Help with designing a Crusader (Bo9S)


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Would you say that you are being affected by a poor recovery mechanic?

Lol, oh yes.

Actually, I'm lucky I have the swordsage mechanic at all; my DM originally wanted to eliminate recovery period. Meaning once I used all of my maneuvers, I would have to wait until combat was over to recover them. :erm:

Stinks of 4E encounter powers to me.
 

Lol, oh yes.
Then Iron! Heart! Surge!

Actually, I'm lucky I have the swordsage mechanic at all; my DM originally wanted to eliminate recovery period. Meaning once I used all of my maneuvers, I would have to wait until combat was over to recover them. :erm:
I could give you pointers on how to make a Sorcadin that will put a Crusader to shame.
 


The -2 to Cha hurts, very true. I admit I forgot about that disadvantage when posting, but still, some spells are just so incredibly strong... Like Wings of Cover, Alter Self, and Polymorph.

Ok, this might not be the best and most powerful build, but Paladin2/Sorcerer4/Spellsword1/Abjurant Champion 4/Swiftblade 9 can do decently well.

Standard Sorcadin build is Paladin2/Sorcerer4/Spellsword1/Abjurant Champion5/Sacred Excorcist8 though.
 
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Actually, we are using Pathfinder RPG, meaning that 90% of the once useful spells were beaten with the +9 Nerf-bat of Suckiness. Of that 90%, alter self and polymorph are included.

One of the reasons I'm trying my hand at warrior types now is because spellcasters are vastly weaker than before.
 

Actually, we are using Pathfinder RPG, meaning that 90% of the once useful spells were beaten with the +9 Nerf-bat of Suckiness. Of that 90%, alter self and polymorph are included.
How fortunate that Pathfinder never touched splatbook brokeness. :devil:

One of the reasons I'm trying my hand at warrior types now is because spellcasters are vastly weaker than before.
I wouldn't quite say that. At the end of the day, even in Pathfinder, full casters come out on top over the corpses of all the monks in the world.
 


Let's start.

Good Level 1 spells, pick what you like:
Fist of Stone, SpC version. +6 to Str for the purposes of calculating AB.
Magic Missile, for use with Fell Drain Spell. It's like handing out candy, except the candy is negative levels.
Power Word Pain. Cast it, extend it, then run away for a bit while the enemy dies.
Shield.

Level 2:
Wings of Cover. Say "no" to one attack as an immediate action. This is incredibly broken.
Alter Self. Small Str or Dex bonus that stacks with enhancement bonuses. Gives Darkvision, Low light vision, Scent, or a Swim speed for 1 min/level. It' still pretty useful.

Level 3:
Shivering Touch. Oh god, Shivering Touch...
Sleet Storm. Effects not dependent on your casting stat.
Fly.
Haste.
Ray of Exhaustion: Hit them twice and they become exhausted no matter what.

Level 4
Phantom Steed. Moves really, really fast.
Dimension Door.
Black Tentacles.
Wall of Ice
Enervation

Level 5
Wall of Stone
Wall of Force
Transmute Rock to Mud



Feats:
Arcane Strike is a must. Practiced Spellcaster for the lost CL, Power Attack for fighting, and Combat Casting as a prerequisite.
 

Well, Frell!

It seems the Age of Worms game got pushed up from next week to tommorow! Now I have to rush this character instead of taking the week to think things through.

:rant::rant::rant:
 

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