Hey guys, I have been brewing this them up for the past day or so and thought I'd get some feedback from the community. It goes as follows (names are up in the air. Background flavor is more or less non-existant at this point).
Crusader Prerequisite: You must have a deity
Every once an a while, wars break out in the name of various gods. Fervent men and women who fight in these wars find themselves empowered by their gods, giving them limited power, similar to those granted to priests or paladins. These people, these Crusaders, find themselves having heightened abilities for short bursts of times. Even after the wars are over, a select few men and women find themselves keeping these abilities, making themselves more effective as an adventurer. Adventuring Crusaders know that, at some point, they will find themselves returning to their duty for their god, whether it be another war, or some other mission, they owe their power to their gods.
Crusader Starting Feature(1st Level): You gain the channel divinity feature and gain the Crusader Strike ability.
Crusader Level 5 Feature: You gain a +2 power bonus to your Heal and Intimidate skills.
Crusader Level 10 Feature: You are granted one Channel Divinity feat of your choice. You must still meet all prerequisites of the feat
| Crusader's Strike |
Crusader Attack |
| You channel the strength of your god into your attack, empowering your attack. |
Encounter Channel Divinity, Divine, |
| Free Action - Special |
| Channel Divinity:You can only use 1 channel Divinity power per encounter |
| Trigger: You hit your enemy with an attack |
Effect: You add an additional 1d6 to your attack. And you may change the damage to radiant. Level 11: You add to an additional 2d6 to your attack. Level 21: You add an additional 3d6 to your attack. |
| Crusader's Phalanx |
Crusader Utility 2 |
| You step up beside your ally, each ready to defend the other if needed |
Daily Stance |
| Minor Action - Personal |
| Effect: You enter the Crusader's Phalanx stance. While you are in this stance, you and all adjacent allies have a +2 to their AC and reflex. If you are knocked prone, this effect is negated until you stand up. |
| Crusader's Persistance |
Crusader Utility 6 |
| You focus on your enemy, granting you divine accuracy |
Encounter Divine |
| Minor Action - Close Burst 10 |
| Target:One Creature in the Burst |
| Effect: You gain combat advantage against the target until the end of the encounter or you fall unconcious. |
| Crusader's Resurgence |
Crusader Utility 10 |
| You grow strength in the defeat of your enemy, preparing you for your next fight. |
Encounter Divine, Healing |
| Free Action - Personal |
| Trigger:You reduce a creature to 0 hit points on your turn |
| Effect: You gain hit points as if you spent a healing surge + 1d6. You get resist 3 to all damage until the end of your next turn. |
Thoughts, criticisms, and feedback is very much welcomed.
Cheers!
Edit 05/27/2012: Typos fixed, abilities tweaked, some flavor added