The Crusader

Hit Point Rate: 7

Class Skills: Athletics, Concentration, Craft, Diplomacy or Intimidate, Endurance, Heal, Insight, Investigation, Knowledge (dragons), Knowledge (nobility and royalty), Knowledge (religion), Perception, Profession, Ride

Skill Points: 2 + Int per level

Level BAB Fort Will Ref Class Features
1 +2 +2 +2 -2 Channel Divine Energy, Smite Opposition, Lesser Archetype Power
2 +3 +3 +3 -1 Divine Aura, Lesser Racial Power
3 +4 +4 +4 0 Moderate Archetype Power
4 +5 +5 +5 +1 Embrace the Cause, Moderate Racial Power
5 +6 +6 +6 +2 Divine Grace
6 +7 +7 +7 +3 Crusade, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: The crusader is proficient with light, medium, and heavy armor as well as shields. He is also proficient with simple and martial weapons.

Channel Divine Energy: The crusader gains the channel energy class feature as the cleric, however they gain different alternative uses:

Channel Healing: For two uses of channel energy, as a standard action, the crusader may duplicate the lay on hands ability of the pathfinder paladin. The amount of healing done is 5 per level. However, if it is used to deal damage it only deals half as much damage.

Smite Opposition: The crusader gains the ability to smite a foe as part of any attack action. If they do so, they gain a +4 sacred bonus on the attack roll and deal 1d4 points per level + their wisdom modifier points of bonus damage. A crusader may smite once per encounter.

Righteous Smite: For two uses of channel energy, the crusader may use smite as a standard action to deal exactly 8 points damage per level + their wisdom modifier + their charisma modifier. This means it cannot be reduced and the usual damage formulas don't apply. Furthermore, the attack receives a +4 bonus to attack and ignores any kind of miss chances such as from blindness or the incorporeal subtype.

Divine Aura: The crusader gains the ability to exude an aura that provides him and his allies with a beneficial effect. He learns one aura from the righteous wrath school learning an additional aura at level 4 and 6. He may only learn auras with a level equal to half his class level. An aura works like a stance except it takes a full-round action to change or initiate an aura. Any aura is considered as divine magic. Dispel magic suppresses the aura for 1d6 turns. The aura is charisma based and has a caster level of the paladins class level.

Aura Switch: For one channel energy use, you may change your aura as a move action.

While exuding a divine aura you receive +2 on diplomacy and intimidate checks.

Embrace the Cause: Weapons of the Crusader always count as being of the alignment of their deity or organization.

Once per turn, the Crusader may spend two additional uses of channel energy, to reduce the action cost from Divine Might, Divine Armor or Steadfastness to free.

Divine Grace: Crusaders possess a holistic resistance equal to 10 + their level + their Charisma modifier.

Steadfastness: As an immediate action, the crusader may expend one use of channel energy to improve the holistic resistance by 4 for one instance. He has to announce using this ability before the DM announces the outcome.

Crusade: Once per day, the crusader may make use of one of the following abilities:

Numinous Guidance: As a free action, the crusader may roll every d20 roll twice for a single turn and choose the better. Your damage rolls are maximized.

Raise the Banners: As a standard action, you may increase the area of your auras to 36m and provide a moral bonus of +2 on all d20 rolls to all allies within 36m until the rest of the encounter.

Back from the Brink: As a swift action, the crusader may remove all negative status effects as the spell restoration from himself or a single ally within 9m as a swift action. For two uses of channel energy, he may heal the target as if he used lay on hands.

Feats: Aura Of Conviction, Aura Of Fanatism, Capstone Specialization, Divine Healing, Divine Purification, Divine Wave Of Energy, Epic Healing, Epic Righteous Smite, Extra Channel Energy, Fast Aura Recovery, Grand Epitaph, Holy (Frost, Fire Or Shock), Improved Elemental Aura, Improved Healing, Improved Protection Aura, Improved Righteous Smite, Learn Aura, Prayer Smite, Resilient Auras, Vengeance, Zeal

Archetypes

Ardent

The Ardent adds the following to their class skills: Autohypnosis, Concentration, Knowledge (psionics). The Ardent can manifest psionic power with their class level as manifester level and wisdom as primary attribute. They know all the powers up to their maximum power level from the psionic mantles they have access to. If a certain mantle does not have powers of a certain level, lower the power level of the next power in list. The number of power points and their maximum power level is stated in the table below.

Powers
LevelPointsMaximum Power Level
1st3 1
2nd6 1
3rd9 2
4th12 2
5th15 3
6th18 3

Lesser Archetype Power: The ardent learns two psionic mantles and their abilities.

Moderate Archetype Power: The ardent may use their mantles power without expending the psionic focus. The type the mantle passive abilities, if any, is typeless instead.

