Crusader (Character Kit)

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==Crusader==
Description: Crusaders are religious warriors, bringing the sword and the truth to the heathens of the Known Spheres. They are the worldly might that supports the spiritual realm of the gods.
Some Crusaders are proselytizing conquerors who seek to bring all the beings of space beneath the governing umbrella of their true religion (whichever one that is). Others are pious defenders of the faithful who act only to guard members of their religion in far-flung outposts across the spheres.
Role: The Crusader is the military arm of his religion. He is not a lone warrior for his god; he is part of an organized force of warriors dedicated to ensuring the continued growth of their religion through military power. It is the Crusader's job to ensure that his religion achieves its worldly goals. Those goals may be expansive or defensive, depending on the religion's philosophy and leadership.
Paladins are natural Crusaders, although an all-paladin Crusader unit is extremely uncommon. Fighters may also be Crusaders, and indeed most Crusaders are fighters—it is a rare character who can fulfil all obligations of paladinhood. Rangers work more independently than the typical Crusader, so they are unlikely to take this kit.
To be a Crusader, the character must have a strong religious belief. He must also demonstrate basic competence as a warrior, evidenced by Strength and Constitution scores of 12 or better.
Abandoning a Crusader kit involves not only legal obligations but also a crisis of personal faith. Crusaders have dedicated their lives to their religion, and abandoning that commitment is not trivial.
To abandon the kit, the character must notify his superior in writing (resignation at particularly crucial or dangerous times may be considered desertion). The character loses all benefits and hindrances of the kit immediately. In addition, the character suffers a -1 penalty on all attack rolls until he has gained two experience levels after resigning, to reflect the character's uncertainty and remorse.
While gaining those two experience levels, if the character wants to resume his life as a Crusader, he may reapply in person to his former commander and make a Charisma check. Only one check is allowed, however, and if this is failed the character is forever ostracized. If the check succeeds, his hindrances resume immediately and the character no longer suffers the penalty to attack rolls, but the benefits of the kit do not resume until he achieves two more experience levels.
Once the character has achieved two experience levels without petitioning for return to the unit, he no longer suffers the penalty to attack rolls, but he may never return to his crusading life.
Any character who quits the Crusaders suffers a -2 reaction roll from any Crusader who recognizes him as a former member.
Secondary Skills: The Crusader may roll or choose secondary skills as normal for the campaign.
Weapon Proficiencies: Crusader units require skill in their specific weapons. The DM must decide which weapons are appropriate to each unit. These will generally be those used by specialty priests of the deity; see PHBR3 The Complete Priest's Handbook for a list of weapons appropriate to each religion. Once the minimum required weapon proficiencies have been taken, the character may use any remaining weapon proficiency slots as permitted by his class.
Nonweapon Proficiencies:
* Bonus: Religion.
* Recommended: Any nonweapon proficiencies recommended for specialty priests of the religion.
Equipment: Crusaders must purchase the weapons and armor used by their unit, as determined by the DM.
Although Crusader units use the weapons of the specialty priests of their religion, they are not limited to the armor of priests. If specialty priests are unusually limited in armor (no armor or leather armor only), Crusaders will be partially limited (to scale mail, for example). If the specialty priests are only partially limited (to scale mail or less), the Crusaders can wear any armor. However, due to the expense, few Crusader units wear plate armor of any kind; chain mail is far more common.
Once the mandatory equipment has been purchased, Crusaders may purchase any other equipment they desire.
Special Benefits: The Crusader has two special advantages:
First, he gets a free weapon specialization. He must choose from the specialty priest weapons for his religion. Note that the character must purchase proficiency with the weapon; only the extra proficiency slots for specialization are granted free. If you are using the optional rules in the Complete Fighter's Handbook, this specialization is also available to paladin and ranger Crusaders.
Second, the Crusader has the backing of his faith and can turn to his superiors for assistance. Although the DM must adjudicate how this affects play, the Crusader can count on his faith's emotional support—and perhaps even financial support—if he wants to pursue a goal consistent with the goals of the religion.
Special Hindrances: The primary hindrance of the Crusader is his duty to his religion and his superiors. Naturally, the faith makes many demands on its faithful warriors. If the Crusader is a common soldier, he's subject to the orders of his officers. If the Crusader is a military officer, he's subject to the orders of his superiors and the priesthood, and bears the added stress of having to look after his men whenever they're engaged in military action.
Also, many faiths do not restrict their requests to simple military actions. Crusaders (particularly uniquely talented ones like PCs) are sent all over the Known Spheres on special quests and adventures. Often, pay for these assignments is nothing more than the monthly pay-ration and a verbal "Well done" from the Crusader's immediate superior.
Wealth Options: The Crusader receives the standard 5d4 x 10 gp to start. However, like a priest, once all purchases are made, the Crusader must return all but two or three of his remaining gold pieces to his superiors (since his equipment is supplied by his organization). Also like priests, Crusaders cannot lend any of their initial funds to other characters.
Races: Any human or demihuman race may have Crusaders. (Units of Crusaders connected with the elven Imperial Fleet are feared throughout the Known Spheres.) The scro have military organizations but do not seek primacy of religion so much as primacy of their species. Of the other nonhumans, only the grommams have the military aspirations and organized religion to create trained units of warriors.
Category:Character Kit
Category:Character Kit CSH