Ishmael Steiner

The Common Man's Crusader

Basic Stats
Class: Crusader 5 Species: Angelic Human Talent: Single-Minded Specialty: Guardian Experience: 10000
Vitality: 80 Wounds: 16 Defense: 16 DR: 4 Resist: Edged 2, Acid 5, Fire 4
BAB: +5 Initiative: +3 Speed: 30 ft Action Die: d4 Die Pool: 3
STR 15 +2 Fortitude +7
DEX 12 +1 Reflex +1
CON 16 +3 Will +6
INT 10 +0 Unarmed +7
WIS 14 +2 Melee +7
CHA 12 +1 Ranged +5
Skill Key Attribute Skill Bonus (Max Rank 7) Threat/Error Class Skill Focuses
Acrobatics Dex +1 1 / 20 No
Athletics Str +6 1 / 20 Yes
Blend Cha +1 1 / 20 No
Bluff Cha +1 1 / 20 No
Crafting Int +2 1 / 20 Origin Inscription
Disguise Cha -9 1 / 20 No
Haggle Wis +2 1 / 20 No
Impress Cha +1 1 / 20 No
Intimidate Cha +6 1 / 20 Yes
Investigate Wis +6 1 / 20 Yes
Medicine Int +0 1 / 20 No
Notice Wis +8 1 / 20 Yes
Prestidigitation Dex +1 1 / 20 No
Resolve Con +6 1 / 20 Yes
Ride Dex +1 1 / 20 Yes Riding Mounts
Search Int +4 1 / 20 Origin
Sense Motive Wis +6 1 / 20 Yes
Sneak Dex +1 1 / 20 No
Survival Wis +4 1 / 20 Yes
Tactics Int +0 1 / 20 No
Interests Total Studies: 4
Languages Studies
Common Alignment: Church/Elliasi
Folk Tales
Religious Scripture
Infamous Outlaws
Talent: Single-Minded
Attributes +2 Constitution, –2 Intelligence.
Crunch! Your Strength-based damage rolls inflict 1 additional damage.
Enlightened Resolve Your maximum Resolve rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
Relentless Attack You gain the Relentless Attack trick.
War of Attrition You may Tire up to 3 opponents at once. You roll only once for the action, while each opponent rolls to resist separately.

Specialty: Guardian
Bonus Feat You gain the Elusive feat.
Practiced Notice If you spend an action die to boost a Notice check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
Step In Once per combat, you may choose to receive all of 1 attack’s damage on an adjacent character. Your Damage Reduction and Damage Resistance apply normally.
Tenacious Spirit You gain 1 additional vitality per level.
Class Abilities: Crusader
Purifier You’re the blade of faith, slicing away impurity and wickedness. Each time you spend 1 action die to boost an attack or opposed skill check targeting a character with a different Alignment, you roll and add the results of 2 dice (e.g. at Career Level 1, 1d4 becomes 2d4). This ability has no effect when targeting a character with the same or no Alignment.
Called to Arms II A divine calling drives you to glory. You might seek an ancient artifact of great importance to your religion, strive to reclaim holy lands from infidels, or cleanse witches and monsters from the land. At Level 1, you gain the Chosen Subplot representing your divinely appointed mission.

At Level 5, you gain 1 additional Subplot to represent another of your Alignment’s missions (total 2). Also, you gain a +1 magic bonus with damage you inflict with your ritual weapon.
Battle Chants I Your conversation with your god(s) continues through the heat of battle. Often, they respond. At Level 2, you gain 2 chants. You may begin each combat with 1 chant already in effect and may enact a new one as a full action, so long as you can speak. Each chant’s benefit lasts until the end of the current combat or until you enact a different chant.

Chosen chants are Protection: +2 magic bonus to Defense and Purity: +2 magic bonus with saving throws.
Path of the crusader I At Levels 4, 8, 12, 16, and 20, you take a Step along 1 Path. All Steps from this ability must be taken along a single Path until you complete it, at which point future Steps from this ability may only be taken along a single new Path.

Chosen Path is Heroism. The first Step among that Path brings with it Heroism I: You gain two bonus action dice at the start of each Dramatic scene. You may immediately give one of these dice to a hero who can see or hear you.

