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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
I think you should take another look at Weapon Aptitude.
This has a multitude of uses since for the cost of a bit of time you can apply any feat or ability that applies to a single weapon and swap it to a new one.
How about all of those weapon style feats in complete warrior? This really is a big one considering how effective they can be if a different weapon was used. Lightning Mace with another weapon sounds very tasty.
The exotic weapon proficiency that you mentioned is a lot more powerful since it works on effectively every exotic weapon ever printed now.
Also one of the main problems with the weapon focus and Weapon Spec line was that it limited you to a single weapon type forever. Now that does not have to be the case since you can become a master of any weapon with a few hours training.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
I'd argue that it's still just okay. While the Weapon Style feats are great, better still with Weapon Aptitude, reaching them still requires a heavy feat tax - most of those feats mediocre. And while being limited to one weapon is an issue with the Weapon Focus/Spec lines, I think a more major one is that small, static bonuses to attack and damage simply don't compare with what you could get if you spent those feat slots otherwise.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
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I've seen lots of people around here looking for help building warblades, so what if, at the end, I provided a few 'character packages', something akin to an expanded version of the starting packages offered in PHBII?
Love the idea. It could also serve to showcase the versatility of the warblade.
Maybe 1st could be a warblade which has taken the weapon focus feat tree?:smalltongue:
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I think a more major one is that small, static bonuses to attack and damage simply don't compare with what you could get if you spent those feat slots otherwise.
Actually, I feel that all these small bonuses are all the more meaningful in the hands of a martial adept.
One difference they have over a fighter is that if you build them around their standard action strikes, combat will typically involve 1 attack each round. Either you hit for a ton of damage, or you miss and don't deal anything. Compared to a fighter who can make 4-6 attacks each round. Assuming you hit with at least 1 attack, you should be doing at least a bit of damage each round.
This makes hitting (and by extension, all those attack bonuses) all the more crucial. Granted, the attack bonus from weapon spec/mastery isn't so attractive when you are limited to 1 attack/round (compared to a fighter's 4-6).
At least for me, I am willing to invest at least 3 feats to acquire melee weapon mastery, and maybe eventually work my way up to weapon supremacy. :smallsmile:
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
I suppose that's true, actually, that the feats are more effective in the hands of a martial adept than most. Unfortunately, Weapon Supremacy isn't available to a pure warblade until level 21,but it's something to aim for.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
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Unfortunately, Weapon Supremacy isn't available to a pure warblade until level 21,but it's something to aim for.
There's always the heroics spell...:smallbiggrin: but you will still have to be lv20...
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
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Originally Posted by
Black_Zawisza
Tip: Take a look at the skill tricks from Complete Scoundrel. There are a few of them that I absolutely love. If you've got a lot of skill points, pay 2 points for each of these abilities and you can:
Twisted Charge:
Prerequisite: Balance 5 ranks, Tumble 5 ranks
Make one direction change during a charge
Nimble Charge:
Prerequisite: Balance 5 ranks
Run or charge across difficult surface without Balance check
Extreme Leap:
Prerequisite: Jump 5 ranks
Horizontal jump of at least 10 feet allows 10 extra feet of movement that round
I really love the last one. Shock Trooper + Leap Attack, and then use this and take a five-foot step to prevent a full attack from enemies, and then charge again? Awesome.
Actually, correct me if I'm wrong, but the extra 10 feet count as free movement, right? Could you do the above: jump-charge, and then use Extreme Leap in the same turn?
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
Aaah, you seem to be misunderstanding my point about Sapphire Nightmare Blade. The target becomes flatfooted only against your attack, meaning SNB is only better if you have a source of sneak attack yourself, probably from multiclassing.
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Originally Posted by
Black_Zawisza
Actually, correct me if I'm wrong, but the extra 10 feet count as free movement, right? Could you do the above: jump-charge, and then use Extreme Leap in the same turn?
The actual text is: "If you make a horizontal jump of at least 10 feet during your turn, you can spend a swift action to move an additional 10 feet on that turn", so yes, assuming you didn't use your swift action for something else. Also note that this movement provokes an AoO from the guy you just charged, unless you can pull off a full-speed tumble somehow.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
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Originally Posted by
Swooper
Aaah, you seem to be misunderstanding my point about Sapphire Nightmare Blade. The target becomes flatfooted only against your attack, meaning SNB is only better if you have a source of sneak attack yourself, probably from multiclassing.
*Facepalm*
Oops. Thanks for pointing that out.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
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Originally Posted by
Elvenblade
*Facepalm*
Oops. Thanks for pointing that out.
Makes SNB an excellent choice for Rogues, though.
And, not that I'm complaining, but I suggested putting in some sample builds a couple of days ago. :smalltongue:
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
Working on the sample builds right now, I'm a bit stumped on how I should approach ability scores and Flaws/Traits. I considered just giving 32 PB, but decided that was too narrow; on the other hand, leaving it open means a lot of extra work when it comes to skills and such. Right now I'm leaning towards 32 PB and just saying 'adjust as necessary'. As for the Flaws/Traits, I think I'll include two and one, respectively, but make the feats gained from Flaws easily left out ones.
How does that sound?
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
Should the sample builds really come next? Feels like adding a roof before all the walls are up yet.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
You're absolutely right; I don't plan to actually post them until the very end, but I thought I'd just decide the format and write up some preliminary sketches.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
Iaijutsu Focus works real well with SNB. Since with quick Draw you can draw and attack in a single round and use SNB to get the extra damage dice.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
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Originally Posted by
Hida Reju
Iaijutsu Focus works real well with SNB. Since with quick Draw you can draw and attack in a single round and use SNB to get the extra damage dice.
To be fair, you can draw and attack in a single round without Quick Draw. You just have to do it as part of your move action. The move action you, incidentally, used to sheathe your sword. :smallamused:
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Re: Princes of the Sword: A Warblade's Handbook [Under Construction]
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Originally Posted by
Callos_DeTerran
Blade with whom I have lived,
Blade with whom I now die,
Serve right and justice one last time,
Seek one last heart of evil,
Still one last heart of pain,
Cut well old friend,
Then farewell.
That's originally from Flight of Dragons, and it's said by someone who is basically a paladin. Or maybe a LG Knight.
I'd also recommend "Grass grows, birds fly, sun shines, and brother, I hurt people." from the Scout in Team Fortress 2.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
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Originally Posted by
Swooper
To be fair, you can draw and attack in a single round without Quick Draw. You just have to do it as part of your move action. The move action you, incidentally, used to sheathe your sword. :smallamused:
"a free action combined with a regular move" does not mean what you think it means.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
Thanks for all the quote suggestions. Perhaps at the end I can see if we can blackmail the mods into putting up a poll...:smalltongue:
Anyway, warblade bonus feats are up. Core feats shortly to follow.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
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Originally Posted by
Siosilvar
"a free action combined with a regular move" does not mean what you think it means.
Bah. Touché. I'm pretty sure I've always been playing it as "any move action". :smallfrown:
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
Core feats are up. I'm interested what people think, as I'm not quite sure I rated everything appropriately.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
You may want to revise archery feats to be purple, as the Eternal Blade archer is considered a very good build (as archery builds go at least). Eldariel (who I think came up with it) lays it out as "Ranger 2/Fighter 1/Barbarian 1/Warblade 6/Eternal Blade 10: For Dancing Mongoose/Raging Mongoose/Time Stands Still Multi-Attack Mayhem"
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
Oh, right, Eternal Blade archers. Thank you for the reminder.
Edited that in.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
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Spring Attack - Rather underwhelming. But it's better for you than most, since you can still make a strike. Nonetheless, with Dodge and Mobility as prereqs it's pretty awful.
This is incorrect. A strike is a standard action, while spring attack only lets you make an attack action in between moving. Flyby attack would work though, if your warblade could somehow access flight.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
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Originally Posted by
Elfin
Core feats are up. I'm interested what people think, as I'm not quite sure I rated everything appropriately.
Minor nitpicks:
- Extra AoOs with Combat Reflexes are based off Dex rather than Int.
- Stone Power needs a rating (I'm guessing blue, it's pretty good).
- I'd personally rate Weapon Focus/Weapon Specialisation as black, providing that you're getting them as pre-reqs for Weapon Mastery. A permanent +3/+4 to attack and damage isn't very interesting, but it's powerful.
- I'd rate TWF at only black, too, but that may just be personal preference - I think Swordsages are much better TWFers than Warblades, due to boosts like Burning Blade giving extra damage on a per-hit basis. Most good Warblade strikes are single-attack, which makes TWFing less effective.
But these aren't a big deal, keep up the good work. :)
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
10 temp hp from stone power doesn't seem very significant to me, though you are going to have to take it if you want shards of granite (which against dr you cannot overcome, more than offsets the loss of damage from power attack).
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
Stone Power is better for Crusaders than Warblades, but there are a few handy tricks you can do with it.
A big one: Stone Power activates whenever you make an attack. Not an attack in combat, just an attack.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
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Originally Posted by
Runestar
Flyby attack would work though, if your warblade could somehow access flight.
Swim-by Attack would work too. Swim speed is easier to get. :smallwink:
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
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Originally Posted by
Saph
- Stone Power needs a rating (I'm guessing blue, it's pretty good).
I'd say it goes from blue at lower levels, to black at mid levels, to purple at higher levels, so if the game is going to be long you might want to check that your DM is okay with retraining before taking it, and think twice about it if the game has a high starting level.
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Originally Posted by
Saph
- I'd rate TWF at only black, too, but that may just be personal preference - I think Swordsages are much better TWFers than Warblades, due to boosts like Burning Blade giving extra damage on a per-hit basis. Most good Warblade strikes are single-attack, which makes TWFing less effective.
Agreed, despite the claim Tiger Claw boosts are just as useful for TH fighters, although TWF synergy with Combat Rhythm should be noted.
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Originally Posted by
Greenish
Swim-by Attack would work too. Swim speed is easier to get. :smallwink:
Now I am going to make a wizard and warblade pair of NPCs who combine water summoning and controlling spells with swim-by attack.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
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Originally Posted by
Saph
A big one: Stone Power activates whenever you make an attack. Not an attack in combat, just an attack.
If I read this right, then you can just swing your sword whenever you want to gain +10 temp hp for a round.
While it is not very powerful, I know for a fact every DM in my group would throw a DMG at me if I pulled this one, be aware if you do try it.
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
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Originally Posted by
Boci
Agreed, despite the claim Tiger Claw boosts are just as useful for TH fighters, although TWF synergy with Combat Rhythm should be noted.
I'll agree with this - A Stormguard Warrior build makes TWF pretty damn good (especially if you're combining it with a couple of other tricks to spam up your to hit/damage bonuses, like Robilar's Gambit and/or Karmic Strike).
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Re: Masters of the Sword: A Warblade's Handbook [Under Construction]
As always, thanks for the input. I've made some edits, accordingly.