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    tongue Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

    Stances and Maneuvers

    These are the bread and butter of the martial adept classes. This guide will be assuming a normally played Swordsage for the purposes of rating things, but I will do my best to note when a particular maneuver or stance changes rating under different builds. Most of these changes will be due to a Setting Sun/Stone Dragon focused Swordsage. Before I go into detail on individual maneuvers and stances, I will break down and explain the system. By doing this, I hope to make Tome of Battle slightly easier to understand for those new to the system. If you know this stuff backwards and forwards, skip this part.

    Initiator Level


    Initiator level is one of the most well designed things in Tome of Battle. Your initiator level is as follows:

    Martial Adept level + Martial Adept PrC levels + 1/2 of any other class levels

    Every single maneuver or stance has an Initiator level prerequisite, and this is how you figure that out.

    Maneuver and Stance Level


    The second of the two confusing parts of this system is maneuver and stance level. The simplest way to explain this is as analogous to spell levels. You don't get 9th level spells at level 9; likewise, you don't get 9th level maneuvers at level 9. To figure out what level of maneuver or stance you qualify for, you divide your Initiator level by two and round up.

    Using Stances and Maneuvers


    Stances


    Stances are very, very easy to use. Here's how you do it:

    1. Check your "Stances Known" list.
    2. Pick the one you wish to gain the benefit of.
    3. Use your swift action for the round to activate the stance.
    4. Congratulations! You now gain the benefit of the stance.

    That being said, stances are well-known for having a goofy progression in relation to when you receive a new one compared to when new ones are available. I will discuss ways to fix or overcome this in the PrC and Multi-classing section.

    Maneuvers


    Swordsages are well known for having the worst recovery mechanic of the three Martial Adepts. However, they do have the most maneuvers known and readied, which (somewhat) balances things out. Be aware that, with their recovery mechanic, you will be all about proper use of maneuvers, hitting fast, and getting out while you can. Your recovery simply does not allow goofing around, and definitely does not allow for a sustained fight.

    You start combat with a number of maneuvers readied. These are the maneuvers you have access to without 5 minutes of meditation or a feat. When you use a maneuver, it's gone either until the combat ends or until you take a full round action to recover it. Yeah, that's right. You spend a full-round action to recover one maneuver. This recovery is red.

    There are 3 (okay, 4, if you count "untyped") kinds of maneuvers: Strikes, Boosts, and Counters. Strikes are how you'll be doing most of your damage, and will make for the majority of your maneuvers known, most of the time. Boosts are either a bonus to an attack or a skill check; these are few and far between. They're generally a nice thing to have, though. Counters are what they say on the tin; they're made in reaction to opponents, and generally eat your immediate (and therefore swift) action for the turn.

    List of Stances


    Spoiler
    Show

    Level 1 Stances


    • Flame's Blessing (DW): An undervalued stance. Yes, Desert Wind gets frequently picked on for only doing fire damage, which is the most common energy resistance/immunity you run into. Well, turnabout is fair play, and most of those things that are resistant or immune to fire *also* frequently do fire damage. Complete immunity to fire kicks in around ECL 16. Kinda useless if you're not taking any fire damage, but could be very useful to have around, depending on the campaign.
    • Stance of Clarity (DM): Might be useful for one-on-one battles (which happens how often?), but becomes a liability whenever there are two or more enemies on the battlefield. Most Swordsages already have an AC that's on the high end, so you don't really need this.
    • Step of the Wind(SS). Depends on how much your DM uses difficult terrain, and most of them don't bother to put it on the battlefield. May also depend on how your DM defines difficult terrain. For example, does this stance let you walk through grease and slippery ice as if it weren't there? Probably not. However, if either a) you have a way of making difficult terrain, or b) it lets you ignore slippery surfaces, this goes to blue.
    • Child of Shadows (SH): If you're focusing on Diamond Mind and other standard-action strikes, good for move + attack, and good for "just walking around" out-of-combat stuff. If you're of the TWF/sneak attack persuasion, it's not so good, since you probably prefer full-round attacks to move + standard attack.
    • Island of Blades (SH): This is only gold if you have a rogue in the party. Otherwise, it's pretty nice, but not quite there. If you're the only melee in the party, this goes to black.
    • Stonefoot Stance (SD): This is really just a meh stance for you. It inhibits mobility, and you're a generally mobile class. This would go straight to red if it weren't for the occasional utility.
    • Blood In The Water (TC): This really hurts me to write off as average, but I have to, despite my fondness for crit-fishers. Anyway. If you're not crit-fishing, skip it. If you are, this is the stance for you.
    • Hunter's Sense (TC): This is an odd one. It gives you scent, and you absolutely need to know the rules on scent to get the benefit you want from this. I'm more inclined to recommend bags of flour, but this can be a very useful stance to have on hand.


