Crusader of the Crystal Order (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed


Crusader of the Crystal Order[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-fluff about this prestige class->

Becoming a Crusader of the Crystal Order[edit]

<This is meant for Crusaders who want to have a more secular prestige class that focuses on maneuvers rather than spell casting>

Entry Requirements
Alignment: Lawful
Base Attack Bonus: + 5
Skills: Balance 5 ranks, Diplomacy 8 ranks, Knowledge(History) 5 ranks
Feats: Extra Granted Maneuver
Martial Maneuvers: Must know at least one Devoted Spirit maneuver.
Martial Stances: Must know at least one Devoted Spirit stance.
Table: The Crusader of the Crystal Order

Hit Die: d10

Level Base
Attack Bonus
Saving Throw Maneuvers Known Maneuvers Readied Stances Known Special
Fort Ref Will
1st +1 +2 +0 +2 0 0 1 Order's Code, Exotic Training
2nd +2 +3 +0 +3 1 0 0 Stand Still
3rd +3 +3 +1 +3 0 0 0 Vigilant Maneuvers
4th +4 +4 +1 +4 1 0 1
5th +5 +4 +1 +4 0 1 0
6th +6 +5 +2 +5 1 0 0
7th +7 +5 +2 +5 0 0 0
8th +8 +6 +2 +6 1 0 1
9th +9 +6 +3 +6 0 1 0
10th +10 +7 +3 +7 1 0 0

Class Skills (4 + Int modifier per level)
Balance, climb, Concentration, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge(History), Knowledge(Nobility and Royalty), Martial Lore, Profession, Ride, Sense Motive, Swim.

Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the <-class name->.

Maneuvers Known: At each even-numbered level, you gain one new maneuver known from the Diamond Mind, Devoted Spirit, Stone Dragon, or White Raven disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full Crusader of the Crystal Order levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 5th level and 9th level, you gain an additional maneuver readied per day.

Stances Known: At 1st level, 4th level and again at 8th level, you learn a new martial stance from the Devoted Spirit, Shadow Hand, Stone Dragon, or White Raven discipline. You must meet a stance’s prerequisite to learn it.

Order's Code: When you engage in battle, you fight not only as an individual but as a proud member of the Crystal Order. While each Order member's methods might vary, they all follow the same honor code. A Crusader of the order regardless of her goals must act within expected guidelines or face the consequences. The rules are as follows:

  • The Crusaders of the Crystal Order are made entirely of abandoned and orphaned children, as such when a member is out on a mission, they are always looking for new children that have the potential to join the order. As a Crusader you must always be on the look out for a new child apprenticeship.
  • A Crusader of the Crystal Order may not attack a surprised opponent, in combat you may not attack during a surprise round.
  • A Crusader of the Crystal Order may not kill an opponent begging for mercy. In addition due having a significant amount of combat experience, a Crusader of the Crystal Order is able to take 10 on a sense motive check to if the opponent's plea for mercy is genuine or not.

When one is initiated in to the Order, they have a small crystal imbedded in to their shoulder. This crystal reports your deeds both good and bad to the order. Furthermore, the crystal also rewards and punishes you accordingly. The rewards and punishments can be either delivered through roleplay mechanically or both.

Exotic Training: Every Crusader of the crystal order has been trained to use almost every exotic weapon. But proficiency dulls with out practice. If the crusader practices with a weapon for 28 hours over the course of a week she regains proficiency in that weapon. Should she neglect using that weapon or training with with it for more than a week she loses proficiency with it and and must train with it once more. If a fellow ally of similar martial prowess (BAB of yours -1 or greater) practices with you the training time is reduced to 16h.

Stand Still: At 2nd level, you gain Stand Still as a bonus feat

Vigilant Maneuvers: Starting at 3rd Level, a Crusader of the Crystal Order when readying her maneuvers, can select a single maneuver to be always available at the beginning of combat. For example, a character with random 3 maneuvers available at the start of combat would now have 2 random maneuvers with one fixed maneuver.

Ex-<-pluralized class name->[edit]

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Campaign Information[edit]

Playing a <-class name->[edit]

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!


Advertisements: