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paths:crusader_path [2023/11/17 07:29] – [Path of the Crusader] elfinlockspaths:crusader_path [2025/08/21 05:18] (current) reon
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 ====== Path of the Crusader ====== ====== Path of the Crusader ======
 +======= ARCHIVED =======
  
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 Upon selecting the Path of the Crusader, you gain the following Key Skills: Upon selecting the Path of the Crusader, you gain the following Key Skills:
  
-  * [[priority:skills:diplomacy|Diplomacy]]+  * [[priority:skills:charm|Charm]]
   * [[priority:skills:heal|Heal]]   * [[priority:skills:heal|Heal]]
   * [[priority:skills:intimidate|Intimidate]]   * [[priority:skills:intimidate|Intimidate]]
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 **Requirements:** 5 EXP, must follow a Good-aligned deity **Requirements:** 5 EXP, must follow a Good-aligned deity
  
-You swear and Oath to fight against evil, alongside service to a single, specific, Good-aligned deity relevant to the campaign setting. Their church may be small and unknown or large and powerful. Your alignment must be within one step of your deity’s, and upon taking this Talent, you begin to radiate an aura of Good, based upon the number of HD you possess. Your alignment is likely to drift towards Lawful as a result of taking and following this Oath.+You swear and Oath to fight against evil, alongside service to a single, specific, Good-aligned deity relevant to the campaign setting. Their church may be small and unknown or large and powerful. Your alignment must be within one step of your deity’s, and upon taking this Talent, you begin to [[priority:magic:spells:tier1:detect_alignment|radiate an aura]] of Good, based upon the number of [[priority:health|Hit Dice]] you possess. Your alignment is likely to drift towards Lawful as a result of taking and following this Oath.
  
 Failing to follow the tenants of your deity means that you lose all abilities which list the Oath of the Paladin as a requirement, at GM discretion. If you fail to follow such tenants, you must atone with your deity, and subsequently buy this Talent again. Failing to follow the tenants of your deity means that you lose all abilities which list the Oath of the Paladin as a requirement, at GM discretion. If you fail to follow such tenants, you must atone with your deity, and subsequently buy this Talent again.
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 **Requirements:** Sense Motive 3, Oath of the Paladin, 15 EXP **Requirements:** Sense Motive 3, Oath of the Paladin, 15 EXP
  
-At will, you may detect evil 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, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.+At will, you may detect Evil alignments as if using the spell, [[priority:magic:spells:tier1:detect_alignment|Detect Alignment]]. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.
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 ==== Smite Evil ==== ==== Smite Evil ====
  
-**Requirements:** Knowledge Religion 5, BaB 5, Detect Evil, 25 EXP+**Requirements:** Knowledge Religion 5, [[chargen:common_terms#core_stats|CST]] 8, Detect Evil, 25 EXP
  
 You may spend 7 TP to call out to the powers of good to aid in your struggle against evil. As a Swift Action, You choose one target within sight to Smite. If this target is evil, you add your Secondary Attribute modifier (if any) to your attack rolls, and add your BaB level to all damage rolls made against the target of your smite.  You may spend 7 TP to call out to the powers of good to aid in your struggle against evil. As a Swift Action, You choose one target within sight to Smite. If this target is evil, you add your Secondary Attribute modifier (if any) to your attack rolls, and add your BaB level to all damage rolls made against the target of your smite. 
  
-If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per BaB level that you possess. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess.+If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per BaB level that you possess. Regardless of the target, Smite Evil attacks automatically bypass any DR or energy resistance the creature might possess.
  
 In addition, while Smite Evil is in effect, you gain a deflection bonus equal to your Secondary Attribute modifier (if any) to your AC against attacks made by the target of the Smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the Smite is dead, or after 24 hours have passed. In addition, while Smite Evil is in effect, you gain a deflection bonus equal to your Secondary Attribute modifier (if any) to your AC against attacks made by the target of the Smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the Smite is dead, or after 24 hours have passed.
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 ==== Divine Bond ==== ==== Divine Bond ====
  
-**Requirements:** Knowledge Religion 10, BaB 8, Smite Evil, 35 EXP+**Requirements:** Knowledge Religion 10, [[chargen:common_terms#core_stats|CST]] 12, Smite Evil, 35 EXP
  
-You may form a divine bond with your god, bringing a portion of their holy spirit into any weapon you wield. By spending TP and a Standard Action, you summon the power of your god into a weapon you are wielding. For every 5 TP you spend, the weapon gains a +1 bonus to attacks and damage, up to a maximum of +5. You may additionally spend 5 TP per tier of magical weapon effect to add such abilities to your weapon, up to a maximum of +5 in bonuses (However, you must grant your chosen weapon a minimum of a +1 enhancement bonus to attack and damage rolls first). For example, you could spend 30 TP to grant your weapon a +1 bonus to attack and damage rolls, the speed enhancement, and the holy enhancement.+You may form a divine bond with your god, bringing a portion of their holy spirit into any weapon you wield. By spending TP and a Standard Action, you summon the power of your god into a weapon you are wielding. For every 5 TP you spend, the weapon gains a +1 bonus to attacks and damage, up to a maximum of +5. You may additionally spend 5 TP per tier of magical weapon effect to add such abilities to your weapon, up to a maximum of +5 in bonuses (However, you must grant your chosen weapon a minimum of a +1 [[chargen:common_terms#enhancement_bonuses|Enhancement bonus]] to attack and damage rolls first). For example, you could spend 30 TP to grant your weapon a +1 bonus to attack and damage rolls, the Speed Effect, and the Holy Effect.
  
