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Old 12-30-2010, 09:48 PM   Top  -  End  -  #1
Private-Prinny
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Default Spirit of Steel: The Crusader's Handbook [WIP]

Spirit of Steel: The Crusader’s Handbook [WIP]
This is currently under construction, and will be fleshed out more as I gain more information.
If you want to toss in your two cents, feel free to shoot me a PM.




Faith is not belief. Belief is passive. Faith is active.
- Edith Hamilton

Why Play a Crusader?

Spoiler


Why Use Tome of Battle?

Spoiler


The following ranking system will be used:

Red: Bad. Stay away from these.
Green: Situational. Mostly bad, with notable exceptions.
Black: Neutral. There are better options, but you could do worse.
Blue: Good. This is where things start getting awesome. Almost always a solid option.
Gold: Amazing. The best of the best. If you don’t take this, you need a good reason.

Change Log:

Spoiler

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Old 12-30-2010, 09:50 PM   Top  -  End  -  #2
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Roles: Devotion to a Cause

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Class Features: Devotion’s Power

Fundamentals:

Spoiler


Class Features:

Spoiler


Skills: When Violence is not the Answer

Class Skills:

Spoiler


Cross-Class Skills:

Spoiler

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Old 12-30-2010, 09:51 PM   Top  -  End  -  #3
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Abilities: The Divine Spark

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Sample Stat Arrays

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Races: Chosen of the Cause

Core:

Spoiler


Reserved for non-core races and combat styles.

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Old 12-30-2010, 09:52 PM   Top  -  End  -  #4
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Maneuvers: Divine Wrath

Choosing Disciplines

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First Level

Spoiler

Second Level:

Spoiler

Third Level:

Spoiler

Fourth Level:

Spoiler

Fifth Level:

Spoiler

Sixth Level:

Spoiler

Seventh Level:

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Eighth Level:

Spoiler

Ninth Level:

Spoiler

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Old 12-30-2010, 09:53 PM   Top  -  End  -  #5
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Stances: Holding Your Position

First Level

Spoiler

Third Level:

Spoiler

Fifth Level:

Spoiler

Sixth Level:

Spoiler

Eighth Level:

Spoiler

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Old 12-30-2010, 09:54 PM   Top  -  End  -  #6
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Feats: Devotion’s Techniques

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Old 12-30-2010, 09:55 PM   Top  -  End  -  #7
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Multiclassing: Avoiding Complete Devotion

Courtesy of Essence_of_War

I'll organize the sections below into what neat stuff you can get from a dip, some useful dip sizes, and then thoughts on the usefulness/efficiency of said dip. It won't be exhaustive, but it will be ones that I think are useful to note. I'll organize the classes into Base Class Core, Base Non-Core, and Prestige. I'll probably only mention good/useful saves when they're in areas the Crusader is weak or could use improvements in.

A few general thoughts first, keep in mind the magic number "6". If you take more than 6 levels outside of Crusader that don't directly boost your Crusader IL, you won't be able to get 9th level maneuvers. Also keep in mind the magic ratio "1/2", you get 1 point boost to your IL for MOST non-crusader classes. As a result, even numbererd dips are often preferable to odd numbered. Finally, because of the funkiness of the Crusader's stances known, it is a really good idea to take a sufficient dip that IL=5 lines up with a stance known. Even straight crusaders don't get Thicket of Blades until level 8, a good way to do this is to extract maximum value from a 6 level dip (IL=3) then take 2 Crusader levels (IL=5) so that the 2nd stance known at Crusader 2 can be used for Thicket of Blades. Alternatively, RKV gets a stance known at first level and Cleric2/Crusader3/RKV1 is IL 5

Base Classes, Core:
  • Barbarian
    Spoiler

  • Cleric
    Spoiler

  • Fighter
    Spoiler

  • Monk
    Spoiler

  • Paladin
    Spoiler

  • Ranger
    Spoiler

  • Sorcerer
    Spoiler

Base Non-Core:
  • Favored Soul
    Spoiler

  • OA/Rokugani Samurai
    Spoiler

  • Hexblade
    Spoiler

  • Knight
    Spoiler

  • Marshal
    Spoiler

  • Warblade
    Spoiler

  • Swordsage
    Spoiler

Prestige:
  • Ruby Knight V(W)indicator
    Spoiler

  • Jade Phoenix Mage
    Spoiler

  • Master of 9
    To follow shortly.
  • Eternal Blade
    To follow shortly
  • Deepstone Sentinel
    To follow shortly

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Old 12-30-2010, 09:56 PM   Top  -  End  -  #8
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One last reserve for equipment, neat tricks, useful links and sample builds.

Now that that’s done, I need feedback. Corrections, suggestions, second opinions, I want it all, as long as it’s civil. This is a work in progress, and I’d like the “progress” part to go as smoothly as possible.
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Old 12-30-2010, 10:00 PM   Top  -  End  -  #9
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Default Re: Spirit of Steel: The Crusader's Handbook

Looking forward to seeing the Swordsage.
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Old 12-30-2010, 10:00 PM   Top  -  End  -  #10
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Ranged Combat: No. Just… no. Your maneuvers don’t work at a range, and you can’t tank very well from 80 ft. away. Keep a hand crossbow just in case, but don’t expect it to be any good.
Hand crossbow, when you're the only martial adept with proficiencies in ranged martial weapons?
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Old 12-30-2010, 10:02 PM   Top  -  End  -  #11
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Looking forward to seeing the Swordsage.
You and me both, but I don't think I have the patience to crank that one out.

The real question is whether or not Armed and Unarmed Swordsages share the same handbook or get different ones...

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Hand crossbow, when you're the only martial adept with proficiencies in ranged martial weapons?
Would you believe that completely slipped my mind? I'll go change that now.
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Old 12-30-2010, 10:19 PM   Top  -  End  -  #12
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How about a word or two on mounted combat? Depending on how the DM rules charge-based maneuvers to work on mounted, it can be a strong option for a crusader. With lance, stuff like Leading the Charge and Battle Leader's Charge which add flat bonuses get doubled (tripled if you go for spirited charge).

Your mount uses it's own actions, so it can move next to an enemy, then you can use a standard action strike (or a full round one, unless it has full attack), then the mount moves away. Wham bam, you do what Spring Attack can only hope for without burning a single feat (or you could burn one for Wild Cohort).

Being mounted also increases the area you threaten, which is pretty handy.

After all, crusaders are also the only initiator with Ride as a class skill.
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Old 12-30-2010, 10:23 PM   Top  -  End  -  #13
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I plan on adding detailed accounts of mounted combat, lockdown, and THF in post #3. Eventually. Right now, all that was really concerning me was getting a chassis down. But you're right, White Raven boosted mounted combat is amazingly effective.

Also, just to be pedantic, Swordsages have Ride too.
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Old 12-30-2010, 10:27 PM   Top  -  End  -  #14
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Also, just to be pedantic, Swordsages have Ride too.
Blimey, I never noticed. It's only the poor warblades lacking it then.
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Old 12-30-2010, 11:21 PM   Top  -  End  -  #15
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Default Re: Spirit of Steel: The Crusader's Handbook

Nice to see a Crusader handbook! :)

In terms of feedback, I'd quibble with the classification of Martial Spirit as completely useless. I would rather describe it as situationally useful for allies depending on your houserules.

Consider the scenario when the weedy mage goes ahead of you in initiative and gets knocked to 0 or even -1, and the cleric's a distance away down the initiative count and in distance? Martial Spirit gives you a quick shot of ranged healing to apply to him which at least keeps the mage on his feet long enough to cast or do something to help himself.

The particular houserule where this stance remains useful is if you've got a DM that rules you don't have to work your way back from negative numbers if healing is applied to you after you're below 0 hp - in my campaigns we ruled that healing applied to you pumps you out of the negatives before the actual healing occurs. I can honestly say in my PbP campaign this prevented two arcane casters' deaths in separate encounters.

EDIT: Also, consider RAW abuse potential for out-of-combat situations: if Martial Spirit triggers on sucessful attacks, all the crusader has to do to fully heal up the party is stand next to a tree for (lost hitpoints/2) rounds and keep attacking it. Remember, it's successful attacks, not successful attacks on enemies. Saves your cleric for more important stuff like buffing everyone else. Infinite healing is now at your command. (Perhaps this explains why dwarves actually carry axes around with them?)

But even if you don't go with RAW abuse, it's still a very handy feat for a cleric focused on healing to take via Martial Study. It might be worth it just for that alone.

EDIT THE SECOND: ...aaaand I just realised this should've gone by PM, not by general broadcast. Apologies for that.

Last edited by Saintheart : 12-31-2010 at 02:11 AM.
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Old 12-31-2010, 03:36 AM   Top  -  End  -  #16
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Default Re: Spirit of Steel: The Crusader's Handbook

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Originally Posted by Saintheart View Post
Nice to see a Crusader handbook! :)

In terms of feedback, I'd quibble with the classification of Martial Spirit as completely useless. I would rather describe it as situationally useful for allies depending on your houserules.

Consider the scenario when the weedy mage goes ahead of you in initiative and gets knocked to 0 or even -1, and the cleric's a distance away down the initiative count and in distance? Martial Spirit gives you a quick shot of ranged healing to apply to him which at least keeps the mage on his feet long enough to cast or do something to help himself.

The particular houserule where this stance remains useful is if you've got a DM that rules you don't have to work your way back from negative numbers if healing is applied to you after you're below 0 hp - in my campaigns we ruled that healing applied to you pumps you out of the negatives before the actual healing occurs. I can honestly say in my PbP campaign this prevented two arcane casters' deaths in separate encounters.

EDIT: Also, consider RAW abuse potential for out-of-combat situations: if Martial Spirit triggers on sucessful attacks, all the crusader has to do to fully heal up the party is stand next to a tree for (lost hitpoints/2) rounds and keep attacking it. Remember, it's successful attacks, not successful attacks on enemies. Saves your cleric for more important stuff like buffing everyone else. Infinite healing is now at your command. (Perhaps this explains why dwarves actually carry axes around with them?)

But even if you don't go with RAW abuse, it's still a very handy feat for a cleric focused on healing to take via Martial Study. It might be worth it just for that alone.
Actually, Martial Spirit works for a lot of things. It's just that Crusaders have a HUGE competition when dealing with stances. I mean, have you seen ALL of Devoted Spirit's Stances? I could claim none of the stances of Devoted Spirit are bad at all.

Martial Spirit works, however, if you have a lot of attacks at your disposal. Having full BAB helps: that'd be about 8 points if you succeed at all attacks, and that's a bit meh. However, add Combat Reflexes to that: all of a sudden, you have one or two more attacks you can add to the repertoire, making it 12 HP per round. Haste adds one more attack, so that's 2 more HP. Using Crusader's Strike, Rousing Strike or Revitalizing Strike means you heal 2 hit points on top of what you'd normally heal. And so on. In resume; it's useful if you get a plethora of attacks, and you have White Raven. Eternal Blade adds Diamond Mind; that alone should be worrisome. So while it's not gold material, it should be at least black material (at LEAST), because it works off every turn. It's only worse if you have Aura of Triumph because that is insane.

Speaking of that: Aura of Triumph is obscene. You might ask: 4 HP per attack to yourself and one ally within 10 feet whenever that ally or you makes an attack? Meh, bad idea. BUT, and this is a big but, if you have two allies, you heal yourself almost to full if that other guy has lots of attacks as well. For example...imagine a wizard polymorphed into a 10-headed hydra. All of a sudden, those 10 heads (if they hit, and heck, the wizard will probably hit all of them) will heal you and the wizard for 40 HP. But, polymorph is a spell with a range of touch, so it gives good reasons why YOU should be the hydra: Combat Reflexes means you hit with all 10 heads, kill an enemy using range, and heal 40 HP to one friend and yourself while at it. Martial Spirit? Weak compared to that, but if you're not good, that's basically the same as the fast healing. Notice how both work at tandem?

But of course, Devoted Spirit isn't known for Iron Guard's Glare or Martial Spirit. It is known for Thicket of Blades (aka "you shall not pass or else you'll eat spiked chain and trip") and Immortal Fortitude (emphasis on "immortal"). Even the other alignment aura-stances are just sick; Aura of Chaos is what made the 1d2 Crusader that deals nigh-infinite damage and Aura of Perfect Order is a "take 11" for just about anything...and a stance that works outside of battle. Heck, getting that stance makes you take 11 on things that shouldn't have a take 10, so it's almost far too useful. The only one that sucks is Aura of Tyranny (you deal 2 points to allies to heal 1 point of damage), but what are the chances of being Evil? Then again, that might be the worst stance of Devoted Spirit and it's still moderately better than Stone Dragon stances (which would have been cool if they didn't had the "you can't move or else you lose the bonus") thing.

Also: trips and disarms are opposed Strength checks. Most of the wolf-based monsters (including the actual wolf) have free trip attempts if you get hit. Improved Grab on most creatures causes a grapple, so essentially you also get a Strength check on that one. And...you might figure you get a +2 on damage rolls done with melee weapons since those are Strength checks too :P But yeah, otherwise it's silly, and most of the Stone Dragon stances are silly because of that. And Stone Vise is good too, as well as Crushing Vise, since it halts creatures in place for at least 1 round; with a reach weapon, you don't need to be close in order to halt them in place, and you get some extra damage to boot. But again, you get the "has to be on the ground" which baffles an otherwise nice maneuver group.

And...I don't see why this has to be sent through PM, since it's a good way to explain to others why one stance doesn't deserve the rating it has. Besides, it's a clear and valid argument, so I don't see why it would be uncivilized to have it done generally.
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Old 12-31-2010, 06:48 AM   Top  -  End  -  #17
Wings of Peace
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Default Re: Spirit of Steel: The Crusader's Handbook

Glad to see a Crusader Handbook. May I recommend/request a small section dealing with the Idiot Crusader style of Crusader building?
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Old 12-31-2010, 08:14 AM   Top  -  End  -  #18
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Default Re: Spirit of Steel: The Crusader's Handbook

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And...I don't see why this has to be sent through PM, since it's a good way to explain to others why one stance doesn't deserve the rating it has. Besides, it's a clear and valid argument, so I don't see why it would be uncivilized to have it done generally.
Just thought I saw in the header post that the request was for feedback via PM; just me trying to be polite.

I think we're more or less in agreement: Martial Spirit is one of those stances that probably gets less useful although never totally redundant as the levels go by. But even then, as described, its main problem is that it's a good stance competing with even better stances.

I think it's also more useful for Crusaders who are overtly going for a more support-oriented role (i.e. White Raven focused). So possibly Martial Spirit can be situational for melee-oriented Crusaders but well worth a look for support oriented Crusaders at low levels or in tandem with other stances.
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Old 12-31-2010, 01:02 PM   Top  -  End  -  #19
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Dodge: IT’S A TRAP! This is one of the worst feats in 3.5, and even worse in the hands of a Crusader.
I think its required for a decent amount of things that making it red might not be appropriate.
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Old 12-31-2010, 01:06 PM   Top  -  End  -  #20
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I think its required for a decent amount of things that making it red might not be appropriate.
It can be replaced by several other feats as a prerequisite, and most of the things it's a prerequisite for either aren't good in general, or aren't good for crusaders.
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Old 12-31-2010, 01:26 PM   Top  -  End  -  #21
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It can be replaced by several other feats as a prerequisite, and most of the things it's a prerequisite for either aren't good in general, or aren't good for crusaders.
Mostly true I suppose. I think karmic strike is the important one, but that gets replaced by R.Gambit later.
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Old 12-31-2010, 01:35 PM   Top  -  End  -  #22
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In the "Races" section, you have "Wood Elf" listed twice. I think the first one was supposed to be "Wild Elf."

I'm not sure Half-Orc is a terrible option, as it's pretty easy to make a Crusader with basically no dependence on mental stats. Also, Gnome has one thing going for them: they can do mounted combat in 5'-hallways. (Halfling too, but ... meh. Dex boost.) I'd make a Half-Orc Crusader or Gnome Crusader long before a Grey Elf Crusader.

Note that a first-level Crusader automatically gets all but one available maneuver. Personally, I'd pick Stone Bones, even though it ages quickly, rather than getting Vanguard Strike and Leading the Attack, since they're identical. Also, when I'm choosing between them, I'd actually choose Leading the Attack almost every time. The typed bonus doesn't come up very often at low levels. But while a Crusader is never going to have trouble taking enough Devoted Spirit maneuvers and stances to meet any prerequisite he wants, White Raven prerequisites can actually be pretty tough to meet. That's why I'd pick Leading the Attack.

I'm surprised at your dismissal of Steadfast Determination, even though you advocate dumping Wisdom, make Constitution "gold," and mention the need to be concerned about Will saves. I think this might well be worth two feats. (But then, I tend to find Crusaders one of the less feat-starved classes around. Weird.)

Improved Critical really isn't made obsolete by Keen, because there are plenty of other crit-based powers that don't stack with Keen. However, I can't really think of any nifty combos for crit-fishing Crusaders, so I would only upgrade Improved Critical to green color.

On the other hand, I would advocate demoting Great Cleave to green or red status.

While black is probably the right color for Improved Shield Bash, I hope this handbook will go in-depth into some of the Crusader's amazing potential to actually make sword-and-board a worthwhile style (hint: Shield Block Counter) and will therefore give good treatment to the PHB2 shield-based feats, including Agile Shield Fighter (which has Improved Shield Bash as a prereq). Crusaders with reach weapons doing battlefield control are awesome, but they're not the only viable style!
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Old 12-31-2010, 03:54 PM   Top  -  End  -  #23
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Default Re: Spirit of Steel: The Crusader's Handbook

Great to see my favorite ToB class get a handbook.

