Author Topic: Binder//Crusader vestige help.  (Read 2829 times)

Offline kurashu

  • Sr. Member
  • ***
  • Posts: 294
  • Tinker Mechanic Programmer Player
    • View Profile
Binder//Crusader vestige help.
« on: August 15, 2012, 12:38:18 AM »
If this fucking post gets lost one more time...

Long story short: I might in a low level gestalt game of indeterminate length. I want to play a Human Crusader//Binder. Probably no flaws, unsure of multiclassing and dual advancement, so I'm sticking straight Crusader//Binder and optimizing on a level by level basis rather than one culminating in something awesome (though I'm thinking Combat Reflexes + Stand Still or Combat Expertise + Improved Trip for some lockdown type stuff.) I'm thinking Improved Binding and any one of Extra Granted Maneuver, Improved Initiative or Stone Power/Power Attack (depends on if retraining is allowed).

I'm stumped on the vestiges, despite having read them multiple times nothing jumps out at level 1 and goes, "PICK ME!" Aym looks interesting because of Halo of Fire and Dwarven Step, Sunder is whatever and hitting objects isn't something I'm going to preoccupy my time with. Naberius may be good. Ronove would be good for when I have a reach weapon, that way I still threaten my immediate area, increased speed and ranged bull rush are pretty awesome, too. Savnok may be cool, full armor is pricey (and completely in character for a CN person to sell and then recall).

But that's it. So....help, please?

Offline Jackinthegreen

  • DnD Handbook Writer
  • ****
  • Posts: 6176
  • I like green.
    • View Profile
Re: Binder//Crusader vestige help.
« Reply #1 on: August 15, 2012, 02:14:06 AM »
If you become an AoO monster, you might try Chupoclops or Focalor to debuff saves, which will allow your teammates to more easy debilitate/kill things.  I haven't fully looked at their other abilities but either might be interesting I would think.

Offline Empirate

  • DnD Handbook Writer
  • ***
  • Posts: 258
  • I'm not as new as my post count suggests!
    • View Profile
Re: Binder//Crusader vestige help.
« Reply #2 on: August 15, 2012, 09:59:09 AM »
ASAP, you might want to jump at Improved Binding, so you can bind higher-level vestiges at a lower level.

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 10717
  • The iconic spambot
    • View Profile
Re: Binder//Crusader vestige help.
« Reply #3 on: August 15, 2012, 10:39:22 AM »
ASAP, you might want to jump at Improved Binding, so you can bind higher-level vestiges at a lower level.
Absolutely. Then bind Malphas, as nothing is as good as that damned bird.
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline Cagemarrow

  • Full Member
  • **
  • Posts: 192
  • New to the new boards
    • View Profile
Re: Binder//Crusader vestige help.
« Reply #4 on: August 16, 2012, 07:14:50 AM »
The Shield Self ability of Dhalver-nar might compete with the bird, especially for a Crusader tank build. You'd have to work out what order it applies in though. DR/ER, Shield Self, Steely Resolve, Temp HP, HPs would be my suggested order. Being able to assign half of the damage taken to an enemy is incredibly useful.

This saved my party's butt in one encounter during the Red Hand of Doom campaign as I was able to bluff a black dragon into thinking that if my binder died, he would too. Turned a TPK into a Total Party Capture instead. Which allowed us the opportunity to escape later.

Offline kurashu

  • Sr. Member
  • ***
  • Posts: 294
  • Tinker Mechanic Programmer Player
    • View Profile
Re: Binder//Crusader vestige help.
« Reply #5 on: August 16, 2012, 10:28:43 AM »
ASAP, you might want to jump at Improved Binding, so you can bind higher-level vestiges at a lower level.
Absolutely. Then bind Malphas, as nothing is as good as that damned bird.

I hadn't thought of that. Sounds like a plan.