PDA

View Full Version : Class Options [E6]



Darkxarth
2010-07-13, 09:41 AM
This is a compendium for my Class Options for Epic 6 (http://www.myth-weavers.com/wiki/index.php/Epic_6). I am trying to redesign the PC classes by offering them a slew of new options from which to choose at each of their six levels.

Fighter (http://www.giantitp.com/forums/showpost.php?p=8919770&postcount=2) - Weapon Specialist, Adaptive Combatant, and Focused Soldier
Paladin (http://www.giantitp.com/forums/showpost.php?p=8919786&postcount=3) - Hospitaller

My E6 Houserules
NPCs are only allowed to have levels in NPC classes (Adept, Aristocrat, Commoner, Expert, and Warrior). Even bishops and magisters are adepts while generals and assassins tend to be multiclass warriors/experts. PC classes will be limited to the core classes (for now).

Health SystemI am using a variation on the Vitality Point/Wound Point system (http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm). NPCs get Wound Points equal to half their Constitution score (round down).
Adept = 3 + Con modifier VP at every level
Aristocrat = 2 + Con modifier VP at every level
Commoner = 1 + Con modifier VP at every level
Expert = 4 + Con modifier VP at every level
Warrior = 6 + Con modifier VP at every level
PCs get Wound Points equal to his Constitution score.
PCs get maximum Vitality Points for their class at 1st level.
Barbarian = 1d12 + Con modifier VP at every level after first
Bard = 1d8 + Con modifier VP at every level after first
Cleric = 1d6 + Con modifier VP at every level after first
Druid = 1d8 + Con modifier VP at every level after first
Fighter = 1d12 + Con modifier VP at every level after first
Monk = 1d8 + Con modifier VP at every level after first
Paladin = 1d10 + Con modifier VP at every level after first
Ranger = 1d10 + Con modifier VP at every level after first
Rogue = 1d8 + Con modifier VP at every level after first
Sorcerer = 1d6 + Con modifier VP at every level after first
Wizard = 1d6 + Con modifier VP at every level after first

Skill: Using the Heal skill, characters can restore Vitality Points by making a Heal check (DC 15) as a standard action. This restores a number of Vitality Points equal to 2 x Hit Dice of target creature + 5 for every 5 by which the Heal check exceeds 15. Using the Heal skill in this way requires expending one use from a Healer's Kit (or similar item). This needs some sort of limitation on use, but I'd rather not make in an arbitrary 1/day.

I may also be using some sort of chart or table for a list of negative effects that apply when you take Wound Point damage (dropping the stunned condition as default).

FeatsNPCs get feats at 3rd and 6th level. PCs get feats at 2nd, 4th, and 6th level.
As standard for E6, characters will gain feats at steady intervals of experience. I have not decided if I want to leave it at 5000 or not, I probably will, though.

New & Modified FeatsI intend to go over every feat in the SRD and make changes where appropriate, as well as creating a slew of new feats. For now, however, I simply have this small list.
Mobility: You gain a +4 dodge bonus to armor class against all attacks of opportunity. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Additionally, you treat the maximum Dexterity bonus to AC on any armor you wear as being +1 higher and the armor penalty as being +1 better (e.g. -3 to -2). Prerequisites: Dex 13+
Endurance: Endurance grants +3 Vitality Points, +4 on saving throws against fatigue/exhaustion, saving throws against ambient environmental damage, Constitution checks, and saving throws to prevent suffocation/drowning.
Diehard: Diehard grants +1 Wound Point. Remains conscious (but not automatically stable) while dying. +4 on saving throws to stabilize. Prerequisites: Endurance, Con 13+
Toughness: Toughness grants +2 Vitality Points per Hit Die.
Improved Toughness: Improved Toughness grants +3 Wound Points. Prerequisites: Toughness
Epic Toughness: Epic Toughness grants +6 Vitality Points and +3 Wound Points. Prerequisites: Toughness, Improved Toughness, Character Level 6
MagicI am probably using this idea blatantly stolen from okpokalypse here (http://www.giantitp.com/forums/showpost.php?p=8884635&postcount=220):

Real Quickly on the Vancian system of Magic... I've used a variant of it that worked well. Instead of having 4 / 4 / 3 / 2 Spells (Example) as with the Vancian System, it does the same "progression" - but converts it all to memorizable spell levels.

