3E Skylis Rules
Chapter 3: Classes.

 

Prestige Classes
CRUSADER DEFENSEUR
Elite Infantry of Les Crusaders du Le Forestaine

In Forestaine, decades ago, the then King banded together most of the realm's knights in order to defend against a great enemy. Thus was born Les Crusaders du Le Forestaine, who today now serve as the kingdom's official defenders and who are tasked with upholding the royal law and protecting the people. The Crusaders are also the world's largest standing army.

There are different types of Crusaders. The S.P.C., or Service Patrouille de les Crusaders, is the garrison section of the army. In times of war, they serve as the defensive force of stationed troops who guard whatever post they are commanded to and keep clear the supply lines for the rest of the Order. In times of peace, the S.P.C. similarly guard the country wherever they are posted, especially against incursion by the marauding barbarians who plague the southern border. An S.P.C. Crusader is an expert at armed melee combat. It is considered by most an unwise decision to assail a stronghold garrisoned with Les Crusader Defenseurs.

CRUSADER DEFENSEUR
Lvl Base Att Fort/Ref/Will Special & Other
1 +1 +2/+0/+0 Resoudre +1
2 +2 +3/+0/+1 Competence Defensive
3 +3 +4/+1/+1 Resoudre +2
4 +4 +4/+1/+1 Advantage Defenseur +1
5 +5 +5/+1/+2 Resoudre +3
6 +6 +5/+2/+2 Competence Armure +1
7 +7 +6/+2/+2 Resoudre +4; Fendrez Supreme
8 +8 +6/+2/+3 Advantage Defenseur +2
9 +9 +7/+3/+3 Resoudre +5
10 +10 +7/+3/+4 Attaque Totale, 2/day
11 +11 +8/+3/+4 Resoudre +6
12 +12 +8/+4/+4 Advantage Defenseur +3
13 +13 +9/+4/+4 Resoudre +7
14 +14 +9/+4/+5 Competence Armure +2; Attaque Totale, 3/day
15 +15 +10/+5/+5 Resoudre +8
16 +16 +10/+5/+5 Advantage Defenseur +4
17 +17 +11/+5/+6 Resoudre +9
18 +18 +11/+6/+6 Attaque Totale, 4/day
19 +19 +12/+6/+7 Resoudre +10
20 +20 +13/+7/+7 Advantage Defenseur +5; Competence Armure +3
NB: Beyond 20th level, only Base Attack and Saves increase. There are no further Class Features beyond 20th level.

REQUIREMENTS

To qualify to become a Crusader Defenseur, a character must fulfill the following criteria;
Alignment: Any Lawful or Neutral Good.
Race: Human (or half-elf that can pass as human).
Gender: Male (or rarely female).
Base Attack Bonus: +4.
Feats: Armour Proficiency (Heavy), Crusader Tactics, Power Attack, Weapon Focus (battle axe), Weapon Group Proficiency (Martial – Melee).
Skills/Ranks: Knowledge (Forestanian Law)/2, Listen/2, Spot/2.
Other: Either noble birth and 100 gp entry fee, or 4 years as an Armiger/Crusader. Success at the Crusader Trials.

CLASS SKILLS

The Crusader Defenseur’s class skills (and the key ability for each skill) are Diplomacy (Cha), Intimidate (Cha), Knowledge (Forestainian Law) (Int), Knowledge (Heraldy) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Profession (Int), Ride (Dex), Search (Wis), Sense Motive (Wis), Spot (Wis), and Swim (Str). See Chapter 4: Skills, PH for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

CLASS FEATURES

The following are the class features of the Crusader Defenseur Prestige class.
        Weapon and Armor Proficiency: The Crusader Defenseur is proficient in the use of all simple and martial weapons and all types of armor and shields.
        Resoudre (Resolve): Beginning at 1st level, the Crusader Defenseur develops incredibly strong will. This bonus is applied to all Will saving throws. It also acts as a morale bonus on all saves versus fear effects to all allies within 10 feet of the Crusader Defenseur. Finally, it allows the chevalier to stay conscious and alive after reaching 0 hit points and take 1 partial action each round until they reach 0 minus 10 plus the Resoudre bonus plus the defenseur's Constitution bonus [0-(10+bonuses) hps]. When used in conjunction with the feat Remain Conscious, the defenseur can take full actions, although the range beyond 0 hit points does not stack. Resolve counts as Iron Will in terms of prerequisites.
        Competence Defensive (Defensive Expertise): At 2nd level, the Crusader Defenseur learns to maximize their efficiency when fighting defensively. In doing so, they only suffer –2 on their attack rolls when fighting defensively. (The normal penalty is –4 to all attack rolls).
        Advantage Defenseur (Defender Advantage): Beginning at 4th level, whenever the Crusader Defenseur is engaged in melee combat while on any Crusader grounds, or any surrounding area he has spent at least three months becoming familiar with, or any military structure that he has spent at least one month becoming familiar with, he gains the listed morale bonus to his attack and weapon damage rolls. This ability cannot be used in conjunction with the feat Tactique Crusader, as Advantage Defenseur has its own set of tactics that must be followed.
        Competence Armure (Armour Expertise): At 6th level, the Crusader Defenseur has learned to use his heavy armour to a higher degree than the common man. When in any heavy armour, except exotic or magical, the maximum dexterity bonus is increased by the listed number, and the Armour Check Penalty is reduced by the listed number. Exotic or magical heavy armour require at least one week’s daily practice to allow this ability.
        Fendrez Supreme (Supreme Cleave): At 7th level, the Crusader Defenseur may take a 5-foot step between attacks when using the Cleave or Great Cleave feat.
        Attaque Totale (All Out Attack): At 10th level, the Crusader Defenseur may choose to forego any multiple attacks or subsequent attacks of opportunity, in order to launch one focused attack. In doing so, they may make one single attack for the round at double their best normal base attack bonus. (NB: No other bonus is doubled). If the attack is successful, it is treated as a critical threat for which the normal maximum base attack bonus is used to determine the critical success. The Crusader Defenseur then suffers a –4 penalty to their AC and is unable to make attacks of opportunity until their next initiative. This ability may be used a number of times per day as listed, and requires the full attack action.
        Tactique Crusader (Crusader Tactics): Not a bonus feat but must be selected by the Crusader Defenseur, Tactique Crusader is only effective when one is fighting as a unit which is comprimised only of those who also have this feat. It assumes that the unit has effective leadership, organization and cooperation. As a free action on his initiave each round, the group leader chooses whether the unit fights from an offensive or defensive stance. When these conditions are met, those within the unit receive a bonus of +1 for every 10 members, to either their Attack Rolls or their Armor Class, depending on the fighting stance. This bonus has a maximum of +5, and lasts for the duration of any battle. If the group leader has the Leadership feat, the entire unit receives a +1 synergy bonus to Tactique Crusader. If the group leader is defeated, the bonus immediately ceases until another leader is clearly designated by the unit. When fighting among allies, each person who does not have this feat negates a +1 Tactique Crusader bonus.

Hit Die: d10.

STARTING GEAR

Standard issue: Crusader Defenseur armour (Banded Mail, AC +6), large steel shield w/Cr. Standard (AC +2), battle axe, long sword, and dagger.

NPC PROGRESSION

The following Feats and Ability Scores suggested for NPC defenseurs in the order they are listed, to fulfill the standard character progression.
        Feats: Power Attack, Cleave, Great Cleave, Improved Critical: Battle Axe, Leadership, Toughness, Great Fortitude.
        Ability Scores: Strength, Dexterity, Str or Dex, Constitution, Constitution.

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July 23, 2002. Copyright Angelo Barovier 1998-2003.