Hello everyone this is my first attempt on a class and would be grateful for any feedback thanks.
The Crusader (Paladin/ Fighter)
Alignment- Must be good aligned
HD-D10
Skills (2+int) - Craft, Diplomacy, Intimidate, Handle Animal, Knowledge (Local/Religion/History/Warfare), Profession, Ride, Sense Motive and Survival
Proficiencies- Light, medium and heavy armour and shields except tower shields. All simple and martial weapons
Level BaB Fort Ref Will Abilities
1 +1 2 0 2 Aura of Good, Smite 1/day, Weapon focus
2 +2 3 1 3 Indomitable, Surge of Strength
3 +3 3 1 3 Aura of Courage, Divine health, Divine Gift
4 +4 4 1 4 Smite 2/day,
5 +5 4 1 4 Divine Bond, Divine Strike +1
6 +6/1 5 2 5 Enhanced Smite
7 +7/2 5 2 5 Smite 3/day
8 +8/3 6 2 6 Aura of Resilience
9 +9/4 6 3 6 Divine Strike +2, Divine Gift
10 +10/5 7 3 7 Smite 4/day
11 +11/6/1 7 3 7 Aura of Wrath
12 +12/7/2 8 4 8 Greater Smite
13 +13/8/3 8 4 8 Smite 5/day, Divine Strike +3
14 +14/9/4 9 4 9 Aura of Faith
15 +15/10/5 9 5 9 Divine Gift
16 +16/11/6/1 10 5 10 Smite 6/day
17 +17/12/7/2 10 5 10 Aura of Righteousness, Divine Strike +4
18 +18/13/8/3 11 6 11 Deadly Smite
19 +19/14/9/4 11 6 11 Smite 7/day
20 +20/15/10/5 12 6 12 Paragon
Aura of Good- radiates good aura as a cleric of equal level
Smite- the crusader adds their charisma modifier to hit and level to damage chosen foe until that opponent is unconscious, dead or after 24 hours have past. The creature must be evil or been witnessed by the crusader committing an evil act
Indomitable- adds charisma modifier to will saves
Surge of Strength- cures 1d6 per 2 levels of damage as swift action (uses + ½ level +cha modifier) Cures allies for 1d6 per 4 levels as a move action
Aura of Courage- Immune to fear, +4 to all allies saving throws vs fear in 10ft aura
Divine Health- Immune to all disease
Divine Gift- May choose a bonus fighter feat or choose a 1st level paladin spell to benefit from permanently (spell must have a continuing effect)
Divine Bond- As paladin ability
Enhanced Smite- The crusader does 2 damage a level on the first successful attack when smiting and may combine smite with a bull rush, trip or sunder attempt (provoking attacks of opportunity as normal)
Divine Strike- when wielding a weapon with which the crusader has weapon focus with +1 to hit and damage against evil (or smited) opponents, +1 every 4 levels. At 9th level weapons count as good, At 13th they count as silver or cold iron and adamantine at 17th level
Aura of Resilience- Immune to fatigue, exhaustion and +4 to saves vs ability and level drain, +4 to allies saves against these effects in 10ft radius
Aura of Wrath- +4 sacred bonus to strength for 1/round when ally in 10ft is injured
Greater Smite- The first successful hit of the crusader smite ability either blinds or stuns opponents for a number of rounds equal to the crusaders charisma bonus (DC 10 + ½ level +charisma modifier to negate) This can effect undead and evil outsiders regardless of immunity’s
Aura of Faith- Weapons and allies weapons within 10ft count as good aligned
Aura of Righteousness- DR 5/ Evil and immunity to compulsions, +4 to allies in 10ft
Deadly Smite- The paladin may end the smite effect to instantly count their next attack as a Coup De Grace regardless of opponents current vulnerability (against undead this counts as a disruption attempt DC 20 + crusaders cha mod)
Paragon- The crusader gains +4 to their strength or charisma score and auras double in size