Knowledge twice an encounter (or hour).
Alternatively, you may gain access to a single Lesser invocation, usable at will.

Eldritch Knowledge (Sp) Requires: Arcane Secrets, ECL 13
You may choose a single divine spell of level five or lower. You gain it as a spell like ability usable once an encounter (or hour outside encounters), but must pay XP and Gold costs as normal. You may now use your abilities from Arcane Knowledge and Arcane Secrets once more an encounter (or hour) each.
Alternatively, you may gain access to a single greater invocation, usable at will.

Eldritch Secrets (Sp) Requires: Eldritch Knowledge, ECL 17
You may choose a single divine spell of level seven or lower. You gain it as a spell like ability usable once an encounter (or hour outside encounters), but must pay XP and Gold costs as normal. You may now use your abilities from Eldritch Knowledge, Arcane Knowledge and Arcane Secrets once more an encounter (or hour) each.
Alternatively, you may gain access to a single dark invocation, usable at will.

Aura of Courage
This skill grants the paladin the ability to activate an aura of courage as a swift action. She may only have one Aura from Paladin skills active at once; activating a new one negates the old. Allies within 5ft+5ft per two class levels gain a +4 morale bonus on saving throws against fear.

In addition, the paladin may optionally become permanently immune to fear.

Aura of Despair
This skill grants the paladin the ability to activate an aura of despair as a swift action. She may only have one Aura from Paladin skills active at once; activating a new one negates the old. Foes within 5ft+5ft per two class levels suffer a -2 penalty to saving throws. This is a mind-affecting fear effect.

In addition, the paladin deals a bonus three damage on any attack against a foe suffering this effect.

Aura of Resolve
This skill grants the paladin the ability to activate an aura of resolve as a swift action. She may only have one Aura from Paladin skills active at once; activating a new one negates the old. Allies within 5ft+5ft per two class levels gain a +4 morale bonus on saving throws against compulsion effects.

In addition, the paladin may optionally gain a permanent +2 untyped bonus on saving throws against mind affecting abilities.

Avatar of Death
Whenever you kill a foe with a Smite attack, you may immediately animate them as an undead, as if with Animate Dead. Your limit on controlled undead remains 4xCL, but you treat Divine Crusader levels as caster levels for the purposes of this limit.

Bane of Walkers Requires: ECL 10
Smite attacks you make against unintelligent undead force them to make a will save or be immediately destroyed.

Blade Guardian
You receive the Combat Reflexes feat, and may add one plus the highest Enhancement bonus amongst weapons you wield to your AC as a shield bonus.

Protective Vigilance Requires: Blade Guardian
You grant a shield bonus equal to your own to adjacent allies.

Blade Spiral (Ex)
You gain Whirlwind Attack as a bonus feat, even if you don't meet the prerequisites. Whenever you make a full attack, you may sacrifice the first three attacks you would make (at the highest progressions) to make a single attack on each foe within range. If you do, each of those attacks suffers a -2 penalty.

Blessed Blade
The Divine Crusader chooses one or more weapons, but no more than he could wield at one time. If he chooses one weapon, it gains an Enhancement bonus equal to one, plus a quarter of his class level. He may exchange points of bonus for weapon abilities, and treats the appropriate alignment abilities (holy, unholy, anarchic, axiomatic) as +1 abilities.

If he chooses multiple weapons, they gain a bonus one lower (Equal to a quarter of his class level).

He may choose Divine Armaments, or Un/Holy Blasts, if he possesses them.

Boar’s Stamina
You gain additional hitpoints equal to your ECL, and gain an additional hit point whenever you level up. You may not take the Lynx's Agility or Wolf's Fang talents.

Bonus Feat
A Divine Crusader may take a single fighter bonus feat instead of a Special Skill. You may take this talent no more than once every second effective character level.

Break Their Fists
Your skin shatters foes who strike it. As an immediate action, you may halve the damage of any physical attack that strikes you. If the attack was a melee attack, the foe takes damage equal to your constitution modifier. After using Break Their Fists, you may not use it again for 10-Primary ability mod rounds, minimum two.

Immovable Object Requires: Break Their Fists
You can apply Break Their Fists to non-physical attacks, and deal damage regardless of range. In addition, subtract two from the cooldown of this ability, minimum 1.

Constant Vigilance
As a full round action which is obvious to behold, this skill allows a Divine Crusader to cast Detect Evil as a spell like ability.

Craftsman’s Touch Requires: Divine Crusader 5
This skill may be taken at level 5 without using up a talent. If you do, you do not receive the Life’s Touch ability, but may gain it by spending a talent.

A Divine Crusader with this skill can repair damage with a touch. As a move action with touch range, she may cause a surge of binding energy to restore a number of hitpoints to a single target, which may be herself. She restores 1d8 plus twice her class level on each use. She may also use the ability as a ritual, taking five minutes. Doing so repairs each participant for 1d10+primary ability modifier per class level.

Both cases are based on the principles of Repair spells, and function only on constructs and items.

A character who can use both Craftsman’s Touch and Life’s Touch or Death’s Touch may use any combination thereof in the same ritual.

Dashing Blade (Su)
Once a day, you may cast Charm Person as an SLA based on your Primary Ability Modifier. At ECL 6 or higher, this upgrades to a Charm Monster effect.

Hero’s Blade Requires: Dashing Blade, ECL 11
You may use this ability a number of times per day equal to your Primary Ability modifier.

Hero’s Command Requires: Hero’s Blade, ECL 11
By using two uses of Hero’s Blade, you may cause a Dominate person effect instead. At ECL 17, you may instead cause a Dominate Monster effect.

Deathknight
This skill grants the Crusader the Rebuke Undead ability as a cleric of his level, with the exception that he makes a primary ability check, rather than always a Charisma check.

Death’s Touch Requires: Divine Crusader 5
This skill may be taken at level 5 without using up a talent. If you do, you do not receive the Life’s Touch ability, but may gain it by spending a talent.

A Divine Crusader with this skill can cause wounds with a touch. As a move action with touch range, she may cause a surge of negative energy to harm a single target, which may be herself, of a number of hitpoints. She deals 1d8 damage plus twice her class level on each use. She may also use the ability as a ritual, taking five minutes. Doing so deals each participant for 1d10+primary ability modifier per class level.

Both cases utilise negative energy, and thus heal undead. A touch attack is required to strike an unwilling target (with the former use; the latter is too obvious to use without major trickery.) A successful will save, with DC equal to 10+half class level+primary ability modifier, halves the damage.

A character who can use both Death’s Touch and Life’s Touch or Craftsman’s Touch may use any combination thereof in the same ritual.

Greater Death’s Touch: At eleventh level, this skill allows a Divine Crusader’s touch can cause disease and poison as easily as it draws blood. A number of times per day equal to their primary ability modifier, they may imitate the effects of Bestow Curse, Contagion, Poison, Enervation, or Slay Living. (Slay Living requires two uses.)

Debilitating Aura
This skill grants the paladin the ability to activate a debilitating aura as a swift action. She may only have one Aura from Paladin skills active at once; activating a new one negates the old. Foes within 5ft+5ft per two class levels suffer a -1 penalty to AC. This is a mind-affecting fear effect.

