Clan Crusader (Bloodrager/Paladin)
Many clans dot the lands; from the lush highlands of the mountain hills, to the desert tundra of the cold north. No matter where they live, in every clan can be found one who draws upon both their magical heritage and god-granted gifts of their patron deities. These then, are the clan crusaders–sworn to protect their clan and destroy their blood enemies no matter the cost. Through the power of his rage, the clan crusader draws upon the divine energies of his god to smite his foes and gain abilities meant to enhance his capacity in battle. While not common, clan crusaders are both deadly and fearsome to behold. (Original Concept by Lindley Court)
Primary Class: Bloodrager.
Secondary Class: Paladin.
Alignment: Any nonchaotic.
Hit Dice: d10.
Bonus Skills and Ranks: The clan crusader may select three paladin skills to add to his class skills in addition to the normal bloodrager class skills, one of which must be Knowledge (nobility). The clan crusader gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The clan crusader is proficient with all simple and martial weapons, with light and medium armor, and with shields (except towers shields). A clan crusader can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a clan crusader wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Bloodline Clan: The clan crusader’s clan is a symbol of both his heritage and the source of his magic that empowers his bloodrages, bonus feats, and bonus spells. Regardless of the source, his clan’s influence manifests in a number of ways. This functions like the bloodrager’s bloodline ability and once made, this choice cannot be changed. He may also choose the new Boreal Bloodline.
In addition to the clan crusader’s bloodline powers, bonus feats, and bonus spells, his bloodline determines his blood enemy (see Smite Blood Enemy below). The clan crusader gains the following creature types (or subtypes) as his blood enemies, according to his bloodline.
Table: Blood Enemies
Crusader’s Defense (Su): At 2nd level, when a clan crusader wields a two-handed melee weapon, he gains a +2 shield bonus to AC. At 5th level, this bonus increases to +4. This ability replaces uncanny dodge.
Crusader’s Grace (Ex): At 5th level, a clan crusader gains the paladin’s divine grace ability. This ability replaces improved uncanny dodge.
Smite Blood Enemy (Su): Starting at 3rd level, a clan crusader can focus his bloodrage to aid him in his struggle against the enemies of his bloodline (see Bloodline Clan). Once per day as a swift action, the clan crusader can spend 2 rounds of bloodrage and choose one target within sight to smite. If this target is of a creature type (or alignment) that is a blood enemy of his clan, the clan crusader adds his Charisma bonus (if any) to his attack rolls and adds his clan crusader level to all damage rolls made against the target of his smite. Regardless of the target, smite blood enemy attacks automatically bypass any DR the creature might possess.
In addition, while smite blood enemy is in effect, the clan crusader gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the clan crusader targets a creature that is not an enemy of his clan, the smite is wasted with no effect.
The smite blood enemy effect remains for a number of minutes equal to his Charisma modifier or until the target of the smite is dead, whichever comes first. At 7th level, and at every four levels thereafter, the clan crusader may smite blood enemy one additional time per day, as indicated on Table: Clan Crusader, to a maximum of five times per day at 19th level. A clan crusader can only use this ability while in a bloodrage. This ability replaces blood sanctuary, greater bloodrage, and mighty bloodrage.
Inherited Vigilance (Ex): At 8th level, a clan crusader gains a +1 morale bonus to his Initiative against his blood enemy. He also gains a +1 bonus to saving throws against diseases, and the shaken and sickened conditions. These bonuses increase by +1 at 11th level and every three levels thereafter, to a maximum of +5 at 20th level. At 11th level, these bonuses apply to dazed, poisoned, and staggered the conditions. At 14th level, these bonuses apply to the frightened and nauseated conditions. Should the target of a clan crusader’s smite blood enemy use any spells or effects that bestow any of the listed conditions, the bonus to such saving throws is doubled. This ability replaces damage reduction.
Table: Clan Crusader
Table: Clan Crusader Spells Known