3E Skylis Rules
Chapter 3: Classes.

 

Prestige Classes
CRUSADER CHEVALIER
Elite Cavalry 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.C.C., or Service Chevalier de Les Crusaders, is the mobile section of the army. In times of war, they serve as the strike force of mounted troops and support troops who attack and counter-attack the enemy. In times of peace, the S.C.C. travel the country as they are needed, or on freeform patrol to rid the countryside of threats. A Crusader attached to an S.C.C. column is a master of traditional mounted warfare. Many a foe has learned to fear the valiant charge of Les Crusaders Chevalier. Few have survived that lesson.

CRUSADER CHEVALIER
Lvl Base Att Fort/Ref/Will Special & Other
1 +1 +2/+0/+1 Resoudre +2
2 +2 +3/+0/+1 Charge Meurtriere, 1/day; Chevalrie de Guerre +1
3 +3 +3/+1/+1 Resoudre +3
4 +4 +4/+1/+2 Charge Meurtriere, 2/day; Chevalrie de Guerre +2
5 +5 +4/+1/+2 Resoudre +4; Une Pointe de Vitesse
6 +6 +5/+2/+2 Charge Meurtriere, 3/day; Chevalrie de Guerre +3
7 +7 +5/+2/+3 Resoudre +5; Charge Complete
8 +8 +6/+2/+3 Charge Meurtriere, 4/day; Chevalrie de Guerre +4
9 +9 +6/+3/+3 Resoudre +6
10 +10 +7/+3/+4 Charge Meurtriere, 5/day; Chevalrie de Guerre +5
11 +11 +7/+3/+4 Resoudre +7
12 +12 +8/+4/+4 Charge Meurtriere, 6/day; Chevalrie de Guerre +6
13 +13 +8/+4/+5 Resoudre +8
14 +14 +9/+4/+5 Charge Meurtriere, 7/day; Chevalrie de Guerre +7
15 +15 +9/+5/+5 Resoudre +9
16 +16 +10/+5/+6 Charge Meurtriere, 8/day; Chevalrie de Guerre +8
17 +17 +10/+5/+6 Resoudre +10
18 +18 +11/+6/+7 Charge Meurtriere, 9/day; Chevalrie de Guerre +9
19 +19 +11/+7/+7 Resoudre +11
20 +20 +12/+7/+8 Charge Meurtriere, 10/day; Chevalrie de Guerre +10
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 Chevalier, a character must fulfill the following criteria;
Alignment: Lawful.
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, Mounted Combat, Weapon Focus (Lance), Weapon Group Proficiency (Martial – Melee).
Skills/Ranks: Handle Animal/4, Knowledge (Nobility and Royalty)/2, Ride/6.
Other: Either noble birth and 100 gp entry fee, or 5 years as an Armiger/Crusader. Success at the Crusader Trials.

CLASS SKILLS

The Crusader Chevalier's class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Knowledge (Forestainian Law) (Int), Knowledge (Heraldy) (Int), Knowledge (Nobility and Royalty) (Int), Ride (Dex), 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 Chevalier Prestige class.
        Weapon and Armor Proficiency: The Crusader Chevalier 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 Chevalier 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 Chevalier. 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 chevalier's Constitution bonus [0-(10+bonuses) hps]. When used in conjunction with the feat Remain Conscious, the chevalier can take full actions, although the range beyond 0 hit points does not stack. Resolve counts as Iron Will in terms of prerequisites.
        Chevalerie de Guerre (Warhorsemanship): Beginning at 2nd level, the Crusader Chevalier's skill on horseback begins to better his performance. The listed bonus applies to all melee attacks from horseback, all mounted charge attack rolls, all Ride checks and all Mounted Combat checks. In every case, the bonus stacks if more than one condition is met, such that a chevalier charging on horseback gains twice the listed bonus, as does a chevalier using Mounted Combat to prevent his horse from being hit.
        Charge Meurtriere (Deadly Charge): When using the charge action mounted, the chevalier deals triple damage with a melee weapon (or quadruple damage with a lance), up to the number of times per day indicated. This ability supercedes the Spirited Charge feat.
        Une Pointe de Vitesse (Burst of Speed): At 5th level, the Crusader Chevalier can urge his mount to greater than normal speeds. This ability doubles the distance of the mount's normal charge movement. This ability can be used once per day without penalty to the mount. Each additional use of the ability in a single day requires the mount to make a Will save (DC 20) immediately after the conclusion of the additional charge; failure results in the mount taking 2d6 points of damage.
        Charge Complete (Full Mounted Attack): At 7th level, the Crusader Chevalier may attack as a standard action when his mount moves more than 5 feet (assuming an opponent exists to be attacked), rather than as a partial action.
        Tactique Crusader (Crusader Tactics): Not a bonus feat but often selected by the Crusader Chevalier, 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 Chevalier armour (Breastplate, AC +5), large steel shield w/Cr. Standard (AC +2), lance, battle axe, long sword, dagger, light war horse and traveling gear.

NPC PROGRESSION

The following Feats and Ability Scores suggested for NPC chevaliers in the order they are listed, to fulfill the standard character progression.
        Feats: Ride-by-Attack, Spirited Charge, Leadership, Improved Critical: Lance, Toughness, Great Fortitude.
        Ability Scores: Strength, Constitution, Str or Con, Charisma, Charisma.

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