    Level 3 Stances

    • Holocaust Cloak (DW): This has the same problem that a lot of Desert Wind has, namely, energy resistance. Also, the stance specifies that they have to hit you, which is just a bad idea for Swordsages. Skip it, unless you want to be the Dread Pirate Roberts.
    • Pearl of Black Doubt (DM): This is an astounding stance. You should always have it in your repertoire, unless you have a really good reason not to. It makes you effectively immune to swarms of mooks, and gives other people a hard time in hitting you.
    • Giant Killing Style (SS): This might be a good stance for certain builds, but in general you're better off in another stance. The +4 untyped damage might be handy in a Confound the Big Folk/"I May Be Tiny But You're Dead" kind of build, works with Ubercharger multipliers, and has some possibilities with ranged attacks (yes, that bonus applies to ranged as well as melee), but ranged combat isn't exactly a strong suit for Swordsages or ToB in general.
    • Assassin's Stance (SH): #1 pick for most Shadow Hand Swordsages, and opens up feats like Craven and Staggering Strike (now if they only had feat slots available... hah). If you're doing anything with Shadow Blade, you'll probably spend 95% of the rest of your career in this stance. Arguably (as in, take it up with your DM) provides entrance to classes with Sneak Attack as a prerequisite.
    • Dance of the Spider (SH): At-will Spiderclimb, which is super-fun and super-useful unless you manage to get yourself a permanent fly speed. Requires a free hand to hold onto a wall, so may interfere with your combat style and may be only situationally useful in combat depending on the terrain available, but out-of-combat lets you walk around or over the most dangerous dungeon features.
    • Crushing Weight of the Mountain (SD): One of the few Stone Dragon stances that doesn't end when you move more than 5', and can be used anywhere (even flying). Also a fairly easy way to add Constrict damage to a grapple build. So, definitely a gold pick if you're a grappler, otherwise skip it.
    • Roots of the Mountain (SD): No. Just no. More seriously, you shouldn't be standing still, you should never be tripped, and DR 2/- is basically nothing.
    • Leaping Dragon Stance (TC): This is very, very nice for Tiger Claw based Swordsages, as it basically means you'll always hit those jump checks. If you're one of those guys, this is actually cyan.
    • Wolverine Stance (TC): How often are you ever in a grapple? Yeah, didn't think so. Skip it.


    Level 5 Stances

    • Hearing the Air (DM): At-will blindsense 30', which allows you to pinpoint invisible stuff. From a utility standpoint, one of the best level 5 stances.
    • Shifting Defense (SS): This is strange. It's not nearly as good if your DM rules that you move after the attack, but remains blue. However, if you get to move before the attack, it goes up to cyan, and if you're AoO focused, it goes to gold.
    • Step of the Dancing Moth (SH): Somewhat situationally useful, depending on how often DMs use difficult terrain or expect you to walk across lava. Generally not worth getting... usually Dance of the Spider works just as well, or at this ECL you generally have some sort of temporary flight available.
    • Giant's Stance (SD): Not worth it. For most weapons, going up one size category is only +1 average damage. Also, it only works on your turn, so you have to recalculate your damage on AoOs, which is kind a PITA. If you need this, buy Strongarm Bracers from the MIC for 6000 GP.


    Level 6 Stances

    • Fiery Assault (DW): Fail. Punishing Stance was doing this from 1st level, only this is fire damage, which a lot of creatures at this level will be resistant/immune.


    Level 7 Stances

    • Prey on the Weak (TC): This stance is useful if you somehow have a long reach. When you read the text, you need to realize that when a foe is dropped, you're granted and AoO. That's it. Not "when you drop a foe." That makes this really, really great for fighting swarms of mooks if you have good reach *coughspikedchaincough*


