Table of Contents

Path of the Paragon

A Crusader is always ready to defend others for the greater good.

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, these individuals seek not just to spread divine justice, but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, followers of the Crusader's Path weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.


Key Skills

Upon selecting the Trail of the Crusader, you gain the following Key Skills:


Way of the Crusader

Oath of the Paladin

Thy will be done.

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 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.

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.

As Their Sword

For the grace, for the might of our Lord

Detect Evil

Requirements: Sense Motive 3, Oath of the Paladin, 15 EXP

At will, you may detect Evil alignments as if using the spell, 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.

Smite Evil

Requirements: Knowledge Religion 5, 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.

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.

Divine Bond

Requirements: Knowledge Religion 10, 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 Effect, and the Holy Effect.

The bonuses granted by this ability last for 1 minute for every BaB you possess.

Aura of Justice

Requirements: Knowledge Religion 10, 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).

Aura of Faith

Requirements: Knowledge Religion 12, Aura of Justice, 40 EXP

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.

As Their Shield

For the home of the Holy

Aura of Courage

Requirements: Oath of the Paladin (Talent), Knowledge Religion 3, 15 EXP

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.

Divine Grace

Requirements: Knowledge Religion 5, Aura of Courage, CST 8, 25 EXP

You gain a bonus equal to your Secondary Attribute modifier on all Saving Throws.

Divine Health

Requirements: Divine Grace, Knowledge Religion 8, CST 10, 30 EXP

You become immune to all diseases, including supernatural and magical ones such as mummy rot.

Aura of Resolve

Requirements: Divine Health, Knowledge Religion 10, 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.

Aura of Righteousness

Requirements: Knowledge Religion 12, Aura of Resolve, 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.

Holy Champion

Requirements: Aura of Righteousness, Aura of Faith, 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.

Way of the Forsaken

There are those who follow the path of so-called righteousness, individuals who limit their potential and their influence upon the world, in the name of satisfying an uncaring and aloof higher power. In turn, there are those who stand as equals with the higher powers, who bargain for their strength in pursuit of a mutual goal. Followers of the Path of the Forsaken suffer none to impede their goals, and they pursue their goals, whatever they may be, with an equally grim determination. No task is too unholy and no goal too lofty for the Forsaken.

Key Skills

Upon selecting the Trail of the Forsaken, you gain the following Key Skills:

Pact of the Forsaken

Requirements: 5 EXP, must follow an evil-aligned deity

You bargain with an evil-aligned deity for power, swearing to further their cause. You must be any non-good alignment to select this Talent and progress this Path. Your alignment is likely to drift towards matching your chosen deity's as a result of taking this Talent. Upon taking this talent, you begin to radiate an aura of Evil based upon the number of Hit Dice you possess.

Failure to cooperate with you chosen deity means that you lose all abilities which list the Pact of the Forsaken Talent 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.

Trail of the Inquisitorium

Detect Enemies (Su)

Requirements: Sense Motive 3, Pact of the Forsaken, 10 EXP

At will, you may detect alignments as if using the spell, Detect Alignment. You can, as a move action, concentrate on a single item or individual within 60 feet, 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 alignments in any other object or individual within range.

Smite Unworthy (Ex)

Requirements: Detect Enemies, CST 9, Knowledge Religion 5, 25 EXP

You may spend 10 TP to call upon your deity to lay waste to your enemies. As a Swift Action, You choose one target within sight to Smite. You add your Secondary Attribute modifier (if any) to your attack rolls, and add your Base Attack Bonus level to all damage rolls made against the target of your Smite.

If the target of Smite Unworthy is an outsider with the Good subtype, a good-aligned dragon, or a sufficiently devoted follower of a good-aligned deity, the bonus to damage on the first successful attack increases to 2 points of damage per Base Attack Bonus that you possess. Regardless of the target, Smite Unworthy attacks automatically bypass any DR or energy resistance the creature might possess.

In addition, while Smite Unworthy 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. The Smite Unworthy effect remains until the target of the Smite is dead, or after 24 hours have passed.

Hellbound Arsenal (Su)

Requirements: Smite Unworthy, CST 12, Knowledge Religion 10, 30 EXP

You may form a divine bond with your god, bringing a portion of their power 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 Effect, and the Unholy Effect.

The bonuses granted by this ability last for 1 minute for every Prowess which you possess.

Hellbound Rampage (Ex)

Requirements: Smite Unworthy, CST 11, Intimidate 5, 25 EXP

Every time you kill a creature, you may make a free Intimidate check against all creatures within 60 feet. Additionally, when you demoralize a creature more than once using Intimidate, you can create stronger fear conditions, rather than increasing the duration of the shaken condition. Finally, you gain a bonus to Intimidate against your Smite target equal to the bonus it grants you on attack rolls.

Trail of the Desecrarium

Unyielding Slaughter (Su)

Requirements: Heal 5, Pact of the Forsaken, 20 EXP

You may channel your power to heal your wounds. As a Swift Action, you may spend TP up to your ranks in Heal to restore 1d8 Hit Points for every TP expended.

Aura of Doom (Su)

Requirements: Pact of the Forsaken, CST 6, Intimidate 5, 15 EXP

At will, you may radiate an aura which strikes true dread into the hearts of your enemies. For every four Hit Dice which you possess, enemies of your choice within 30 ft. suffer a -2 unholy penalty on attack rolls, skill checks, and saving throws. This effect stacks with demoralization effects such as intimidation. This is a mind-affecting supernatural effect.

Unholy Pursuit (Ex)

Requirements: Aura of Doom, CST 7, Knowledge Religion 5, 20 EXP

You gain a bonus equal to your Secondary Attribute modifier on all Saving Throws.

Godly Health (Ex)

Requirements: Unholy Pursuit, CST 8, Knowledge Religion 8,20 EXP

You become immune to all diseases, including supernatural and magical ones such as mummy rot.

Aura of Resolution (Ex)

Requirements: Godly Health, CST 12, Knowledge Religion 10, 25 EXP

You become permanently immune to Charm and Fear effects.

Aura of Havoc (Su)

Requirements: Aura of Resolution, CST 12, Knowledge Religion 12, 30 EXP

You gain DR/good equal to your Secondary Attribute modifier, along with immunity to compulsion effects. You must be conscious for this ability to take effect.

Unholy Champion (Su)

Requirements: Aura of Havoc, CST 25, 30 EXP

You become a true conduit for the power of your god. Your DR from Aura of Havoc is doubled (granting 2 points of DR per bonus of your Secondary Attribute modifier). Additionally, your Smite Unworthy Talent 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.