Greater Archetype Power: Whenever the ardent uses channel energy as an swift or immediate action, they may spend an additional use of channel energy to receive a temporary divine psi-focus. This special psi-focus can be used as a normal psi-focus but expires after one turn turn.

Feats: Epic Psionic Refreshment

Avenger

Lesser Archetype Power: When an ally of the avenger is knocked unconscious and the Avenger already used his Smite during the encounter it readies again.

Moderate Archetype Power: All elemental damage dice of the avenger are maximized.

The avenger receives their level + their wisdom modifier points of resistance versus every element.

Greater Archetype Power: An avenger cannot be staggered, and does not die immediately upon falling below maximum negative hitpoints - he may act normally exactly one more turn. If his hit points remain below his maximum negative hit points after that time has passed, he dies as normal.

Feats: Convincing Smite

Black Guard

Lesser Archetype Power: A blackguard gains the ability to cast a small number of spells from the blackguard and antipaladin (pathfinder) spell list, as outlined in the table below. A blackguards sole casting stat is wisdom.

Level12
1st0-
2nd1-
3rd2-
4th30
5th41
6th42

If a black guard successfully deals a killing blow, he may demoralize all opponents within 18m as a free action. The DC is charisma based. Works once per 24h per target.

Moderate Archetype Power: The black guards adds the Reavers Aura to his lists of auras known.

The black guard can apply standard action single target spell to the target of a smite as part of that smite. The target is still entitled to a DC if the spell would normally allow one.

Greater Archetype Power: When the reavers aura kills a creature the black guard receives a +2 sacred bonus to strength (up to the black guards class level) until the end of the encounter. If you finish off an allied player character, the cap is filled instantly (sorry bro).

Feats: Iron Grip Of Death

Chevalier

The Chevalier has +2 on Charisma-based checks with noble personalities and +2 on Knowledge(nobility and royalty) and +2 attack and damage to unworthy creatures, those are all primitive monsters, which are no beasts or magical beasts.

Lesser Archetype Power: If a chevalier wields a banner in his offhand, they can make use of auras one level earlier than normal. They also learn a new aura at odd levels. Furthermore, while using a banner, allies receive the same bonus you gain from an aura and your level for scaling aura abilities is two higher.

The chevalier has the special mount ability from a paladin of their level. The Chevaliers and their mounts AC while being mounted is the higher AC of both.

Moderate Archetype Power: The chevaliers mount gains a bonus to his base land speed equal to his Charisma modifier (if positive) multiplied by 1.5m.

Spirited Charge: When charging, the chevalier may spend one channel energy to gain maximum damage. Allies receive the same bonus, if they use the charge action during their next turn.

Greater Archetype Power: For the Order: For two channel energy uses, the chevalier may duplicate one of the level 8 pathfinder cavalier order abilities. All bonuses are moral bonuses and bonuses to d20 rolls are capped by half the crusaders level.

Feats: Dragon Slayer, Mounted Smite, Sturdy Mount

Eldritch Knight

The Eldritch Knight adds Concentration and Knowledge (arcana) to his class skills.

Arcane Caster: The Eldritch Knight has the spell casting ability of a magician, with the following number of spells per day and the same number of spells known.

Level012
1st62-
2nd63-
3rd64-
4th652
5th663
6th664

Lesser Archetype Power: You may cast spells without provoking attacks of opportunity.

Moderate Archetype Power: When you cast a spell as a standard action, you may perform an attack as a swift action.

By expending a 1st-level spell slot as a free action, the eldritch knight can grant a magic weapon she is wielding any one of the following special abilities until the end of the encounter: flaming, frost, caustic, or shock. This benefit stacks with (but cannot duplicate) any existing weapon enhancements. The eldritch knight can alternatively cause the weapon to be treated as cold iron or silver for the purpose of bypassing damage reduction. When the Eldritch Knight uses the ability, any previous effect of it ends.

Greater Archetype Power: Choose one spell of the 3rd level from your spell list. You may cast this spell once per day as an SLA.

By expending a 2nd-level spell slot as a free action, the eldritch knight can grant a magic weapon she is wielding any one of the following special abilities until the end of the encounter: holy, unholy, axiomatic, anarchic. This benefit stacks with (but cannot duplicate) any existing weapon enhancements. The eldritch knight can alternatively cause the weapon to be treated as adamantine for the purpose of bypassing damage reduction. When the Eldritch Knight uses the ability, while it is still active, any previous effect of it ends.

Feats: None.

Eternal Warrior

You add concentration, knowledge (planes) and knowledge (arcana) to your class skills.

Lesser Archetype Power: You receive meldshaping abilities as a meldshaper of your class level. You may only select soulborn soulmelds, even with feats. Your primary meldshaping ability is wisdom. At the second level you can bind your chakra to your crown and at the sixth level you may bind your chakra to your feet and hands.

