Crusaders are stalwart champions of their chosen faith. During the Radiant Age, these warriors – adorned in gilded ceremonial armor and empowered by their patron deity – defended the peace in Yavmir. Now few in number and lacking formal training, these knights of the old orders wander as missionaries or work as guardsman for local clergies. Scrappier than their predecessors but no less devoted to their cause, crusaders eke out a small measure of order in the Mortal Age through iron, magic, and zeal.

Role: Stalwart champions of their faith, crusaders are most at home on the battlefield. These knights of the old orders wander as missionaries or work as guardsman for local clergies and are keen at negotiating social encounters (through both diplomacy and interrogation). Crusaders generally worship a specific deity, although on occasion one may uphold an ideal or cause instead.

Hit Die: d10

Class Skills

The crusader’s class skills are Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (Nobility), Knowledge (Religion), Profession, Ride, Sense Motive, and Spellcraft.

Skill Ranks per Level: 2 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1st2nd3rd4th
1st+1+2+0+2Vigilance, domain, condemn 1/day----
2nd+2+3+0+3Divine grace----
3rd+3+3+1+3Pact, blessing----
4th+4+4+1+4Condemn 2/day0---
5th+5+4+1+4Divine bond1---

Class Features

Weapon and Armor Proficiency: Crusaders are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Crusaders are also proficient with the favored weapons of their deities.

Vigilance (Ex): Crusaders are skilled at sensing deception and intimidating their foes. A crusader receives a morale bonus on all Intimidation and Sense Motive checks equal to 1/2 her crusader level (minimum +1).

Domain: A crusader can select one domain from among those belonging to her deity (or related to her cause) and gains the first level domain power. A crusader does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The crusader uses her level as her effective cleric level when determining the power and effect of her domain powers. However, she uses her Charisma modifier in place of her Wisdom modifier when determining number of times per day she can use her domain abilities.

Condemn (Su): Once per day, a crusader can condemn an opponent to death. As a swift action, the crusader chooses one target in sight to condemn. The crusader adds her charisma bonus (if any) to her attack rolls and adds her crusader level to all damage rolls made against the target of her condemnation. A crusader can only condemn a creature that is operating against the tenants of his religion or impeding his cause. In some circumstances, this may include animals as well as undead, constructs, or other mindless entities (game master’s discretion).

The condemn effect remains until the target is dead or the next time the crusader rests and regains her uses of this ability. At 4th level, the crusader may condemn one additional time per day, as indicated on Table: Crusader.

Divine Grace (Su): At 2nd level, a crusader gains a bonus equal to her charisma bonus (if any) on all saving throws.

Pact (Su): At 3rd level, a crusader gains the ability to enter a blessed pact with her allies. This ritual takes 1 minute to perform and its effects persist for 24 hours. This pact can affect a number of targets equal to 3 + the crusader’s charisma modifier (in addition to the crusader herself, who is not counted towards this number). These targets must be considered allied with the crusader and not in opposition to her faith or cause.

Any creature affected by the crusader’s pact ability is constantly under the effects of a status spell, allowing the crusader to mentally monitor its relative position and general condition. In addition, the crusader may use any domain ability that has a range of touch as if it had a range of 30 feet if she is targeting an ally affected by her pact class ability.

In addition, the crusader selects one blessing. Each blessing adds an effect to the crusader’s pact ability. Any character under the affect of the pact gains the benefits of this blessing as long as they remain within 30 feet of the crusader. The crusader may select another blessing at 6th level. The crusader can choose from the following blessings:

Blessing of Courage: The crusader and her allies gain a +3 bonus on saving throws against fear effects and are considered 3 levels higher against intimidate checks to influence their attitude.

Blessing of Cunning: The crusader and her allies gain a +2 bonus on Perception and initiative checks.

Blessing of Grace: The crusader and her allies gain a +5 bonus to their based speed.

Blessing of Purity: The crusader and her allies gain a +3 bonus to saving throws against poisons and disease, including supernatural and magical diseases.

Blessing of Resilience: The crusader and her allies gain a resist energy 5 against an energy type of their choice. The crusader can gain this blessing multiple times. Its effects do not stack. Each time the crusader takes this blessing, it applies to a new energy type.

Spells: Beginning at 4th level, a crusader gains the ability to cast a small number of divine spells which are drawn from the crusader spell list. A crusader must choose and prepare her spells in advance.

To prepare or cast a spell, a crusader must have a charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a crusader’s spell is 10 + the spell level + the crusader’s Charisma modifier.

Like other spellcasters, a crusader can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Crusader. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Crusader indicates that the crusader gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A crusader must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A crusader may prepare and cast any spell on the crusader spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a crusader has no caster level. At 4th level and higher, her caster level is equal to her crusader level – 3.

Divine Bond (Sp): Upon reaching 5th level, a crusader forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the crusader to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per crusader level. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +1 enhancement bonus. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the crusader but resumes giving bonuses if returned to the crusader. These bonuses apply to only one end of a double weapon. A crusader can use this ability once per day.

If a weapon bonded with a celestial spirit is destroyed, the crusader loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the crusader takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a crusader to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium crusader) or a pony (for a Small crusader), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the crusader’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a crusader may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the crusader’s level. The mount immediately appears adjacent to the crusader. A crusader can use this ability once per day.

Should the crusader’s mount die, the crusader may not summon another mount for 30 days or until she gains a crusader level, whichever comes first. During this 30-day period, the crusader takes a –1 penalty on attack and weapon damage rolls.