[New Class] Red Crusader
Red Crusader
From a world where human have been oppressed by elves and other nonhumans, the nation of the United Holy Order of Radaskov has risen up to take holy vengeance against their former oppressors, driven by the example of the hero, Radaskov the Red. Thus their faith revolves around the Revolution and the glorious Revolutionary Spirit or Red God which fuels the holy hatred of their civilization. The vanguard of this Red Crusade is the Red Crusaders.
HD: 1d10
HP at first level: 1d10 + Stam modifier
Attack Bonus: As per the chart below.
Armor: You can wear all armor.
Starting Gear: Worn Chainmail (+3 AC) with a tabard bearing the sigil of the Red Crusade,
Pick one: Brutal Flail (1d6 dmg/ 1d6 crit/ Vicious 1, Hazardous 2) or a Blood-blessed Longsword (1d8 dmg/ 1d12 crit/ Large)
Pick one: A Kite Shield Bearing the Red Insignia of the Crusade (+1 AC) or a Throwing Axe (1d6 dmg/1d6 crit/ Thrown 1)
4 Field Rations
An Elf-skin Purse (10 gp)
Heroic Die: Once per round, you may add a die (1d4 at first level) to one aspect of your turn. Once per round, you may add this die to one attack’s damage, one attack roll, your AC for a round, or your Saving Throws for a round. You can also spend this die on your turn to make a special combat maneuver. You may add this die to the required check. The DC of this check will depend upon the circumstances of the roll.
Some examples include: Attempting to disarm your opponent, trip your opponent, push your opponent, leap from a dangling chandelier unto an unsuspecting goblin, and more.
What is Unholy: To the faith of the Red Crusader, the Revolutionary Cult, all things related to elves or the oppressive races is Unholy.
Revolutionary Zeal: You have Zeal equal to your level +2 that you may add to attack rolls and saving throws. Each Zeal spent gives a +1 bonus to an attack roll or saving throw. You regain Zeal by spending a day in a church or the Red God, reaffirming your faith and hatred for its enemies.
Blessings of the Red God: Choose 1 Blessing each level.
· Name the Oppressor: As an action, you may spend a Zeal to choose an enemy or group of enemies you can see and proclaim them as oppressors or allied with the oppressors. The PC must come up with some reason why these enemies might be seen as oppressors or in league with the oppressors. This always works even if the explanation is convoluted or nonsensical. The enemy or group of enemies now count as Unholy for the purposes of all magic items and effects for you and your allies. You may roll your weapon’s damage twice and take the higher on melee weapon attacks on all enemies thus named. If you should kill these enemies with a melee attack, you regain Zeal up to your maximum.
· Red God Guide my Hand!: You may spend 3 Zeal to turn a hit with a melee weapon against an Unholy enemy into a Critical Hit.
· Revolutionary Fervor: You can spend 1 Zeal to turn any Saving Throw against an Unholy creature or effect caused by an Unholy Creature into an automatic success.
· Holy Hatred: Spend 2 Zeal to ignore an attack from an Unholy creature.
· Stand and Fight, Comrade!: You may spend 1 Zeal to heal an ally you are touching by 1 Hit Die. Elves and other oppressor races cannot receive the benefits of this ability.
· Purge the Alien!: Spend 1 Zeal to ask the question: What here is Unholy?
· They have Ears but Do Not Hear: You spend 2 Zeal to pass unnoticed by Unholy creatures. So long as you remain still, Elves and their creations are incapable of perceiving you.
· Suffer Not the Elf to Live: You may spend 2 Zeal to target an elf you can see. That elf is immediately cut off from their magic as long as you can see them so long as they have fewer hit dice than you. If you are damaged while this power is active, make a Fortitude Save DC:10+ the damage taken or this power ends.
· Their Blood Cries Out Against You!: You may spend 5 Zeal to cause all Unholy Creatures within a Long Range to be tormented by the agonized screams of the enslaved humans that have been killed under the elven occupation. All Unholy Creatures within range must make a Will Saving Throw DC: 15 each time they make an attack roll within the radius or gain Disadvantage on the roll. This ability lasts for 1 Hour or until the caster has left the radius.
· Revolutionary Spirit, Possess Me!: Spend 7 Zeal to become an unstoppable avatar of the Red God! You immediately gain 3d6 Temporary HP. While this HP remains, you gain +2 to your AC, Attack Rolls, and Damage rolls. This effect lasts until the HP is gone or 10 minutes has passed.
Level
|
Attack Bonus
|
HP
|
Heroic Die
|
Zeal
|
Might
|
Fortitude
|
Reflex
|
Will
|
1
|
+1
|
1d10
|
1d4
|
3
|
+1
|
+1
|
+0
|
+1
|
2
|
+2
|
1d10
|
1d4
|
4
|
+2
|
+2
|
+0
|
+1
|
3
|
+2
|
1d10
|
1d4
|
5
|
+3
|
+3
|
+0
|
+1
|
4
|
+3
|
1d10
|
1d6
|
6
|
+4
|
+3
|
+1
|
+2
|
5
|
+3
|
1
|
1d6
|
7
|
+4
|
+3
|
+1
|
+2
|
6
|
+3
|
1
|
1d6
|
8
|
+4
|
+4
|
+1
|
+2
|
7
|
+3
|
1
|
1d8
|
9
|
+4
|
+4
|
+1
|
+3
|
8
|
+4
|
Mod
|
1d8
|
10
|
+4
|
+4
|
+2
|
+3
|
9
|
+4
|
Mod
|
1d8
|
11
|
+5
|
+4
|
+2
|
+3
|
10
|
+4
|
Mod
|
1d10
|
12
|
+5
|
+5
|
+2
|
+3
|
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