So the above example with have 4 (4*1) + 8 (4*2) + 9 (3*3) + 8 (2*4) = 29 Spell Levels of Memorization. It gives the feel of Psionic flexibility without having to rewrite augmentation rules in for all the spells. That way a L8 Wizard has flexibility in how he's going to do his daily spells. 3 4th (12) & 2 3rd (6) & 5 2nd (10) & 1 1st (1) = 29.

Same thing goes for bonuses due to high ability scores. Convert "Slots" gained into a cumulative Spell Level bonus for memorization... It worked very well for me when I used it...

I will also be heavily editing the existing spells in the SRD.

WeaponsI will be using the Weapon Group feats (http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm), except that when you take the Exotic Weapon Group you have to choose a sub-group with which you are already proficient; you gain proficiency with the exotic weapons of that sub-group. You may choose the Exotic Weapon Group more than once, each time you do, you choose a new sub-group.

Also, I will be editing the starting Weapon Group proficiencies of classes.

There are a number of other changes and additions I am considering, but none of them are fleshed out enough yet to even summarize.


Class Options may be taken at each level, so that one Fighter might use Weapon Specialist options, Adaptive Combatant options, Focused Soldier options, or any combination of them.

Darkxarth
2010-07-14, 07:54 AM
The Fighter

Base Attack Bonus: Full (equal to level)
Fortitude Save: Good (1/2 level + 2)
Reflex Save: Medium (1/3 level + 1)
Will Save: Medium (1/3 level + 1)
Hit Die: d12
General Rule: If the fighter already has a bonus feat that he receives from his class, when he would receive that bonus feat he may instead take a fighter bonus feat for which he qualifies.

Weapon Specialist
The Weapon Specialist options allow a fighter to focus on training with one specific type of weapon, granting him bonuses and new abilities for doing so. Eventually, he becomes so familiar with his chosen weapon that attacking with it is as easy as tying his boot laces in the morning.

Chosen Weapon: Some fighters choose to focus on a single weapon (longsword, heavy crossbow, shuriken, etc.) gaining special abilities that make them more powerful with their chosen weapon. The chosen weapon may be any weapon with which the fighter is proficient. It applies to all weapons of that type (all longswords, all heavy crossbows, etc.) but not with similar weapons. This variant allows a fighter who is entirely dedicated to a certain type of weapon to benefit by training with only that weapon. (Exception: A Weapon Specialist whose chosen weapon is a longbow or a shortbow may also apply their benefits to composite longbows and composite shortbows, respectively.) Any fighter that takes a level as a Weapon Specialist designates a chosen weapon.
Level 1
Proficiency with the Basic Weapon Group as well as 3 others.
Proficiency with Light, Medium, and Heavy Armor as well as all Shields (including Tower Shields).
Focused Wielder: At 1st level, a Weapon Specialist gains the Weapon Focus feat with his chosen weapon. Additionally, the bonus to attack rolls increases by +1 at every fighter level (to +6 at level 6).
Level 2
Quick Attack: At 2nd level, a Weapon Specialist gains the Quick Draw and Improved Initiative feats.
Defender's Bond: At 2nd level, a Weapon Specialist is particularly adept at defending his chosen weapon. He gains a +4 bonus to resist disarm and sunder attempts against his chosen weapon (these bonuses stack with those from Improved Disarm and Improved Sunder).
Level 3
Weapon Style: At 3rd level, a Weapon Specialist chooses a style with which he is particularly adept at batting with his chosen weapon.
Two-Weapon Style: A Weapon Specialist who chooses this style may designate another chosen weapon. Any effect or ability that applies to the chosen weapon applies to both chosen weapons (including bonuses to attack and damage). The Weapon Specialist also gains the Two-Weapon Fighting feat even if he does not qualify for it.
Shield Style: A Weapon Specialist who chooses this style gains increased benefit from fighting with his chosen weapon and a shield at the same time. He gains the Improved Shield Bash feat and gains a bonus to attack and damage equal to half of his fighter level on shield bashes when wielding his chosen weapon and a shield. (These abilities apply to any shield that the Weapon Specialist uses, except for Tower Shields.)
Two-Handed Style (Melee Only): A Weapon Specialist who chooses this style gains increased benefit from wielding his chosen melee weapon in both hands. He gains double his Strength bonus to damage on attacks with his chosen weapon when wielding it in both hands (this is instead of normal Strength-to-damage rules with the chosen weapon). Additionally, he gains a +1 shield bonus to AC when wielding his chosen weapon in both hands.
Precision Style (Ranged Only): A Weapon Specialist who chooses this style gains the ability to make extremely accurate attacks with his chosen ranged weapon. As a standard action, he may make a single attack with a -1 on damage and a +2 to attack. He may increase the penalty to damage up to his fighter level (maxiumum of -6) and gain a +2 to his ranged attack for every -1 he takes on damage. The chosen ranged weapon never deals less than 1 point of damage due to penalties from Precision Form. Additionally, the Weapon Specialist gains the Precise Shot feat.
Rapid Style: A Weapon Specialist who chooses this style gains the ability to make multiple attacks at reduced accuracy. He may take an additional attack with his chosen weapon at his highest base attack bonus, but all attacks he makes until his next turn suffer a -2 penalty. This ability stacks with the Rapid Shot feat and two-weapon fighting.
Level 4
Specialized Wielder: At 4th level, a Weapon Specialist gains the Weapon Specialization feat with his chosen weapon. Additionally, the damage bonus increases by +2 at every fighter level (to +6 at level 6).
Level 5
Extreme Critical: At 5th level, the Weapon Specialist gains certain benefits depending on whether his chosen weapon deals bludgeoning, slashing, or piercing damage. If the Weapon Specialist’s chosen weapon deals more than one of these kinds of damage, he must choose one of these benefits when he gains this ability.
Bludgeoning: If the Weapon Specialist scores a critical hit against an opponent with his chosen weapon, that opponent must make a Fortitude save with a DC equal to all of the damage dealt on that attack (this includes precision damage, bonus damage from high Strength, bonus damage from magic, bonus damage from Power Attacking, etc.). If the opponent fails his Fortitude save, he immediately falls prone.
Piercing: When the Weapon Specialist threatens a critical hit (assuming that his attack was successful), it automatically succeeds, without needing a confirmation roll. This benefit stacks with all other abilities that affect critical hits, threat ranges, and damage multipliers.
Slashing: When the Weapon Specialist scores a critical hit against an opponent, that opponent takes either a -2 penalty to attack rolls or a -10 ft. penalty on his base land speed (chosen by the Weapon Specialist after the critical hit is confirmed) for a number of rounds equal to the chosen weapon's critical multiplier (x2 = 2 rounds, x3 = 3 rounds).
Level 6
Unbreakable Bond: At 6th level, a Weapon Specialist's connection with his chosen weapon transcends the physical. The chosen weapon is as much a part of the Weapon Specialist as his hands or feet. This bond is represented by a number of benefits gained by the Weapon Specialist: he can no longer be disarmed of his chosen weapon; if the chosen weapon is sundered, it may be reforged (Craft DC 25, no materials used, "effective" price equal to the price of a masterwork weapon of its type); finally, he is so familiar with his chosen weapon that he may take 10 on an attack roll 3/day (normal rules about taking 10 during times of stress do not apply to these uses).

Adaptive Combatant
The Adaptive Combatant options allow a fighter to adapt to a given situation, granting him bonuses or even new abilities to deal with his foes. Eventually, he can adapt his body to change so much that he his vitality is maintained each round by sheer adrenaline.
Combat Stance: Although all fighters are versatile and highly skilled warriors, some train specifically to be able to change fighting styles mid-combat. Adaptive Combatants may adopt a combat stance as a move action and they remain in that stance until the end of the encounter or until they change stances. Unless otherwise noted, bonuses froms stances apply to both ranged and melee attacks. Any fighter that takes a level as an Adaptive Combatant gains the ability to use combat stance.
Level 1
Proficiency with the Basic Weapon Group as well as 5 others.
Proficiency with Light, Medium, and Heavy Armor as well as all Shields (including Tower Shields).
Warrior’s Stance: At 1st level, an Adaptive Combatant gains the ability to assume the warrior's stance. While in this stance, he gains a +1 bonus to attack and damage. This bonus increases to +2 at 3rd level and +3 at 5th level.
Level 2
Pikeman’s Stance: At 2nd level, an Adaptive Combatant gains the ability to assume the pikeman's stance. While in this stance, he gains +5 ft. reach with melee weapons and is always considered to have his weapon readied against a charge.
Level 3
Defender’s Stance: At 3rd level, an Adaptive Combatant gains the ability to assume the defender's stance. While in this stance, he gains a +1 dodge bonus to AC (this bonus increases to +2 at 3rd level and +3 at 5th level) and DR 1/- (this increases to DR 2/- at 5th level).
Level 4
Duelist’s Stance: At 4th level, an Adaptive Combatant gains the ability to assume the duelist's stance. While in this stance, he may sacrifice -1 attack bonus, up to his fighter level, to gain a +1 dodge bonus to AC for each -1 he sacrifices. Additionally, melee attacks that miss the fighter provoke an attack of opportunity from him (and only him).
Swift Stance: At 4th level, an Adaptive Combatant may assume a stance as a swift action instead of a move action.
Level 5
Expert’s Stance: At 5th level, an Adaptive Combatant gains the ability to assume the expert's stance. While in this stance, on a successful attack roll he may substitute his damage for one of the following effects (the choice may be made after the results of the attack roll have been declared, but before the fighter rolls for damage):
The target takes a -20 ft. penalty (minimum 5 ft.) to a base speed of the Adaptive Combatant's choice.
The target is considered flat-footed until its next turn.
The target takes a -2 penalty to one physical ability of the Adaptive Combatant’s choice (this ability does not stack with itself on the same ability score).
Level 6
Survivor’s Stance: At 6th level, an Adaptive Combatant gains the ability to assume the survivor's stance. While in this stance, he gains a +3 bonus to all saving throws and a number of temporary Vitality Points equal to his fighter level. These temporary Vitality Points are lost before damage is dealt to normal Vitality Points. He may renew this stance every round (following the standard rules for assuming a stance) and regain temporary Vitality Points up to a maximum of his fighter level. (In other words, he may not ever have a number of temporary Vitality Points from this stance greater than his fighter level.)
Dual Stance: At 6th level, an Adaptive Combatant gains the ability to assume a second stance when one stance is already active.

