Champions of a holy order or deity, Crusaders do not get the same boons as a Chaplain, however Crusaders instead go out and fight directly against heretics.
8 Hit Points | 2 Skill Ranks | 2 Soak
Class Abilities
Weapon and Armor Proficiency
Crusaders gain proficiency with simple weapons, their deity’s favored weapon, and two of the following: sword, polearm, axe, hammer, or bow. They’re proficient with armor.
Purge
At 1st level the Crusader learns to bring enemies of the faith to their knees and subsequently to their graves. As a swift action he can designate an enemy within their line of sight as the target of their Purge. Against this enemy the Crusader receives a bonus to attack and damage equal to ½ their level, and this lasts for a number of rounds equal to 1 + their Luck, and has no usage limit despite its time limit.
The target of the Purge mustn’t worship the same deity (unless they are a heretic of your faith according to your deity). Only one enemy may be the target of the Crusader’s Purge at one time, and the enemy cannot be targeted for a Purge by the same Crusader for 24 hours.
Divine Defenses
At 2nd level the Crusader gains a bonus to all Defenses equal to ½ Luck. This is on top of the ½ and ¼ Luck added onto these defenses.
Fearless
At 3rd level the Crusader becomes immune to fear effects (including intimidation).
Deific Gift
At 4th level and every 4 levels thereafter, the Crusader receives a boon from the order or deity they serve which enhances their capabilities to better serve them. Choose from one of the choices below.
Champion
4th Level: Choose a single weapon type. Gain +1k0 damage with it.
8th Level: Pick a weapon group you’re proficient with. These weapons gain Brutish.
12th Level: Gain a +2 bonus to Defense and Avoid after killing an enemy. This lasts for a number of rounds equal to the Crusader’s Luck.
16th Level: Once per day make a called shot with no penalty.
20th Level: Negate non-armor based Deflection, regardless of type.
Defender
4th Level: Gain Resistance 5 to all elements while under half HP.
8th Level: Pick a weapon group you’re proficient with. These weapons gain Shielding.
12th Level: Gain a natural Deflection equal to ½ Luck. This stacks with Armor.
16th Level: When brought to 0 or below, recover 1 HP per turn and stop bleeding out.
20th Level: The Crusader becomes immune to instant death-effects of all kinds.
Infiltration
4th Level: The Crusader can perfectly disguise as a member of other religions.
8th Level: Pick a weapon group you’re proficient with. These weapons gain Concealable.
12th Level: Against members of a religion he’s disguised as, +½ Level on skill checks.
16th Level: Against members of a religion he’s disguised as, +½ Level on damage.
20th Level: The Crusader becomes immune to magical detection from enemies.
Clergyman
4th Level: Gain Spellcasting as a Chaplain, but only receive 1 + ¼ Level in spells, and no bonus spells are gained through Smarts.
8th Level: Pick a weapon group you’re proficient with. These weapons gain Deadly.
12th Level: Allies within 6 squares of the Crusader receive a +4 Defense and Avoid.
16th Level: Enemies within 6 squares of the Crusader take a -1 sq. to all move speeds.
20th Level: The Crusader becomes immune to penalties from enemies.
Death
4th Level: You count yourself as undead for the purpose of unholy healing, however holy damage now affects you. If you’re already undead, both are instead doubled.
8th Level: Once per encounter as a swift action, all enemies in a 6 square radius take a penalty to Mental Defense equal to your Luck for a number of rounds equal to your Crusader level.
12th Level: Once per encounter you can negate an attack that targets Mental Defense or Bodily Defense.
16th Level: Increase your Soak by 1 against spells which deal holy damage.
20th Level: Once per encounter you can instill unlife into yourself. If an attack within 24 hours would kill you, you’ll survive the attack at 1 HP and make a retaliatory attack as an immediate action which bypasses Deflection and goes against a Soak which is reduced by 1 (minimum of 1).
Two-Weapon Priest
4th Level: When Two-Weapon Fighting, Purge lasts for 2 additional rounds.
8th Level: Pick a weapon group you’re proficient with. These weapons gain Balanced.
12th Level: While Two-Weapon Fighting gain 4 Deflection as a shield (this can’t be ‘Raised’ and only affects the Body and Arms at all times). This doesn’t stack with Shields or Shielding weapons, the greater Deflection is instead taken.
16th Level: As a standard action you can attack with both weapons, and on a successful hit with both, add the rolled dice, kept dice, and PEN together from both weapons and roll damage as one large roll rather than two separate ones.
