JamesW
2012-03-19, 11:03 AM
Hello everyone,
Just wanted to thank everyone in advance that is willing to help out. I am not a power-gamer by any means, but I like the characters I play to be able to participate in every aspect of the game. So, with that in mind I have set up a build for a Tank+companions that I can take to my local club and enjoy a game of 3.5 DnD with.
The first thing you will notice is that the characters are not optimized in any way. I am mainly looking for suggestions that will improve the characters without drastic changes.
Race: Dwarf
Class: Crusader 11 / Knight 4 / Deepstone Sentinal 5
Str: 14
Dex: 12
Con: 16
Int: 14
Wis: 12
Cha: 12
(32 Point buy after racial modifiers)
lvl 1: Crusader - Extra Granted Maneuver
lvl 2: Knight
lvl 3: Knight - Stone Power
lvl 4: Knight - +1Str
lvl 5: Knight
lvl 6: Crusader - Leadership (Cleric Below)
lvl 7: Crusader
lvl 8: Crusader - +1Str
lvl 9: Crusader - Wild Cohort (Brown Bear) http://sciborminiatures.com/en_,shop.php?art=851
lvl 10: Crusader
lvl 11-15: Deepstone Sentinal - +1Str, 2 Feats
lvl 16-20: Crusader - +1Str, Feat
So, I'm not sure what to pick up for feats for level 12,15 and 18. I choose Knight for the AOE taunt at level 4 Knight. I figure it can only get better as I level.
Test of Mettle - Swift Action, all enemies within 100ft, Will Save 10+1/2 class level + Cha. I assume this is my total class level. So the DC at level 10 is 16. Not great.. but not bad either considering by then I'll have some items that give + to Cha.
Crusader Questions:
1) Is there a better tanking stance than Iron Guard's Glare? I'll have access up to level 3 stances for my second stance.
2) Also, in order to obtain Deepstone Sentinal one of my stances needs to be stone. Someone told me that stances known and maneuvers known/readied work off of your initiator level and not your class level in Crusader. Is this true? If it is I'll have my third stance at character level 10 and be allowed to take my stone stance later. If not, I'll have to burn my 2nd stance at level 6 and pick up the stone stance then. Or would it be better just to take the stone stance at level 6 and take a higher level stance at 10 if the initiator level is what determines them?
Okay, on to the first cohort. The cleric.
Class: Cleric
Race: Dwarf
Str: 12
Dex: 10
Con: 16
Int: 12
Wis: 16
Cha: 12
(32 point buy after racial adjustments)
lvl 1-18: Cleric
Domains: Protection, Renewal
Game Plan: Shield Other will be the first spell the cleric casts in combat. Cast on the tank. Then the cleric can continue to cast spells on the tank to increase his tanking ability or move into a flanking position for other group members or even tank for the soft party members.
Feats: Ancestral Knowledge(1), Brew Potion(3), Craft Magic Arms and Armor(6), Craft Wondrous Item(9), Forge Ring(12), Not sure what to take for level 15 or 18 yet
A lot of people are going to recommend DMM, the only problem I have with DMM is the amount of feats required to do anything with it. First you have to have the MM feat, then take DMM for that specific MM feat. That sinks pretty much everything into casting a spell. Shield Other already lasts 1 hour which is more than enough for most encounters, and bulls strength and other stuff will not be necessary. The cleric will eventually be making a belt that has coins on it that activate by touch and key word to cast the spell once or twice a day on the wearer of the belt.
I know there are a ton of other spells that my cleric can use and cast. Please recommend anything that you think will be helpful here. I will always use Shield Other though. Splitting the damage will just be too helpful.
The wild cohort will be a Brown bear, the miniature link is above. I can ride it into combat right? I will have mounted combat from Knight 2. Also, what class should I make the bear? Warblade? Also, if I do do that.. can the Bear use his natural weapons to initiate maneuvers?