Focused Soldier (I am also looking for a better name for this path. Any ideas?)
The Focused Soldier options allow a fighter to size up the battle and instantly gain an edge against his opponents. Eventually, this ability becomes so great that he can weave in and out of the battle without effort.
Battle Edge: In the heat of battle, some fighters are able to focus themselves so completely that they gain the ability to do extraordinary things. A Focused Soldier can gain battle edge by quickly examining the situation, which allows him to use a variety of abilities while he maintains it or to expend it in order to briefly gain greater benefits. He can gain his his battle edge as a standard action with no Concentration check, or as a move action by making a DC 15 Concentration check. A Focused Soldier cannot regain his battle edge during the round in which he expended it, he must wait until his next turn to attempt to regain his battle edge. Any fighter that takes a level as a Focused Soldier gains the ability to gain and maintain battle edge.
Level 1
Proficiency with the Basic Weapon Group as well as 5 others.
Proficiency with Light, Medium, and Heavy Armor as well as all Shields (including Tower Shields).
Battle Intuition: At 1st level, a Focused Soldier can assess the battlefield and his opponents. As long as he is maintaining his battle edge, he gains a +1 insight bonus to AC and saving throws. He can expend his battle edge as an immediate action to gain an insight bonus to AC and saving throws equal to his fighter level until his next turn.
Level 2
Battle Athletics: At 2nd level, a Focused Soldier becomes adept at tests of physical prowess during combat. As long as he is maintaining his battle edge, he receives a bonus on all Strength, Dexterity, and Constitution checks, as well as on skill checks based on Strength, Dexterity, and Constitution equal to twice his fighter level. A Focused Soldier can expend his battle edge as a swift action to take 15 on a single Strength, Dexterity or Consitution check or a skill check based on Strength, Dexterity, or Constitution made before his next turn.
Level 3
Battle Awareness: At 3rd level, a Focused Soldier becomes more aware of all of the creatures on the battlefield. As long as he is maintaining his battle edge, he gains the benefits of the Uncanny Dodge ability. He can expend his battle edge as a swift action to enhance his other senses to the point that he can effectively "see" invisible creatures within 30 ft., via sounds, tremors, scent, until the beginning of his next turn.
Swift Edge: At 3rd level a Focused Soldier becomes able to gain his battle edge as a move action without making a Concentration check or he can gain his battle edge as a swift action by making a DC 25 Concentration check.
Level 4
Battle Endurance: At 4th level, a Focused Soldier is able to shrug off weaker attacks and occasionally resist more powerful ones. As long as he is maintaining his battle edge, he gains DR 1/-. He can expend his battle edge as an immediate action to gain DR 5/- until his next turn.
Level 5
Battle Maneuvers: At 5th level, a Focused Soldier becomes skilled at performing specialized maneuvers in combat in addition to simple attack and defense. As long as he is maintaining his battle edge, he gains a +5 bonus to trip, bull rush, disarm, overrun, grapple, and sunder checks (this bonus stacks with Improved Trip, Improved Bull Rush, Improved Disarm, Improved Overrun, Improved Grapple, and Improved Sunder). As a swift action, he can expend his battle edge to perform one of the above maneuvers (as part of the same swift action) with a +10 bonus without provoking an attack of opportunity.
Level 6
Battle Mastery: At 6th level, a Focused Soldier becomes the calm in the storm of battle, seeing everything going on around him and weaving in and out freely. As long as he is maintaining his battle edge, he gains a +4 dodge bonus to AC against attacks of opportunity (this stacks with the bonus from the Mobility feat), he gains a +10 unnamed bonus to his base land speed, and gains the benefits of Improved Uncanny Dodge. He may expend his battle edge as a swift action to gain one of the following benefits:
He gains a move action.
He provokes no attacks of opportunity until his next turn.
He gains +3d6 damage to any one attack made before his next turn.
He provides a flanking bonus to allies against all opponents within 15 ft.

