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Crusader
A new base class with various options.
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Crusader Base Class


Credits
Designed by, Angel ARMR Miranda
Cover art by, Laura Windterra Miranda
Interior art by, Laura Windterra Miranda
Layout by, Angel ARMR Miranda
ARMR Studios logo designed by, Angel ARMR Miranda

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Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc..
See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not
guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying
Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game
Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility
license.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.),
dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been
designated as Open Game Content are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo
Publishing game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No
portion of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.

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Crusader
Heroes long forgotten, names lost to time; these great warriors never truly die or pass on,
sometimes slivers of their personalities and honor remain in our realm to guide new great warriors.
These are the crusaders, warriors chosen by a shade of an ancient hero. Entranced, the crusaders are
guided in combat by their shades. Real or not, these shades are debated by many scholars. Are the
crusaders truly being guided by a ghost of an ancient hero? Or are the crusaders just gifted both in
combat prowess and insanity?
Role: A front line combatant, the crusader can serve as either a defender or a heavy damage dealer,
as needed by the situation he faces.
Alignment: Any
Hit Die: d10
Starting Wealth: 4d6 x 10 gp (160gp)
Class Skills: A crusaders class skills are: Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate
(Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive
(Wis), Survival (Wis) and Swim (Str).
Skill ranks per level: 4 + Int modifier
Level
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1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Base Attack
bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Weapon and armor proficiency: A


crusader is proficient with simple and martial
weapons, he is also proficient with light armor,
medium armor and shields (except tower
shields).

Special

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Guided Combat 1/day, Guiding Shade


Guided Eyes, Shared Memories
Guided Knowledge 1/day, Uncanny Dodge
Guided Combat 2/day, Guided Strike
Guided Training 1
Guided Knowledge 2/day, Guided Strike Ability
Guided Combat 3/day
Improved Uncanny Dodge, Guided Strike Ability
Guided Knowledge 3/day
Guided Combat 4/day, Guided Strike Ability
Guided Training 2, Improved Guided Training
Guided Knowledge 4/day, Guided Strike Ability
Guided Combat 5/day
Guided Senses, Guided Strike Ability
Guided Knowledge 5/day
Guided Combat 6/day, Guided Strike Ability
Guided Training 3
Guided Knowledge 6/day, Guided Strike Ability
Guided Combat 7/day
We are one

Guiding Shade (Su): At 1st level, a crusader


gains a spiritual master in the form of a shade,
this being was once a great and hailed hero,
whose name has been lost to the sands of time.
He now serves the crusader with advice,

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training and tactical assistance. The guiding


shade always has an agenda similar to the
crusaders own.
The shade has no physical form, but it
may manifest itself in the dreams of the
crusader it serves; it appears as a husk of its
former self, usually as some sort of undead
wearing the armor and weapons he wore when
he lived. The shade can communicate through
telepathy, but only with the crusader it serves.
The shade however, can in dire situations
manifest itself to talk to others, but doing so
severs the link between the shade and the
crusader, making the crusader lose all his class
features, with the exception of weapon and
armor proficiencies or 24 hours. When the
shade manifests itself in this way it appears like
he does in the crusaders dreams and
communicates through telepathy; the shade
can only maintain this manifestation for one
hour.
If the crusader is the target of
a dream spell, the messenger that enters the
crusaders dream can see the shade. On the
other hand, if the crusader is the target of
a nightmare spell and fails his save, the link
between him and his shade is severed,
preventing the crusader to use guided combat
for 24 hours.
Guided Combat (Su): The guiding shade can
direct the crusaders movements and stances in
combat, allowing him to modify his tactics at a
moments notice. At 1st level, a crusader may
enter a trance as a move action called guided
combat. During guided combat the shade
guides the crusaders actions, the crusader may
choose to assume a defensive stance or an
offensive stance. If the crusader assumes a
defensive stance, he gains a dodge bonus to AC
and a bonus to Ref saves; if he assumes an

