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D&D 3E/3.5 3.5 ShielMaster/Crusader worth for tanking?

Got a questions regarding the Kasuri-Gama. Normally it has reach of 10' at Medium sized. Is it still 10' at large sized or does it increase to 15'?

Just about done with the character. Just finising up gear (got about 20k left to spend).
 

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Got a questions regarding the Kasuri-Gama. Normally it has reach of 10' at Medium sized. Is it still 10' at large sized or does it increase to 15'?
I think so?

Just about done with the character. Just finising up gear (got about 20k left to spend).
Get Anklets of Translocation or Steadfast Boots and that belt that casts Enlarge Person on you.
 

OK...All done!!! Now hopefully these links work..lol Ok the first link is the character sheet. Its not 100% filled out but it should be enough for everyone to get the gist (the class abilities aren't listed but manuevers and stances are)

http://www.thetangledweb.net/forums/profiler/view_char.php?cid=54694

The next link (Attachment) is the Excel spreadsheet I worked up showing the actual character progression such as level, BAB, Saves, Manuevers, Stances, Feats, and ability boosts. Hopefully this works. If the excel file doesn't show up could someone be so kind as to explain how to get it to work.

Ok just as a reminder:

Average starting ability scores were 14 with no score lower than 10 and only one 18. 12 level Crusader Build with 88000gp. I've just maxed HP to make it easier. If I made a mistake somewhere I apoligize, just let me know and I will correct it. I whipped this bad boy up in about 4 hours so I don't expect him to be perfect and he's probably not even gonna be great but I think its at least a good start.

The general idea of the build is Attacks of Opportunity using a reach weapon. Start of by charging and getting right up close and then letting feats, manuevers, reach, and AoO due the talking. Some manuevers support allies so they can also due their thing and also a bit of healing too. My only real concern is his AC might be too high and not be able to take advantage of Steely REsolve and Furious counterstrike.

There are lots of magic Items I would have liked to have purchased Such as some boots that increased my speed, a ring of evasion, maybe some boots of haste, but I tried to just focus on Ability scores, weapon and armor. So please let me know how I did. Thanks all and it was tons of fun!!!!
 

Attachments


You simple fool! To calculate average HP is simple! Merely add 10+5.5*11+12*Con mod, which I can tell you right off the bat is 130.5 hit points!

Edit: And yes, I did that mentally, as I typed it.
 


Luka, if you want magic and the manuevers you should look at a cleric/crusader/ruby knight vindicator. Sorcerer uses arcane magic and incurs a chance failure when cast in armor and with shields, divine magic has no such penalty. Also, the ruby knight vindicator class advances both maneuvers and divine casting. It can also be customized to fit the idea of different gods, currently it is Wee Jas but adaptation says you may change gods and my even thematically change the additional discipline learned. If you want a neutral good alignment I would suggest Eilistraee she has a unique doman called portal in which you can mess with all sorts of teleporters and plane hoppers. In order to further ruin the day of people who try to pass the improved trip+sand snare+earth devotion is golden. Improved trip as most people know is you can trip people on the ground rendering prone making them more susceptible to melee attacks and provoke AoO's if they try to move or get up. There are items and abilities that would normally override this but sand snare and earth devotion help you deal with that. Earth devotion gives you the capability to change the terrain into difficult terrain or vice versa. You can designate a square out to 30 feet in front of you and change up to six squares additional uses come from your turn undead attempts. Notice it doesn't say what kind of terrain specifically, you want lose terrain or sand. Sand snare embeds a tripped creature into that sort of terrain make them take a full round plus the move to get up if they wish to stand. At level 10 you can choose to make caltrops in those squares forcing them to move at half speed even after they left it. If you trip someone with this set up they can't move.
 

I'm back, sorry didn't post anything was really busy.

Luka, if you want magic and the manuevers you should look at a cleric/crusader/ruby knight vindicator. Sorcerer uses arcane magic and incurs a chance failure when cast in armor and with shields, divine magic has no such penalty. Also, the ruby knight vindicator class advances both maneuvers and divine casting. It can also be customized to fit the idea of different gods, currently it is Wee Jas but adaptation says you may change gods and my even thematically change the additional discipline learned. If you want a neutral good alignment I would suggest Eilistraee she has a unique doman called portal in which you can mess with all sorts of teleporters and plane hoppers. In order to further ruin the day of people who try to pass the improved trip+sand snare+earth devotion is golden. Improved trip as most people know is you can trip people on the ground rendering prone making them more susceptible to melee attacks and provoke AoO's if they try to move or get up. There are items and abilities that would normally override this but sand snare and earth devotion help you deal with that. Earth devotion gives you the capability to change the terrain into difficult terrain or vice versa. You can designate a square out to 30 feet in front of you and change up to six squares additional uses come from your turn undead attempts. Notice it doesn't say what kind of terrain specifically, you want lose terrain or sand. Sand snare embeds a tripped creature into that sort of terrain make them take a full round plus the move to get up if they wish to stand. At level 10 you can choose to make caltrops in those squares forcing them to move at half speed even after they left it. If you trip someone with this set up they can't move.

Seems pretty cool, but can't help but think it relies to much on reach weapons and it's more a mezzer than a Tank.

Cleric? don't clerics have to prepare spells? I said about sorcerer for explicitily not having to do that.

And neither haven't found that much about deities, but that one seems pretty good, and what does that "Portal" stuff you do mean? you get to spawn them around like in Aperture Science?

OK...All done!!! Now hopefully these links work..lol Ok the first link is the character sheet. Its not 100% filled out but it should be enough for everyone to get the gist (the class abilities aren't listed but manuevers and stances are)

http://www.thetangledweb.net/forums/profiler/view_char.php?cid=54694

Is it ust me or is this character more like a High HP DPS?
 


Well you kinda need high HP if you want to be the PC that gets attacked all the time by every monster otherwise you're going to be a dead PC

Yeah but I mean it could have a lot more armor, it just seems to be some sort of Tankish Dps, dunno I'm just saying cuz of the lots of Str that is even more than Con.
 


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