Devotion Feats: Some of them are quite powerful. I'll list the best ones, and the reasons behind them.
- Air: I know I said you don't care about AC, but the ability to make even Siege Engines have a 50% miss chance is a nice side effect. Ignoring Ranged attacks 50% of the time helps too, seeing as you want to stay alive long enough to kill every enemy in sight.
- Animal Devotion: Hello! +8 Str, or Flight at a good speed, and a decent Speed bonus using either the Cheetah or Eagle. The Snake one is OK at the lowest levels, but loses value to the Str bonus.
- Chaos Devotion: Kinda iffy, but flavorful and worth-while. If you get the AC bonus one round, switch stances into something like Iron Guard's Glare. If you get the attack bonus, sink it into Stone Power and smack away.
- Death Devotion: Useful, but not that powerful. At the lowest levels, it sucks. At the highest, it isn't that useful. But in PvP, or against humanoid enemies, this gets fairly nasty.
- Destruction Devotion: I need not tell you why this is good. Lowering AC speaks for itself.
- Earth Devotion: A stance duplicates it's basic effects, but its worth mentioning because it can affect up to 6 spaces out to a 30ft range. Its fairly decent.
- Evil Devotion: I point this out because it's normally a bad feat. Normally, the DR/Alignments are very bad. This may very well be an exception due to Elder Evils (see below). For one, this feat makes you a Team PlayerTM. Two, this feat improves your tanking ability, if only by 5 points/attack. Only a couple of creatures are Good-aligned for DR, considerably less than the ones who are Evil. Not much, but decent. If you have a spare feat, here's a choice one for the Vile Crusader.
- Healing Devotion: Fastest access to Fast Healing in the game. Every tank likes Fast Healing. Especially considering you can share. Get Turn Undead, and have a blast.
- Knowledge Devotion: I'd be an idiot if I didn't point this out. It stacks with Furious Counterstrike, it's a skill-reliant ability (easily boosted), and it adds a class skill. Nothing wrong with this feat.
- Law Devotion: The brother to Chaos Devotion, and by default just as powerful. RAW, this feat's bonus can switch every time you take an action. Swing 4 times as a Full Round action, then take a Swift action to switch stances and switch the bonus!
- Luck Devotion: Meh. If you suck at rolling lots of dice, this is a nice way to get decent damage.
- Plant Devotion: Immunity to Crits. Saves armor slots on Fortification. +2 AC isn't too bad.
- Protection Devotion: This feat basically says: Kill me now or the others will be even harder to kill. Hell, not even! As long as your corpse is within 30ft, and you can convince your DM that you are still considered X level even while dead, this feat still functions because it is an SLA's effect.
- Strength Devotion: The Slam attack is excellent, and the ability to overcome hardness and damage reduction is always welcome. Warforged want!
- Travel Devotion: Double standard here! Spring Attack sucks, but this feat doesn't? That's because this feat has 2 less problems. It has no requirements other than Deity, it allows Strikes and even full attacks, and it allows you to turn your Swift action into an emergency Move action for closing the gap or repositioning for Flanking and such.
- Trickery Devotion: This feat is mixed. If the DM ignores CC's Errata, this can turn you into a Double-Tank. It acts like a mini-version of Astral Projection as written. If the errata is in effect, the duplicate isn't that good. It's a great way to give the casters emergency support, but if they're in trouble odds are they can easily deal with the threat. If they can't, you have bigger problems to worry about.
- Water Devotion: Decent. Worth mentioning because it's whirlpool ability is situationally good, and because it acts like a panic button in situations. If the squishy ones are in trouble, this guy can get to them fairly quick and cover your ass while you deal with the rest of the enemies/close in on the threats. It also provides easy flanking, and acts like a Life Preserver if you ever fall in the ocean in Adamantine Full Plate.
Elder EvilsThis portion is devoted (pardon) to the darkest forces in existence. Devoting yourself to an Elder Evil provides an immediate Bonus Vile Feat from a set list, plus an additional feat for every 5 HD you have. Total benefit is 5 free feats, at the cost of your soul (but that's not as bad as it sounds, seeing as you can still be rezzed). Hands down, this book is the best supplement for a Crusader. Why? 5 free feats, many of which are nothing but gravy for you. Also, easy access to difficult feats such as Willing Deformity: Tall or Obese. Finally, the Elder Evil Sertrous grants every single domain in existence. Even the exalted ones. This couples nicely with the Devotion feats above. A level-dip or so into Cleric is well worth this, and the Vile Crusader is one of the most powerful builds for a Crusader character (only Lockdown exceeds its sheer power).
- Apostate: Ur-Priests get a similar ability. The bad news? You can't receive healing spells from Divine casters. Oh well, you can heal yourself. Also, see Blessing of the Godless below.
- Chosen of Evil: Con damage hurts, but the payout is decent. Find a way to heal it and you're set. Prerequisite feat for the most part. Emergency button otherwise.
- Master's Will: Hello! It seems like a trap. It isn't. This feat is more of a Double-Edged Sword, but that helps you. As an Immediate action, roll 1d20. If the result is odd, +8 to the next d20 roll of your choice for one round. Not a bad benefit. If even, however, you take damage equal to your level. This fuels Furious Counterstrike. At 20th level, this feat becomes: Immediate action for a +8 to one roll or a +4 to attack and damage rolls this round. Nothing whatsoever wrong with this. Intense on the Immediate action though...