offensive stance he gains a bonus to his CMB


and to melee and ranged weapon damage rolls.
These bonuses equal half the crusaders class
level (minimum 1). The crusader may change
stances freely once per round, as a move action.
Guided combat lasts until the combat
encounter ends; he may use this ability once
per day at 1st level and one additional time
every three levels thereafter.
Guided Eyes (Su): Even from the beyond,
the guiding shade protects his crusader,
alerting him to danger. Starting at 2nd level, the
crusader gains a bonus to his initiative equal to
his Wisdom bonus.
Shared Memories (Su): A crusader adds
his class level on all Knowledge skill checks,
and may make all Knowledge skill checks
untrained.
Uncanny Dodge (Ex): Starting at 3rd level,
the guiding shade helps the crusader react to
danger faster than he normally would. The
crusader cannot be caught flat-footed, nor does
he loose his Dexterity bonus to AC if the
attacker is invisible. He still loses his Dex
bonus to AC if immobilized. A crusader with
this ability still loses his Dex bonus to AC if an
opponent successfully uses the feint action
against him.
If a crusader already has uncanny dodge from a
different class, he automatically gains
improved uncanny dodge instead.
Guided Strike (Su): During guided combat,
the shade can guide the crusader into dealing a
devastating attack. Each shade has a different
guided strike that the crusader can use starting
at 4th level. As the crusader increases in level,
his shades guided strike gains additional
abilities, at 6th level and every two levels
thereafter. Each guided strike is described
under each guiding shade. Guided strike may

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be used a number of times per day equal to 3


plus the crusaders Wisdom modifier.
Guided Training (Ex): Every nigh the
guiding shade practices various combat
scenarios with the crusader, utilizing a myriad
of weapons. From 5th level and onward, every
morning the crusader chooses one weapon he
is proficient with, he gains a +1 bonus to attack
and damage with that weapon. This bonus
increases by +1 at level 11 and again at level 17.
Guided Knowledge (Su): Having lived in a
time long forgotten, the guided shade shares
his knowledge with his crusader. At 6th level,
when you are going to roll a skill check, you
may activate this ability, doing so grants you a
bonus to the roll equal to your level plus
your Wisdom modifier. You may use this ability
once per day at level 6 and one additional time
every 3 levels thereafter. The crusader does not
need to be trained in the skill to use this ability.
Improved Uncanny Dodge (Ex): At
8th level and higher, a crusader can no longer
be flanked. This defense denies a rogue the
ability to sneak attack the crusader by flanking
him; unless the attacker has at least four more
rogue levels then the target has crusader levels.
If a character already has uncanny dodge from
another class, the levels from the classes that
grant uncanny dodge stack to determine the
minimum rogue level required to flank the
character.
Improved Guided Training (Su): The
bond between shade and crusader grows
stronger as they practice inside the crusaders
dreams. At 11th level, the crusader may change
the weapon he chose for guided training as a
swift action; he may use this ability a number
of times per day equal to his Wisdom modifier
(minimum 1 time per day).

Guided Senses (Su): The shade has become


the crusaders eyes and guiding beacon. At
14th level, a crusader may always act during a
surprise round.
We are one (Su): The shade and his crusader
have finally become a single entity, a paragon
of combat. At 20th level, whenever the crusader
attacks he is considered to be flanking his
opponent (granting his the usual +2 bonus to
attack rolls). In addition, whenever he activates
guided combat, he gains both the defensive and
offensive bonuses.

Guiding Shades
Following are many of the known guiding
shades and the abilities they grant to their
crusaders, including their guided strike.
Although there are other guiding shades, these
are the most common ones.

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Ancestral Shade
These shades select their crusaders by linage;
somehow they are connected to their crusader.
Some crusaders even set out to find the
genealogy that traces their family tree back to
their shade. Because of the close bond these
shades have to their crusaders they can
manifest themselves temporarily to aid in their
crusaders attacks.
Guided Strike
Phantom Strike: The shade materializes for a
few seconds aiding the crusader in his attacks.
Whenever the crusader uses the full attack
action the shade materializes and attacks the
same foe the crusader attack, attacking right
after the crusader does. The shade uses the
crusaders highest base attack bonus plus his
Wisdom modifier as his attack bonus. This
attack deals 1d6 points of damage plus the
crusaders Wisdom modifier. The shade is