I am looking primarily for an evaluation of these options (using the Tier system is fine) and suggestions (particularly for Weapon Styles, Expert's Stance abilities, and Battle Mastery benefits).

Darkxarth
2010-07-14, 07:57 AM
Paladin

Base Attack Bonus = Full (equal to level)
Fortitude Save = Good (1/2 level + 2)
Reflex Save = Poor (1/3 level)
Will Save = Medium (1/3 level + 1)
Hit Die = d10



Hospitaller
The Hospitaller options allow a paladin to bestow powerful healing or buffs upon his allies or himself. Eventually, he can remove virtually any condition (in an E6 world) and use all of his abilities from across the field of combat.

Lay on Hands: Hospitallers are paladins that choose to focus on the healing and empowerment of allies over the destruction of enemies, though they are still skilled combatants. A Hospitaller can lay on hands any creature as a standard action, using one of his lay on hands abilities. The Hospitaller can only target creatures within his natural reach; a Hospitaller is a valid target for his own lay on hands abilities. A creature who decides to resist a lay on hands ability must succeed on a Will save with a DC equal to 10 + paladin level + paladin's Charisma modifier. A Crusader gains a number of uses of his lay on hands ability equal to twice his paladin level. Any paladin that takes a level as a Hospitaller gains the ability to lay on hands.

Level 1
Proficiency with the Basic Weapon Group as well as 3 others.
Proficiency with Light and Medium Armor as well as all Shields (including Tower Shields).
Healing Touch: At 1st level, a Hospitaller is able to heal creatures with his lay on hands ability. When he uses healing touch, the target creature regains Vitality Points equal to 1d6 (this increases to 2d6 at 3rd level and 3d6 at 6th level) + the Hospitaller's Charisma bonus. Healing touch expends 1 use of the paladin's lay on hands ability.
Level 2
Sacred Touch: At 2nd level, a Hospitaller can imbue creatures with sacred power with his lay on hands ability. The target of sacred touch gains a +2 sacred bonus to attack and damage rolls (this increases to +4 at 5th level) for a number of rounds equal to the Hospitaller's Charisma bonus. Sacred touch expends 1 use of the paladin's lay on hands ability.
Divine Grace: At 2nd level, a Hospitaller is ordained and protected by the power of his deity. He gains his Charisma bonus as a sacred bonus on all of his saving throws.
Level 3
Cleansing Touch: At 3rd level, a Hospitaller can purge deadly toxins from a creature's body with his lay on hands ability. The target of cleansing touch is immediately purged of all poisons that are affecting him. The creature takes no more damage from the poison, but any damage or other negative effects already dealt by the it are not cured by cleansing touch. Cleansing touch expends 2 uses of the paladin's lay on hands ability.
Brief Touch: At 3rd level, a Hospitaller needs only a momentary contact with his allies to impart his divine magic. He can use his lay on hands abilities as a move action, instead of a standard action.
Level 4
Touch of Might: At 4th level, a Hospitaller gains the ability to empower a creature using his lay on hands ability. The target of touch of might gains a sacred bonus to his Strength score equal to the Hospitaller's Charisma bonus. This bonus lasts for 1 minute per paladin level. Touch of might expends 3 uses of the paladin's lay on hands ability.
Level 5
Curative Touch: At 5th level, a Hospitaller gains the ability to cure creatures of debilitating conditions with his lay on hands ability. Curative touch removes one of the following conditions from its target: blindness, deafness, or paralysis. This ability expends 2 uses of the paladin's lay on hands ability.
Divine Empowerment: At 5th level, a Hospitaller becomes able to channel his divine ability into his physical form. As a swift action, he may grant himself a +4 sacred bonus to attack and damage, a sacred bonus to Strength equal to his Charisma bonus, and a number of temporary Vitality Points equal to twice his Charisma modifier. These effects only last for 4 rounds, but they may be renewed by using this ability again (a Hospitaller may never have more temporary Vitality Points from this ability than twice his Charisma modifier). This ability expends 4 uses of the paladin's lay on hands ability.
Level 6
Restorative Touch: At 6th level, a Hospitaller gains the ability to restore creatures who have suffered grievous harm. He may use his lay on hands ability to cures 1d4+1 points of temporary ability damage to one of the subject’s ability scores (it does not restore permanent ability drain). Restorative touch also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. Additionally, the Hospitaller can include the effects of one of his other lay on hands abilities without expending additional uses. Restorative touch expends 5 uses of the paladin's lay on hands ability.
Reach of the Divine: At 6th level, a Hospitaller can reach out with his divinely-granted powers and affect creatures without touching them. He may use his lay on hands abilities at a range of 30 ft. Reach of the divine expends 1 more use of the paladin's lay on hands ability than is normal for the ability.



