Crusader

The crusader is a powerful force of their god. determined to bring forth holy justice against the unbelievers and sinners

Ability Score Increase:

  Level 1: +2 Strength   Level 4: +2 Strength +1 Endurance   Level 7: +3 Strength +2 Endurance   Level 10: +5 Strength +3 Endurance +2 Foresight  

Class Level Abilities

Level 1

Active Abilities
Holy Smite: A Crusader may spend 10 mana to add +4 Holy WDR to your next attack. This ability may be used any number of times per round, however the mana must be spent before the attack roll is made. Each time it is used beyond the first, subtract 2 from the attack's skill. On a missed attack, the mana spent is lost.  
Conditional Abilities
A Pious Life: If a Crusader’s piety drops below 0, he loses the use of all of his Crusader abilities. They are returned once his piety returns to be above 5. Crusaders may not form a heresy while their are above 5 piety because they are supposed to be the bastion of the faith they chose.   Divine Justice I: A Crusader deals an additional +5 damage versus those with negative or zero Piety.   My way or the Hellgates: A Crusader gains a +6 to the skill chosen in Specialized Training versus those who follow an opposing religion.  
Passive Abilities
Devotion to the Divines: All religious classes gain a bonus from their chosen deity from the List of Religions or one of its corresponding holy domains. When you first gain this feature from a class select either a deity's bonus or a domain bonus from the Religious Domains.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 2

Active Abilities
Angel’s Strike: You may spend 5 mana to call the fury of the Divine down upon your enemy. The blow deals 10 + Crusader level in Holy damage. In addition, the attack gains 2 Pierce for each opposed alignment between the creature and your deity.   Unending Zeal: Once per day, the Crusader may spend a full-round action to regain half their missing Health Points plus their Piety/5 (min. 1). If this ability would restore hit points greater than their maximum, gain the additional as temporary health for one minute.  
Conditional Abilities
Passive Abilities
Godly Knowledge I: A Crusader gains +8 Religion and +3 (Pantheon of chosen Diety).   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 3

Active Abilities
Justice Falls upon the Unholy: You may spend 15 mana to rain holy smiting upon an area. Each creature in a 3m area takes holy damage equal to the player level. The duration is equal to the player level in rounds. Creatures of your faith are immune to this damage.  
Conditional Abilities
Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.

Level 4

Active Abilities
Conditional Abilities
Justice on a Blade: When the Crusader attacks with a melee weapon, the weapon does +(¼ of Current Piety) holy damage, rounded up, (min. 1) in addition to the weapon’s regular damage.  
Passive Abilities
Divine Justice II: The damage a Crusader deals to those with negative or zero Piety is increased from +5 to +10.   Godly Knowledge II: A Crusader gains +8 Religion and +3 (Pantheon of chosen Diety).   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 5

Active Abilities
Conditional Abilities
Vanquish the Heathens: Whenever you defeat an enemy of an opposing faith restore 5 mana.  
Passive Abilities
Faith’s Shield: May expend mana instead of hit points when taking damage from your Deity's favored weapon or damage type.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Undying Zeal: Gain one additional charge for Unending Zeal and heal bonus hitpoints equal to Piety instead of Piety/5. If the Crusader would fall into negative hitpoints, they can expend a charge as a free action to trigger Unending Zeal at 50% effectiveness.  

Level 6

Active Abilities
Conditional Abilities
Passive Abilities
Divine Justice III: The damage a Crusader deals to those with negative or zero Piety is increased from +10 to +20.   Godly Knowledge III: A Crusader gains +8 Religion and +3 (Pantheon of chosen Diety).   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 8

Active Abilities
Conditional Abilities
Passive Abilities
Divine Justice IV: The damage a Crusader deals to those with negative or zero Piety is increased from +20 to +30.   Godly Knowledge IV: A Crusader gains +8 Religion and +3 (Pantheon of chosen Diety).   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Divine Justice V: The damage a Crusader deals to those with negative or zero Piety is increased from +30 to +50.   Godly Knowledge V: A Crusader gains +8 Religion and +3 (Pantheon of chosen Diety).   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.
Class Currency Modifier: 1.2