- Evil's Blessing: Dark One's Own Luck for 5 rounds. Odds are, as a Crusader, you have a decent Cha. It stacks with Indomitable Will. If you have a Surprise action this encounter, use this and activate Travel Devotion (or some other Swift/Immediate action ability).
- Insane Defiance: The requirements for this feat are fairly high, but a Cleric/Crusader/RKV will have the ability to take it. 1 point of Wisdom damage to redirect any effect that targets Will to another target, legal or otherwise. The new target takes a -4 to their save. The party's Beguiler will love you.
The Deformity feats: The important two aren't on the list. But the ones that are have their uses.
- Deformity: Eyes: We've all fought one of those annoying Rogues with Improved Invisibility or the Gish with Quicken: Invis. This is your answer to that problem.
- Deformity: Madness!: -4 Wis for immunity to Mind-Affecting abilities. Blanket immunity. Not a +2 bonus, not a Cha to saves against, blanket-fucking-immunity. Hard to get more powerful than that. Oh, and 1/2 character level to one Will save 1/day. The hit to Wis hurts, no doubt about it. But unless you are an RKV, you won't care!
- Reflexive Psychosis: Immediate action for DR 5/-. No drawback other than the -4 Wis from the requirement. What's that? Confusion? Mind-Affecting, thus you are immune. Ha!
Other FeatsGenerous Sacrifice: Got a Wizard nearby? Does he know how to cast Animate Dead? Get him to Animate a frog. Keep it in your pocket. Give it negative levels during post-combat healing. Or to the party's Lich Dread Necromancer. Or any undead ally.
Exemplars of Evil.
Blessing of the Godless: Take a look at the first ability. That's the only one that really matters. If the other two come up enough, use them too. But in general you will only need the first one. Turn a bottle of Holy Water into healing for the entire party. 25gp heals a total of your Level*X, where X is the number of other participants+1. There's a cap of 6 people total (yourself counted), so that equals roughly 120hp. Everyone has to take their Character Level's worth if they use it, but odds are you are the only one who will really need it. That's the equivalent of a Heal Spell, CL 12th, for 25gp and 6 minutes.
Exemplars of Evil. Vile feat.
Fell Conspiracy: The other Ritual feat in EoE. This one's weakest ability is Message At Will to anyone in the group. That's a short range telepathy ability. Perfect for spying. Or just gathering information. The second two abilities are effectively Hive-Minding the entire party. 100ft radius Telepathy and none of you can be Flanked unless everyone is. +2 Spot and Listen. Best utility feat I've ever seen. Combine this with Blessing of the Godless, above, and you've effectively got a powerhouse party with just you! 1 hour, 6 minutes every day at 9th level and higher, costing a total of 527gp/day, and can be done while everyone else is preparing spells and such. Vile Feat,
Exemplars of Evil.
Willing Deformity: Obese: Dragonborn for the Vile characters. Sort of. +2 Con, -2 Dex. Nothing bad about that!
BoVD.
Willing Deformity: Tall: Effectively turns you Large. Shame you have to be humanoid. Heroes of Horror.
Leadership: Because everyone has it. The Minions it provides can be used to fuel the party's HP supply if you find a way to store them somewhere safe. Hint: Warforged Adepts can live inside a Portable Hole. DMG.
Abyssal Heritor feats: While not as powerful as the Elder Evils ability, they have some good feats in here. Of note, Cloak of the Obyrith, Keeper of Forbidden Lore, Eyes of the Abyss, and Primordal Scion all have decent uses for a Chaotic Crusader. Cloak is arguably the best, seeing as it is free DR/Lawful (a rare ability). Better off taking it and a few others, then finding another feat to bolster your DR instead of spamming these ones. Interesting, but not particularly effective.
Shape Soulmeld: For those of you who haven't realized it yet, I am in love with Incarnum. For a Crusader, there's several melds that will prove useful. Airstep Sandals gives you a somewhat limited Fly speed at will. Impulse Boots=Bonus to Reflex, Uncanny Dodge, and Evasion (if you can get it bound to your Feet chakra). Rage Claws=Diehard+. Take a look at the Incarnum Handbook for more ideas.
- Notable Soulmeld: This is a bit tricky, but the Theraputic Mantle allows you to heal at a much higher rate with stances and strikes. The Mantle makes it so you can heal yourself an additional Hit Point with each attack when using Martial Spirit. If you have an Essentia Pool, you can heal even more.
The tricky part? The wording on the Soulmeld is poor. Most DMs will overlook the fact that it says "Whenever you are the target of a spell or effect that heals hit point damage", and think it only works on Spells (then again, it says spells a lot more than it should). This can be solved relatively easily, as Supernatural Abilities and SLAs have a level equal to 1/2 the creature's HD, and your maneuvers have levels built into them.
Alternatively, just invest a point of Essentia or two and have the party's Rogue activate a Wand of Lesser Vigor on you. You now have Fast Healing 1+(1+2/Essentia invested). Fast Healing 4 at level 2 is really good I hear.
Standstill: Another part of the Lockdown build, and very good even without the build. XPH.