Game Mastery Guide | Monsters | Crusaders

Crusaders

Champions of righteous quests and agents in the direct service of deities, crusaders hunt the enemies of their faith wherever they lurk. While servants of holy groups might seek out cultists, witches, evil mages, and all manner of other heretics—on missions either righteous or misguided—the minions of foul divinities too might hunt down those who oppose their faiths. Whatever their association, crusaders are driven by their beliefs and can prove to be among the most devoted allies or fanatical enemies.

Squire

Super Race: human aristocrat 1. Cr: 1/3. Xp: 135. Alignment: N. Size: Medium. Creature Type: Humanoid.
Init: +1. Senses: Perception -1. Ac: 13, touch 11, flat-footed 12 (+1 armor, +1 Dex, +1 shield).
Hp: 5 (1d8+1).
Fortitude: +1. Reflex: +1. Will: +1.
Speed: 30 ft.. Melee: lance +1 (1d8+1/×3) or light pick +1 (1d4+1/×4). Ranged: shortbow +1 (1d6/×3). Strength: 13. Dexterity: 13. Constitution: 12. Intelligence: 9. Wisdom: 8. Charisma: 10.
Base Attack: +0. Cmb: +1. Cmd: 12.
Feats: Animal Affinity, Mounted Combat.
Skills: Craft (armor) +3, Craft (weapons) +3, Handle Animal +6, Knowledge (nobility) +3, Ride +6.
Languages: Common. Combat Gear: potion of cure light wounds. Other Gear: padded armor, light wooden shield, lance, light pick, shortbow with 20 arrows, light horse (combat trained) with riding saddle. Boon: A squire can make a personal introduction to a knight or help the PCs buy a combat trained mount or riding gear at a 5% discount. A squire might also agree to serve a fighter, paladin, or ranger PC, either for a limited time, or until granted knighthood..

Squires are aspiring knights, robust youths who train in skill at arms but also busy themselves with tending and caring for their master's gear, keeping it sharp, clean, and ready to use. Squires also learn the courtly arts and etiquette. After proving their loyalty and skill in battle, squires usually become knights. In lands where knighthood is only granted by a king or other monarch, some squires remain so for their entire lives.

Squires can be used as heralds, standardbearers, scouts, or royal messengers. They might also be used as skirmishers or light cavalry, or perhaps as the guards of a minor noble's manor house. A group of squires could also serve as a noble hunting party.

Simply giving a squire heavier armor can make a more formidable mounted combatant, while replacing the pick with a scimitar or longsword creates a nomadic horselord warrior.

A squire often accompanies a knight (CR 7), or a pair of squires may accompany a noble scion (CR 3). Six squires can make a patrol of scouts or a hunting party (CR 3). Three squires can serve as outriders for a caravan, along with three caravan guards (CR 5), or six squires might work with a highwayman (CR 7).

Holy Warrior

Super Race: human paladin 7. Cr: 6. Xp: 2,400. Alignment: LG. Size: Medium. Creature Type: Humanoid.
Init: +3. Senses: Perception +4. Aura: courage (10 ft.). Ac: 20, touch 13, flat-footed 17 (+7 armor, +3 Dex).
Hp: 51 (7d10+13).
Fortitude: +8. Reflex: +7. Will: +6. Defensive Abilities: divine grace +2. Immune: disease, fear.
Speed: 20 ft.. Melee: +1 greatsword +10/+5 (2d6+4/19-20) or lance +9/+4 (1d8+3/×3) or dagger +9/+4 (1d4+2/19-20). Ranged: +1 composite longbow +11/+11/+6 (1d8+3/×3) or dagger +10 (1d4+2/19-20). Special Attacks: smite evil (3/day, +2 attack and AC, +7 damage). Strength: 14. Dexterity: 17. Constitution: 12. Intelligence: 10. Wisdom: 8. Charisma: 14.
Base Attack: +7. Cmb: +9. Cmd: 22.
Feats: Deadly Aim, Manyshot, Point Blank Shot, Power Attack, Rapid Shot.
Skills: Craft (armor) +4, Craft (weapons) +4, Diplomacy +6, Handle Animal +6, Heal +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +4, Ride +10, Sense Motive +4.
Languages: Common. Special Qualities: aura of good, channel positive energy (DC 15, 4d6), divine bond (weapon +1), lay on hands (3d6, 5/day), mercies (fatigued, dazed).
Gear: +1 breastplate, +1 greatsword, +1 composite longbow (+2 Str) with 20 arrows, 10 cold iron arrows, and 10 alchemical silver arrows, dagger, lance, silver holy symbol, light horse (combat trained) with military saddle. Boon: A holy warrior can accompany the PCs for up to 3 days on a mission consistent with his alignment or can send a squad of up to four temple guards (as guards) for 1 day..
spell-like abilities: (CL 7th; concentration +9)

