Help with my crusading multi shadow pounce thing

Post/Author/DateTimePost
#1

ChristopherGroves

May 05, 2008 19:17:12
Short version:

Crusader-based Telflammer that can use the Crusader recovery mechanic to do a shadow pouncy thing every round.

Long version:

  • I love RKV. I'd like to be able to use all Crusader maneuvers pretty completely, refreshing them quickly and having a pounce option every round.
  • Telflammer needs Blind Fight, Dodge, Mobility, Spring Attack + some ability to dimension door.
  • Generically, a cleric with Darkness and Travel domains nets two of those. Dodge, Mobility and Spring Attack can come from normal feat means.
  • Shadow Hand wise we're talking Assassin's Stance (for sneak qualificiation), Shadow Blink, Shadow Jump and Shadow Jaunt.
  • I'm not concerned overmuch with casting progression ... that can linger. Game will not go to epic.
  • To get those feats, I need DEX 13; I need WIS 14 to cast dimension door. I naturally want CON as high as possible. I'd be ok with trying to focus on just those three stats.
  • Since I'm going to be in a Shadow Hand stance constantly, Shadow Blade and Weapon Finesse might be good.
  • Any 3.5 book or web enhancement is open.

In addition to the above which frame the larger, more generic build, the below are specific to the actual character I'll be playing.
  • Elf as a race is a requirement.
  • Setting is not FR, but FR material is allowed.
  • The build will be played starting at 20, so no need to be playable at all levels.



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The progression I have so far is stubbed out as follows:

1 Swordsage 1 - six maneuvers known, four readied, one stance ... DODGE (consider Desert Wind Dodge ... does shadow blinking count as movement?)<br /> 2 Cleric 1 (cloistered?) - Darkness, Travel ... possibly using UA spontaneous variant<br /> 3 Crusader 1 - maneuvers, stance, etc. (one devoted spirit strike and stance) ... MOBILITY<br /> 4 undecided - <br /> 5 undecided - <br /> 6 Ruby Knight 1 - STANCE ... if 4 and 5 are both crusader or swordsage, this can be Assassin's Stance. If not, it's something utilitarian like Child of Shadow ... SPRING ATTACK<br /> 7 RKV 2 ... add Shadow Jaunt to Crusader<br /> 8 RKV 3<br /> 9 RKV 4 ... <br /> 10 RKV 5<br /> 11 RKV 6 - STANCE ... if I didn't get Assassin's Stance before, I get it now, if not something utilitarian like Dance of the Spider ... add Shadow Stride to Cruader<br /> 12 RKV 7<br /> 13 RKV 8<br /> 14 Telflammer 1<br /> 15 Telflammer 2<br /> 16 Telflammer 3<br /> 17 Telflammer 4 ... gets the goods here<br /> 18 open<br /> 19 open<br /> 20 open
#2

davethemagicweasel

May 06, 2008 5:49:14
I'd have the Warblade in there - 3 pools of readied maneuvers is always an advantage. BcM as well (3 levels even?). If you get TWF at level 1 and get the Gloves for Imp TWF (depending on how much control over items you've got).

What could be cool at the early levels is some Totemist - Blink Shirt and you've got an at-will standard action Dim Door (binding it for at-will move action might be more useful tho), as well as getting a few extra natural attacks when multi-pouncing. And more attacks means more GWFR damage.
#3

ChristopherGroves

May 06, 2008 6:26:00
Oooh blink shirt good catch.

I've got standard, swift and ONE move action ... another move action thing would be awesome. I think that's it.
#4

davethemagicweasel

May 06, 2008 6:47:37
Well even with Crusader recovery you can happily use all 3 Shadow Hand maneuvers in one round, so you definitely need more choices.

Move action = Blink Shirt / Shadow Stride
Standard = Cleric Dim Door spell / TFS Dim Door spell & Shadow Jump ability / Shadow Jaunt
Swift = Shadow Blink

You can also get items for Standard Action Dim Dooring, but not sure about other sources of a swift action one.

You could just content yourself with using the swift actions for boosts, counters and maneuver recovery in-between Shadow Blinks tho.
#5

ChristopherGroves

May 06, 2008 7:08:03
Since I'm going RKV, I have multiple swifts if I want ... which I can fuel with extra turning, etc.