In addition, the paladin gains a +2 AC bonus against attacks made by any foe suffering from the effects of this aura.

Divine Armament
As a swift action, a Divine Crusader can use this skill to create one or more weapons of divine magic that settle in his hands. These weapons are identical in all ways to one or more weapons that the Crusader could wield at one time (AKA, the maximum number of weapons created is the maximum number he may wield at once.) and are of a size appropriate for its wielder. For instance, a Medium Divine Crusader materializes a Medium Divine Armament. The wielder of a Divine Armament gains the usual benefits to his attack roll and damage roll from high ability scores as normal.

The weapon can be broken (it has hardness 10 and 10 hit points); however, a Divine Crusader can simply create another on his next move action. A melee weapon dissipates if he stops holding it, while a throwing or projectile weapon persists long enough to deal damage. A Divine Armament is considered a magic weapon for the purpose of overcoming damage reduction.

A Divine Crusader can use feats such as Power Attack or Combat Expertise in conjunction with the Divine Armament just as if it were a normal weapon. He can also choose Divine Armament for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a Divine Armament.

Even in places where magical effects do not normally function (such as within an antimagic field), a Divine Crusader can attempt to sustain his Divine Armament by making a DC 20 Will save. On a successful save, the Divine Crusader maintains his Divine Armament for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the Divine Armament vanishes. As a move action on his turn, the Divine Crusader can attempt a new Will save to rematerialize his Divine Armament while he remains within the magic negating effect.

Divine Gift
This skill allows you some minor spellcasting ability. You have a caster level equal to your class level. You receive two first level spells per day, and 0 spells per day in each other spell level, and receive bonus spells per day based on primarily ability modifier and caster level. You may not cast a spell of higher level than a cleric of your class level could cast.

Choose two first level divine spells. Add them to your spells known.
You cast spontaneously, using your primary ability score.

Divine Blessings Requires: Divine Gift
This skill requires Divine Gift, and can be taken more than once.
Choose a divine spell of a level no more than one level higher than the highest level spell you know from this class. You add it to your spell list, and you gain a spell slot of that level. You may not have more spell slots of a level than of any of the levels below it.

Eagle Eyes (Ex)
You are an expert at surveying large areas. You double your sight range increments, and gain a competence bonus to spot checks equal to a quarter of your character level, plus two. This applies in all forms.

See Deception (Ex) Requires: Eagle Eyes
You can tell when things are not right. You gain a +3 competence bonus to saves against illusion effects, regardless of form.

Eyeless Sight
You gain blindsight, with a range of 10ft per point of primary ability modifier.

Force Manifest
This ability allows a Divine Crusader to use their Faith Manifest ability to deal force damage. Rather than mimicking a weapon ability, the upgrades simply mimic the effects of Flaming or Flaming Burst, only with force damage.

Identical special abilities could apply to deal sonic, desiccation, or other damage types.

Obviously, this ability requires Faith Manifest to function.

Grand Endurance
Training your stamina, you gain a +2 competence bonus to your constitution score.

Unbound Stamina Requires: Grand Endurance, ECL 11
Your training reaches a peak. Your bonus to Constitution is increased to +4.

Guardian
By using a single smite attempt, you may protect a single ally within 25ft+5ft per two class levels. They gain a sacred or profane bonus (chosen when this ability is taken) to saving throws equal to your primary ability modifier for a number of rounds equal to that modifier.

Holy Warrior
This skill grants the Crusader the Turn Undead ability with an effective cleric level equal to his class level, with the exception that he makes a primary ability check, rather than always a Charisma check. They may use this ability once per encounter, and may gain extra uses by sacrificing Smite uses.

I Believe in Second Chances
You may choose to have any attack you make that would slay a foe instead reduce them to -1hp, stable and unconscious.

Indignation
By using a single smite attempt, you may mark a single foe within 25ft+5ft per two class levels. They are entitled to a will save. If they fail, they suffer a penalty to saving throws equal to your primary ability modifier for a number of rounds equal to that modifier.

Interposition
As an immediate action on seeing an ally hit by an attack, a Divine Crusader with this skill may spend a smite use. If so, you may take a single move action. You must use this move action to travel towards them. If you reach their space, you take their spot, moving them to the nearest adjacent square (of their choice, if two or more squares are equidistant), and suffer the effects of the attack in their place.

Judgement
As a standard action, use three smite attempts and make an attack roll. If you strike, the foe must make a will save, or die. This is a death effect. A character must have ten levels of Divine Crusader to choose this skill.

Lord of Angels/Demons (Sp)
This talent allows you to summon dark creatures to assist you. Once an encounter (once an hour outside an encounter) as a standard action, you may summon an outsider with an alignment subtype matching your alignment and without class levels to assist you for the duration of the encounter, or one hour outside an encounter. This outsider has a maximum CR equal to the lower of half your character level or five. This ability is treated as a spell of level equal to half your character level.

Prince of Angels/Demons Requires: Lord of Angels/Demons
The CR limit of your summoned outsiders is raised to two thirds of your character level, or ten, whichever is lower.

Angel/Demon King Requires: Lord of Angels/Demons
The CR limit of your summoned outsiders is raised to four fifths of your character level.

Mercy’s Gentle Hand
At will, you may transform any damage you deal to nonlethal damage, after any relevant defences are applied. Immunity to nonlethal damage still applies.

Overwhelming Power (Ex)
You gain a +2 competence bonus to your charisma score. You may take this ability only if your Divine Crusader levels are governed by Charisma.

Irresistible Force (Ex) Requires: Overwhelming Power, ECL 11
Your bonus to charisma becomes +4.

Paladin’s Code
This ability may be taken for free at class level one.
Many Divine Crusaders wield the powers granted to them freely, even when their patron may regret ever doing so. Some, however, swear obedience to a code, and risk a massive weakening of their powers if they fail.

The Crusader defines a code. It should have major rules based on alignment and cause. As long as the paladin obeys the code, he gains a +2 morale bonus on all rolls. If he breaks the rules, he loses this bonus, and furthermore suffers a -4 to his class level for all effects based on it. (Minimum 1). Regaining his power requires another creature to cast Atonement on him.

Changing alignment always violates this code, but a successful Atonement can either repair their alignment, or adjust their abilities and code to their new alignment.

Perfected Weapon
As a ritual, taking one hour, you may bind a weapon to yourself. It gains a weapon enhancement bonus equal to a fifth of your class level, which may be any legal combination of weapon abilities and enhancement bonus, and cannot be changed. Abilities stack with actual abilities, and you use the higher enhancement bonus. This ability may not increase an enhancement bonus beyond five, or the total bonus beyond ten.

Applying this ritual to a new weapon removes the benefits on the old one, unless you could wield all enhanced weapons simultaneously.

Prince of (Domain)
If you do not already, you now have a caster level equal to your class level, and receive bonus spells per day based on your primary ability modifier and caster level. You may not cast a spell of higher level than a cleric of your class level could cast.

Choose a single cleric domain. Add the first through fourth level spells of that domain to your spells known, and add one to your first level spells per day.
You may take this skill more than once, each applying to a different domain.

