7,689
edits
(Concecrate Blade Track) |
(Crusader Track) |
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== | == Crusader Track == | ||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
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|Gain the Divine Infusion ability. | |Gain the Divine Infusion ability. | ||
* <u>Divine Infusion</u> (2/Rest) Spend 1 AP when you touch an allied creature or when you hit with a weapon attack. Choose an ally and heal 1d10 HP, or hit an enemy with the weapon and deal +1d10 radiant. | * <u>Divine Infusion</u>: (2/Rest) Spend 1 AP when you touch an allied creature or when you hit with a weapon attack. Choose an ally and heal 1d10 HP, or hit an enemy with the weapon and deal +1d10 radiant. You regain all expended uses when you Take a Rest. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
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|Gain the Cleanse ability. | |Gain the Cleanse ability. | ||
* <u>Cleanse</u> (2/Rest) Spend 3 AP to make a magical AWR attack against a creature’s WILL. If you hit, the creature takes 1d6 Psychic and you can remove a condition from that creature: Focused, Protected, or Rallied. If you miss, you do not expend a use of this ability. | * <u>Cleanse</u>: (2/Rest) Spend 3 AP to make a magical AWR attack against a creature’s WILL. If you hit, the creature takes 1d6 Psychic and you can remove a condition from that creature: Focused, Protected, or Rallied. If you miss, you do not expend a use of this ability. You regain all expended uses when you Take a Rest. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
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|Crusader Aspirant | |Crusader Aspirant | ||
|Gain the Purge Unholy ability. | |Gain the Purge Unholy ability. | ||
<u>Purge Unholy</u> (2/Rest) Spend 4 AP to speak a holy word censuring the unholy. Make a magical AWR attack against the WILL of each hostile Undead within 30 ft of you. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage. | <u>Purge Unholy</u>: (2/Rest) Spend 4 AP to speak a holy word censuring the unholy. Make a magical AWR attack against the WILL of each hostile Undead within 30 ft of you. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage. You regain all expended uses when you Take a Rest. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
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|Gain the Intercede ability. | |Gain the Intercede ability. | ||
* <u>Intercede</u> (2/Rest) When an ally within 30 ft takes damage, you take all the damage instead. The ally still suffers other effects. | * <u>Intercede</u>: (2/Rest) When an ally within 30 ft takes damage, you take all the damage instead. The ally still suffers other effects. You regain all expended uses when you Take a Rest. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
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|Gain the Holy Sword Ability. | |Gain the Holy Sword Ability. | ||
* <u>Holy Sword</u> You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged until the start of your next turn. You deal +1d6 radiant damage if you make a reactive attack against a creature Engaged in this way. | * <u>Holy Sword</u>: You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged until the start of your next turn. You deal +1d6 radiant damage if you make a reactive attack against a creature Engaged in this way. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
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|Gain the Cleansing Fire ability. | |Gain the Cleansing Fire ability. | ||
* <u>Cleansing Fire</u> (2/Rest) When you use Cleanse, you may also use Cleansing Fire. This removes any passive spells or magical effects that are improving the creature’s stats, such as [[Minor Augmentation]]. | * <u>Cleansing Fire</u>: (2/Rest) When you use Cleanse, you may also use Cleansing Fire. This removes any passive spells or magical effects that are improving the creature’s stats, such as [[Minor Augmentation]]. You regain all expended uses when you Take a Rest. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
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|Gain Second Wind. | |Gain Second Wind. | ||
* <u>Second Wind | * <u>Second Wind</u>: (1⁄2 AWR/Rest) If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR. You regain all expended uses when you Take a Rest. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
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|Gain the Holy Shield ability. | |Gain the Holy Shield ability. | ||
* <u>Holy Shield</u> (AWR/Rest) You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute. | * <u>Holy Shield</u>: (AWR/Rest) You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute. You regain all expended uses when you Take a Rest. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
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|'''Crusader Templar''' | |'''Crusader Templar''' | ||
|Crusader Ordinant, Crusader 14 | |Crusader Ordinant, Crusader 14 | ||
|You are known far and wide as a defender of the weak and a devoted [[soldier]] to your ideals. Whenever you are within 30 miles of a settlement and you have at least 3 [[Goodwill]] in that settlement, you can intimidate potential foes when you roll [[initiative]]. Any creature that has a level equal to or lower level than your level, or Monster Level equal to or lower than half your level, must roll a CHA check upon entering combat with you if they can see you, or if they’ve heard tale/seen evidence of your presence (But you must actually be there), and if they do not beat 10+Your CHA, they are Shaken until the end of their next rest whenever you are within 30 ft of them. If they beat the DC or you become bloodied, they are immune to this ability until the end of their next rest. | |You are known far and wide as a defender of the weak and a devoted [[soldier]] to your ideals. | ||
Level 30: Creatures who fail their CHA check will make a reasonable effort to avoid combat with you, potentially by retreating or negotiating. If they are being actively led by a creature that is equal to or greater ML than your Character Level, half of them will flee. | Whenever you are within 30 miles of a settlement and you have at least 3 [[Goodwill]] in that settlement, you can intimidate potential foes when you roll [[initiative]]. Any creature that has a level equal to or lower level than your level, or Monster Level equal to or lower than half your level, must roll a CHA check upon entering combat with you if they can see you, or if they’ve heard tale/seen evidence of your presence (But you must actually be there), and if they do not beat 10+Your CHA, they are Shaken until the end of their next rest whenever you are within 30 ft of them. If they beat the DC or you become bloodied, they are immune to this ability until the end of their next rest. | ||
|''Zealot, Crusader, Capstone'' | |||
* <u>Level 30</u>: Creatures who fail their CHA check will make a reasonable effort to avoid combat with you, potentially by retreating or negotiating. If they are being actively led by a creature that is equal to or greater ML than your Character Level, half of them will flee. | |||
|''Zealot, Crusader, '''Capstone''''' | |||
|} | |} | ||