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Path of the Crusader
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 Path of the Crusader, you gain the following Key Skills:
- Knowledge (Religion)
In addition, you gain proficiency with Shields.
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 HD 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 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.
Smite Evil
Requirements: Knowledge Religion 5, BaB 5, 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 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, BaB 8, 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.
The bonuses granted by this ability last for 1 minute for every BaB you possess.
Aura of Justice
Requirements: Knowledge Religion 10, BaB 10, 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, HD 3, BaB 5, 25 EXP
You gain a bonus equal to your Secondary Attribute modifier on all Saving Throws.
Divine Health
Requirements: HD 5, Divine Grace, Knowledge Religion 8, 30 EXP
You become immune to all diseases, including supernatural and magical ones such as mummy rot.
Aura of Resolve
Requirements: HD 8, Divine Health, Knowledge Religion 10, 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, HD 10, Aura of Resolve, 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, HD 15, BaB 15, 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.