Elusive At the start of your Initiative Count you may accept a penalty with your attack and skill checks of up to –4 to gain an equal dodge bonus to your Defense until the start of your next Initiative Count.
Angelic Heritage The higher of your Wisdom or Charisma scores rises by 1, you gain Acid Resistance 5, and your Appearance bonus increases by +1. When taking the Basic Skill Mastery feat you have access to a new skill pair: Savior – Notice & Tactics. However, you’re also an Outsider and vulnerable to various effects and potentially higher damage from some sources.
Shield Basics You gain a +4 gear bonus when Bull Rushing with an armed shield and a stance: Phalanx Fighting.
Armour Basics While you wear armor, its Defense penalty drops by 1, its ACP drops by 1, and its Speed penalty drops by 5 ft. In all cases, minimum 0.
Unarmed Proficient Blunt Forte
Edged Non-Proficient Hurled Non-Proficient
Bows Non-Proficient Black Powder Non-Proficient
Siege Weapons Non-Proficient
Phalanx Fighting Each adjacent ally gains a +1 bonus to Defense and Reflex saves. This bonus increases to +2 when you wield a weapon with guard +2 or higher. The maximum bonus a character may gain from allies in this stance is +4.
Combat Tricks
Relentless Attack (Attack Trick) The character focuses completely on one opponent, keeping the pressure on until an attack gets through. If the character’s last attack was also against the current opponent and missed, he gains a +2 bonus with this attack.
Shield Block (Initiative Action) The character uses his shield to absorb what might otherwise be a solid hit. Once per round when the character has a readied shield and isn’t flat-footed, after he’s hit by an unarmed or melee attack but before damage is rolled, he may make a Fortitude save (DC equal to the attack check result). With success, the attack’s damage drops to 0 (though any special effects from the attack are still felt). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (min. 1).
Warding Strike (Attack Trick Forte) The character claims his ground, daring anyone to force him from it. After one or more hits, the character gains a +2 morale bonus with Fortitude and Reflex saves until he leaves his current square.
Crushing Force (Melee or Unarmed Attack Trick Forte, Str 13+) The character’s attack is so powerful it partially punches through even the stoutest defenses. If this attack would normally be Blocked, Parried, or Shield Blocked, it instead inflicts 1/2 damage (rounded down).
Armoured Assurance (Melee Attack Trick Forte) The character’s faith in his durability instills him with confidence. If his total DR is greater than his target’s, he gains a +2 morale bonus with this attack check.
Retribution (Initiative Action Trick Forte) The character can usually get the last word in, even on his way out of the fight. Once per combat when the character suffers damage from an adjacent opponent’s attack, he may immediately make a free attack against that opponent, even if the damage leaves him unconscious or dead. If the damage leaves the character with 0 or fewer wounds, his free attack inflicts double damage.
Possessions and Lifestyle
Panache: 1 Coin in Hand Prudence: 2 Stake
Income: 10s 10s Saved 25% 10s
Reputation and Renown
Reputation: 22 Legend: 1
Heroic Renown: 1 Title: Swordsman
Military Renown: 0 Title: None
Noble Renown: 0 Title: None
Gear Description Weight Cost
Mace 1d6 lethal, 20, AP 4, T/1h, Hard 2 3 lbs 0s
Shield, Tower 1d4 subdual, M/1h, 20, Guard +3, Hard 3 12 lbs 40s
Lightweight Fireproofed Perch Partial Chainmail Armour with Heavy Fittings DR 4, Edged Resist 2, Fire Resist 4, DP 0, Hard 3, ACP 0, Disguise -10, Speed -0 (With Armour Basics) 25 lbs 700s
Backpack +2 Str for carrying capacity 3 lbs 10s
Rations Feeds one character for one day, has seven uses 5 lbs 5s
Bandages Negates bleeding condition, has ten uses 0.5 lbs 3s
Torches (3) Dim light (30-ft. radius); 1d4 fire damage 1 lbs 2s
Tonic 1 immediate save vs. poison, has three uses 0.25 lbs 10s
Cipher, simple (2) Trivial Decipher check to break, has three uses 0.25 lbs 15s
Scribe’s Kit Crafting (Inscription) 2 lbs 20s
Rope, hemp 50 ft. long; max load 1,000 lbs; escape DC 20 10 lbs 6s
Grooming case +1 to user’s Appearance bonus 2 lbs 8s
Lanyard Attached item remains in user’s square 0.5 lbs 1s
Map, detailed +1 MPH, +2 for navigation in mapped area and +2 with Knowledge in area 0.10 lbs 30s
Grappling Hook +2 gear bonus with Climb when using rope 4 lbs 12s
Firesteel Starts fire in 1 round 0.25 lbs 8s
Blessing Oil (2) As Bless spell 0.25 lbs 100s

Ishmael Steiner

Illumius: After the End Terratina