Master of (Domain) Requires: Prince of (Domain), ECL 10
Add the fifth through seventh level spells of the chosen domain to your spells known, and add one to your second through fifth level spells per day
You may take this skill more than once, each applying to a different domain.

(Domain) Embodied Requires: Master of (Domain), ECL 14
Add the eighth and ninth level spells of the chosen domain to your spells known, one to your sixth level spells per day, and you gain access to the domain’s granted power.
You may take this skill more than once, each applying to a different domain.

Protector of Blood and Bone Requires: ECL 10
Smite attacks you make against extraplanar creatures cause them to make a will save, or be effected as per Dismissal.

Shattering Strike
As a full round action, you may make a single attack. This attack deals bonus damage equal to the amount by which your attack roll surpassed their AC. After making a shattering strike, you may not use another one for 10-Primary Ability mod rounds, minimum two.

Final Blow Requires: Shattering Strike, ECL 11
Whenever you use your Shattering Strike, you ignore half of the target’s Resist or other damage-reducing ability. In addition, your bonus damage is increased to double the amount by which you surpassed the target’s AC. Finally, subtract two from the cooldown of this ability, minimum 1.

Silver Tongue
You gain a bonus on bluff, diplomacy, and intimidate checks equal to a quarter of your character level, plus two.

Golden Word (Su) Requires: Silver Tongue
Once a day, plus once more for each seven character levels you possess, you may cast Suggestion as a supernatural ability on any being you can speak to. This is a language based effect, and the DC is 10+1/2 character level.

Hero’s Promise (Ex) Requires: Silver Tongue, ECL 11
There comes a time when the most unlikely story is told to a guard, or a secretary, and it needs to be believed. The hero meets their eyes, promises it’s true, and they believe them.
This ability, once a day, adds a +20 competence bonus to a diplomacy check. Unlike its prerequisite, it may only be used to convince someone of the truth.

Steel Skin
You receive Damage Reduction/adamantium equal to half your ECL.

Arcane Skin Requires: Steel Skin
Your damage reduction is improved to Resist. Resist reduces all damage equally regardless of type. Effects that penetrate DR/adamantium or energy resistance penetrate this Resist, as does damage that would penetrate DR/epic.

Unbreakable Skin Requires: Steel Skin
Your DR or Resist is no longer penetrated by silver weapons. Only effects that would bypass DR/-, DR/Epic (or the appropriate resistance, for Arcane Hide) bypass your defences.

Unbroken Hide Requires: Bear’s Stamina, Hide of Aeons
Your damage reduction is increased to match your ECL.

Stubborn Fury
You gain the Diehard feat as a bonus feat. In addition, you are not dead until you reach twice your constitution score in negative HP, and can act as normal until that point.

The Ends Justify the Means
By using an additional smite attempt, you may ignore the alignment restriction on a Smite attack. This does not change the morality of an attack - even if you may smite a defenceless child for amusement, it’s still an evil act.

Templar Requires: The Ends Justify the Means
You remove the alignment restriction from your Smites. This does not change the morality of an attack - even if you may smite a defenceless child for amusement, it’s still an evil act.

Inarguable Virtue Requires: Templar
Your alignment is fixed in the sight of magic. Effects that would determine your alignment treat your alignment as the alignment it was when you took this skill. A will save by anyone attempting to pierce this protection, with DC 15+½ class level+primary ability modifier allows them to detect your true alignment. People are free to think you're a horrible person, but magic will not agree.

As a story hook, consider giving this skill for free, without the character’s IC knowledge.
Generally, the writer really does not recommend not informing the player of an alignment change to their character.

Tomb Tainted (Sp)
With this talent, you can summon the undead. Once an encounter (once an hour outside an encounter) as a standard action, you may summon an undead of any type without class levels to assist you for the duration of the encounter, or one hour outside an encounter. This undead has a maximum CR equal to the lower of half your character level or five. This ability is treated as a spell of level equal to half your character level.

Death Princess Requires: Tomb Tainted, ECL 11
The CR limit of your summoned undead is raised to two thirds of your character level, or ten, whichever is lower.

Spirit Queen (Sp) Requires: Death Princess, CL 8
You may cast Animate Dead as a spell like ability at will, as long as you provide the material components.

Underworld Queen Requires: Death Princess, ECL 11
The CR limit of your summoned undead is raised to four fifths of your character level.

Death’s Empress (Sp) Requires: Spirit Queen, CL 12
You may cast Create Undead as a spell like ability at will, as long as you provide the material components.

Eternal Queen (Sp) Requires: Death’s Empress, CL 16
You may cast Create Greater Undead as a spell like ability at will, as long as you provide the material components.

Tremendous Might
Honing your power, you gain a +2 competence bonus to your strength score.

Overwhelming Force Requires: Tremendous Might, ECL 11
Your training reaches a peak. Your bonus to Strength is increased to +4.

Trusted Instincts
By believing in your instincts, you gain a +2 competence bonus to your wisdom score. You may take this ability only if your Divine Crusader levels are governed by Wisdom.

Instinctual Wisdom Requires: Trusted Instincts, ECL 11
Your training reaches a peak. Your bonus to Wisdom is increased to +4.

Touched by the Planes
This ability represents a character who has begun to be suffused with the power of an alignment-based plane. He gains DR equal to his level, penetrated by his own alignment. A True Neutral Crusader may not take this skill.

Lifted by the Planes Requires: Touched by the Planes, ECL 8
When taken, the character becomes capable of flight. They may grow visible wings or fly on the thermals - whatever the means, they gain a flight speed equal to their base land speed with good maneuverability. This speed is increased by 10ft for each fourth class level after 8th, and its maneuverability also increases at each of these times, to a maximum of perfect.

Suffused by the Planes Requires: Lifted by the Planes
This skill requires Lifted by the Planes. It grants the user the Outsider type and Native subtype, and all the benefits they imply.

Un/Holy Blast
As a free action, a Divine Crusader can create a sphere of powerful divine energy. If your base attack bonus is high enough to grant you multiple attacks, you can create multiple Un/Holy Blasts as part of an attack. You must have one hand free to create and project a Un/Holy Blast.

A medium Divine Crusader uses the rules for a large slingstone for his Un/Holy blasts, except that it deals untyped damage. You gain the usual benefit to your attack roll from a high Dexterity bonus.

A Un/Holy Blast is considered a magic weapon for the purpose of overcoming damage reduction.

You can use feats such as Point Blank Shot or Precise Shot in conjunction with a Un/Holy Blast. You can also choose Un/Holy Blast for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on an Un/Holy Blast.

Even in places where magical effects do not normally function (such as within an antimagic field), you can attempt to attack foes with Un/Holy Blasts by making a DC 20 Will save. On a successful save, you can freely produce Un/Holy Blasts for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, you must wait 1 round before trying again while you remain within the antimagic effect.

Void Sheath
As a full round action, you may banish a weapon you own to an inaccessible extradimensional plane named Elsewhere. It is safe from all known effects there - only an ability that specifically references this ability or the name Elsewhere can interact with it.
You may recover the weapon as easily as drawing a weapon. Quick Draw applies.
You may not banish more weapons in this way than your dexterity modifier.

Most weapons can remain stored indefinitely, although they are freed by your death, but powerful artifacts are rarely content to be quiescent for long periods of time - and doing so with an artifact of enough importance is likely to cause a sudden increase in people trying to kill you.
This is intended to stop people simply using it as a safe deposit box for mcguffins. Magic wants to be free, and items want to be used.

Wild Empathy (Ex)
Many Crusaders have a knack with animals. You gain the ability to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use Wild Empathy, the Divine Crusader and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A character can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Beloved By Beast (Ex) Requires: Wild Empathy
Choose a single creature of the animal, vermin, or, with DM adjudication, Magical Beast type. This creature may be a swarm. It is treated as your Familiar, with your effective wizard level for this being equal to your effective character level minus the creature’s CR.

Celestial Mount Requires: Beloved By Beast, ECL 12
Your companion gains a template based on your ideals - usually one of power level similar to Half-Celestial or Half-Fiend. This does not effect your effective Wizard or Druid level.

Eternal Hunt (Ex) Requires: Beloved By Beast, ECL 11
If your familiar is killed, you suffer two points of charisma damage. After 24 hours, you may spend 100gp and spend one hour in ritual. This ritual is a supernatural ability.
Doing so returns your familiar to life, and allows this charisma damage to be healed instantly.

Hunt’s Companion (Ex) Requires: Eternal Hunt
The character’s companion now also gains the benefits of being a Druid’s animal companion, at the same level. If it would gain the same benefit twice (Such as with Natural Armour), it gains the better.
Swarm Companions increase their swarm damage by 1d6 whenever their Strength adjustment reaches a multiple of two.

Friend of the Furred (Ex) Requires: Wild Empathy
You may cast Charm Monster on any animal or Magical beast once per encounter (or once an hour outside of encounters) as part of an action taken to use diplomacy. This is an extraordinary, non mind-affecting ability, which may be used in any form. Its duration ends immediately when the character uses this ability a second time.

Divine Grace: A fourth level Divine Crusader is protected by their cause. They add half their primary ability modifier as a sacred or profane bonus (chosen when this ability is gained) to all saving throws. Against an effect with an alignment descriptor opposite your own, or from a target of an alignment opposite your own, this is instead your full primary ability modifier.

Life’s Touch: A fifth level Divine Crusader can soothe wounds with a touch. As a move action with touch range, she may cause a surge of positive energy to heal a single target, which may be herself, of a number of hitpoints. She heals 1d8 plus twice her class level on each use. She may also use the ability as a ritual, taking five minutes. Doing so heals each participant for 1d10+primary ability modifier per class level.

Both cases utilise positive energy, and thus harm undead. A touch attack is required to strike an unwilling undead (with the former heal; the latter is too obvious to use without major trickery.) A successful will save, with DC equal to 10+half class level+primary ability modifier, halves the damage.

See also the special skill Death’s Touch, as well as Craftsman’s Touch.

Greater Life’s Touch: At eleventh level, a Divine Crusader’s touch can cleanse disease and poison as easily as it closes wounds. A number of times per day equal to their primary ability modifier, they may imitate the effects of Remove Curse, Remove Disease, Neutralise Poison, Restoration, or Raise Dead. (Raise Dead requires two uses.)

See also the special skill Greater Death’s Touch.

Faith Manifest: A Divine Crusader of at least 7th level has absolute faith in their attacks, and the divine power suffusing them reinforces it. Their attacks are treated as having the Frost, Flaming, Shocking, Corrosive or Sonic enhancement. If they already do, then the bonus damage from that weapon ability is doubled.
Changing the type of damage dealt is a swift action.

At 12th level, their attacks instead have the Icy Burst, Flaming Burst, Shocking Burst, Acidic Burst or Sonic Burst enhancements, matching the current descriptor above. If they already do, then the bonus damage from that weapon ability is doubled.

At 17th level, their attacks can convert all physical damage from their attack to match the type of their bonus damage.

These weapon enhancements do not count towards the weapons total maximum.

Champion: By eighth level, a Divine Crusader is known as a paragon of their faith. This has a number of benefits. Firstly, they project an aura of their alignment as if a cleric, as described in Detect Evil.
Secondly, they gain a bonus equal to their primary ability modifier on social rolls (usually Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive) made upon characters of their own faith - and on characters of an alignment entirely opposite their own, as their reputation inspires worship and fear.

Finally, he becomes almost immune to magical attempts to change his alignment. A Divine Crusader’s faith cannot be shaken by force. The tricks and deceptions of darkness slide from his pristine robes like water from a duck - only the muddy pain of reality can ever sully his faith.
A Divine Crusader is immune to all supernatural effects that would change his alignment, unless they come from a deity he worships.

True Champion: A Divine Crusader of 15th level is a true hero. While a Cleric is an oft-aloof speaker for the gods, a Divine Crusader is a mortal blessed with their power. Someone who wishes for repentance can do no better than seek them out.
At will, a Divine Crusader may use the Redemption/Temptation effect of Atonement on any willing creature, with a caster level equal to their class level.

Biding: A Divine Crusader of at least 9th level will never rest while their foe stands. Damage they suffer is delayed until the character can no longer perceive his foes. The maximum damage that can be delayed in this way is equal to three times his class level.
Damage after this amount is taken as normal. Other effects, such as poison, that ride on attacks are applied instantly.

When the Divine Crusader can no longer perceive his foes, all delayed damage takes effect. Healing can be split between restoring the Divine Crusader’s HP and removing delayed damage as he desires.

Eternal Biding: At eighteenth level, a Divine Crusader’s will is the stuff of legend. Once per day, he must proclaim a quest that he seeks to complete this encounter - ‘I will slay that lich’ or ‘I will hold this gate’ are good examples.

As long as the paladin is actively fighting in pursuit of this goal, he delays all damage dealt to him. Just like normal Biding, the damage applies when he no longer has foes - or when he completes his goal.

Hypercompetence: A Divine Crusader of 9th level is the greatest martial champion of their cause. They gain a +1 untyped bonus to all attack rolls and combat maneuvers such as grapples. At nineteenth level, this increases to a +2 bonus.

Final Judgement (Ex): As an attack action, a Divine Crusader of at least 10th level can attempt to end the battle with a single devastating strike. He can only attempt this if his opponent has remaining hit points of no more than half his class level times ten, and is within range of his weapon.
A Divine Crusader is always aware of whether an enemy is vulnerable to this attack.

If the Divine Crusader succeeds on their Attack Roll, which is made as normal, the victim must make a Will save with DC equal to 10 + half the Divine Crusader’s Class level + their primary ability Modifier, or be incinerated, obliterated, or in some other spectacular way, slain.

If this ability fails to slay the target, it may not be used again on any target that day.

At twentieth level, they may use the ability a second time in a day after it fails. (Though after the attack has failed twice in one day, it’s unusable.)

Unshakeable Faith: At 13th level, a Divine Crusader’s attacks cannot be stopped by any mortal force. Their attacks penetrate all damage reduction other than epic.

Morcleon
2013-11-23, 11:51 PM
Class Skills: The Divine Crusader’s class skills (And the key ability for each skill) are...Knowledge (Religion)...

Needs the (Int) after this skill.


