PRIEST-CRUSADER KIT Redeemer Description: While all Crusaders are at least loosely grouped into orders or fellowships, Redeemers take their charge to unite and form the strong and righteous arm of the church's military might very seriously. They are tightly knit cadres of professional priestly soldiers who apply both military and magical skills to carry the banner of the faithful to victory. They are very dedicated to the service of their faith, and the vanquishing of the traditional foes of the church. Because of their special skills, Redeemers are fearsome opponents, and enemies of the church will often retreat rather than face an organized cadre of Redeemers coming for them on the field of battle. Because of their well-rounded training and the need for versatility in combat, Redeemers must have scores of at least 12 in every ability score. Redeemers must be of lawful alignment, as non-lawfuls simply do not have the dedication required to serve in this way. Members of all races that become standard Crusaders can also become Redeemers. Weapons & Armor: Any type of armor or shield may be worn, but Redeemers share the same weapon proficiency restrictions as do Clerics of the faith. Special Benefits: Redeemers gain the same spheres of spell access as other Crusaders, but they are so proficient at battlefield spellcasting that when casting spells in the midst of combat their spells take effect as if they were two levels higher than their actual level. In addition to this prowess in battle magic, Redeemers gain a number of other special advantages: Battle Prowess: As a standard Crusader (save for the restriction of using only those weapons allowed to Clerics of the faith). In addition, they may choose any single weapon in which they are proficient as a "weapon of choice," gaining a +1 bonus on attack and damage rolls with that weapon and also gaining multiple attacks as a Warrior two levels lower than their actual level. In addition, Redeemers gain a +1 bonus to attack and damage rolls as well as saving throws when battling against traditional enemies of the faith. This may include priests of rival churches, servants of particular nations or political powers, specific demihuman or humanoid races, or simply monster types with whom their deity or their church has had long-standing rivalry or enmity. Campaign Skill: As a standard Crusader, but in addition all allied forces fighting under the Redeemer's banner gain a +1 bonus to the morale scores if they are within 10 yards per level of the Redeemer, and all Crusaders under his or her command gain a +3 bonus to their morale. This bonus also applies as a saving throw bonus vs. fear. Upon reaching 6th level, a Redeemer is assigned command over a unit of 10 to 30 (1d3 x 10) 1st level Crusaders (almost always Redeemers or standard Crusaders). Any Crusaders from this unit who are killed in combat will be replaced with 1st level Crusaders within 3d4 weeks, and 10 additional 1st level Crusaders are added to the unit with each level gained after 6th. If the entire unit (other than the commander) is annihilated, the Redeemer commanding the force is disgraced as a captain and will never again be granted command of church Crusaders in the field. Note that these Crusader followers are in addition to the unit of fanatical 0-level followers gained at 8th level. Holy Might: Redeemers are able to invoke the Holy Might of their deity once per day, with the effects of this power lasting for 1d4 rounds plus one round per level. While in effect, this surge of power grants the Redeemer a +1 bonus to attack and damage rolls and saving throws, one bonus hit point per level (damage suffered is subtracted from these hit points before the Redeemer's actual hit points), and grants one extra attack per two melee rounds. At the expiration of this effect, however, the Redeemer suffers a -2 penalty to all die rolls except saving throws until he or she can rest completely for one full turn. While in this near-berserk state of battle ecstasy, the Redeemer can fight on at negative hit points, to a maximum of -2 per level, and while at negative hit points the bonuses for this power are increased to +2 on attack and damage rolls and saving throws and one extra attack every round, but he or she must remain in combat continuously. If a round passes in which the Redeemer is unable to attack a foe or if the power's duration expires while the Redeemer is at negative hit points, he or she must make a system shock roll. If successful, he or she will be reverted to one hit point but will be dazed and effectively stunned for one full turn, and then will need to rest for one additional turn to restore full normal function. If the system shock roll fails, the Redeemer must save vs. death magic to survive. If this save is successful, the Redeemer will be unconscious for 1d100 turns and then will awaken with 1 hit point and otherwise in good condition. If the maximum total of negative hit points is exceeded, the Redeemer will pass out and be treated as any other character, perishing if at -10 or fewer hit points. Inspire Allies: Redeemers are very skilled at inspiring and leading their troops in battle and keeping their spirits high. This requires 1d10 rounds -1 round per level of the Redeemer (minimum of 1 round) of rousing sermonizing about the honor of the faith and assurances of glory and exaltation in the future (and in the hereafter) as divinely appointed minions whose victorious destiny is assured. The Redeemer's exhortation can affect any number of followers or Crusaders under the his or her command that are within hearing range, plus a number of companions equal to his or her level, granting a +2 bonus to morale and saves vs. fear and charm-based spells and effects and a +1 bonus to their attack rolls. This speech must be undertaken before battle is joined and cannot be interrupted by other activity without wasting the effect. Special Hindrances: Redeemers share the limitations of standard Crusaders. In addition, since they focus so much of their attention directly on what happens on the field of battle, any spell cast by a Redeemer other than in a combat situation (or within one turn after a combat has ended) takes effect as if the Redeemer was two levels lower than his or her actual level. If this reduces the Redeemer's effective level to 0 or below, the spell fails; hence, a Redeemer must be at least 3rd level to be able to effectively cast spells outside of combat or its immediate aftermath. Spells that are not affected by level instead have a 10% chance of spell failure. Redeemers are an integral part of their Crusader orders and must tithe at least 20% of their income to the order for its upkeep and support. In addition, a Redeemer is responsible for the room, board, and upkeep of his or her Crusader unit and any followers, though they can be boarded at need in a temple of the church for up to one day per level of the Redeemer. Such boarding can only be undertaken at most once per month, and the Redeemer should have a good reason for foisting off his or her troops on a temple. Because they form such an integral part of the military arm of the faith, there is 5% noncumulative chance each game month that a Redeemer will be called upon to participate in some sort of church-sponsored expedition, in which case he or she and any Crusaders or followers under his or her command must report immediately to the nearest temple or fortress of the faith ready for duty. It should be noted that a unit that is recovering from losses suffered in battle will not be called upon until it is back to full strength, unless there is dire need for whatever strength can be mustered, and in this case the Redeemer should simply report personally to help as needed, leaving his or her minions 'at home'. Likewise, a Redeemer of 9th level or above is always commissioned to build a fortress-temple of the faith (see Campaign Skill above and for a standard Crusader) and is ultimately responsible for that fortress. That is to say, the Redeemer will be held responsible if disaster strikes and he or she is not present to assist in the defense. Hence, a Redeemer might be wise to arrange for a succor spell or similar means to summon him or her immediately in case of an emergency. If one of a Redeemer's Crusader followers reaches 9th level, defense of the place and command of the Redeemer's military forces can be turned over to him or her. Such a transfer of authority is permanent and cannot be reversed later. Though it represents a loss of direct power over these troops, it does provide a high-level Redeemer with considerably more freedom of movement and activity. Required Proficiencies: Endurance, Leadership Preferred Proficiencies: Armorer, Artillerist, Awareness, Ancient History, Bowyer/Fletcher, Display Weapon Prowess, Engineer-Artillerist, Fortification, Healing, Heraldry, Local History, Navigation, Reading/Writing, Religion, Riding (Land-based), Siegecraft, Signaling, Strategy, Tactics, Weaponsmithing Forbidden Proficiencies: Any Psionicist, Rogue, or Wizard proficiencies