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ToB:Bo9S Tank / City Watch Character Build
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<blockquote data-quote="brehobit" data-source="post: 3783953" data-attributes="member: 12032"><p>Some important build/play things for crusaders</p><ul> <li data-xf-list-type="ul">Notice that at 1st level you basically have 6 choices for manouvers (7?) and get 5. So you _will_ have some of every school. </li> <li data-xf-list-type="ul">Notice that stances count as manouvers for purposes of meeting prereqs. This is extremely helpful and pretty much means crusaders can generally not worry about prereqs</li> <li data-xf-list-type="ul">Don't forget about the ability to swap out manouvers at even levels (other than 2). That doubles the number of "high level" manouvers you have.</li> <li data-xf-list-type="ul">Extra granted maneuver is not only handy because of having more choices, it causes the refresh to happen 1 round sooner, letting you cycle faster.</li> <li data-xf-list-type="ul">The 2nd level manouvers that let you do +2d6 damage and ignore DR are hugely powerful at lower levels. +7 damage is gross, and the +5 vs. some things you effectively get for ignoring DR (skeletons, zombies, etc.) is sweet. One you hit 3rd level, a sword-and-board crusader should be doing more damage than a non-raging barbarian or fighter using a two-handed weapon.</li> <li data-xf-list-type="ul">The heal 2 points stance is worse than you might first think (but still might be worth taking). Why? <ul> <li data-xf-list-type="ul">With Stone Power you might miss a lot. </li> <li data-xf-list-type="ul">With strikes you are likely only taking one attack per round even at level 6+</li> <li data-xf-list-type="ul">There is a higher level stance which is strictly better (4 points to you and an ally either time either one of you hit) and you can't swap out stances, so it becomes 100% useless.</li> </ul></li> <li data-xf-list-type="ul">PrCs are less strong than they first appear because you can't swap out manouvers at even levels.</li> <li data-xf-list-type="ul">I like the feat that let's you heal 3+ level hit points when you recover manouvers. Combined with extra readied action, you heal 3+level hit points at at the start of round 4 of every fight. Not bad. Not clearly better than improved toughness (unless your party lacks wands of healing) but handy. Certainly handy.</li> <li data-xf-list-type="ul">If you don't use cards to represent readied manouvers everyone at the table will hate you because you will slow down the game <u><strong>so</strong></u> much. I strongly recommend the ones on Wizard's site.</li> </ul></blockquote><p></p>
[QUOTE="brehobit, post: 3783953, member: 12032"] Some important build/play things for crusaders [list] [*]Notice that at 1st level you basically have 6 choices for manouvers (7?) and get 5. So you _will_ have some of every school. [*]Notice that stances count as manouvers for purposes of meeting prereqs. This is extremely helpful and pretty much means crusaders can generally not worry about prereqs [*]Don't forget about the ability to swap out manouvers at even levels (other than 2). That doubles the number of "high level" manouvers you have. [*]Extra granted maneuver is not only handy because of having more choices, it causes the refresh to happen 1 round sooner, letting you cycle faster. [*]The 2nd level manouvers that let you do +2d6 damage and ignore DR are hugely powerful at lower levels. +7 damage is gross, and the +5 vs. some things you effectively get for ignoring DR (skeletons, zombies, etc.) is sweet. One you hit 3rd level, a sword-and-board crusader should be doing more damage than a non-raging barbarian or fighter using a two-handed weapon. [*]The heal 2 points stance is worse than you might first think (but still might be worth taking). Why? [list] [*]With Stone Power you might miss a lot. [*]With strikes you are likely only taking one attack per round even at level 6+ [*]There is a higher level stance which is strictly better (4 points to you and an ally either time either one of you hit) and you can't swap out stances, so it becomes 100% useless. [/list] [*]PrCs are less strong than they first appear because you can't swap out manouvers at even levels. [*]I like the feat that let's you heal 3+ level hit points when you recover manouvers. Combined with extra readied action, you heal 3+level hit points at at the start of round 4 of every fight. Not bad. Not clearly better than improved toughness (unless your party lacks wands of healing) but handy. Certainly handy. [*]If you don't use cards to represent readied manouvers everyone at the table will hate you because you will slow down the game [U][B]so[/B][/U] much. I strongly recommend the ones on Wizard's site. [/list] [/QUOTE]
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