20th Level: You can make half of the attacks you would normally be able to on a single standard action attack while Two-Weapon Fighting (Example, making 3 attacks on a standard action attack, and 6 attacks on a full-round action attack).
Huntsman
4th Level: Increase the range of ranged weapons you use by your bonus granted by Purge.
8th Level: Pick a weapon group you’re proficient with. These weapons gain Targeting.
12th Level: You can make a single attack as a standard action with a ranged weapon. If this attack hits, the opponent is unable to enter within melee range of you for 1 + Luck rounds.
16th Level: You can make a single attack as a standard action with a ranged weapon. On a successful hit the opponent takes 1 Agility damage. This can stack.
20th Level: You no longer provoke attacks of opportunity.
Shadow
4th Level: When using stealth while in combat, add your Purge bonus to the Stealth check.
8th Level: Pick a weapon group you’re proficient with. These weapons gain Sting.
12th Level: When attempting stealth a black mist surrounds you, allowing you to do so even while being observed. This can only be used once per encounter.
16th Level: When attacking a flat-footed enemy, reroll 1s and 2s on damage.
20th Level: Your minimum Stealth result is 40 while in combat, and it cannot go below this number.
Glory and Valor
4th Level: All allies within 3 squares of you gain a +1 bonus to all checks.
8th Level: Pick a weapon group you’re proficient with. These weapons gain Disarm.
12th Level: You can spend a swift action to negate a status effect that would currently be affecting you. This does not affect ones that would leave you helpless or unconscious. This can be used once per encounter.
16th Level: You can spend a standard action to heal all allies within 6 squares for 5 HP, and grant them all a +5 bonus on attack and damage for 1 round. This stacks with the 4th level ability.
20th Level: All allies within 4 squares of you are immune to mind-affecting effects and fear effects.
Divine Workout Regimen
At 6th level the Crusader becomes immune to poisons and diseases of all kinds.
Not Done Yet
At 7th level the Crusader receives a +4 square bonus to their land speed while under half HP, as well as a +1k0 bonus to attack and damage.
Light of Faith
At 9th level the Crusader can, as a free action, shine bright. He creates a light source centered on himself and extending out to 4 squares + 1 square per point of Luck (minimum of 5 squares). This can be turned on and off as a free action.
Imbue Weapon
At 11th level the Crusader can imbue a weapon he’s holding with divine might as a swift action. In doing this, the weapon imbued deals double damage to a single Extraplanar type (this type is chosen when imbuing the weapon). This imbuing process lasts for a number of rounds equal to ½ the Crusader’s level + their Luck modifier.
Beacon of Righteousness
At 13th level the Crusader inspires their allies around them to keep fighting. Allies within 6 squares of them that fall under half HP receive a +1k1 to all checks they make.
Battle Prayer
At 14th level the Crusader can pray as a full-round action to implore the powers beyond them to assist in their efforts. The Crusader can reroll 1s on attack and damage rolls after the prayer is finished. This lasts for 1d10 rounds.
Serve the Weak
At 17th level you can ensure the safety of an ally within your line of sight. As an immediate action once per day you can grant an ally that you can see your Deflection against an attack made against them in place of their own.
Divine Battlefield
At 18th level the Crusader purifies the land within 12 squares of him. Summoned creatures and raised undead that are their enemies cannot enter within the radius.
Godslayer
At 19th level the Crusader’s Purge ability reaches its apex. Once per day when using Purge the Crusader can make a single attack as a standard action. If the target of their Purge is at ½ the Crusader’s level or lower they are slain instantly. If not, this deals an additional +4k4 damage on a successful hit and negates all of the enemies’ resistances.
First Awakening
As a swift action a number of times per day equal to 1 + the Crusader’s Luck you can touch yourself to heal a number of HP equal to your Luck. This can be done on an ally within your reach, but it instead takes a standard action.
Heroic Awakening
When being healed by an ally, the Crusader adds ½ their Luck as bonus dice onto their heal roll. In addition, allies within 2 squares gain +¼ Luck on their own healing.
Unchained Awakening
Crusaders receive Resistance 15 to Unholy damage (or Resistance 15 to Holy damage if he’s undead).
True Awakening
When using their Purge against an enemy, those the Crusader kills are slain permanently and cannot be revived. In addition to this, the opponent is counted as having 0 Deflection regardless of if they possess any normally.