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Help to Munchkin a Crusader
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<blockquote data-quote="Ibenadar" data-source="post: 5219832" data-attributes="member: 91662"><p>I am involved in a heavily munchined campain using all the 3.x official rule books. For example we have a half-giant fighter with monkey grip wielding a +2 titan sized full-blade standing in for a tank and my half-giant cleric has a crossbow capable of dealing balistia level damage. The party has 4 players and 8 characters. Despite (well because of) the above mentioned fighter being able to drop 6d6 damage at lvl5 the attrition rate of characters is fairly high with only my cleric healing.</p><p> </p><p>My Dromite Wilder (AC31/HP45) has just bitten the dust due to a very unlucky roll and its time for a new character. This time I think we need another front line dude with healer abilities and due to most of the party being evil and/or chaotic a paladin is straight out. The DM hates Bards and dislikes Druids so they are likely to have a lifespan similar to a mayfly in heat. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p><p> </p><p>I am new to the Book of Nine Swords, but feel that the Crusader may have the legs to last the course (I want to remain standing even if some of the other party members can only be traced to their smoking shoes).</p><p> </p><p>Due to party dynamics the DM has granted a boon to playing LG and this is it - Anthropomorphic Leopard as a race!</p><p> </p><p>Stats - Str=22(16), Dex=26(18), Con=20 (16), Int=16(16), Wis=14 (10), Cha=10 (10)</p><p>Feats = Alertness, Weapon Finesse, Improved Grab, Pounce (Can make full attack after a charge), Rake (+6 to hit for melee after successful bite and deemed to be forelegs and thus claws or light weapons count)</p><p>Skills bonuses = +8 to Balance, Jump, & Climb, +4 Hide & Move Silently</p><p>Class Skills from Race = Balance, Climb, Hide, Jump, Move Silently, Spot & Tumble</p><p>Armour = +1 natural, padded armour with concealed elbow, foot and knee blades (aka Complete Scoundrel)</p><p>Weapons = 2x Kukri, Spiked Chain & Composite Str Longbow</p><p>ECL = 6 (2HD as Monstrous Humanoid, +2 ECL, 2 Crusader)</p><p> </p><p>As a flavour to the animalistic nature of "Two-Dogs" I have been told to take Multiweapon Fighting if I want use the concealed blades interchangably with TWF, still only get a max of 1 bite/2 melee no matter which weapons I use.</p><p> </p><p>I have 2 available feats to take and this is a game where skills count heavily as we are living on a knife's edge of survivability. Skill tricks are looking tempting as I already have a jump of over 22 and can "Take 10" at any time with it.</p><p> </p><p>I want to maintain a stealth capability with Two-Dogs as the rogues keep stealing stuff when on point and with a starting H/MS of 17 I dont think this should be too hard. Poisons are very prevalent and we have in-party access to Crafted magical items at CL<=5 (currently) and can buy any item in any official rule book at double cost.</p><p> </p><p>Can you help with creating a path to glory for Crusader Two-Dogs and give a few pointers on equipment?</p></blockquote><p></p>
[QUOTE="Ibenadar, post: 5219832, member: 91662"] I am involved in a heavily munchined campain using all the 3.x official rule books. For example we have a half-giant fighter with monkey grip wielding a +2 titan sized full-blade standing in for a tank and my half-giant cleric has a crossbow capable of dealing balistia level damage. The party has 4 players and 8 characters. Despite (well because of) the above mentioned fighter being able to drop 6d6 damage at lvl5 the attrition rate of characters is fairly high with only my cleric healing. My Dromite Wilder (AC31/HP45) has just bitten the dust due to a very unlucky roll and its time for a new character. This time I think we need another front line dude with healer abilities and due to most of the party being evil and/or chaotic a paladin is straight out. The DM hates Bards and dislikes Druids so they are likely to have a lifespan similar to a mayfly in heat. :eek: I am new to the Book of Nine Swords, but feel that the Crusader may have the legs to last the course (I want to remain standing even if some of the other party members can only be traced to their smoking shoes). Due to party dynamics the DM has granted a boon to playing LG and this is it - Anthropomorphic Leopard as a race! Stats - Str=22(16), Dex=26(18), Con=20 (16), Int=16(16), Wis=14 (10), Cha=10 (10) Feats = Alertness, Weapon Finesse, Improved Grab, Pounce (Can make full attack after a charge), Rake (+6 to hit for melee after successful bite and deemed to be forelegs and thus claws or light weapons count) Skills bonuses = +8 to Balance, Jump, & Climb, +4 Hide & Move Silently Class Skills from Race = Balance, Climb, Hide, Jump, Move Silently, Spot & Tumble Armour = +1 natural, padded armour with concealed elbow, foot and knee blades (aka Complete Scoundrel) Weapons = 2x Kukri, Spiked Chain & Composite Str Longbow ECL = 6 (2HD as Monstrous Humanoid, +2 ECL, 2 Crusader) As a flavour to the animalistic nature of "Two-Dogs" I have been told to take Multiweapon Fighting if I want use the concealed blades interchangably with TWF, still only get a max of 1 bite/2 melee no matter which weapons I use. I have 2 available feats to take and this is a game where skills count heavily as we are living on a knife's edge of survivability. Skill tricks are looking tempting as I already have a jump of over 22 and can "Take 10" at any time with it. I want to maintain a stealth capability with Two-Dogs as the rogues keep stealing stuff when on point and with a starting H/MS of 17 I dont think this should be too hard. Poisons are very prevalent and we have in-party access to Crafted magical items at CL<=5 (currently) and can buy any item in any official rule book at double cost. Can you help with creating a path to glory for Crusader Two-Dogs and give a few pointers on equipment? [/QUOTE]
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