Player's Option: Spells & Magic

Crusader

A priest class.

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Requirements

Ability minimumsWisdom 9, Strength 12, Charisma 12
Prime requisitesWisdom, Strength
AlignmentLawful Good, Lawful Neutral, Lawful Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil

Advancement

Advancement

Crusader experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d8
21,5002d8
33,0003d8
46,0004d8
513,0005d8
627,5006d8
755,0007d8
8110,0008d8
9225,0009d8
10450,0009d8+2
11675,0009d8+4
12900,0009d8+6
131,125,0009d8+8
141,350,0009d8+10
151,575,0009d8+12
161,800,0009d8+14
172,025,0009d8+16
182,250,0009d8+18
192,475,0009d8+20
202,700,0009d8+22

Combat

WeaponsAny weapon. An order may prefer thematic weapons, which is flavour rather than a restriction the sheet enforces.
ArmourAny armor, any shield.
SpecializationMay not specialize in a weapon.
Combat

Crusader THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
219
318
417
516
615
714
813
912
1011
1110
129
138
147
156
165
174
183
192
201
Saving throws

Crusader saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11014131615
21014131615
31014131615
4913121514
5913121514
6913121514
7711101312
8711101312
9711101312
1061091211
1161091211
1261091211
135981110
145981110
155981110
16487109
17487109
18487109
1926587
2026587

Magic

CastsPriest spells
SpheresAll (major), Combat (major), Guardian (major), Healing (major), War (major), Wards (major), Necromantic (minor), Protection (minor)
Spells

Crusader spell slots

Spells castable per day at each level, before any bonus from a high score.
Level1234567
11
22
321
432
5331
6332
73321
83332
944321
1044332
11544321
12655322
13666422
146665321
156666421
167776431
177777532
188888642
199988642
209998752

Notes

  • +10% XP if BOTH and are 16 or higher.
  • improves at the WARRIOR rate, 1 point per (19 at 2nd, 18 at 3rd, and so on) — the 's signature mechanical exception.
  • — Major: All, Combat, Guardian, Healing, War, Wards. Minor: Necromantic, Protection.
  • PLUS, by : a LAWFUL crusader has MAJOR access to Law; a CHAOTIC crusader has MAJOR access to Chaos. NOT APPLIED AUTOMATICALLY — the map is static, so add Law or Chaos through the sphere-access override for this character.
  • CANNOT or command undead, at any .
  • Granted power at 3rd : lighten load (Tome of Magic), once per day.
  • Granted power at 7th : easy march (Tome of Magic), once per week.
  • Nonweapon crossover with the WARRIOR group — warrior proficiencies cost no extra slot.
  • May use any magic item usable by priests OR by fighters. DM option: a lawful good crusader gains paladin benefits from a holy avenger.
  • 8th : automatically attracts 20–200 fanatical 0-level soldiers, with no stronghold required — they serve as a free-roving company. 9th level: may establish a religious stronghold or fortified temple.
  • Skills & Powers: the consumes all class character points; specialization is allowed only at priest CP costs.