Skill Points at 1st level-(4+ Int Modifier) x4
Skill Points per Level-4 + Int Modifier

Please normalize the spacing between "4" and "Int". :smallsmile:


Smite the Heretic: Once per encounter, plus once more for each third Divine Crusader level, a Divine Crusader may attempt to Smite his foe. He gains a bonus on the attack roll equal to his primary ability modifier, and deals bonus damage equal to his primary ability modifier plus his class level. However, the smite only affects creatures of an alignment opposite the Crusader’s own - a Lawful Good Divine Crusader can smite chaotic and evil targets, but not targets that are neither chaotic or evil. There is one exception – He may always smite creatures of animal intelligence (Int 2 or less) that are attacking him. Finally, a True Neutral Divine Crusader treats all extreme alignments - CE, CG, LE, LG - as opposite his own.

Using this ability on an invalid target gains no benefits.

Is this 1 + (level / 3), which would be a progression of 1, 3, 6, 9, etc, or 1 + ((level - 1) / 3), a progression of 1, 4, 7, 10, etc?

Also, specify whether or not usage on an invalid target uses up a use of this ability.


Divine Fury: A third level Divine Crusader can unleash a flurry of empowered strikes. By using two uses of his Smite ability, he may grant every attack he makes before the beginning of his next round the benefits of Smite the Heretic.

As written, this means that as the initiative order rolls around again, the benefits of this are lost, as that is the beginning of the next round. Change "next round" to "next turn".


Paragon of Vengeance: A Divine Crusader of sixteenth level channels divine power without conscious effort. Every attack he makes against a legal target is a Smite, without using one of his attempts. His per-encounter uses are now used only for other abilities that use them.

While this class feature is derived off of Smite the Heretic, please move this ability and the one above to it's own slot down below, as it keeps the abilities in order.

Ways

Way of the Arcane Champion: You receive a free copy of the Divine Gift skill, and a free copy of the Divine Blessing skill at each third level, except that you choose Arcane spells. If you also possess the Divine Gift skill, spells per day are separate amongst the two.
You add Knowledge (Arcane) to your class skill list.

So you just get a bunch of 1st level arcane spells? May want to add a thing where you can get higher level spells...


Way of the Evensong: You may use your Life’s Touch ability, and, if you have them, Death’s Touch and Craftsman’s Touch abilities through song. This gives them a range of 25ft+5ft/two class levels. You add the Perform skill to your class skill list, and may exchange any cross class ranks you possess in it with two class ranks each.

In addition, you add one to the benefit granted by any Aura you use.

Seems a bit underwhelming compared to the others...


Way of the Speaker:You may cast charm person as a spell like ability by reducing your smites per encounter by one until you next receive a good night's sleep. At 6th level, this upgrades to charm monster. At 15th level, this upgrades to mass charm monster. This is an extraordinary, mind affecting, language-dependent effect.

Specify CL and stat used for the save.


Way of the Sword Saint: Add Martial Lore to your class skill list. Divine Crusader levels count as Initiator levels.
You choose a single maneuver from any one discipline. You may use that maneuver. At each third level, choose a new maneuver. At fourth level, tenth level, and seventeenth level, you learn a single stance from any one discipline.

Need to specify that all your maneuvers are readied. Also, does this have a recharge mechanism?


Way of Nature’s Champion:Finally, you may transform into an animalistic form as a full round action. Apart from duration, which is unlimited, this functions as per the Wild Shape ability, except that the chosen creature’s HD and CR must both be less than ¾ of your class level. (Minimum one.)

Need to specify types of creatures that you can shift into. Higher level druids can wild shape into non-animal forms, unless that is your intention.


Skills:

Aura of Despair:
In addition, the paladin may optionally gain Resist 2 against any foe suffering this effect..

What is Resist 2? Also, there is an extra period there.


Aura of Resolve: This skill grants the paladin the ability to activate an aura of resolve as a swift action. She may only have one Aura from Paladin skills active at once, activating a new one negates the old. Allies within 5ft+5ft per two class levels gain a +4 morale bonus on saving throws against compulsion effects.

In addition, the paladin may optionally gain a permanent +2 untyped bonus on saving throws against mind affecting abilities.

Comments for all the Aura abilities:
1. Why is the second paragraph always an optional thing?
2. It should read either "She may only have one Aura from Paladin skills active at once; activating a new one negates the old." or "She may only have one Aura from Paladin skills active at once. Activating a new one negates the old."


Avatar of Death: Whenever you kill a foe with a Smite attack, you may immediately animate them as an undead, as if with Animate Dead. Your limit on controlled undead remains 4xCL, but you treat Paladin levels as caster levels for the purposes of this limit.

Divine Crusader levels, not Paladin levels. Also, the "immediately" bit is a bit odd. So the instant after your stab them, their life disappears and they turn into a zombie/skeleton? There should at least be a small delay...


Blessed Blade: The Divine Crusader causes one or more weapons, but no more than he could wield at one time. If he chooses one weapon, it gains an Enhancement bonus equal to One, plus a quarter of his class level. He may exchange points of bonus for weapon abilities, and treats the appropriate alignment abilities (holy, unholy, anarchic, axiomatic) as +1 abilities.

If he chooses multiple weapons, they gain a bonus one lower - equal to a quarter of his class level.

He may choose Divine Armaments, or Un/Holy Blasts, if he possesses them.

Should be "The Divine Crusader chooses" at the beginning.

Also, "enhancement bonus of 1". Don't do unnecessary capitalization or wordiness.

"they gain a bonus one lower - equal to a quarter of his class level." Recommended change to "they gain a bonus one lower (equal to a quarter of his class level)." for clarity purposes.


Constant Vigilance: As a full round action which is obvious to behold, this skill allows a Divine Crusader to cast Detect Evil as a spell like ability.

Why "obvious to behold"?


Craftsman’s Touch:

A Divine Crusader with this skill can repair damage with a touch. As a move action with touch range, she may cause a surge of binding energy to heal a single target, which may be herself, of a number of hitpoints. She heals 1d8 plus twice her class level on each use. She may also use the ability as a ritual, taking five minutes. Doing so heals each participant for 1d10+primary ability modifier per class level.

Should change all instances of "heal" with "repair".


Deathknight: This skill grants the Crusader the Rebuke Undead ability, with the exception that he makes a primary ability check, rather than always a Charisma check.

Specify effective cleric level.


Death’s Touch: This skill requires Divine Crusader level 5, and may be taken at that level for free. If a character does so, they do not receive Life’s Touch, but may take it as a skill.

A Divine Crusader with this skill can cause wounds with a touch. As a move action with touch range, she may cause a surge of negative energy to harm a single target, which may be herself, of a number of hitpoints. She deals 1d8 plus twice her class level on each use. She may also use the ability as a ritual, taking five minutes. Doing so deals each participant for 1d10+primary ability modifier per class level.

Replace "deals" with "damages". Also, specify damage type.


Greater Death’s Touch:
A character who possesses both Greater Life's and Greater Death's Touch has only a single pool of uses between the two.

Firstly, why only a single pool? Secondly, "Greater Life's Touch" should be spelled out. It's its own ability.


Debilitating Aura: This skill grants the paladin the ability to activate a debilitating aura as a swift action. She may only have one Aura from Paladin skills active at once, activating a new one negates the old. Foes within 5ft+5ft per two class levels suffer a -1 penalty to AC. This is a mind-affecting fear effect.