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considered to be wielding the same weapon


that the crusader is wielding for the purpose of
determining damage type and enhancement
bonuses to the attack roll and damage roll. This
attack critically threats on a 20 and deals x2
damage on a successful critical hit.
Guided Strike Abilities: The ancestral
shades guided strike abilities specialize in
dishing out a slew of unrelenting attacks.
Additional Strike: At 6th level, when using
ancestral strike, the shade may do a second
attack at the crusaders highest base attack
bonus -5.
Rending Strike: At 8th level, if the crusader and
the shade each hit the same opponent at least
once, they rend apart their foe, dealing
additional damage equal to the crusaders
Strength and Wisdom modifiers. The crusader
can only deal this additional damage, once per
turn.
Hammer the Gap: At 10th level, when using
ancestral strike, the crusader gains the benefits
of the hammer the gap feat.
Improved Additional Strike: At 12th level, when
using ancestral strike, the shade may do a third
attack at the crusaders highest base attack
bonus -10.
Pile Up: At 14th level, when using ancestral
strike, all damage done to a creature during the
ancestral strike is added all up before counting
any damage reduction the target of the attack
may possess.
Greater Additional Strike: At 16th level, when
using ancestral strike, the shade may do a
fourth attack at the crusaders highest base
attack bonus -15.
Ancestral Dance: At 18th level, when using
ancestral strike the crusader and his shade
count as if they were flanking the same
opponent, gaining a +2 bonus to all their attack

rolls. They get this bonus even if the creature is


immune to flanking, or if otherwise the
crusaders position made flanking impossible.
Feral Shade
Perhaps they were animal worshiping savages,
while others believe they might have been great
beasts of legend. Regardless, feral shades aid
their crusaders with animalistic abilities and
even with the power to conjure up bestial
weapons to wreak havoc on their foes.
Guided Strike
Feral Strike: As a standard action the crusader
may make a single attack at his highest base
attack bonus that is then followed up by
another attack by his feral shade. This second
attack is made at the crusaders highest base
attack bonus plus his Wisdom modifier. This
attack deals 1d8 points of damage plus the
crusaders Wisdom modifier, in addition, this
attack threatens a critical hit on a natural 20
and has a x3 critical multiplier. The feral strike
does not need to target the same creature the
crusader attacked. This attack deals
bludgeoning, piercing or slashing damage at
the crusaders discretion.
Guided Strike Abilities: The feral shades
guided strike varies. Each feral shade possesses
a different natural attack that is used to
confound the crusaders foes.
Magical Ferocity 1: At 6th level, the feral strike
gains a +1 enhancement bonus to its attack and
damage rolls.
Feral Maneuvers: At 8th level, when the
crusader uses feral strike he can choose to add
any one of these effects to the attack.
Bleed: The creature hit by the crusaders
feral strike gains a bleeding effect that deals
bleed damage equal to the crusaders Wisdom
modifier.

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Increased damage: Add twice the


crusaders Wisdom modifier to the damage roll
instead of just the Wisdom modifier.
Grapple: Gain a free grapple combat
maneuver check after the attack that does not
provoke attacks of opportunity. This free
combat maneuver is made against the target of
the feral strike and gains a bonus equal to the
feral strikes enhancement bonus plus the
crusaders Wisdom modifier.
Trip: Gain a free trip combat maneuver
check after the attack that does not provoke
attacks of opportunity. This free combat
maneuver is made against the target of the feral
strike and gains a bonus equal to the feral
strikes enhancement bonus plus the crusaders
Wisdom modifier.
Magical Ferocity 2: At 10th level, the
enhancement bonus of the feral strike increases
to +2.
Improved Ferocity: At 12th level, the crusader
may target up to two different creatures with
his feral strike.
Magical Ferocity 3: At 14th level, the
enhancement bonus of the feral strike increases
to +3.
Area Attack: At 16th level, the crusader may use
his feral strike as a full round action, attacking
all creatures within 15 ft. of him. He must
choose one effect of his feral maneuvers to
affect all creatures hit by this ability.
Magical Ferocity 4: At 18th level, the
enhancement bonus of the feral strike increases
to +4.

