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CRUSADER: Crusaders are priests of deities of war, combat, or conflict who stand at the forefront of the fight for their faiths. Crusaders must br either lawful or chaotic in alignment. In other words, crusaders may be of any alignment except neutral evil, neutral good, or true neutral. Since they are often called upon to lead forces of their faith into battle, crusaders require high Strength and Charisma scores in addition to a minimum Wisdom of 9. High Constitution or Dexterity scores are also very useful for a crusader.
While crusaders are often associated with war gods, they may also represent powers of leadership or strong alignment that are in conflict with opposing forces. Crusaders often orga-nize themselves into a military hierarchy and view their tem-ples as fortifications as well as places of worship. In some cases, the power of the crusader orders can rival the strength of the kingdom that hosts them. This is a situation that some-times provokes popular resentment or suspicion. However, no one questions their ability and resolve in times of war.
In the adventuring party, the crusader is a natural leader whose place is in the front lines of any battle. When possible, the crusader should take steps to prepare his com-rades for battle through the use of bless, prayer, aid, and similar spells. He can also make use of healing spells to assist those who fall in valiant battles.
Stats Required: Strength 12, Wisdom 9, Charisma 12
Alignments Allowed: Any Lawful or Chaotic
Race: Human, dwarf, elf, half-elf
ADVANTAGES
- THAC0 bonus of one per level
- I'll put more later
DISADVANTAGES
- may not turn undead
SPHERE ACCESS
- Major access to the spheres of all, chaos (for non-lawful), combat, guardian, healing, law (for non-chaotic), war, and wards
- Minor access to the spheres of necromantic and protection
- No access to the spheres of animal, astral, charm, creation, divination, elemental-air, elemental-earth, elemental-fire, elemental-water, numbers, plant, summoning, sun, thought, time, travelers, weather
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