Princess: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: Elemental 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):

Elemental Spirit School

School Skill: todo

School Weapon: todo

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

5. Ice Bearer[S, water]: 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. Flaming Charge[S, fire]: IT=FR, make a charge attack, it deals extra 10d6 damage.

5. Wave of Wind[S, air]: 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 Fire Spirit[fire]: When your weapon die damage shows maximum result you may reroll it and add it to previous roll. This ability may be triggered no more than three times per attack.

6. Aura of Earth Spirit[earth]: You may take 11 instead of rolling 2d10 on any roll.

6. Aura of Air Spirit[fire]: Each time you damage an opponent you and all allies within 2 gain 4 hp.

6. Aura of Water Spirit[water]: You gain fast healing equal to number of your allies within 2.

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: Elemental Spirit stance. B: You gain +1 m AC while in Elemental Spirit stance, increase bonus by 1 each time opponent hits you.

Extra Granted Manoeuvre: Your gain +1 granted manoeuvre.

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