My Crusader (Hybrid Fighter / Paladin) Class


Homebrew and House Rules


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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


I think this is a very interesting start, alex. I have to admit to liking it quite a bit, but that may be because some options seem pretty strong . . . . Maybe some more clarification from you would help.

1) Smite -- You did intend for the deflection bonus to AC to be absent, correct? As in: this is not quite as strong as the core paladin's smite ability (which I think is a solid balancing effect on the build).

2) Surge of Strength -- How many times per day can this ability be used? Are you going to model it after the paladin's lay on hands ability in terms of frequency?

3) Divine Gift -- This is the one that needs the most explanation, I think. First of all, at what caster level would the chosen spell function? Would that caster level change as the character gained HD, or as level advancement granted additional instances of 'Divine Gift'?

4) Enhanced Smite -- Is this increased damage only effective on the first successful attack per smite use, or per round? If combined with bull rush, trip, or sunder, are the smite bonuses granted to the CMB roll and the damage applied as a bonus to the result of the maneuver? Or is the bull rush/trip/sunder attempt added to the normal mechanics of the smite weapon attack?

5) Divine Strike -- Tying this ability to the Weapon Focus feat may be too restrictive, especially since the ability in question grants modifiers very similar to those of the core fighter's weapon training ability. It may reward weapon diversification a bit too strongly, as well -- a crusader that has Weapon Focus (greatsword) and Weapon Focus (composite longbow) would, apparently, benefit from Divine Strike at the full rate (+4 at 17th level). That benefit at the cost of two feats may be too strong. All that being said, the Divine Strike progression being enabled for one weapon group may be sufficient.

6) Aura of Resilience -- Does the aura grant the +4 bonus to saves vs ability drain and level drain, in addition to the saves vs fatigue and exhaustion?

7) Aura of Wrath -- This may be only a localized effect, limited to a 10-foot range, but this is still Weapon Specialization, and effectively "always on". I think this is too much. However, I think a reactive boon may still be the right path; more on that later.

8) Paragon -- What type of bonus is the +4 to Str or Cha?


Thanks for the reply Syrus. I will try and clarify these points.

1) yes I meant for the AC bonus to be absent to help balance its diversity

2) like lay on hands it can be used 1/2 level + cha mod a day

3) I'm surprised I forgot to expand this one. It would mimic any 1st level paladin spell with a duration and continuing effect and would use half the crusaders caster level. A new effect can be chosen at 9th and 15th levels.

4) I intended it read the first strike per smite use and it allows a free combat maneuver with that strike in addition to smite and weapon damage

5)I understand this point and I will consider alterntives to tying it to weapon focus

6)yes it does.

7) Maybe the bonus to strength lasts a number of rounds equal to the crusaders charisma bonus but can only trigger once per ally

8) would function as an inherit bonus the same as a natural ability score increase


If we take your crusader class as you have first presented it, and make a straight comparison to the paladin and the fighter at equivalent levels, I think we'll begin to see where you have too much in place.

If we begin with these given factors:

  • Strength of 16 at 1st level
  • All ability score increases invested in Strength
  • Charisma of 14 at 1st level
  • +6 enhancement items for both Strength and Charisma
  • Wealth by level dedicated to maximizing attack bonuses
We get the following results:

Crusader 20 Smite attack bonus: +47

Calculation:
20 BAB + 13 Str mod (Paragon +4, +5 inherent, +5 ability increase, +6 enhancement added to base 16) + 5 Cha mod + 4 Divine Strike + 5 weapon enhancement = +47

Paladin 20 Smite attack bonus: +41

Calculation:
20 BAB + 11 Str mod + 5 Cha mod + 5 weapon enhancement = +41

Fighter 20 Wishes He Could Smite attack bonus: +40

Calculation:
20 BAB + 11 Str mod + 5 weapon enhancement + 4 weapon training = +40

None of this accounts for feats, ioun stones, spell effects, etc., but only makes use of elements of the "Big Six" and class abilities as presented in the Core Rulebook and your initial post. Those additional elements would aid the fighter most in bridging the gap, but the crusader would still hold a phenomenal advantage.

