Ruins of Adventure
While crusaders are often associated with war gods, they also represent powers of leadership or strong alignments that are in conflict with opposing forces. Crusaders often organize themselves into a military hierarchy and view their temples are fortifications as well as places of worship. In some cases, the power of the crusader orders can rival the strength of the kindgom that hosts them, a situation that sometimes provokes popular resentment or suspicion. However, no one questions their ability or resolve in times of war.
Base Class Statistics:
- Ability Requirements: Str 12, Wis 9, Cha 12
- Alignments: Non-Neutral (LG, LN, LE, CG, CN, CE)
- Experience Chart: Cleric
- Hit Dice: d8
- Maximum Hit Dice: 9d8
- Additional Hit Points: +2 per level beyond 9th
- Attack: Warrior
- Paralyzation/Poison/Death: as Priest
- Rods/Staves/Wands: as Priest
- Petrification/Polymorph: as Priest
- Breath Weapon: as Priest
- Spell: as Priest
- Weapons, Initial: 2
- Weapons, Advancement: +1 per 4 levels
- Non-Weapon, Initial: 4
- Weapons, Advancement: +1 per 3 levels
- Bonus Proficiencies: Religion
- Allowed Weapons: Any
- Allowed Armor: Any
Crusaders may use any magical items normally usable by priests or by fighters. In addition, lawful good crusaders gain the same benefits when wielding a holy avenger as does a Paladin (the same holds true for chaotic evil crusaders wielding a dark reaver sword).
While crusaders are formidable soldiers, they also retain a good selection of spells that are particularly useful on the battlefield. Crusaders have major access to the spheres of All, Combat, Guardian, Healing, War, and Wards. They have minor access to the Necromantic and Protection spheres. In addition, lawful crusaders have major access to the sphere of Law and chaotic crusaders have major access to the sphere of Chaos.
The crusader receives his spells as insight directly from his deity (the deity does not need to make a personal appearance to grant the spells the crusader prays for), as a sign of and reward for his faith, so he must take care not to abuse his power lest it be taken away as punishment. In addition to those spells gained by leveling (see the Table below), the crusader gains a number of bonus spells based on his Intuition score. Bonus spells of a given level are not gained until the crusader could cast at least 1 spell of that spell level normally.
Due to the direct duties performed for his deity, a crusader can cast augury once per week per level. At 5th level, the crusader can cast divination once per week for every five levels. At 7th level, a crusader can cast commune once a week. These are special gifts to keep them on the correct path intended by their gods.
At 3rd level, crusaders gain the granted power to cast lighten load once per day. This spell effectively halves the weight of equipment and gear for a day, reducing the party’s encumberance. At 7th level, the crusader may cast easy march once per week, which basically allows a small party to force march without accumulating fatigue penalties.
When a crusader reaches 8th level, he automatically attracts 20 to 200 fanatical followers. These followers are normal 0-level soldiers armed and equipped with weapons appropriate for a typical soldier in the campaign. Unlike clerics, crusaders do not need to establish a permanent place of worship to attract these followers. Since they are great battle leaders, the soldiers will serve them as free-roving companies if no stronghold is available. At 9th level, a crusader may receive official sanction to establish a religious stronghold or fortified temple.