Lumi Crusader (CR 8)

Medium Outsider (Extraplanar)
Alignment: Usually lawful neutral
Initiative: +3; Senses: clear vision, darkvision 60 ft., Listen +8, and Spot +9
Languages: Common, Lumi


AC: 21 (-1 Dex, +10 +2 full plate armor, +2 natural, amulet of natural armor +2), touch 9, flat-footed 21
Hit Dice: 8d8+32 plus 2d10+8 (87 hp)
Fort +14, Ref +3, Will +11
Speed: 30 ft. (20 ft. +2 full plate armor)
Space: 5 ft./5 ft.
Base Attack +8; Grapple +11
Attack: +1 greatsword +13 melee
Full Attack: +1 greatsword +13/+8 melee
Damage: +1 greatsword 2d6+5/17-20
Special Attacks: Spells, spell-like abilities, turn undead 8/day (+1, 2d6+7, 6th)
Abilities: Str 16, Dex 8, Con 18, Int 8, Wis 20, Cha 12
Special Qualities: body of light, clear vision, Floating head, outsider traits, positive energy aura, (2nd-level fighter/6th-level cleric)
Feats: Combat Casting; Extra Turning; Improved Critical (greatsword); Improved Initiative; Improved Sunder; Power Attack; Weapon Focus (greatsword)
Skills: Concentration +11 (+15 When Casting Defensively), Diplomacy +6, Heal +10, Knowledge (religion) +3, Knowledge (the Planes) +4, Listen +8, Search +6, Sense Motive +11, and Spot +9
Advancement: by character class
Climate/Terrain: Positive Energy Plane
Organization: Solitary, crusade (30-100 3rd-level fighters or clerics plus 1 crusader for every 10 members, 5 10th-level fighters or paladins, 3 12th-level clerics, and 1 17th-level paladin or fighter/cleric)
Treasure/Possessions: standard

Source: Monster Manual III

Often seen as the leaders of lumi warparties to other planes, crusaders are trained from those lumi knights that have shown faith and devotion to the cause of the light. They are holy, fierce warriors, using their magic to maximum tactical advantage while still fighting effectively.

The lumi crusader presented here had the following ability scores before racial adjustments: Str 13, Dex 10, Con 14, Int 8, Wis 15, Cha 12.

Combat

Crusaders cast their spells in preparation for combat, reserving only a few for healing their soldiers and other unforeseen situations. Once battle begins, they lead the charge, seeking to sunder the weapons of any enemy warriors.

Typical cleric spells prepared (5/6/5/4; save DC 15 + spell level); 0 - cure minor wounds (2), detect magic, guidance, resistance; 1st - bless, divine favor(2), protection from chaos*, remove fear, shield of faith; 2nd - align weapon, bull's strength (2), heat metal*, silence; 3rd - dispel magic, prayer, protection from energy, searing light*

*Domain spell. Domains: law (cast law spells at +1 caster level) and sun (greater turning against undead 1/day).

Possessions: amulet of natural armor +2, +1 greatsword, +2 full plate armor, wand of cure light wounds.

Lumi Society

The lumi have a highly ordered society with a strict hierarchy based on their theology. Each settlement is more or less independent, though periodically the high ecclesiastics of many cities will gather in a hidden cathedral that floats alone in the positive energy plane. The lumi are dedicated to wiping our liars and other deceivers; they would like nothing more than to invade the Material Plane and execute every dishonest creature. Fortunately, their numbers are far too few for such a scourge - so far. The lumi's numbers are growing quickly. Some worry that within less than twenty years, the lumi may have enough soldiers to enact their envisioned cleansing. Such an invasion is likely to have grave consequences.

Lumi As Characters

Lumi characters possess the following racial traits: