The Crusader
										Spells per Day
Level	Att Bonus		Fort	Ref	Will	0         1             2           3            4           5            6            7           8         9

1	+1		+2	+0	+2	3        1+1
2	+2		+3	+0	+3	4        2+1
3	+3		+3	+1	+3	4        2+1       1+1						Lighten Load 1/day
4	+4		+4	+1	+4	5        3+1       2+1
5	+5		+4	+1	+4	5        3+1       2+1        1+1
6	+6/ +1		+5	+2	+5	5        3+1       3+1        2+1 
7	+7/ +2		+5	+2	+5	6        4+1       3+1        2+1       1+1 				Easy March 1/wk
8	+8/ +3		+6	+2	+6	6        4+1       3+1        3+1       2+1
9	+9/ +4		+6	+3	+6	6        4+1       4+1        3+1       2+1        1+1 
10	+10/ +5		+7	+3	+7	6        4+1       4+1        3+1       3+1        2+1 
11	+11/ +6/ +1	+7	+3	+7	6        5+1       4+1        4+1       3+1        2+1       1+1 
12	+12/ +7/ +2	+8	+4	+8	6        5+1       4+1        4+1       3+1        3+1       2+1 
13	+13/ +8/ +3	+8	+4	+8	6        5+1       5+1        4+1       4+1        3+1       2+1       1+1
14	+14/ +9/ +4	+9	+4	+9	6        5+1       5+1        4+1       4+1        3+1       3+1       2+1 
15	+15/ +10/ +5	+9	+5	+9	6        5+1       5+1        5+1       4+1        4+1       3+1       2+1       1+1 
16	+16/ +11/ +6/ +1	+10	+5	+10	6        5+1       5+1        5+1       4+1        4+1       3+1       3+1       2+1
17	+17/ +12/ +7/ +2	+10	+5	+10	6        5+1       5+1        5+1       5+1        4+1       4+1       3+1       2+1      1+1    
18	+18/ +13/ +8/ +3	+11	+6	+11	6        5+1       5+1        5+1       5+1        4+1       4+1       3+1       3+1      2+1
19	+19/ +14/ +9/ +4	+11	+6	+11	6        5+1       5+1        5+1       5+1        5+1       4+1       4+1       3+1      3+1   
20	+20/ +15/ +10/ +5	+12	+6	+12	6        5+1       5+1        5+1       5+1        5+1       4+1       4+1       4+1      4+1

	While crusaders are formidable soldiers, they also retain a good selection of spells that are particularly useful on the battlefield.  Crusaders have access to two domains.  In addition, lawful crusaders have access to the domain of law, and chaotic crusaders have access to the domain of chaos.
	Crusaders cannot turn undead, but at 3rd level they gain the granted power to cast lighten load (from the Tome of Magic) once per day.  This spell effectively halves the weight of equipment and gear for a day, reducing a party’s encumbrance.  At 7th level, the crusader may cast easy march (from Tome of Magic) once per week, which basically allows a small party to force march without accumulating fatigue penalties.

Abilities:  Wisdom determines how powerful a spell a Crusader can cast, how many spells per day, and how hard those spells are to resist.  To cast a spell, a Crusader must have a Wisdom score of 10+ the spells level.  A crusader gets bonus spells based on Wisdom.  The Difficulty Class (DC) of a saving throw against a Crusaders spell is 10+ the spell level+ Wisdom modifier.  Strength is important to Crusaders because of their role in combat.

Alignmet: Any Chaotic or Lawful
Hit Die: D8
Class Skills:  Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Jump, Knowledge (arcane), Knowledge (religion), Profession, Ride, Scry, Swim, and Spellcraft.
	Skill Points at 1st level: (3+ Int Mod) x 4
	Skill Points at each additional level: 3 + Int Mod

Class Features:
	Weapon and armor proficiency:  Crusaders are proficient with all simple and martial weapons.  Crusaders are proficient with all types of armor (light, medium, and heavy) and with shields.  Note that armor penalties apply.  A lawful good Crusader may (at DM discretion) use holy weapons as a Paladin.
	Spontaneous Casting:  Crusaders of good alignment can channel stored energy into healing spells, while those of evil alignment can channel stored energy into harming spells, they have not prepared ahead of time.  The Crusader can lose a prepared spell in order to cast any cure spell of the same level.  A Crusader cannot use spontaneous casting to convert a domain spell into a cure spell.