Why is debilitation made a fear effect? Doesn't really make sense, as it decreases AC by debilitating people... shouldn't it be a physical thing?


Divine Armament:The weapon can be broken (it has hardness 10 and 10 hit points); however, a Divine Crusader can simply create another on his next move action. The moment he relinquishes his grip on his weapon, it dissipates.

On an unsuccessful attempt, the Divine Spear vanishes.

What about throwing weapons?

Also, Divine Armament, not Divine Spear.


Divine Gift: This skill allows you some minor spellcasting ability. You have a caster level equal to your class level. You do not receive spells known, but you receive bonus spells per day as if you had 2 first level spells per day, and 0 spells per day in each other spell level.

You specify that you gain spells known later, why say that you don't do so here?


Divine Blessings:Choose a divine spell of level no more than one level higher than the highest level spell you know from this class. Add it to your spell list, and you gain a spell slot of that level. You may not have more spell slots of a level than of any of the levels below it.

"Choose a divine spell of a level..."

"You add it to your spell list, and you gain a spell slot of that level."


: the upgrades simply mimic the effects of Flaming or Fiery Burst, only with force damage.

Identical special abilities could apply to deal sonic, desiccation, or other damage types.

Obviously, this ability requires Faith Manifest to function.

"mimics". Also, why Flaming and Fiery Burst? The second is a reserve feat...

Please specify something like "...only with any of the following energy types: fire, cold, electricity, acid, sonic, positive, negative, dessication or force".


[B]Guardian: By using a single smite attempt, you may protect a single ally within 25ft+5ft per two class levels. They gain a sacred or profane bonus to saving throws equal to your primary ability modifier for a number of rounds equal to that modifier.

Do you determine whether it is sacred or profane?


Holy Warrior: This skill grants the Crusader the Turn Undead ability, with the exception that he makes a primary ability check, rather than always a Charisma check. They may use this ability once per encounter, and may gain extra uses by sacrificing Smite uses.

Specify effective cleric level.


I Believe in Second Chances: You may choose to have any attack you make that would slay a foe instead reduce them to -1hp and unconscious.

Should make them stable as well. Also, "-1 HP".


Interposition: As an immediate action on seeing an ally hit by an attack, a Divine Crusader with this skill may spend a smite use. If so, you may take a single move action. You must use this move action to travel towards them. If you reach their space, you take their spot, moving them to the nearest adjacent square (of their choice, if tied and a PC), and suffer the effects of the attack in their place.

"if tied"? Also, they should always have a choice, whether or not they are a PC.


Judgement:
A character must have class level 10 to choose this skill.

"must have 10 Divine Crusader levels". More specific and less wiggle room.


Celestial Mount: This skill requires the Loyal Mount skill. It grants your mount a template based on your ideals - usually one of power level similar to Half-Celestial or Half-Fiend.

Warrior Mount: This skill requires the Loyal Mount skill. It grants your mount the benefits of a Druid’s animal companion. Note that the benefits of paladin and druid do not stack - while it gets benefits from both, it takes only the best of the two when they grant the same benefit, like a Str bonus or bonus HD.

Please move these two to the proper place alphabetically.


Prince of (Domain): If you do not already, you now receive bonus spells per day as if you had 2 first level spells per day, and 0 spells per day in each other spell level. You are capable of casting spells that a cleric of your class level could cast.

Choose a single cleric domain. Add the first through fourth level spells of that domain to your spells known, and add one to your first level spells per day.
You may take this skill more than once, each applying to a different domain.

Master of (Domain): This skill requires Prince of (Domain) and class level 10.
Add the fifth through eighth level spells of the chosen domain to your spells known, and add one to your second through fifth level spells per day
You may take this skill more than once, each applying to a different domain.

(Domain) Embodied: This skill requires Master of (Domain).
Add the ninth level spell of the chosen domain to your spells known, one to your sixth level spells per day, and you gain access to the domain’s granted power.
You may take this skill more than once, each applying to a different domain.

The parentheses are unnecessary and awkward.

Prince of Domain is strictly better than Divine Gift, as it allows you full prepared cleric casting of two 1st level spells.

These skills mean you could have 9th level spells by level 6. Please put some prereqs on them.

You should also even out the benefits a little. Generally, the domain power is not that good, with notable exceptions. Maybe 1-3, 4-6, 7-9 + domain power?


Inarguable Virtue: This skill requires Templar. Your alignment is fixed in others sight. Effects that would determine your alignment treat your alignment as the alignment it was when you took this skill. A will save by anyone attempting to pierce this protection, with DC 15+½ class level+primary ability modifier allows them to detect your true alignment.

As a story hook, consider giving this skill for free, without the character’s IC knowledge.
Generally, the writer does not recommend not informing the player of an alignment change to their character.

Can the alignment fixed be changed?

Also, not informing the player of an alignment change (or of any change to their character) is just bad form and a bit of jerk move. It decreases trust between the DM and the player.


Touched by the Planes: This ability represents a character who has begun to be suffused with the power of an alignment-based plane. He gains DR equal to his level, penetrated by his own alignment. A True Neutral Crusader may not take this skill.

So this is strictly better for anyone of an extreme alignment, as LG would have DR X/law and good but NG would only have DR X/Good.

Also, it should be "penetrated by the alignment opposed to his own", as that's what all the celestials and devils and demons have.


Lifted by the Planes: This skill requires Touched by the Planes, and a class level of eight or higher. When it is taken, the character becomes capable of flight. They may grow visible wings or fly on the thermals - whatever the means, they gain a flight speed with good maneuverability, and a speed of their base land speed. This speed is increased by 10ft for each fourth class level after 8th, and its maneuverability also increases at each of these times.

"a speed equal to their base land speed"

Needs a ", up to a maximum of perfect maneuverability" clause at the end.


Suffused by the Planes: This skill requires Lifted by the Planes. It grants the user the Outsider and Native types, and all the benefits they imply.

Native is not a type, it is a subtype. "It grants the user the Outsider type and the Native subtype".


Un/Holy Blast: As a free action, a Divine Crusader can create a sphere of powerful divine energy. If your base attack bonus is high enough to grant you multiple attacks, you can create multiple Un/Holy Blasts as part of an attack. You must have one hand free to create and project a Un/Holy Blast.

A medium Divine Crusader uses the rules for a large slingstone for his Un/Holy blasts. You gain the usual benefit to your attack roll from a high Dexterity bonus.

Whether a Un/Holy Blast hits or misses, it dissipates 1 round after being shot. A Un/Holy Blast is considered a magic weapon for the purpose of overcoming damage reduction.

You can use feats such as Point Blank Shot or Precise Shot in conjunction with a Un/Holy Blast. You can also choose Un/Holy Blast for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a Un/Holy Blast.

Even in places where magical effects do not normally function (such as within an antimagic field), you can attempt to attack foes with Un/Holy Blasts by making a DC 20 Will save. On a successful save, you can freely produce Un/Holy Blasts for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, you must wait 1 round before trying again while you remain within the antimagic effect.