Even with this cursory examination, such as it is, I think your initial build is too strong. The crusader would make the paladin and the fighter both undesirable for DPR players, in particular.

EDIT: Since the Paragon +4 bonus would be inherent, that does a great deal to nix my attack bonus calculations, but still only adjusts the crusader's final bonus to +45. I originally included a +5 inherent bonus in the calculations to indicate each character's use of a +5 tome.


That's Fair. Considering this how do you feel halving crusaders base smite damage to help balance its diversity.

Without pun nothings sacred with this build as I think its theme speaks for itself, I wouldn't be apposed to removing divine strike and replacing it with something milder.


More later tonight or tomorrow, man! Keep brainstorming!! :)


I clicked on this because it said paladin/fighter hybrid. I don't see any fighter in this. This is a paladin variant with less of an alignment restriction.

You condition on which Smite is allowed to activate is vague. I suggest making it more like the paladin's smite ability.

I don't think that Divine Strike is neccessary, especially if Syrus's calculations are correct. If you want this to be a fighter hybrid, I suggest replacing Divine Strike with a series of bonus combat feats, perhaps ones that allow him to use his level as his fighter level? maybe at levels 2, 6, 10, 14, and 18.

I suggest scrapping Divine Gift as written, and replacing it with a series of abilities/exploits/talents that are unique to this class. Maybe at levels 4, 8, 12, 16, and 20. The ability to get a permanent 1st level spell has not been thought out. Some would be just too good. Divine Favor is way to easy a choice for +3 to all attack and damage rolls by level 9, and Grace would deny all attacks of opportunity for movement.


Thanks for replying Ciaran Barnes, sorry if the fighter theme wasn't apparent to you. Thanks for the feedback I'm re-writing divine strike and divine gift to balance them better atm.


@Ciaran --

The strongest fighter element present in this build is Divine Strike: it is, effectively, weapon training.

@alex --

1) I think you should choose either the smite ability or the Divine Strike, but not both.

2a) If you choose smite, I would change it to 1/day gained at 1st, 5th, 10th, 15th, and 20th, to a maximum of 5/day, and let it function fully as the paladin's smite (bonus to attack, damage, and deflection AC vs the target.

2b) If you choose Divine Strike, the attack/damage bonuses should scale as you have them listed, but should only apply to a deity's favored weapon or an alignment weapon (along the lines of the description in spiritual weapon). Furthermore, the instances at 9th, 13th, and 17th could unlock weapon talents from the fighter class.

3) I think Divine Bond should be dropped. It's "too much paladin".

4) I believe that each instance of Divine Gift and the Enhanced Smite and Greater Smite should be replaced with fighter bonus feats and/or a scaling progression of the crusader's auras. For instance, boosting the range of the aura to a 20-foot radius at level 12 does not seem to be "too much" to me; it further distances the class from both source classes and leverages one of the more original features you've developed.

5) But that means I need to skip ahead a bit -- the 20th level Paragon ability should not provide an inherent ability score bonus. Rather, this should be the point at which the crusader gains the ability to project auras at a range of 30 feet. I think the auras are the strongest element of this class, so making the capstone ability tie in with them is a "must", I think. But I don't know what else to add to that range bonus, because we definitely need something more here . . . .

6) Surge of Strength should be "self only" -- allies already get a ton of benefits from a crusader.

7) Aura of Faith has some unnecessary overlap with Divine Strike -- if your weapons already count as good-aligned, why make an aura for it, too?

I would try to hammer out more things to help, but I've got a full day at work today. Busybusybusy.

Keep at it, chief!


Hybrid classes are such a tightrope... I think this kind of idea is best handled with a fighter archetype - which is kind of what a Paladin is anyway...


In 3.5 I would agree with you but pathfinder did a lot to make the class its own. I have archetypes in this vein but its quite a different concept from the paladin.

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