Crusader
The Crusader options allow a paladin to extend his divinely-granted powers to his allies. Eventually, he and his allies powerful sacred protection against harm.

Holy Aura: Some paladins realize that, although their deity has granted them great strength, they are not the only ones battling evil. These paladins seek to share their power with their allies in order too work together to combat injustice. A Crusader's holy aura emanates from him with a radius of 10 ft. Only one holy aura may be active at a time, but they take no effort to maintain once active (though they are not active if the Crusader is unconscious or dead). A Crusader can activate or change his holy aura once per round as a move action. Crusaders gain the benefits of any auras they have active. Any paladin that takes a level as a Crusader gains a holy aura.

Level 1
Proficiency with the Basic Weapons group as well as 3 others.
Proficiency with Light and Medium Armor and all Shields (including Tower Shields).
Aura of Courage: At 1st level, a Crusader bolsters his allies' confidence. Allies within the Crusader's holy aura gain a sacred bonus on saves against fear equal to his paladin level. Additionally, as a standard action the Crusader can grant all allies within his holy aura that are affected by a fear effect another saving throw.
Holy Smite: At 1st level, a Crusader gains the ability to channel his power into a single attack. He may declare any attack he makes to be a holy smite (including ranged attacks) before the attack roll is made. That attack gains a sacred bonus its attack roll equal to twice the Crusader's paladin level and a sacred bonus to damage equal to his Charisma modifier. The Crusader does not gain these sacred bonuses against other paladins, priests of the paladin's god, and good outsiders, though his use is still expended. He can use this ability a number of times per day equal to 1 + half his paladin level (rounded down) .
Level 2
Aura of Resolve: At 2nd level, a Crusader's resolve spreads to his allies and helps them resist their enemies. Allies within the Crusader's holy aura gain a sacred bonus equal to the Crusader's paladin level on saving throws against charm and compulsion effects. Additionally, as a standard action the Crusader can grant all allies within his holy aura that are affected by a charm or compulsion effect another saving throw.
Level 3
XXX Aura of Protection: At 3rd level, a Crusader's divine power is shared through his holy aura to his allies. Allies within the Crusader's holy aura gain a +2 sacred bonus to AC.
Level 4
Aura of Zeal: At 4th level, a Crusader's zeal for justice in battle is almost palpable, spurring his allies to combat. Allies with the Crusader's holy aura gain a sacred bonus to damage equal to his Charisma bonus (this stacks with the Crusader's Holy Smite ability, despite the fact that they are both sacred bonuses).
Swift Aura: At 4th level, a Crusader is able to activate or change his holy aura once per round as a swift action.
Level 5
Aura of Invigoration: At 5th level, a Crusader can invigorate his allies to continue their battle against injustice. Allies within the Crusader's holy aura that have fewer than half their total Vitality Points gain Fast Healing 3; allies within the Crusader's holy aura that have half of their total Vitality Points or more gain a +5 sacred bonus to their base land speed.
Level 6
Aura of Valor: At 6th level, a Crusader's valor infuses his allies with divine strength to resist the attacks of their enemies. Allies within the Crusader's holy aura gain DR 2/-.
Expanded Aura: At 6th level, a Crusader's holy aura extends to a 30 ft. radius.



Templar
To be completed.