Good feats for lvl 5 crusader?


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Sitara said:
Yeah but those hp are temporary and go away, unless if someone attacks you during the turn.
True for every class except the Crusader.

See, the Crusader knows how much damage he's going to take at the end of his turn, thanks to the Delayed Damage Pool. Stone Power is only a good choice for Crusaders, but for them it is insanely awesome.

Cheers, -- N
 

I gotta agree with others, Stone Power is a great feat for a Crusader with their delayed damage pool. And you use it in that round that you are recharging your maneuvers, if nothing else.
 

Aaah...indeed this thread is full of wise sages. *nods head in respect*
Hoiwever, Its a bit...too powerful is it not; I mean basically you can heal 10dmg every round. That is nothing to sneeze at. Are you sure no one errata'd it?

Anyhoo, are there any other helpful tips?

Also, any good tips for the martial study feat? I was thinking burning blade, any better ideas?
 

Sitara said:
Aaah...indeed this thread is full of wise sages. *nods head in respect*
Hoiwever, Its a bit...too powerful is it not; I mean basically you can heal 10dmg every round. That is nothing to sneeze at. Are you sure no one errata'd it?
Nope, no errata. That's what a Crusader is all about: grinning at punishment that would kill a normal man.

Sitara said:
Also, any good tips for the martial study feat? I was thinking burning blade, any better ideas?
Yeah, don't bother; if you want it, at least wait until you're higher level.

But if you must: Shadow Jaunt is sweet, as is Shadow Blade Technique.

Cheers, -- N
 

If you're primarily a Devoted Spirit or White Raven crusader, you'll use Stone Power a lot less than you might expect. If you focus more on Stone Dragon maneuvers, it's a no-brainer.

My crusader uses Dodge, Mobility, and Elusive Target to great effect. It gets extra fun with Midnight Dodge and Iron Guard's Glare.
-blarg
 

If you don't mind waiting a few levels for an absolutely great payoff, I've found the following feat progression to also work well for my current crusader.

1) Extra Granted Maneuver
H) Combat Focus (Prereq: Wis 13)
3) Combat Stability
6) Extra Smiting
9) Combat Vigor

The Combat feats are from PH2, and frequently net the character +4 to Will saves, +8 against grapple, trip and disarm attempts, bull rushes and overruns, and fast healing 4 for 12 rounds. Many a combat ends with the crusader not requiring any healing whatsoever.
 

Blagnery, isn't Elusive Target a talent the Jedi gets in SAGA? (-5 to getting hit in melee)

Also, what are the merits of having both power attack and stone power? (power attack for when you are not stone powering. When against something with a low AC you could even combine them both)
 

Elusive Target is the tactical feat from CompWarrior that lets you do some really cool defensive stuff:
1) your Dodge partner gets no extra damage when Power Attacking you, but still takes the attack penalty,
2) if you're flanked, your Dodge buddy automatically misses on his first attack and instead whacks at his flanking helper (who's flatfooted!),
3) if you provoke an AoO from moving, you can make a free trip attempt against anyone who misses you.

Once I got Midnight Dodge (which is a carbon copy of Dodge that stacks), I could designate two Dodge partners and it got super fun. As a crusader, you frequently have move actions available. I used them to move around, soak up/waste their AoOs, and pop right between them to give myself infinite AC against their first attack.

If you stack on Iron Guard's Glare with that, then your enemies are left with the choice of only being able to Power Attack your allies with an extra -4 to hit, or not use Power Attack on you. It puts monsters in a position to make awkward decisions. :)
-blarg
 

As for your second question, Power Attack is a great feat all on its own. Totally worth having if you're a melee guy, whether you usually use a one- or two-handed weapon.
 

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