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| paths:crusader_path [2024/01/21 05:53] – [Key Skills] elfinlocks | paths:crusader_path [2026/05/01 16:53] (current) – removed elfinlocks | ||
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| - | ====== Path of the Crusader ====== | ||
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| - | {{: | ||
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| - | //Through a select, worthy few shines the power of the divine. These noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, | ||
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| - | ===== Key Skills ===== | ||
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| - | Upon selecting the Path of the Crusader, you gain the following Key Skills: | ||
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| - | * [[priority: | ||
| - | * [[priority: | ||
| - | * [[priority: | ||
| - | * [[priority: | ||
| - | * [[priority: | ||
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| - | ---- | ||
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| - | ===== Oath of the Paladin ===== | ||
| - | //Thy will be done.// | ||
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| - | **Requirements: | ||
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| - | 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: | ||
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| - | Failing to follow the tenants of your deity means that you lose all abilities which list the Oath of the Paladin as a requirement, | ||
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| - | The Oath of the Paladin is an Oath of divine nature, and due to this your Oath is one in the name of goodness over the laws of man. Should the laws of man conflict with goodness, it is your duty to oppose them. | ||
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| - | ===== As Their Sword ===== | ||
| - | //For the grace, for the might of our Lord// | ||
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| - | ==== Detect Evil ==== | ||
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| - | **Requirements: | ||
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| - | 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. | ||
| - | </ | ||
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| - | ==== Smite Evil ==== | ||
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| - | **Requirements: | ||
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| - | 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. | ||
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| - | 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. | ||
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| - | 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. | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Divine Bond ==== | ||
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| - | **Requirements: | ||
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| - | 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, | ||
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| - | The bonuses granted by this ability last for 1 minute for every BaB you possess. | ||
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| - | ==== Aura of Justice ==== | ||
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| - | **Requirements: | ||
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| - | 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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| - | ==== Aura of Faith ==== | ||
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| - | **Requirements: | ||
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| - | Any weapon you wield is treated as good-aligned for the purpose of overcoming damage reduction. Any attacks made against an enemy within 10 feet of you is treated as good-aligned for the purpose of overcoming damage reduction. You must be conscious for this ability to take effect. | ||
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| - | ===== As Their Shield ===== | ||
| - | //For the home of the Holy// | ||
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| - | ==== Aura of Courage ==== | ||
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| - | **Requirements: | ||
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| - | You become permanently immune to Fear. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against Fear 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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| - | ==== Divine Grace ==== | ||
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| - | **Requirements: | ||
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| - | You gain a bonus equal to your Secondary Attribute modifier on all Saving Throws. | ||
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| - | ==== Divine Health ==== | ||
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| - | **Requirements: | ||
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| - | You become immune to all diseases, including supernatural and magical ones such as mummy rot. | ||
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| - | ==== Aura of Resolve ==== | ||
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| - | **Requirements: | ||
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| - | 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 ==== | ||
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| - | **Requirements: | ||
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| - | 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 ==== | ||
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| - | **Requirements: | ||
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| - | 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, | ||
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