 The bonuses granted by this ability last for 1 minute for every BaB you possess. The bonuses granted by this ability last for 1 minute for every BaB you possess.
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 ==== Aura of Justice ==== ==== Aura of Justice ====
  
-**Requirements:** Knowledge Religion 10, BaB 10, Smite Evil, 40 EXP+**Requirements:** Knowledge Religion 10, [[chargen:common_terms#core_stats|CST]] 15, Smite Evil, 40 EXP
  
 You may double the cost of your Smite Evil to grant its benefits to all allies within 10 feet of you. These bonuses are granted to your allies only against the target of your Smite, and such bonuses last for a number of minutes equal to your Base Attack Bonus (your bonuses last until the creature is dead, or 24 hours, as normal). You may double the cost of your Smite Evil to grant its benefits to all allies within 10 feet of you. These bonuses are granted to your allies only against the target of your Smite, and such bonuses last for a number of minutes equal to your Base Attack Bonus (your bonuses last until the creature is dead, or 24 hours, as normal).
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 ==== Divine Grace ==== ==== Divine Grace ====
  
-**Requirements:** Knowledge Religion 5, Aura of Courage, HD 3, BaB 5, 25 EXP+**Requirements:** Knowledge Religion 5, Aura of Courage, [[chargen:common_terms#core_stats|CST]] 8, 25 EXP
  
 You gain a bonus equal to your Secondary Attribute modifier on all Saving Throws. You gain a bonus equal to your Secondary Attribute modifier on all Saving Throws.
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 ==== Divine Health ==== ==== Divine Health ====
  
-**Requirements:** HD 5, Divine Grace, Knowledge Religion 8, 30 EXP+**Requirements:**  Divine Grace, Knowledge Religion 8, [[chargen:common_terms#core_stats|CST]] 10, 30 EXP
  
 You become immune to all diseases, including supernatural and magical ones such as mummy rot. You become immune to all diseases, including supernatural and magical ones such as mummy rot.
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 ==== Aura of Resolve ==== ==== Aura of Resolve ====
  
-**Requirements:** HD 8, Divine Health, Knowledge Religion 10, 35 EXP+**Requirements:**  Divine Health, Knowledge Religion 10, [[chargen:common_terms#core_stats|CST]] 12, 35 EXP
  
 You become permanently immune to Charm effects. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against Charm effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect. You become permanently immune to Charm effects. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against Charm effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect.
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 ==== Aura of Righteousness ==== ==== Aura of Righteousness ====
  
-**Requirements:** Knowledge Religion 12, HD 10, Aura of Resolve, 40 EXP+**Requirements:** Knowledge Religion 12, Aura of Resolve, [[chargen:common_terms#core_stats|CST]] 15 40 EXP
  
 You gain DR/evil equal to your Secondary Attribute modifier, along with immunity to compulsion effects. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against compulsion effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect. You gain DR/evil equal to your Secondary Attribute modifier, along with immunity to compulsion effects. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against compulsion effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect.
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 ==== Holy Champion ==== ==== Holy Champion ====
  
-**Requirements:** Aura of Righteousness, Aura of Faith, HD 15, BaB 15, 50 EXP+**Requirements:** Aura of Righteousness, Aura of Faith, [[chargen:common_terms#core_stats|CST]] 25, 50 EXP
  
 You become a true conduit for the power of your god. Your DR from Aura of Righteousness is doubled (granting 2 points of DR per bonus of your Secondary Attribute modifier), allies no longer need to take cover behind you to receive the bonuses granted by your Auras - instead, all allies within 30 ft receive full benefits. Additionally, your Smite Evil now subjects outsiders to a banishment effect upon a successful hit - if the outsider possesses less HD than you, they are banished with no save (Otherwise, they must make a save equal to DC 10 + your HD + your Primary Attribute modifier). Lastly, any critical threats made against a creature you have Smited are automatically confirmed. You become a true conduit for the power of your god. Your DR from Aura of Righteousness is doubled (granting 2 points of DR per bonus of your Secondary Attribute modifier), allies no longer need to take cover behind you to receive the bonuses granted by your Auras - instead, all allies within 30 ft receive full benefits. Additionally, your Smite Evil now subjects outsiders to a banishment effect upon a successful hit - if the outsider possesses less HD than you, they are banished with no save (Otherwise, they must make a save equal to DC 10 + your HD + your Primary Attribute modifier). Lastly, any critical threats made against a creature you have Smited are automatically confirmed.