I've been looking through ToB and trying to find other things I could do with a move action ... the totemist suggestion is spot on. Good find.

Funny though, I'm running a minor character WITH that ability, I just never seem to have cause to use it.
#6

ChristopherGroves

May 06, 2008 7:10:02
Anyway, so I think that means early two levels will be Totemist

Last three will be Swordsage, Warblade and BCM.

18th level feat will snag the swift action blink and add to Crusader

TWF ... absolutely. Where are the gloves that do this?
#7

davethemagicweasel

May 06, 2008 8:12:06
Gloves of the Balanced Hand in MIC

For me, RKV is just one extra swift action per round. Partly because of the whole "bonus from same source don't stack", but mostly just as a point of common sense.

But, even if you can have multiples doesn't mean you should - you only have a finite number of turns, and Divine Recovery uses them up as well.
#8

alastar

May 06, 2008 8:27:08
If you wanna check out knight of shadows in my sig, i already built something similar.

It could give you ideas.
#9

ChristopherGroves

May 06, 2008 8:28:06
Exactly. What I have even with the single-extra reading is OPTIONS
#10

davethemagicweasel

May 06, 2008 17:43:04
For your race - how about an Illumian?

Specifically, an UurKrau Illumian. The +2 CL will be handy for your 2 caster classes, but most importantly it will let you use Dex for your bonus spells with both classes. Then you just need enough Int and Wis to cast spells (14/15 each?).

So, with Dex for bonus spells, Shadow Blade and Weapon Finesse (or Feycraft Short Swords from DMG2) you can be virtually SAD. And with Divine Agility for +10 as well.

Otherwise (if you need the feat) an Azurin for the extra point of essentia.

Also, I'd consider getting yourself an Eternal Wand of the Open Least Chakra spell just to open a couple up each morning for some binds.
#11

ChristopherGroves

May 06, 2008 18:39:14
I'm making the base build race-independent.

Here's what it looks like right now ...

First five ... Cleric 1 / Totemist 2 / Crusader 1 / Swordsage 1

Focus on utility abilities w/ swordsage (and put it at 5th), make sure you snag the devoted spirits to qualify for RKV. Domains are travel and darkness ... possibly cloistered cleric. Bind Blink Shirt to your totem.

RKV 8

Child of Shadow and Assassin's Stance as your stances. Shadow Jaunt, Shadow Stride as 2 of your maneuvers assigned to Crusader. You'll have a 4th and a 6th as well ... you could go for strikes (Divine Surge) or funky (Ghost Blade)

At this point you qualify for Telflammer.

Telflammer 4

This of course gets you some spells, some jumpiness and the big cookie.

I'm still stuck on order after this. Definitely Warblade 1 and Swordsage +1 (bringing us to 2). I'd like to have Balance on the Sky and that would put Swordsage at 20th. Warblade probably at 18th. Punishing Stance then Iron Heart Surge, Iron Heart Focus and something else (undecided) as the maneuvers there.

I'm having a hard time seeing the value in putting in Bloodclaw Master 1 at 19. I just don't get the maneuvers I want. I'm thinking rather of doing ... Wizard 1 (focused conjurer) and changing Warblade to have the class feature from Complete Mage to cast in light armor and the UA variant to sub a fighter feat (for Martial Study) ... and that would give me immediate action blinking.

That might be a bit too much over the top though.

Either way, BAB is +16.

Feats without flaws or racial look something like:
1 Dodge (desert wind maybe?)
3 Mobility
6 Weapon Finesse
9 Spring Attack
12 TWF
15 Shadow Blade
18 Martial Study (Shadow Blink - the swift action one)

Flaws or race could net more, and those could be extra turning ... whatever. That includes Martial Study too, late assigned to stack some other maneuvers onto Swordsage.

Key items would be the Gloves of the Balanced Hand, Open Chakra wands or schemas, a few martial-providing ... (crown of white raven, for instance), stat boosters.



Yeah, it only gets 4th level spells (and 2nd from Telflammer) but it can pounce FOREVER and has options on each and every turn (even some in other turns).