Again, thanks in advance for any suggestions/help given.
Just wanted to thank everyone in advance that is willing to help out. I am not a power-gamer by any means, but I like the characters I play to be able to participate in every aspect of the game. So, with that in mind I have set up a build for a Tank+companions that I can take to my local club and enjoy a game of 3.5 DnD with.
The first thing you will notice is that the characters are not optimized in any way. I am mainly looking for suggestions that will improve the characters without drastic changes.
Race: Dwarf
Class: Crusader 11 / Knight 4 / Deepstone Sentinal 5
Str: 14
Dex: 12
Con: 16
Int: 14
Wis: 12
Cha: 12
(32 Point buy after racial modifiers)
lvl 1: Crusader - Extra Granted Maneuver
lvl 2: Knight
lvl 3: Knight - Stone Power
lvl 4: Knight - +1Str
lvl 5: Knight
lvl 6: Crusader - Leadership (Cleric Below)
lvl 7: Crusader
lvl 8: Crusader - +1Str
lvl 9: Crusader - Wild Cohort (Brown Bear) http://sciborminiatures.com/en_,shop.php?art=851
lvl 10: Crusader
lvl 11-15: Deepstone Sentinal - +1Str, 2 Feats
lvl 16-20: Crusader - +1Str, Feat
So, I'm not sure what to pick up for feats for level 12,15 and 18. I choose Knight for the AOE taunt at level 4 Knight. I figure it can only get better as I level.
Test of Mettle - Swift Action, all enemies within 100ft, Will Save 10+1/2 class level + Cha. I assume this is my total class level. So the DC at level 10 is 16. Not great.. but not bad either considering by then I'll have some items that give + to Cha.
Crusader Questions:
1) Is there a better tanking stance than Iron Guard's Glare? I'll have access up to level 3 stances for my second stance.
2) Also, in order to obtain Deepstone Sentinal one of my stances needs to be stone. Someone told me that stances known and maneuvers known/readied work off of your initiator level and not your class level in Crusader. Is this true? If it is I'll have my third stance at character level 10 and be allowed to take my stone stance later. If not, I'll have to burn my 2nd stance at level 6 and pick up the stone stance then. Or would it be better just to take the stone stance at level 6 and take a higher level stance at 10 if the initiator level is what determines them?
Okay, on to the first cohort. The cleric.
Class: Cleric
Race: Dwarf
Str: 12
Dex: 10
Con: 16
Int: 12
Wis: 16
Cha: 12
(32 point buy after racial adjustments)
lvl 1-18: Cleric
Domains: Protection, Renewal
Game Plan: Shield Other will be the first spell the cleric casts in combat. Cast on the tank. Then the cleric can continue to cast spells on the tank to increase his tanking ability or move into a flanking position for other group members or even tank for the soft party members.
Feats: Ancestral Knowledge(1), Brew Potion(3), Craft Magic Arms and Armor(6), Craft Wondrous Item(9), Forge Ring(12), Not sure what to take for level 15 or 18 yet
A lot of people are going to recommend DMM, the only problem I have with DMM is the amount of feats required to do anything with it. First you have to have the MM feat, then take DMM for that specific MM feat. That sinks pretty much everything into casting a spell. Shield Other already lasts 1 hour which is more than enough for most encounters, and bulls strength and other stuff will not be necessary. The cleric will eventually be making a belt that has coins on it that activate by touch and key word to cast the spell once or twice a day on the wearer of the belt.
I know there are a ton of other spells that my cleric can use and cast. Please recommend anything that you think will be helpful here. I will always use Shield Other though. Splitting the damage will just be too helpful.
The wild cohort will be a Brown bear, the miniature link is above. I can ride it into combat right? I will have mounted combat from Knight 2. Also, what class should I make the bear? Warblade? Also, if I do do that.. can the Bear use his natural weapons to initiate maneuvers?
Again, thanks in advance for any suggestions/help given.