Prinzessin:Crusader

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Crusader

Lvl	Class Feature			Known	Ready	Stances
1	Steely Resolve(Ex) 5, School	5	5 (2)	1
2	Indomitable Soul(Ex)		5	5 (2)	2
3	Zealous Surge(Ex) 1/day		6	5 (2)	2
4	Steely Resolve(Ex) 10		6	5 (2)	2
5	Endurance feat			7	5 (2)	3
6	Smite(Su) 1/day			7	5 (2)	3
7	Zealous Surge(Ex) 2/day		8	5 (2)	3
8	Steely Resolve(Ex) 15		8	5 (2)	3
9	Diehard feat			9	5 (2)	3
10	Smite(Su) 2/day			9	6 (3)	3
11	Zealous Surge(Ex) 3/day		10	6 (3)	4
12	Steely Resolve(Ex) 20		10	6 (3)	4
13	Mettle(Ex)			11	6 (3)	4
14	Smite(Su) 3/day			11	6 (3)	4
15	Zealous Surge(Ex) 4/day		12	6 (3)	4
16	Steely Resolve(Ex) 25		12	6 (3)	4
17	Indomitable Soul feat		13	6 (3)	5
18	Smite(Su) 4/day			13	6 (3)	5
19	Zealous Surge(Ex) 5/day		14	6 (3)	5
20	Steely Resolve(Ex) 30		14	7 (4)	5

Class Features

School: Ares's Spirit.

Steely Resolve(Ex): May delay indicated amount of damage until start of your next turn. For each 5 damage in pool you gain +1 on attack and damage.

Indomitable Soul(Ex): +Cha on Will, no more than level.

Zealous Surge(Ex): Saving throw reroll indicated times per day.

Smite(Su): +Cha attack, + lvl damage, no more than level.

Mettle(Ex):

Ares's Spirit School

School Skill: Tactics

School Weapon: Spears

School DC: 1/2 IL + Cha

Manoeuvres

1. Crusader's Strike[S]: IT=S, if you hit one living creature within 2 heals 8+IL (max 5) hp.

1. Vanguard Strike[S]: IT=S, if attack hits allies gain +4 on melee and ranged attacks against this opponent for 1 r.

2. Foehammer[S]: IT=S, attack ignores DR and gain +d6 per IL (max 5d6) damage.

2. Shield Block[C]: IT=i, ally gain your shield AC +4 against one attack.

3. Defensive Rebook[B]: IT=s, each enemy you strike after initiating this manoeuvre provokes AoO if he attack anyone except for you within 1 r.

3. Revitalizing Strike[S]: IT=S, if you hit one living creature within 2 heals 24+IL (max 10) hp

4. Entangling Blade[S]: IT=S, opponent's all speed are reduced by 4 until end of his next turn.

4. Divine Surge[S]: IT=S, +8d8 damage.

5. Daunting Strike[S]: IT=S, if you hit opponent must make damage DC WW or become shaken for 1 m.

5. Ares's Charge[S]: IT=FR, make a charge attack, it deals extra 10d6 damage.

5. Spartan Charge[S]: IT=FR, make a charge, if you hit you deal extra 6d6 damage and gain DR 10/- for 1 r.

5. Wave of Deimos[S]: IT=FR, make a charge, you gain +8 on attack and +4d6 damage, if you hit you gain +5 AC and saves for 1 r.

5. Wave of Phobos[S]: IT=FR, make a charge, you gain +8 on attack and +4d6 damage, if you hit you gain total concealment for 1 r.

6. Rallying Strike[S]: IT=S, if you hit you and all living allies within 6 heals 24+IL (max 15) hp.

7. Castigating Strike[S]: IT=S, if you hit you deal extra 8d6 damage and opponent gain -2 on attacks for 1 m FC negate. Opponents within 6 of target receive 5d6 damage FC half and -2 on attack for 1 m FC negate.

7. Shield Counter[C]: IT=i, must be used after opponent declares an attack. Make a shield bash with -2 penalty, if you hit opponent automatically misses.

8. Divine Surge, Greater[S]: IT=FR, you may receive Con damage up to your IL. You gain +Con sacrificed on attack roll and 6d8 + 2d8 x Con sacrificed on damage. You becomes flat-footed after activating this manoeuvre.

9. Strike of Righteous Vitality[S]: IT=S, if you hit one living creature within 2 heals 180 hp.

Stances

1. Iron Guard's Glare: Opponents you threaten receive -4 penalty on attack rolls against your allies.

1. Martial Spirit: each time you hit opponent, you or one ally within 6 heals 2 hp.

3. Thicket of Blades: Any movement except for withdraw provokes AoO from you before the opponent moves.

6. Aura of Ares's Spirit: When your weapon die damage shows maximum result you may re-roll it and add it to previous roll. This ability may be triggered no more than three times per attack.

6. Aura of Deimos's Spirit: You gain fast healing equal to number of your allies within 2.

6. Aura of Phobos's Spirit: Each time you damage an opponent you and all allies within 2 gain 4 hp.

6. Aura of Sparta's Spirit: You may take 11 instead of rolling 2d10 on any roll.

8. Immortal Fortitude: If any effect reduces you below 0 you may make damage DC FC save, if you succeed then you have 1 hp left.

Unique Feats

Devoted Bulwark: P: Ares's Spirit stance. B: You gain +1 m AC while in Ares's Spirit stance, increase bonus by 1 each time opponent hits you.

Extra Granted Manoeuvre: Your gain +1 granted manoeuvre.

Divine Spirit[D]: P: Ares's Spirit Stance, Turn. B: AT=i, must be in Ares's Spirit Stance and spend a turn. You heal IL+Cha hp.