Aegis013
2012-04-27, 03:55 PM
I'll be playing a RKV in an upcoming game. I'm the player with the highest system mastery and we have a new player, and a player with pretty low system mastery. I think the party will be a Rogue//Hexblade gestalt, a Warblade/Eternal Blade, unknown third member and myself. So I don't want my character to be the most absurd thing around. General RKV advice or tricks and tips are also nice.
The basic build is Cleric 2/Crusader 3/RKV 10/Crusader 5. Due to not wanting to be too terribly absurd, I'm aiming for 9th level maneuvers instead of spells. I intend to use DMM: Quicken with this character for fast buffing (or healing if absolutely necessary) while fighting. Though would like the playground's thoughts on feats, divine impetus use, etc.
It's important to note that magic items may not be available when WBL would dictate they would be available. Things like Nightsticks probably won't ever be available, and due to that, no magic items or magic item related advice is really particularly relevant, but if you feel like it's worth mentioning, I'd be glad to hear it. Also, level adjustment and racial hit dice are not allowed.
Spoiled below is build information, including maneuver selection.
Cleric 2/Crusader 3/RKV 10/Crusader 5 - assuming 20th level
Race: Human
Deity: Wee Jas - Domains: Trickery(for hide skill), Inquisition
Alignment: LN
Spd: 30ft
Initiative: +0
HP: 162 (assuming average HP, rounded down)
AC: 10, FF: 10, T: 10
Str: 14, Dex 10, Con 16, Int 8, Wis 15, Cha 14
4 points from levels will probably go into strength, the other point possibly into wisdom.
Fort: 15, Ref: 5, Will: 17
BAB: 19
Flaws: Murky-Eyed, Shaky
Feats: (f1) Power Attack, (f2) Extra Granted Maneuver, H. Quicken Spell, 1. DMM: Quicken, 3. Extra Turning, 6. Extra Turning, 9. Extra Turning, 12. Extra Turning, 15. Extra Turning, 18. Extra Turning
Maneuver breakdown as follows:
level 3 (IL 2) - Iron Guard's Glare(stance), Crusader Strike, Vanguard Strike, Charging Minotaur, Douse the Flames, Leading the attack
level 5 (IL 4) - Leading the Charge(stance), Mountain Hammer
level 6 (IL 5) - Thicket of Blades(stance)
level 7 (IL 6) - White Raven Tactics
Level 9 (IL 8) - Bone Splitting Strike
Level 11 (IL 10) - Press the Advantage(stance), Flanking Maneuver
Level 13 (IL 12) - War Leader's Charge
Level 15 (IL 14) - Shadow Blink
Level 16 (IL 15) - exchange Crusader Strike for Greater Divine Surge
Level 17 (IL 16) - White Raven Hammer
Level 18 (IL 17) - exchange Vanguard Strike for Strike of Righteous Vitality
Level 19 (IL 18) - War Master's Charge
Level 20 (IL 19) - exchange Charging Minotaur for Mountain Tombstone Strike
Thanks for any help.
The basic build is Cleric 2/Crusader 3/RKV 10/Crusader 5. Due to not wanting to be too terribly absurd, I'm aiming for 9th level maneuvers instead of spells. I intend to use DMM: Quicken with this character for fast buffing (or healing if absolutely necessary) while fighting. Though would like the playground's thoughts on feats, divine impetus use, etc.
It's important to note that magic items may not be available when WBL would dictate they would be available. Things like Nightsticks probably won't ever be available, and due to that, no magic items or magic item related advice is really particularly relevant, but if you feel like it's worth mentioning, I'd be glad to hear it. Also, level adjustment and racial hit dice are not allowed.
Spoiled below is build information, including maneuver selection.
Cleric 2/Crusader 3/RKV 10/Crusader 5 - assuming 20th level
Race: Human
Deity: Wee Jas - Domains: Trickery(for hide skill), Inquisition
Alignment: LN
Spd: 30ft
Initiative: +0
HP: 162 (assuming average HP, rounded down)
AC: 10, FF: 10, T: 10
Str: 14, Dex 10, Con 16, Int 8, Wis 15, Cha 14
4 points from levels will probably go into strength, the other point possibly into wisdom.
Fort: 15, Ref: 5, Will: 17
BAB: 19
Flaws: Murky-Eyed, Shaky
Feats: (f1) Power Attack, (f2) Extra Granted Maneuver, H. Quicken Spell, 1. DMM: Quicken, 3. Extra Turning, 6. Extra Turning, 9. Extra Turning, 12. Extra Turning, 15. Extra Turning, 18. Extra Turning
Maneuver breakdown as follows:
level 3 (IL 2) - Iron Guard's Glare(stance), Crusader Strike, Vanguard Strike, Charging Minotaur, Douse the Flames, Leading the attack
level 5 (IL 4) - Leading the Charge(stance), Mountain Hammer
level 6 (IL 5) - Thicket of Blades(stance)
level 7 (IL 6) - White Raven Tactics
Level 9 (IL 8) - Bone Splitting Strike
Level 11 (IL 10) - Press the Advantage(stance), Flanking Maneuver
Level 13 (IL 12) - War Leader's Charge
Level 15 (IL 14) - Shadow Blink
Level 16 (IL 15) - exchange Crusader Strike for Greater Divine Surge
Level 17 (IL 16) - White Raven Hammer
Level 18 (IL 17) - exchange Vanguard Strike for Strike of Righteous Vitality
Level 19 (IL 18) - War Master's Charge
Level 20 (IL 19) - exchange Charging Minotaur for Mountain Tombstone Strike
Thanks for any help.