Crusader of the Crystal Order (3.5e Prestige Class)

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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.
Special: Receive a crystal from a crystal dragon that originated from it's body. The crystal must be given willingly and without coercement.
Table: The Crusader of the Crystal Order

Hit Die: d10

Level Base
Attack Bonus
Saving Throw Maneuvers Known Maneuvers Readied Stances Known Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +1 +2 +0 +2 0 0 1 Crystal Core, Mind of the Creature, Exotic Training 2 3 1
2nd +2 +3 +0 +3 1 0 0 Stand Still, The Arms of the Creature 6 5 1
3rd +3 +3 +1 +3 0 0 0 Fist Arts 11 7 2
4th +4 +4 +1 +4 1 0 1 Torso of the Creature 1/Day 20 10 3
5th +5 +4 +1 +4 0 1 0 35 13 3
6th +6 +5 +2 +5 1 0 0 Torso of the Creature 2/Day, Weapon Arts 46 15 4
7th +7 +5 +2 +5 0 0 0 Legs of the Creature 58 17 4
8th +8 +6 +2 +6 1 0 1 Torso of the Creature 3/Day 72 19 5
9th +9 +6 +3 +6 0 1 0 Vigilant Maneuvers 88 21 5
10th +10 +7 +3 +7 1 0 0 The Complete Creature 106 22 6

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 Crusader of the Crystal Order.

Weapon and Armor Proficiency: Crusaders of the Crystal Order gain no proficiency with any weapon or armor. Armor does not, however, interfere with the manifestation of powers.

Power Points/Day: A Crusader of the Crystal Order can manifest powers through his crystal. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Crusader of the Crystal Order. In addition, he receives bonus power points per day if he has a high charisma score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. If a Crusader of the Crystal Order has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character’s highest psionic class.

Powers Known: A Crusader of the Crystal Order chooses his powers from the list bellow. At 1st level, a Crusader of the Crystal Order knows seven powers of your choice, five of them must be first level. Each time he attains a new level, he learns one new power. A Crusader of the Crystal Order can manifest any power that has a power point cost equal to or lower than his manifester level. Your manifester level is equal to twice your Crusader of the Crystal Order level. The total number of powers a Crusader of the Crystal Order can manifest per day is limited only by his daily power points. A Crusader of the Crystal Order simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

Maximum Power Level Known: A Crusader of the Crystal Order gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each new odd-numbered level, a Crusader of the Crystal Order gains the ability to master more complex powers.

To learn or manifest a power, a Psionic Fist must have a Wisdom score of at least 10 + the power’s level.

The Difficulty Class for saving throws against a Crusader of the Crystal Order's powers is 10 + the power’s level + the Crusader of the Crystal Order’s Charisma modifier.

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.

Crystal Core: When one is initiated in to the Order, they have a golden crystal embedded in to their back. This crystal seeps ink into the skin, creating a large tattoo of a six armed creature. The tattoo is clearly unfinished and becomes more complete as the initiate gains level in this class.

Crystal Core
Class Level Tattoo Expansion Benefit
1st Mind of the Creature As a Crusader of the Crystal Order begins his journey the first portion of his power is implanted in his mind, granting him psionic abilities.
2nd The Arms of the Creature You gain two additional astral arms that you are able to summon two additional arms at will. The your original arms (if any) are the primary arms, and all others are secondary limbs (if the subject had no arms, the arms created by the spell are its primary arms). These arms are controlled by strength rather than dexterity allowing you to substitute your strength for dexterity when getting multi-armed feats.
3rd Fist Arts As you gain expertise in using your new arms you gain the ability to strike with them with less of a penalty. You gain the Multiattack feat. This does not give you the benefits of the improved unarmed strike feat. Without it you are still considered to have non-lethal strikes.
4th Torso of the Creature 1/day, as an intimidate action, gain DR 5/— and Energy Resistance 5 to one energy type until the start of your next turn.

This improves to DR 7/— and Energy Resistance 7 2/Day at level 6 and to DR 10/— and Energy Resistance 10 3/Day at level 8

6th Weapon Arts Your attunement with the crystal improves, you gain a feat in the multi-weapon fighting tree. You must meet the prerequisites of the feat to take it.
7th Legs of the Creature You gain the ability to quickly close the distance between you and the enemy. Your land speed increases by 10ft and you gain the pounce ability.
10th The Complete Creature Get two additional arms

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: At 9th 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-Crusaders of the Crystal Order[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->



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