Noble Shade
Lords, kings, and even queens, these shades
lived in the lap of luxury in their lifetime. Now
they seek to reward brave warriors with a
semblance of their own greatness. Noble
shades are known as duelist, as they prefer
striking once where it counts, to a flurry of
attacks.
Guided Strike
Perfect Strike: The shade can guide the
crusader to deal a single perfect strike. As a
standard action, the crusader may make a
single attack roll, rolling twice and taking the
higher result. If one of these rolls is a critical
threat, use the other roll is used as your
confirmation roll.
Guided Strike Abilities: The noble shades
guided strike abilities specialize in creating a
single strike that can down even the greatest
foe.
Vital Strike: At level 6th, perfect strike gains an
effect similar to that of the vital strike feat.
Penetrating Strike: At level 8th, perfect strike
gains an effect similar to that of the greater
penetrating strike feat.
Devastating Strike: At level 10th, the guided
strike gains an effect similar to that of the
devastating strike feat.
Improved Vital Strike: At level 12th, the guided
strike gains an effect similar to that of the
improved vital strike feat.
Improved Devastating Strike: At level 14th, the
guided strike gains an effect similar to that of
the improved devastating strike feat.
Greater Vital Strike: At level 16th, the guided
strike gains an effect similar to that of the
greater improved vital strike feat.
Greater Perfect Strike: At level 18th, the
crusader rolls three dice instead of two when
using guided strike, if he threatens with any of

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the rolls, he must use one of the other two rolls


as his confirmation roll.
Stalwart Shade
Long forgotten heroes and martyrs, these
shades once defended the meek or sacrificed
themselves for the greater good. They are
headfast in protecting their crusaders and
those that the crusader cares about. They aid
the crusader in combat providing them with
greater defenses against all their foes,
eventually teaching the crusader how to aid his
allies while staying on the offensive.
Guided Strike
Defensive Strike: The crusader can unleash an
attack that sets his shade as a defensive aura
that bolsters the crusaders defenses. As a
standard action, the crusader can do a single
melee attack, at the end of the attack,
regardless it was successful or not, the crusader
gains a +2 dodge bonus to his AC until the
beginning of his next turn.
Guided Strike Abilities: The stalwart
shades guided strike abilities specialize in
bolstering the defenses of the crusader.
Guarding Shade: Starting at 6th level, the
dodge bonus granted by defensive strike
increases to +3. In addition, defensive strike
can now be used as a full round attack, allowing
the crusader to attack as many times allowed
by his base attack bonus, however, using
defensive strike in this manner lowers the
dodge bonus granted to AC to +2.
Safeguard: Starting at 8th level, when using
defensive strike, the crusader also gains a +2
morale bonus to all his saves until the
beginning of his next turn. If he uses the full
round version of defensive strike, he only gains
a +1 morale bonus to all his saves.

Aiding Shade: Starting at 10th level, when using


defensive strike, before or after the attack the
crusader may use the aid another action as a
swift action to aid an adjacent ally.
Improved Guarding Shade: At 12th level, the
dodge bonus granted by defensive strike, and
its full round version both increase by +1.
Greater Safeguard: At 14th level, the morale
bonus to saves granted by defensive strike, and
its full round version both increase by +1.
Greater Guarding Shade: At 16th level, the
dodge bonus granted by defensive strike, and
its full round version both increase by +1.
Greater Aiding Shade: At 18th level, the
crusader can use his aiding shade ability to aid
a number of allies equal to his Wisdom
modifier. He may aid allies that are up to 20 ft.
away from him in this manner.

New Feats

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Additional Guided Combat


Prerequisites: Guided Combat class feature.
Benefit: You gain an additional use of Guided
Combat.
Additional Guided Strike
Prerequisites: Guided Strike class feature.
Benefit: You gain two additional uses of
Guided Strike.

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OPEN GAME LICENSE Version 1.0a


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15. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E.
Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.;
Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and
Skip Williams.

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E.
Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Reference Document. 2011, Paizo
Publishing, LLC; Author: Paizo Publishing, LLC.
Crusader Base Class, 2015 ARMR Studios. Author Angel ARMR Miranda

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She sells handmade dice bags, among other
crochet goodies!

Make sure to check out ARMR Studios on


YouTube, where books are reviewed and video
games are role-played!

paizo.com #4140665, Shane Colon <Granpashenx88@gmail.com>, Nov 19, 2016

8395818

Visit us at armrstudios.wordpress.com

I call upon my guiding shade. May be wreak havoc upon our opposition,
and our destiny be fulfilled! Julias Morgtensen

Unleash the crusader upon your foes (or upon your players). The crusader is a warrior
guided by an ancient heroic shade. The shade might be an ancient warrior, a heroic
beast or even an ancestor of the crusader. Together they combine their forces to defeat
anyone creature that stands in their way.
Crusaders have access to a devastating attack called a guided strike, dependent on their
guided shade. The guided strike gives the crusader the upper hand in a single fell
swoop, while guided combat grants a constant bonus.
A new base class brought to you by ARMR Studios.

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