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Grand Arbiter
2021-09-05, 12:29 PM
I previously created the Divine Bastion (https://forums.giantitp.com/showthread.php?629286-A-bulwark-of-faith-PF-class). This is the second iteration, more polished and intended to have more freedom in alignment.


Crusader

Abilities: Strength and Constituion are important for melee combat. Wisdom is the key attribute for class abilities and martial maneuvers.
Alignment: Any
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The Crusader's class skills (and the key ability for each skill) are Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Intimidate (Wis), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex) and Sense Motive (Wis).

Skill Points Per Level: 4 + Int modifier

Crusader


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maximum Maneuver Level
Maneuvers Known
Maneuvers Readied
Stances Known


1st

+1

+2

+0

+2
Furious Smite 1/encounter, Aura of Good/Aura of Evil, Detect Good/Detect Evil,

1

5

3

1


2nd

+2

+3

+0

+3
Divine Bulwark, Lay on Hands

1

6

4

2


3rd

+3

+3

+1

+3
Aura of Courage, Divine Health

2

7

4

2


4th

+4

+4

+1

+4


2

7

4

2


5th

+5

+4

+1

+4
Furious Smite 2/encounter,

3

8

5

3


6th

+6/+1

+5

+2

+5
Furious Strikes

3

8

5

3


7th

+7/+2

+5

+2

+5
Bastion

4

9

5

3


8th

+8/+3

+6

+2

+6


4

9

6

3


9th

+9/+4

+6

+3

+6
Inspiring Smite

5

10

6

4


10th

+10/+5

+7

+3

+7
Furious Smite 3/encounter

5

10

6

4


11th

+11/+6/+1

+7

+3

+7


6

11

7

5


12th

+12/+7/+2

+8

+4

+8
Channeled Conviction

6

11

7

5


13th

+13/+8/+3

+8

+4

+8
Mettle

7

12

7

5


14th

+14/+9/+4

+9

+4

+9


7

12

8

5


15th

+15/+10/+5

+9

+5

+9
Furious Smite 4/encounter

8

13

8

6


16th

+16/+11/+6/+1

+10

+5

+10


8

13

8

6


17th

+17/+12/+7/+2

+10

+5

+10


9

14

9

6


18th

+18/+13/+8/+3

+11

+6

+11


9

14

9

6


19th

+19/+14/+9/+4

+11

+6

+11


9

15

9

7


20th

+20/+15/+10/+5

+12

+6

+12
Wrath

9

16

10

7




Class Features
All of the following are class features of the Crusader.
Weapon and Armor Proficiency:

A Crusader is proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Maneuvers:

------A Crusader begins their career with knowledge of three martial maneuvers. The Path of War disciplines available to them are Eternal Guardian (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/eternal-guardian-maneuvers/), Golden Lion (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers/), Iron Tortoise (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/iron-tortoise-maneuvers/) and one more discipline depending upon their alignment.
------Good-aligned Crusaders may select maneuvers from Silver Crane (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/silver-crane-maneuvers/). Evil-aligned crusaders may select maneuvers from Black Seraph (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/black-seraph-maneuvers/). Crusaders who are Neutral on the good-evil axis must decide upon taking their first level which discipline is available to them. Once made this decision is final, and your extra discipline affects later class features. If you have Silver Crane you have an aura of good, detect evil, your bonuses are Sacred and Channeled Conviction grants you good-aligned attacks; Black Seraph offers aura of evil, detect good, Profane bonuses and evil-aligned attacks.
------Once the Crusader knows a maneuver, they must ready it before they can use it (see Maneuvers Readied, below). A maneuver usable by a Crusader is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A Crusader’s maneuvers are not affected by spell resistance, and they do not provoke attacks of opportunity when they initiate one.
------The Crusader learns additional maneuvers at higher levels, as indicated on the class table. The maximum level of maneuvers gained through Crusader levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to their maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A Crusader must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.
------Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the Crusader can choose to learn a new maneuver in place of one they already know. In effect, they lose the old maneuver in exchange for the new one. They can choose a new maneuver of any level they like, as long as they observes the restriction on the highest-level maneuvers they know; the Crusader need not replace the old maneuver with a maneuver of the same level. They can swap only a single maneuver at any given level. A Crusader’s initiation modifier is Wisdom, and each Crusader level is counted as a full initiator level.
Maneuvers Readied:

------A Crusader can ready all three of their maneuvers known at 1st level, and as they advance in level and learn more maneuvers, they are able to ready more, but must still choose which maneuvers to ready. A Crusader must always ready their maximum number of maneuvers readied. They ready their maneuvers by performing weapon drills or praying to their deity for ten minutes. The maneuvers they choose remain readied until they decide to meditate again and change them. The Crusader does not need to sleep or rest for any long period of time in order to ready their maneuvers; any time they spend ten minutes in prayer and practice, they can change their readied maneuvers.
------A Crusader begins an encounter with all their readied maneuvers unexpended, regardless of how many times they might have already used them since they chose them. When they initiate a maneuver, they expend it for the current encounter, so each of their readied maneuvers can be used once per encounter (unless they recovers them, as described below).
------In order for the Crusader to recover maneuvers, they must project their holy power, protecting their allies from harm as a full-round action. When they does so, they recovers a number of expended maneuvers equal to their Crusader initiation modifier (minimum 2) and each ally within 30 feet gains a sacred bonus equal to the Crusader’s initiation modifier (minimum 1) to their AC and on saving throws for one round. Alternately, the Crusader may focus inward and recover a single maneuver as a standard action.
Stances Known:

------A Crusader begins play with knowledge of one stance from any discipline open to the class. At the indicated levels (see class table), they can select an additional stance to learn. Unlike maneuvers, stances are not expended and the Crusader does not have to ready them. All the stances they know are available to them at all times, and they can change the stance they are currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description. Unlike with maneuvers, the Crusader cannot learn a new stance at higher levels in place of one he already knows.
------Unlike with maneuvers, a Crusader cannot learn a new stance at higher levels in place of one they already knows.
Aura of Good/Aura of Evil (Ex):

------The power of a Crusader’s aura of good/aura of evil (see the Detect Good/Detect Evil spells) is equal to their class level.
Detect Evil/Detect Good (Sp):

------At will, a Crusader can use Detect Evil/Detect Good, as the spell. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil/good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Crusader does not detect evil/detect good in any other object or individual within range.
Furious Smite (Su):

------Driven by the courage of your convictions and the ironclad strength of your beliefs, you smite those who dare stand against your cause. Once per encounter you can concentrate the power of your faith into a single attack. On the next melee attack you make you gain a bonus on your attack roll and damage roll equal to your Wisdom bonus (if any).
------At 5th, 10th and 15th level the Crusader may smite an additional time per encounter.
------At 15th level, Furious Smite now applies to every attack in a full attack action and to every attack in a multiple-attack-roll strike.
Divine Bulwark (Su):

------Your faith shields you from harm. At 2nd level a Crusader may add their Wisdom modifier to Fortitude and Reflex saving throws.
Lay on Hands (Su):

------Beginning at 2nd level, a Crusader can heal wounds (their own or those of others) by touch. Each day they can heal a total number of hit point equal to their class level x their wisdom modifier, distributed freely on a per-point basis. Using Lay on Hands is a standard action.
------Unlike a paladin’s Lay on Hands, this ability is unaligned restorative magic and will mend/repair undead & constructs.
Aura of Courage (Su):

------At 3rd level, a Crusader is immune to fear (magical or otherwise). Each ally within 10 feet of them gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the Crusader is conscious, not if they is unconscious or dead.
Divine Health (Ex):

------At 3rd level, a Crusader gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Furious strikes (Ex):

------Beginning at 6th level, a Crusader may use Furious Smite in conjunction with the “Strike” category of martial maneuvers. If the Strike involves multiple attacks only the first attack benefits from Furious Smite.
Bastion (Su):

------Your faith reinforces your armor. As long as the Crusader is wearing medium or heavy armor, they add their Wisdom bonus (if any) to their armor bonus when calculating their AC.
------This bonus thus applies even when the Crusader is flat-footed BUT does not apply against touch attacks.
Inspiring Smite (Su):

------At 9th level, upon a successful attack/strike using Furious Smite you may heal yourself or an ally within thirty feet. This healing is drawn from your Lay On Hands pool. The maximum amount of hit points healed with a single use of this is equal to your wisdom modifier.
Mettle (Ex):

------You can resist magical attacks with greater effectiveness than other warriors. Beginning at 13th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.
Channeled Conviction (Su):

------Weapons you wield are always treated as Good/Evil aligned weapons for the purpose of bypassing damage reduction.
------Healing an ally or yourself via Inspiring Smite or a martial maneuver grants the target a Sacred/Profane bonus on attack rolls and checks to overcome spell resistance. This bonus is equal to your Wisdom modifier and lasts for 3 rounds.
Wrath (Su)

------Furious Smite's benefits are now constantly active and apply to all attacks made by the Crusader.