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).