Definitely needs a specification on the differences between the two, as well as for damage type. Also, could a good Divine Crusader select Unholy Blast? If not, you need to specify that.



Divine Grace: A fourth level Divine Crusader is protected by their cause. They add half their primary ability modifier to all saving throws. Against an effect with an alignment descriptor opposite your own, or from a target of an alignment opposite your own, this is instead your full primary ability modifier.

What type of bonus is this?


Life’s Touch: A fifth level Divine Crusader can soothe wounds with a touch. As a move action with touch range, she may cause a surge of positive energy to heal a single target, which may be herself, of a number of hitpoints. She heals 1d8 plus twice her class level on each use. She may also use the ability as a ritual, taking five minutes. Doing so heals each participant for 1d10+primary ability modifier per class level.

Both cases utilise positive energy, and thus harm undead. A touch attack is required to strike an unwilling undead (with the former heal; the latter is too obvious to use without major trickery.) A successful will save, with DC equal to 10+half class level+primary ability modifier, halves the damage.

See also the special skill Death’s Touch, as well as Craftsman’s Touch.

Is this at will healing?


Greater Life’s Touch: See also the special skill Death’s Touch.

Should be "Greater Death's Touch", as that references this one.


Faith Manifest: At 12th level, their attacks instead have the Icy Burst, Flaming Burst, Shocking Burst, Acidic Burst or Sonic Burst enhancements, matching the current descriptor above. If they already do, then the bonus damage from that weapon ability is doubled to 2d6, or 2d10 on a critical hit.

What if the weapon has a crit multiplier of something other than x2? Just say that the extra damage is doubled.


Champion: By eighth level, a Divine Crusader is known as a paragon of their faith. This has a number of benefits. Firstly, they project an aura of their alignment as if a cleric, as described in Detect Evil.
Secondly, they gain a bonus equal to their primary ability modifier on social rolls (usually Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive) made upon characters of their own faith - and on characters of an alignment entirely opposite their own, as their reputation inspires worship and fear.

Finally, he becomes almost immune to magical attempts to change his alignment. A Paladin’s faith cannot be shaken by force. The tricks and deceptions of darkness slide from his pristine robes like water from a duck - only the muddy pain of reality can ever sully his faith.
A Paladin is immune to all supernatural effects that would change his alignment, unless they come from a deity he worships.

Needs a more concrete list of skills that the bonus is applicable on.

Divine Crusader, not Paladin. Similarly, remove the flavor text, or change it to be applicable for all alignments. Also, "magical or supernatural effects", as there are magical but not supernatural ways of changing alignment.


True Champion: A Divine Crusader of 15th level is a true hero. While a Cleric is an oft-aloof speaker for the gods, a Divine Crusader is a mortal blessed with their power. Someone who wishes for repentance can do no better than seek them out.
At will, a Divine Crusader may use the Redemption/Temptation effect of Atonement on any willing creature.

Move to it's own section. Also, caster level of Atonement should be specified.


Biding: A Divine Crusader of at least 9th level will never rest while their foe stands. The first amount of damage they suffer in any encounter is delayed until the character can no longer perceive his foes. This damage is equal to three times his class level.
Damage after this amount is taken as normal. Other effects, such as poison, that ride on attacks are applied instantly.

When the Divine Crusader can no longer perceive his foes, all delayed damage takes effect. Healing can be split between restoring the Divine Crusader’s HP and removing delayed damage as he desires.

This has confusing wording. Recommend change to "They may delay taking an amount of damage equal to three times their class level until the character can no longer perceive their foes."


Eternal Biding: At eighteenth level, a Divine Crusader’s will is the stuff of legend. Once per day, he must proclaim a quest that he seeks to complete this encounter - ‘I will slay that lich’ or ‘I will hold this gate’ are good examples.

As long as the paladin is actively fighting in pursuit of this goal, he delays all damage dealt to him. Just like normal biding, the damage applies when he no longer has foes - or when he completes his goal.

"Just like normal biding"- Biding should be capitalized, as it is a class feature.

Also, move down to it's own section.


Final Judgement (Ex): If this ability fails to slay the target, it may not be used again that day.

At twentieth level, they may use the ability a second time after it fails. (Though after the attack has failed twice in one day, it’s unusable.)

Does this restriction apply for each enemy, or for all enemies?


Unshakeable Faith: At 13th level, a Divine Crusader’s attacks cannot be stopped by any mortal force. Their attacks penetrate all damage reduction other than epic.

So you can penetrate DR not meant to be penetrated (DR/-), but you can penetrate DR that can be penetrated by epic weapons? This should either penetrate all DR, or not be able to penetrate DR/-.

Feats

Extra Skill
Prerequisites: At least one Divine Crusader Special Skill
Benefits: Choose an additional skill.
Special: You may choose this feat an additional time for each five levels you have in Divine Crusader.

This needs to specify that you can only take it a number of times equal to 1+(1/5 Divine Crusader levels). It only specifies that you can take it an additional time, which is a negation of a restriction that does not exist.



ACF
Hero’s Form
Lost: Base Attack Bonus is reduced to the medium progression. Hit dice is reduced to d8.
Gained: As a full round action once per encounter, you may take on a superior form. In this form, you have a base attack bonus from Divine Crusader levels equal to your class level. You gain +2hp per class level, and +2 Str/Dex/Con. You remain in this state for up to two rounds, plus one round for each point of your primary ability modifier.
Notes: This is an adaptation of Rich Burlew’s Champion class.
Special: Optionally, this hero form could be a form of possession, apply personality shifts, or have other strange effects.

Firstly, write out Alternate Class Feature. Not everyone knows what ACF means.

Also, this ACF appears to be a bit underwhelming. Also, what type of bonus are the ability bonuses?

Just to Browse
2013-11-24, 12:53 AM
That ACF is not worth taking. You lose your passive BAB, -1 HP/lvl, and every combat you need to spend a full-round action to get them back, with net +2HP/lvl, +1 AC, and +1 to-hit. That's not even worth the action economy cost.

Lix Lorn
2013-11-24, 01:19 AM
Feats
Extra Skill
Prerequisites: At least one Divine Crusader Special Skill
Benefits: Choose an additional skill.
Special: You may choose this feat an additional time for each five levels you have in Divine Crusader.

Student of Divine Warfare
Prerequisites: Int 13, about to or already have taken at least one level in Divine Crusader.
Benefits: All class abilities normally based on Wisdom or Charisma are instead based on Intelligence.
Normal: Intelligence lends itself to the arcane better than the divine.

Alternate Class Features Hero's Form and Limited
Hero’s Form
Lost: Base Attack Bonus is reduced to the medium progression. Hit dice is reduced to d8 (d10 for Way of the Warrior)
Gained: As a full round action once per encounter, you may take on a superior form. In this form, you have a base attack bonus from Divine Crusader levels equal to your class level. You gain +2hp per class level, and a +2 sacred or profane (your choice when you take this feature) bonus to Strength, Dexterity, and Constitution. You remain in this state for up to two rounds, plus one round for each point of your primary ability modifier. At 8th level, these ability bonuses increase to +4, and at 16th to +6.
Notes: This is an adaptation of Rich Burlew’s Champion class.
Special: Optionally, this hero form could be a form of possession, apply personality shifts, or have other strange effects.