LevelSoulmeldsEssentiaChakra Binds
1st110
2nd121
3rd231
4th341
5th451
6th562

An Eternal Warrior receives bonus essentia equal to half his wisdom score.

Moderate Archetype Power: The Eternal Warrior gains access to the following Soulmeld:

Soulbound Weapon: Incarnium energy surrounds your weapon, imbuing it with additional power. Each point of essentia invested increases the weapons enhancement bonus by one, although the total enhancement bonus cannot surpass 5. Alternatively it instead grants weapon special qualities with a total enhancement bonus up to the essentia invested. It is possible to mix and match, eg. with 2 points of essentia invested you could give your weapon a +1 enhancement bonus and the flaming special quality. This soulmeld does not occupy any chakra and therefore it also connot be bound to one.

Greater Archetype Power: The Eternal Warrior gains access to the following Soulmeld:

Soulbound Guard: Incarnium energy surrounds your armor or shield, imbuing it with additional power. Each point of essentia invested increases the armor or shields enhancement bonus by one, although the total enhancement bonus cannot surpass 5. Alternatively it instead grants armor or shield special qualities with a total enhancement bonus up to the essentia invested. It is possible to mix and match, eg. with 2 points of essentia invested you could give your shield a +1 enhancement bonus and the blinding special quality. This soulmeld does not occupy any chakra and therefore it also connot be bound to one.

Feats: Adapting Armaments

Hospitaler

Hospitalers take an oath of obedience, and defense of those in their care. This does not mean that hospitalers live mean, penny-pinching lives. They share their wealth among themselves and give any excess to their order. Obedience is not related to character or social rank, but rather to position assigned within the order, and often changes with the situation. Regardless of their relative ranks, all hospitalers defer to the head of a facility while on the grounds. Hospitalers must be willing to lay down their lives to protect the pilgrims or hospitaler facilities under their care, but should not do so recklessly.

When a Hospitaler stops following this code his lay on hand improvements disappear.

Lesser Archetype Power: Whenever a hospitaler heals hitpoint using a standard action the amount of healing done is increased by his level plus his charisma modifier.

Additionally when using the lay on hands ability he automatically applies the spell lesser restoration to the target.

Moderate Archetype Power: The hospitaler receives a +2 to attack rolls, armor class and saving throws.

Additionally when using the lay on hands ability he automatically applies the spell restoration to the target.

Greater Archetype Power: When using the lay on hands ability he automatically applies the spell greater restoration to the target.

You receive the ability to cast first level cleric spells as a spell-like ability. You may choose three spells each morning and may cast them in any order up to a total of 3+your wisdom modifier times per day. The DC is charisma based and the caster level your level.

Feats: Missionary Workers

Inquisitor

A inquisitor also treats Investigate, Spellcraft and knowledge arcane as a class skill, and gains a +4 bonus to identify hostile spells.

Lesser Archetype Power: If an enemy capable of casting spells or SLAs is successfully hit and damaged by a Inquisitor's attack, that enemy's next spellcasting attempt or SLA use automatically fails unless it makes a Will save, with a charisma based DC.

Detect magic: For one use of channel energy the inquisitor may duplicate the Detect Magic spell with a caster level equal to his class level as a swift action.

Moderate Archetype Power: The inquisitor receives +2 on saving throws versus spells and spell-like abilities.

See invisibility: For one use of channel energy the inquisitor may duplicate the see invisibility spell with a caster level equal to his class level as a swift action.

Greater Archetype Power: Whenever the Inquisitor uses his smite ability the target is affected by a greater dispel magic spell with a caster level check equal to his attack roll.

Dispel magic: For one use of channel energy the inquisitor may duplicate the dispel magic spell with a caster level equal to twice his level plus his charisma modifier.

Feats: Divine Indulgence, Guard Of The Truth, The Firm Grip Of Justice

Knight Of Retribution

Lesser Archetype Power: Whenever a Knight of Retribution uses Channel Healing on an ally, all enemies adjacent to that ally take 5 holy damage per level. A successful reflex save halves that damage.

Improvements to smite and righteous smite improve the retribution damage by the same amount.

Moderate Archetype Power: The knight of Retribution adds the Degen Aura to his list of auras known.

The area of effect of channel healing improves from adjacent to 3m radius.

Greater Archetype Power: The Knight of Retribution gets a new use for his Capstone Ability:

Guardian Angel:As a standard action the Knight of Retribution grants all allies that are in a 3m radius around him DR 20/- for the next 3 turns.

In addition, he may grant his Holistic Resistance to an ally as a swift action for one use of channel energy.

Feats: None.

