Written by Domaldi
Updated: 19 September 2005

Description: 
A secretive order of zealous knights, bound to the Dragon Mnemonium and comitted to crushing the forces of evil.
  
Prerequisites: 
Base Attack Bonus: +6
Skills: Knowledge (Religion) 5 Knowledge (Arcana) 5 Diplomacy 5
Feats: Power Attack Sacred Vow (Book of Exalted Deeds)
Good Aligned
Chosen (see History)
    
Hit Dice: 
1d10/ level
    
Skill Points: 
2 + Int Adj / level
    
Class Skills: 
Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Religion & Arcana), Profession (Wis), Ride (Dex), Sense Motive (Wis)
  
Weapon &
Armour:
• Simple & Martial Weapons
• All Armour & Shields, except Tower Shields
    
History: 

Approximately one thousand years ago, after the Fall of the Mazarean civilization, the Gold Dragon Mnemonium conspired to create an Order to stand against the Forces of Evil sweeping across the Sentar. Appearing as a lowly hobbit beggar to the few great warriors remaining, she gathered them together in a secluded cave in the Watchers' Canyon using a complex web of rumours and lures. There she revealed her true form to the dozen mighty avatars of good that had managed to reach the cave, including the Paladin who would become Heironeous.

She formed them into a circle around her and made them swear a Sacred Vow to pursue evil without hesitation and destroy it utterly. At the end of the Vow, she drew some of her own blood and used it to scar each of their throats with the Bakare symbol of the Griffin. She said, "As I mark you, so will you write the names of your enemies upon the sky and the earth in blood and fire. You will crusade to all corners of the world and destroy evil wherever it lurks in the darkest glens, on the tallest mountains, across the widest plains and even in the secret corners of men's hearts."

This Order continued to grow in secret over the centuries, always meeting as groups of Twelve. Mnemonium would guide their actions herself or through her minions often without the Crusader sensing the full scope of the Master Plan. Crusaders usually operate alone, in secrecy using not just their prowess in battle but their skills as diplomats and advisors, to sway to course of events to some larger plan. While very rare, Crusaders can work together to achieve complex aims or to defeat powerful foes. However, it is common for them to be working to a common aim without knowledge of their peers.

When potential new members are identified by a Crusader, they are led to a secluded location by arcane clues and lures to meet with eleven Crusaders. They are given an offer to take the Vow and can refuse without prejudice. Even highly knowledgeable researchers lack details about this Order beyond wild rumour.

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Level
Special
Attack
Fort
Reflex
Will
1
Dragon Mark, Magic Circle
+1
+2
+0
+2
2
Divine Grace, Smite Evil x 1
+2
+3
+0
+3
3
Sanctify Martial Strike
+3
+3
+1
+3
4
Nemesis
+4
+4
+1
+4
5
Griffin's Honour, Smite Evil x 2
+5
+4
+1
+4
6
Sunder Evil Item
+6
+5
+2
+5
7
Dragon's Grace, Smite Evil x 3
+7
+5
+2
+5
8
Slayer Attack
+8
+6
+2
+6
9
Wyrm's Mystery, Smite Evil x 4
+9
+6
+3
+6
10
Holy Martial Strike
+10
+7
+3
+7

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Dragon's Grace (Su):
At 7th level, the Crusader adds his Dexterity bonus to his attack score.
  
Dragon Mark (Su):
Upon joining, a Crusader receives a Dragon Mark that links him to Mnemonium, the source of his supernatural powers. Receiving the Dragon Mark reduces the Crusader's Constitution by one point. This point may not be regained through a Restoration spell and is effectively lost, though the character's Constitution may be rebuilt through his Ability Score Increase every 4th level. Any transgressions draw Mnemonium's wrath.
  
Griffin's Honour (Su):
At 5th level, a Crusader adds his Charisma bonus to his AC.
  
Holy Martial Strike (Su):
At 10th level, any weapon the Crusader wields is treated as a holy weapon, dealing an extra 2d6 damage to evil creatures, even when she is not smiting evil. It does not stack with Sanctify Marital Strike or with the extra damage done by a weapon with a holy weapon property.
    
Magic Circle (Su):
On gaining 1st level of the Order, he is constantly surrounded by a magic circle against evil effect, as the spell cast by a cleric of his character level.
      
Nemesis (Su):
You are the holy bane of creatures of a sworn type. At 4th level, you undergo a ritual with members of the Order and swear to destroy certain evil race. You can sense the presence of this race within 60 feet and can pinpoint individuals' exact location (bearing and distance). Normal barriers do not block this ability (ie doors and walls). You cannot see hidden or invisible creatures but you can still discern locations. Additionally, you deal an additional +1d6 damage on that enemy creature type.
      
Sanctify Martial Strike (Su):
At 3rd level, the Crusader gains Sanctify Martial Strike as a bonus feat.
      
Slayer Attack (Su):
At 8th level, he gets the ability to study a particular creature of his sworn foe's kind in order to kill or destroy it with a single attack. He must study it for 3 rounds and then makes a single attack with a melee or ranged weapon within 30 feet that deals damage. If the victim fails then to make a Fortitude save (DC 10 + Crusader's int mod + Crusader class level) against the Attack it dies (if alive) or is destroyed (if undead or a construct). Crusader can undertake other actions during the 3-round study as long as his attention stays focused on the target and the target does not detect him or recognize him as an enemy. Once the study is done, the Crusader has 3 rounds to make the Attack. If the Attack fails or 3 rounds passes, another period of study must be made to be capable of doing it again.
      
Sunder Evil Item (Su):
At 6th level, whenever a member of the order attacks an object of evil or evil construct, he deals double damage. Benefits do not stack with Great Sunder feat.
  
Wyrm's Mystery (Ex):
At 9th level a Crusader adds his Wisdom bonus to his attack damage.
 

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