Limited Healing
Lost: At will use of Life's Touch/Death's Touch/Craftsman's Touch.
Gained: Each of the lost abilities that you have access to may be used a limited number of times per day. The move action use may be used a number of times equal to your primary ability modifier plus your class level. The ritual use may be used only once a day, plus an additional time for each seventh level after level five you possess. (Twice at 12, three times at 19.)
Notes: Unlike most ACFs, this ACF is applied by the DM if he wishes to disallow infinite healing.


Needs the (Int) after this skill.

Please normalize the spacing between "4" and "Int". :smallsmile:
Whooops.


Is this 1 + (level / 3), which would be a progression of 1, 3, 6, 9, etc, or 1 + ((level - 1) / 3), a progression of 1, 4, 7, 10, etc?

Also, specify whether or not usage on an invalid target uses up a use of this ability.
The former and yes.


While this class feature is derived off of Smite the Heretic, please move this ability and the one above to it's own slot down below, as it keeps the abilities in order.
I would prefer not to.


Ways
So you just get a bunch of 1st level arcane spells? May want to add a thing where you can get higher level spells...
Divine Blessing does give higher level spells.


Seems a bit underwhelming compared to the others...
I know, and I can't work out how to fix it. :smallfrown::smallmad:


Need to specify types of creatures that you can shift into. Higher level druids can wild shape into non-animal forms, unless that is your intention.
Doesn't seem a problem to me.

Skills:

What is Resist 2? Also, there is an extra period there.
Resist has turned up everywhere I make anything. >>


Comments for all the Aura abilities:
1. Why is the second paragraph always an optional thing?
2. It should read either "She may only have one Aura from Paladin skills active at once; activating a new one negates the old." or "She may only have one Aura from Paladin skills active at once. Activating a new one negates the old."
I... do not remember why.


Divine Crusader levels, not Paladin levels. Also, the "immediately" bit is a bit odd. So the instant after your stab them, their life disappears and they turn into a zombie/skeleton? There should at least be a small delay...
Immediately after they die. You have to slay them. :smalltongue:


Should be "The Divine Crusader chooses" at the beginning.

Also, "enhancement bonus of 1". Don't do unnecessary capitalization or wordiness.
I do not know how either of those things happened. O_o


Why "obvious to behold"?
So people know you're judging them.


Replace "deals" with "damages". Also, specify damage type.
...it says negative energy right there.


Firstly, why only a single pool? Secondly, "Greater Life's Touch" should be spelled out. It's its own ability.
Don't remember why.


Why is debilitation made a fear effect? Doesn't really make sense, as it decreases AC by debilitating people... shouldn't it be a physical thing?
Not... entirely sure.


What about throwing weapons?

Also, Divine Armament, not Divine Spear.
That would be better modeled with Un/Holy Blast... edited. Also whoops copypaste artefact.


You specify that you gain spells known later, why say that you don't do so here?
Unsure.


"Choose a divine spell of a level..."

"You add it to your spell list, and you gain a spell slot of that level."
blehhhh


"mimics". Also, why Flaming and Fiery Burst? The second is a reserve feat...
Upgrades, multiple. Mimic. :smallwink:
And because I forgot. Fiery Burst is way cooler.


Please specify something like "...only with any of the following energy types: fire, cold, electricity, acid, sonic, positive, negative, dessication or force".
...why?


Do you determine whether it is sacred or profane?
Yes.


Specify effective cleric level.

Should make them stable as well. Also, "-1 HP".
Done, done, and why?


"if tied"? Also, they should always have a choice, whether or not they are a PC.
Unsure why it says 'if tied', but I'm not bothered by the crusader getting to choose where the NPC goes.
Oh right it means if there are two squares an identical distance away


"must have 10 Divine Crusader levels". More specific and less wiggle room.
Sure.


Please move these two to the proper place alphabetically.
No. A skill shouldn't come before its prerequisite.


The parentheses are unnecessary and awkward.
Disagree.


Prince of Domain is strictly better than Divine Gift, as it allows you full prepared cleric casting of two 1st level spells.
Eh, marginally...


These skills mean you could have 9th level spells by level 6. Please put some prereqs on them.
You could KNOW them. You couldn't cast them.


You should also even out the benefits a little. Generally, the domain power is not that good, with notable exceptions. Maybe 1-3, 4-6, 7-9 + domain power?
I don't want it to be flat. 1-4, 5-7, 8-9 I can do.


Can the alignment fixed be changed?
Nope.


Also, not informing the player of an alignment change (or of any change to their character) is just bad form and a bit of jerk move. It decreases trust between the DM and the player.
...I literally give that warning in the class feature.


So this is strictly better for anyone of an extreme alignment, as LG would have DR X/law and good but NG would only have DR X/Good.
Sadly, yes.


Also, it should be "penetrated by the alignment opposed to his own", as that's what all the celestials and devils and demons have.
Yes, but that's kinda stupid.
Why do things have DR penetrated by the things they fight most often?


"a speed equal to their base land speed"

Needs a ", up to a maximum of perfect maneuverability" clause at the end.
Right.


Native is not a type, it is a subtype. "It grants the user the Outsider type and the Native subtype".
Picky picky picky


Definitely needs a specification on the differences between the two, as well as for damage type. Also, could a good Divine Crusader select Unholy Blast? If not, you need to specify that.
There is no difference besides fluff. Untyped.


What type of bonus is this?
Added.


Is this at will healing?
Out of combat, yes. Might add an ACF to limit it, for the DMs that dislike infinite healing.


Should be "Greater Death's Touch", as that references this one.
right right


What if the weapon has a crit multiplier of something other than x2? Just say that the extra damage is doubled.
Sure.


Needs a more concrete list of skills that the bonus is applicable on.

Divine Crusader, not Paladin. Similarly, remove the flavor text, or change it to be applicable for all alignments. Also, "magical or supernatural effects", as there are magical but not supernatural ways of changing alignment.
...no. It should be fairly obvious whether a roll is social or not. And flavor text is flavor text is flavor text and how can something be magical and not be supernatural.


Move to it's own section. Also, caster level of Atonement should be specified.
No and sure.


This has confusing wording. Recommend change to "They may delay taking an amount of damage equal to three times their class level until the character can no longer perceive their foes."

"Just like normal biding"- Biding should be capitalized, as it is a class feature.

Also, move down to it's own section.
Edited, edited, no.


Does this restriction apply for each enemy, or for all enemies?
All.


So you can penetrate DR not meant to be penetrated (DR/-), but you can penetrate DR that can be penetrated by epic weapons? This should either penetrate all DR, or not be able to penetrate DR/-.
Not entirely sure why, but DR/epic is meant to be sacrosanct. (shrug)


Feats
This needs to specify that you can only take it a number of times equal to 1+(1/5 Divine Crusader levels). It only specifies that you can take it an additional time, which is a negation of a restriction that does not exist.
I'm pretty sure that you can't take a feat more than once by default, multiple times is the exception.


Firstly, write out Alternate Class Feature. Not everyone knows what ACF means.
r u srs morcles :smalltongue:


Also, this ACF appears to be a bit underwhelming. Also, what type of bonus are the ability bonuses?
Buffed, specified. :)