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.
‘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.