Marshal

Lesser Archetype Power: A Marshal learns to use maneuvers like a Warblade of his class level. With the following exceptions: He can use only Maneuvers from the Marshals list. To use such maneuvers he has to prepare it together with every ally that is supposed to benefit from it. To benefit from such an command the ally must be able to hear the marshal.

Moderate Archetype Power: The marshal receives one Marshals Aura known per two class levels.

Greater Archetype Power: A Marshals shouts can no longer be activated as a swift or immediate action. Instead the marshal has an additional shout action each turn which can only be used to shout, and takes place at the same time the shout would normally (immediately or swift).

Feats: None.

Mirage Knight

Mirage (su): The Mirage Knight receives the supernatural ability to create form duplicates of themselves. A Mirage is distinguishable from the Mirage Knight themselves as it flickers in and out of reality. All positive and negative effects are shared with the Mirage Knight, except those that rely on position.

The Mirage Knight does not suffer or benefit multiple times from the same multi target / area ability, such as a fireball that hits all of them.

A Mirage is for most cases just like the character themselves, e.g., performing and provoking attacks of opportunity, providing auras. The mirages have their own actions, but may only use actions to move, e.g., run, climb, jump. They may not use abilities that combine moving with other actions, such as attacking with spring attack.

When a Mirage moves out of line of sight and is further than 30m away from the Knight, it vanishes.

At the start of each turn of the Mirage Knight, may swap their positon with one of their Mirages.

Lesser Archetype Power: A Mirage Knight may summon a Mirage adjacent to them as a swift action. A Mirage knight may only have one Mirage at a time. After suffering a death effect or taking more than 5 points of damage per level in a single instance, the Mirage vanishes and the Mirage Knight only takes 5 points of damage per level instead.

Moderate Archetype Power: The Mirage Knight receives an additional immediate/swift action each turn and may perform immediate actions from the position of one of their Mirages.

Greater Archetype Power: The Mirage Knight receives an additional use for they ultimate ability:

Legion: Use this at the start the turn as a swift action. Each Mirage and the Mirage Knight can a standard attack action + a move action or a full-attack action. Each Mirage and the Mirage Knight must choose separate targets.

Feats: Cup Game

Natures Warden

Divine Caster: The Natures Warden has the spell casting ability of a pathfinder ranger, but with his level as caster level and the following number of spells per day.

Level12
1st0-
2nd1-
3rd2-
4th30
5th41
6th42

Lesser Archetype Power: For the Natures Warden any Spear is a finesse weapon and any one handed weapon counts as finesse as long as the Natures Warden wields a shield in the offhand.

The Natures Warden may ignore its armors armor check penalty and its armors maximum dexterity modifier.

Moderate Archetype Power: The Natures Warden only receives half movement speed in difficult terrain but is otherwise unaffected.

The Natures Warden deals 1.5 times precision damage when wielding a finesse weapon and not utilizing two weapon fighting.

Greater Archetype Power: A Natures Warden receives +2 attack rolls with Spears they wield in any way and one handed weapons while wielding a shield.

The Natures Warden may ignore its armors movement speed penalty.

Feats: None.

Paladin

Only the most pure can be paladins and therefore paladins have a code of conduct, if they harm it they lose their spell casting ability. Code of Conduct A paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement from an priest of his god periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good.

Lesser Archetype Power: A paladin gains the ability to cast a small number of spells from the paladin spell list, as outlined in the table below. A paladins sole casting stat is wisdom.

Level12
1st0-
2nd1-
3rd2-
4th30
5th41
6th42

Moderate Archetype Power: A paladin gains the ability to turn and suppress as a cleric:

Turn: As a standard action the paladin may spend one of his channel uses to make an opponent awestruck. The opponent initially must succeed a charisma based will save or is cowering for one turn per paladin level. The paladin may concentrate on this effect as a standard action to increase the number of turns by one.

Suppress: As a standard action the paladin may spend one of his channel uses to end the effect of one divine ability (be it a feat, aura or spell) prematurely. To do so he has to win an opposed divine class level check.

Greater Archetype Power: A paladin may now cast spells with a range of personal and a casting time of a standard action as a swift action.

Feats: Channeled Resistance, Divine Metamagic

Patron

Lesser Archetype Power: When using lay on hands the patron can use the aid another action simultaneously on the same target.

Additionally the patron provides a +4 bonus with the aid another action (instead of +2).

Moderate Archetype Power: Any overflow healing from the patron is converted to temporary hitpoints (which do not stack as usual). Those temporary hitpoints fade after 1 turn.

Greater Archetype Power: The patron learns one additional Aura of maximum level 2 and may activate two auras simultaneously. The second aura cannot be of the aura maximum level.

Feats: Flexible Auras