At Will-detect evil

paladin spells prepared: (CL 4th; concentration +6)

2nd-eagle's splendor

1st-bless weapon, divine favor


Holy warriors are divinely sanctified and anointed warriors, raining death with bow and blade upon the forces of darkness and bringing hope and rescue to the desperate. Holy warriors are versatile combatants and could be masters of a temple or monastery. A holy warrior might command ten temple guards (as guards, CR 9), while a pair of holy warriors might escort a priest (CR 10). A half dozen could be a saint's honor guard (CR 13).

Saint

Super Race: human paladin 12. Cr: 11. Xp: 12,800. Alignment: LG. Size: Medium. Creature Type: Humanoid.
Init: -1. Senses: Perception +6. Aura: courage (10 ft.), justice (10 ft.), resolve (10 ft.). Ac: 22, touch 9, flat-footed 22 (+9 armor, -1 Dex, +4 shield).
Hp: 92 (12d10+26).
Fortitude: +15. Reflex: +8. Will: +13. Defensive Abilities: divine grace +5. Dr: 5/magic. Immune: charm, disease, fear.
Speed: 20 ft.. Melee: +1 evil outsider bane scimitar +15/+10/+5 (1d6+3/15-20) or light hammer +14/+9/+4 (1d4+2). Ranged: light hammer +11 (1d4+2). Special Attacks: channel positive energy (DC 21, 6d6), smite evil (+5 attack and AC, +12 damage). Strength: 15. Dexterity: 8. Constitution: 14. Intelligence: 12. Wisdom: 10. Charisma: 20.
Base Attack: +12. Cmb: +14. Cmd: 23.
Feats: Alignment Channel, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Channel, Improved Critical (scimitar), Magical Aptitude, Power Attack.
Skills: Diplomacy +20, Handle Animal +10, Knowledge (religion) +10, Perception +6, Perform (oratory) +6, Sense Motive +10, Spellcraft +20, Use Magic Device +21.
Languages: Celestial, Common. Special Qualities: aura of good, divine bond (weapon +3), lay on hands (6d6, 15/day [4 for channeling only]), mercies (sickened, diseased, nauseated, stunned). Combat Gear: scrolls of expeditious retreat (4), see invisibility (1), and true strike (4). Other Gear: +1 half-plate of invulnerability, +2 heavy steel lion's shield, +1 evil outsider bane scimitar, cold iron light hammers (2); headband of alluring charisma +2, silver holy symbol. Boon: A saint can craft or commission a good-aligned magical item for the PCs at a 20% discount, arrange an audience with a good-aligned NPC of any level, or obtain a response to a single question to her deity as if using a commune spell..
spell-like abilities: (CL 12th; concentration +17)

At Will-detect evil

paladin spells prepared: (CL 9th; concentration +14)

3rd-dispel magic, magic circle vs. evil

2nd-bull's strength, resist energy, shield other

1st-bless weapon, divine favor (2), lesser restoration


A saint is the embodiment of the crusader ideal. A saint might head a crusader temple or order or could be matriarch of her own religious tradition. A saint usually keeps a priest and holy warrior as advisors (CR 12), or a saint with a squad of four holy warriors might accompany a king (CR 15).