Description: You are devoted to a cause and work to spread its influence throughout the world. You clash with those who argue against your beliefs, either peacefully or on the field of battle, but you always rise to challenge them. You are a tireless advocate for those who share your cause, but may be understanding or unforgiving for those who cannot uphold its tenets, depending on your temperament.
Benefit: You gain the Crusader’s Resurgence power.
Daily Power – Free Action, Healing
Trigger: You succeed at a saving throw.
Effect: You regain hit points equal to your highest ability modifier, plus five per tier.
|Focus||Focus 1||Focus 2||Focus 3|
|Asceticism||Temperance: You eschew common vices (carousing, smoking, gambling, etc.) and gain a +1 to all saving throws.||Simple Existence: By abstaining from rich food, sex, marriage, and child-rearing, you gain resist 1 per tier to all attacks that target Armor Class or Fortitude.||Austerity: Daily; Healing; Close Burst 1 per tier (allies in burst); Standard Action: Lose 3 healing surges. Each ally adjacent to you regains hit points as though he or she spent a healing surge. Any hit points gained beyond their normal maximum are kept as temporary hit points that last until they are lost or the end of the encounter.|
|Evangelism||Vocation: Choose a skill you are trained in. You gain a +1 bonus to Skill checks with that skill, and you gain a +1 bonus per tier to Diplomacy and Insight checks with unfriendly or friendlier creatures that are intelligent and trained in that skill.||Convert: You gain a follower companion character.||Fanatic: Your follower’s abilities improve.|
|Orthodoxy||Defy Heresy: You gain a +1 per tier bonus to your Will defense. If you are hit by an attack that targets Will, you gain a +2 bonus to the next attack roll made against that attacker made before the end of the encounter.||Shield of Belief: Your attacks deal half-damage while you are dominated.||With One Will: Daily; Standard Action; Close burst 5 (1 creature in burst): Each ally who attacks the target before the end of your next turn gains a +4 bonus to their first attack roll, and if that attack hits, they deal bonus damage to the damage equal to 3 (per tier) plus your highest ability modifier.|
|Rites||Initiation: You gain the first rank of your belief’s hierarchy, gaining a +3 bonus to Diplomacy, Bluff, and Insight skill checks with those who share your belief, and a -1 penalty to the same checks against non-believers.||Fellowship: You can claim food and shelter from any person who shares your belief for yourself and your companions, though it may be meager. Also, whenever you spend Healing Surges during a short rest to regain hit points, you gain +2 hit points per surge.||Master of Mysteries: Daily; Close burst 1 per tier (allies in burst): You and each ally in burst gain a +2 power bonus to all defenses until the start of your next turn. Special: You may elect to gain no bonus to your defenses when using this power. If you do, the power bonus to defenses is +3 instead.|
|Zeal||Vigorous Pursuit: Encounter Power; Move Action: Move your speed +2. If your next action this turn is a charge attack, you gain an additional +1 bonus to the charge attack roll.||Clash of Arms: Daily Power; Weapon; Melee 1 (1 creature); Standard: Make a basic melee attack using your highest ability modifier to attack. Hit: 1 Weapon + highest ability modifier damage, and the target is restrained until the start of your next turn or you are no longer adjacent to the target. Sustain Standard: Repeat the attack. You may not sustain this power if the target is no longer restrained.||With My Last Breath: Daily Power; Healing; Close burst 5 (allies in burst); No Action; Trigger: You are about to make a death saving throw. Effect: You fail the death saving throw rather than roll it. Each target regains hit points equal to 5 per tier + your highest ability modifier, and until you regain consciousness or the end of the encounter, each target also gains a +1 power bonus to attack rolls. This effect persists even after your death.|