I'm going to jump on the bandwagon with T.G. Oskar and argue that Martial Spirit is at least worth consideration as a Stance you take early and retrain later. At low levels, it can help all of your teammates if you're not in an early version of Rocket Tag D&D, and it pairs with Stone Power and the Delayed Damage Pool to make you really difficult to take out via HP damage in situations where you're needing to Tank seriously.
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Old 12-31-2010, 05:01 PM   Top  -  End  -  #24
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I'm going to jump on the bandwagon with T.G. Oskar and argue that Martial Spirit is at least worth consideration as a Stance you take early and retrain later.
I've been wholeheartedly convinced that Martial Spirit isn't as bad as I thought it was, but the main problem with it lies with the bolded text. You can't retrain stances. Aura of Triumph completely overshadows it at later levels, meaning that beyond a certain point, you effectively waste the stance. Great in low level games, nice for the Crusader of an evil god, but stagnant if you go outside of that.

I am, however, going to change it to Black.

Quote:
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And...I don't see why this has to be sent through PM, since it's a good way to explain to others why one stance doesn't deserve the rating it has. Besides, it's a clear and valid argument, so I don't see why it would be uncivilized to have it done generally.
There's a fine line between a well-reasoned argument and "Your handbook is bad and you should feel bad, here's a list of things that suck" that I'd rather not see crossed (don't worry, I'm not saying anyone crossed it). That said, PMs should probably be reserved for only the most pedantic things like typos and formatting errors, which don't really constitute much of a debate.

Information on Multiclassing and sample builds should also be sent by PM only, since credit will be given and massive posts that have a duplicate on the first page do nothing but take up space. Now that that's cleared up, I need to get back to my books so I can add hopefully the rest of the maneuvers and stances by tomorrow.
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Old 12-31-2010, 05:18 PM   Top  -  End  -  #25
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Originally Posted by Greenish View Post
It can be replaced by several other feats as a prerequisite, and most of the things it's a prerequisite for either aren't good in general, or aren't good for crusaders.
Master of Nine being a notable exception. +5 maneuvers granted over 5 levels? Please, sir, I'd like some more!
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Old 12-31-2010, 05:21 PM   Top  -  End  -  #26
Private-Prinny
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Default Re: Spirit of Steel: The Crusader's Handbook

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Originally Posted by Godskook View Post
Master of Nine being a notable exception. +5 maneuvers granted over 5 levels? Please, sir, I'd like some more!
But for a Crusader, that class is nothing if not hard to qualify for. Unless your DM lets you use items (Crown of the White Raven offshoots) for the "Maneuvers from 6 disciplines" thing. Of course, even then it's still pretty feat intensive.
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Old 12-31-2010, 05:48 PM   Top  -  End  -  #27
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Default Re: Spirit of Steel: The Crusader's Handbook [WIP]

And now each ToB class has a handbook underway. Excellent!
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Old 12-31-2010, 06:25 PM   Top  -  End  -  #28
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Default Re: Spirit of Steel: The Crusader's Handbook [WIP]

Fair point, I was unclear on my point by using the 'retraining' term. I should have said, most folks will be in their Thicket Of Blades stance by the time Martial Stance becomes all but useless - or another higher level stance, if their focus has moved away from Devoted Spirit.
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Old 12-31-2010, 06:39 PM   Top  -  End  -  #29
Draz74
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Default Re: Spirit of Steel: The Crusader's Handbook

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Originally Posted by Private-Prinny View Post
But for a Crusader, that class is nothing if not hard to qualify for. Unless your DM lets you use items (Crown of the White Raven offshoots) for the "Maneuvers from 6 disciplines" thing. Of course, even then it's still pretty feat intensive.
Or multiclassing. Human Unarmed Swordsage 1 / Fighter 1 / Crusader 13 / Master of Nine 5 is a perfectly viable build. But yeah, at that point we're talking about material that would be more appropriate for a Master of Nine Handbook. (Hmmm, there's an idea ...)
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Old 12-31-2010, 06:54 PM   Top  -  End  -  #30
Godskook
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Default Re: Spirit of Steel: The Crusader's Handbook

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Originally Posted by Private-Prinny View Post
But for a Crusader, that class is nothing if not hard to qualify for. Unless your DM lets you use items (Crown of the White Raven offshoots) for the "Maneuvers from 6 disciplines" thing. Of course, even then it's still pretty feat intensive.
As Draz points out, swordsage 1/fighter 1 gets you two of the feats(Unarmed swordsage ftw!) and all the maneuver requirements with only 1 lost initiator level. With that, you qualify as a human(or with flaws) at minimum level, but its more desirable to cap a build with it, so that you can get as much goodies as possible.
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