developing a plan for my crusader

calighis

First Post
In Forgotten Realms setting I am playing a level one crusader and I need a plan for developing him for the next few levels.
The character concept is that he is a loner in service to Shaundakule horribly scarred by a plague a few years ago. His face is pock marked and rumors abound now on the roads of a pocked man that aids travelers, leaves food at way stations and urges caravans away from orc ambushes and other hazards.

So with a concept like that in mind what build should i be looking for here?
 

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My main advise is to check out your levels carefully. Crusaders get a VERY idiotic stance progression, so you may want to do some timely multiclassing. Of course, "ideally" you'd do the multiclassing before entering, so you start off with level 2+ maneuvers for the initial 5.

From your concept, it sounds like someone focused towards the devoted spirit discipline, and if multiclassing, it would probably be a ranger-like class.
 

Nothing is written in stone as of yet for this game. SO what levels would be ideal for me to take? I can see scout and ranger for this guy in early levels, but i'm not so sure i can think of any prestige classes that best suit him. While I am not big on power playing, I do think it's important to optimize your character for the build that you envision him as embodying. So with that in mind...
Ranger/paladin/crusader/scout type... what builds exist that suit that best?
Pretty much all 3.5 Wotc books are available to me.
I don't see him taking any caster classes and only then if it allows him to take a build that allows for a more suitable prestige class.
 
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Ranger scout screams for Swift Hunter. But your crusader maneuvers will suffer a lot...

Paladin and ranger both have many nice swift spells at low levels that can hurt a lot, paladin can even get Battle Blessing... if you build something like this, be sure to get a huge heap of pearls of power.

For the background a sniper would do nicely. If you like that, go purely ranger/scout and use the SpC spells that allow you to apply skirmish damage at any distance.
 

Let me echo Stream's advice. I have never played a crusader without multiclassing heavily.

Your concept suggests Scout or Ranger. You can splash in crusader later on.
 

calighis said:
While I am not big on power playing, I do think it's important to optimize your character for the build that you envision him as embodying. So with that in mind...
Ranger/paladin/crusader/scout type... what builds exist that suit that best?

Well, don't worry about being overpowered. :)
Combining Crusader with Ranger or Scout is something I have to say I've honestly never heard of before, and t's certainly no favorite for char optimization boards. I only said ranger-like (ie, ranger, scout, maybe wilderness rogue) because it sounded like your description. Paladin migt also fit, but that might just be because the flavor of Pal and Crusader are similar to begin with.

On Ranger: I just don't think this is a good combo choice, I don't see much synergy, just alot of confliction. For one thing, you can kiss the whole using your companion as a mount thing out the window, since you'd basically be writing off 1/3 of the Crusader's maneuver choices (Stone Dragon requires you stand on ground). I will admit for a lockdown build, combining Thicket of Blades with the Entangle spell could be fun, but eh. I'll leave covering this to someone else.


As for Scout...this is certainly possible. While doing Scout/Swordsage is more ideal (skirmish + Sudden Leap/Pouncing Charge/Desert Tempest/Tornado Throw), all martial adept classes work well with Scout, since not getting to full attack and skirmish is less of an issue than normal.

I'll do this from the Crusader's perspective, since that was your main interest, looking at good cut-off levels for scout. You then look at scout by level and see where you'd like to jump to Crusader. Also, look at Improved Skirmish (feat, C.Scoundrel), and decide if you're willing to stay in scout long enough to pick that up.

Scout 4: Going to Crusader at this level gets you access to level 2 maneuvers. Your first level stance is always level 1, not that there's any level 2 stances anyway. Another benefit of doing this: You get your third stance at IL 10 (Scout 4/Crusader 8), almost right after you qualify for level 5 stances (IL 9). Read about Press the Advantage below for why this is awesome.

Scout 6: Still get level 2 maneuvers at first level, but level 3 at Crusader 2+. The main reason to do this: getting a 3rd level stance at Crusader 2. There's just some VERY good level 3's (Thicket of Blades, Roots of the Mountain, in particular)

Scout 8: Pretty straightforward here. You can choose level 3 maneuvers from the outset. Still restricted on your first stance, of course.

Scout 14: Ok, so you decided you want to mainly do scout. Going in to Crusader this deep lets you nab Press the Advantage at Crusader 2, giving your skirmishes insane benefit, and losing almost none of your skirmish progression (ie, go back to scout after this). Of course, a straight Scout could just get the stance two levels later w/ 3 feats, but...eh.

Press the Advantage: This stance, WR level 5, is the best thing to happen to mid-to-high-level scouts since the class appeared. Why? It lets you take a 10 ft step when you'd take a 5 ft step. In other words, you can now full attack skirmish on any round ranged, or any round of a toe-to-toe combat in melee. "But by level 9+ (12+ to actually have skirmish dice), I can just by up items like Boots of Sidestepping to get extra 5 ft steps anyway." Well, first of all, this saves you money, and an item slot. More importantly, with just items, you're still in trouble in difficult terrain. The OTHER benefit of PtA is that you can now 5 ft step (instead of 10) in diffuicult terrain, without, you can't at all. So you could even get your 3/day 5 ft step teleporting items, and save them for such situations, to combine with the stance.
Side note: After acquiring this, you may actually want to just go back to Scout for all future levels.

Alright, now then. Abilities:
Charisma: Dump this. It barely helps a Crusader, and it does nothing for a Scout at all. Only give this a good score if you rolled really well or something.
Wisdom: This is the better bet for increasing Will saves (Crusader lets you add cha), since it also powers many useful Scout skills. Still, not very important.
Intelligence: Figure out how many skills you need, and raise/lower this accordingly.
Dexterity: You actually want this pretty high, as you'll not want to impede your skirmishing mobility too much, especially if you go for Improved Skirmish.
Constitution: Noone should ever make this dump stat. Ever.
Strength: You're suing maneuvers and skirmish for damage, so if your ability scores are pinching your options, this is surprisingly low priority.

One final note on Crusaders: IMHO, the level 6 devoted spirit stances are better than any of the level 8 of any discipline. Especially the lawful ("take 11 on one attack epr round") and chaotic (reroll and add every damage die that rolls maximum) ones. Might want to plan your build to get one of these as early as possible.

EDIT: There aren't many prestige classes for adepts at all, and nothing to particularly aid any of these combos (aside from Ruby Knight Vindicator for Paladin, but it's MUCH better for Clerics).
 
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