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LAWFUL GOOD PARAGON (CRUSADER)
A crusader has a strict set of morals and ethics that he follows. He strives to do good while staying within these rules. He believes in the importance of honesty and forthrightness with regard to other good-aligned beings. A crusader has incredible discipline, something which is needed to combat evil without deviating from the principles of righteousness.
Some crusaders believe that lawful good is the only “truly” good alignment, that neutral good and chaotic good stray too often from the right path. But a crusader can sometimes be afflicted with crises of conscience; while a neutral good character would simply do what is good, a crusader must remain within the rule of law. He can therefore be very deliberate in his actions; he must take time to determine the best course of action among the possibilities, and this can cause him pause.
A crusader makes a much better leader than a follower. He is certain there is a single best way to do things, and will not follow orders that deviate from it. A crusader excels at formulating plans and strategy, but struggles when these plans must be changed in mid-execution.
A crusader makes the best hero because he defeats evil without sacrificing the rule of law.
CRUSADER GAME RULE INFORMATION
The following game rule information pertains to the crusader.
Hit Die: d8.
Skill Points at Each Level: 2 + Intelligence modifier.
Class Skills: Craft (Int), Diplomacy (Cha), Intimidate (Cha), Profession (Wis).
Table I: The Crusader
|Level||Base Attack||Fort Save||Ref Save||Will Save||Special|
|2nd||+2||+0||+0||+3||Aura of menace|
Weapon and Armour Proficiency: A crusader is proficient with all simple and martial weapons, and with light and medium armour, and shields (but not tower shields).
Sworn Oath (Ex): At any time a crusader may swear an oath as to a deed he will accomplish or a vow he will uphold. After swearing this oath, he receives a +2 inspiration bonus to all rolls and checks which are directly related to the accomplishment of the goal. Any checks or rolls made while doing something that delays or interferes with the vow or goal are made at a -2 penalty.
For example, a crusader might swear an oath that he will defeat the chief of a tribe of orcs which has been attacking his homeland. Any checks or rolls he makes to find the chief, or to fight members of this tribe would receive a +2 bonus. If the crusader were to divert his attention to another quest, such as the retrieval of a family heirloom, he would suffer a -2 penalty.
A crusader may have only one sworn oath at any one time. If he changes his oath without replacing it with a more noble goal, he suffers a penalty of 500 XP per character level. If he later accomplishes his original goal, he regains one-half of the lost amount.
Aura of Menace (Su): At 2nd level, a crusader manifests a righteous aura when he is angered or in combat. Any hostile creature within a 20-foot radius of the crusader must succeed on a Will save against DC 10 + the crusader's class level + Charisma modifier to resist the effects. Those who fail take a -2 penalty on their attacks, AC and saving throws while within 20 feet of the crusader. The effect on a particular creature is cancelled when that creature lands a successful blow on the crusader. A creature that has resisted or broken the effect cannot be affected again by the same crusader for a period of 24 hours.
Mercy Strike (Ex): At 3rd level, a crusader is able to defeat his foes with mercy. If he lands a blow that reduces an opponent to -1 hit points or less, this opponent automatically stabilizes and does not lose any further hit points. This ability is useful in order to take prisoners, rather than killing foes outright. If the crusader so chooses, he can strike killing blows without using this ability.
Leadership (Ex): At 4th level, a crusader gains the Leadership feat, even if he does not meet the normal prerequisites. If he already has the Leadership feat, he instead gains a +2 bonus to his Leadership score.
Inspiration (Ex): At 5th level, a crusader is able to inspire his allies with his words and manner. By taking a full minute before a battle, the crusader grants his allies an inspiration bonus to their attacks rolls and saving throws equal to his Charisma bonus, with a minimum of +1. The allies must be able to hear and understand the crusader in order to become inspired. The inspiration bonus lasts for the duration of one battle.