The Crusader - Half-Elf Fighter/Cleric kit
The Crusader
Fighter/Cleric
Description:

A Crusader is a half-elf devoted to the spreading of his faith. The Crusader seeks to defend the faithful, combat the church's enemies, and bring his religion to the heathens.

Speciality priests:

If the Complete Priest's Handbook is used, the following priesthoods may have Crusaders as well as clerics: Community, Culture, Death, Everything, Evil, Fire, Good, Guardianship, Justice/Revenge, Race (half-elf), Redemption, Strength, War and Wisdom.

Requirements:

Crusaders must have a Strength of 13 or greater, a Wisdom of 14 or higher, and a Charisma of 12 or greter. They may not be of chaotic alignment, as chaotic people hold the individual's freedom as or more important than the morals the Crusaders attempt to spread. Although most Crusaders are good, some are more interested in destroying "infidels" than in protecting the faithful. That type of Crusader may be neutral, or even evil.

Role:

This is as close to a paladin as a demihuman can get. Like their human cousins, Crusaders are holy warriors who stand for a cause. However, this cause is not always lawful good, although most Crusaders are lawful good. Crusaders always put the interest of their faith ahead of their party.

Secondary skills:

Required: Armor, Weaponsmith, or Scribe.

Weapon proficiencies:

The Crusader may spend his weapon proficiencies as he wishes. However, a Crusader must abide by the weapon restrictions of his faith.

Nonweapon proficiencies:

Bonus: Religion. Recommended: Etiquette, Heraldry, Modern Languages, Riding (Land-based), Ancient History, Spellcraft, Blind-fighting and Endurance.

Equipment:

Crusaders should get the heaviest armor and most deadly weapon they can afford and that their priesthood will allow.

Special benefits:

When in combat against a member of an opposing religion or philosophy (the DM will decide which priesthoods and creatures qualify), or in defense of their own priesthood's followers, the Crusader gains a bonus of +1 on attack and damage rolls. Crusaders have a permanent +1 to all saving throws.

Special hindrances:

A Crusader must serve his priesthood first and foremost. The Crusader must try to convert or fight those who oppose his religion, and defend followers of the Crusader's religion with his life.