    Level 8 Stances

    • Rising Phoenix (DW): This is actually not a very good stance at all, since it may be closer to levitating than flying, and most PCs have been flying loop-the-loops around you for ages by the time you get this stance. But on the other hand, how many of those fliers can say they are flying on top of a superheated flamethrower of their own awesomeness? So that's got to be worth something, at least for the purposes of style. But also... Diving Charge/Battle Jump + Pounce = automatic fire damage to everything adjacent to you, so it may be a great way to take out a few armies.
    • Stance of Alacrity (DM): Counters eat up your swift actions, which at this level are extremely precious. Just to keep on top of the action economy, you'll probably spend the rest of your career in this stance.
    • Ghostly Defense (SS): Depends a great deal on whether your opponents have to roll for concealment/miss chance, and only works if there's another enemy nearby to take the hit. Also, you get punished for having a high AC, and lowering your AC to make this work seems counter-intuitive. Very difficult to get this to work reliably, so not really worth the bother.
    • Balance on the Sky (SH): At-will air walk, with the somewhat bizarre requirement that you keep one hand empty (...but why? This is never explained). Somewhat useless if you already have a permanent fly speed, but if not, then quite handy, because it's somewhat like a perfect fly speed and hovering all rolled into one.
    • Strength of Stone (SD): Meh. At this level, buying a buckler with heavy fortification or that gem of fortification from the Draconomicon is generally affordable.
    • Wolf Pack Tactics (TC): Might be interesting, but not nearly as useful as Stance of Alacrity. I'm quite tempted to switch this to blue, but can't quite justify it.


    List of Maneuvers


    Desert Wind
    Spoiler
    Show

    Level 1 Maneuvers

    • Blistering Flourish: This is kinda meh. Dazzled is not a big deal, and many things just don't care.
    • Burning Blade: It's not bad early on, when few things have fire resistance or outright immunity. Due to a lack of IL cap, this scales rather nicely.
    • Distracting Ember: Flanking is nice. Everyone likes flanking. Additionally, this can be used to check for traps, set things on fire, illumination, and basically anything creative you can think to do with a bit of fire.
    • Wind Stride: While a +10 foot speed boost is nice, you have a ton of swift action options available. Not your best choice for a boost.


    Level 2 Maneuvers

    • Burning Brand: Eh, 5-foot reach is nice, but, as always, fire damage is not incredibly desireable.
    • Fire Riposte: It's fire damage, you spend your swift action for the round, and you have to get hit. Less than ideal.
    • Flashing Sun: This is near black, but the -2 on attacks kinda sucks, especially since you're spending a strike on it.
    • Hatchling's Flame: Strictly meh. It's like Burning Hands, but you're spending a maneuver known on it.


    Level 3 Maneuvers

    • Death Mark: This is oddly nice, but it's very situational, and requires you to be in a less than ideal position to be used to maximum potential.
    • Fan the Flames: Like most direct fire damage, there's nothing special to see here. Move along.
    • Zephyr Dance: Somewhere between black and blue. On one hand, you shouldn't be getting hit, but on the other, it's nice to be able to just say "no" to an attack.


    Level 4 Maneuvers

    • Firesnake: Just...don't. You're spending a maneuver known to be able to cast Flaming Sphere.
    • Searing Blade: Eh. Bonus damage, but it's fire.
    • Searing Charge: This is really pushing blue, to be honest. However, charging will generally not be your thing.


    Level 5 Maneuvers

    • Dragon's Flame: See Hatchling's Flame.
    • Leaping Flame: This is blue because I'm intrigued, and it seems useful. However, I can't think of anything but the obvious situation where this is useful. The best I've got is going after casters who're throwing rays around. This will probably go to black.
    • Lingering Inferno: This is pointless and you don't want it.


    Level 6 Maneuvers

    • Desert Tempest: This is a very useful ability. Making lots of attacks is nice; if you use this with Wind Stride it gets better.
    • Ring of Fire: At first, this seems really good. On first sight, I was inclined to give it blue. However, it requires a closed shape, which is a lot less area than you'd think, and many things at this level have an outright "no" button to this ability.


    Level 7 Maneuvers

    • Inferno Blade; Same as before. Skip it.
    • Salamander Charge: Eh. It's a very strange ability. Not having to stay in a straight line on a charge is nice, though.


    Level 8 Maneuvers

    • Wyrm's Flame: Boring. Skip it.


    Level 9 Maneuvers

    • Inferno Blast: As put by my predecessors, the political power of being able to torch a small country every few rounds must be nice, but this is basically pointless against CR-appropriate challenges.



    Diamond Mind
    Spoiler
    Show

    Level 1 Maneuvers

    • Moment of Perfect Mind: You're melee and you love this.
    • Sapphire Nightmare Blade: This combos very well with Assassin's Stance or any Rogue levels you might have. Even if you don't have those, flat-footed attacks are easier to make.


    Level 2 Maneuvers

    • Action Before Thought: Never, ever get this. You should never fail a Reflex save.
    • Emerald Razor One of the best maneuvers. Making touch attacks is an incredibly valuable thing; cherish it.


    Level 3 Maneuvers

    • Insightful Strike: This is a nice source of bonus damage. I'm inclined to place this in black, but I can't quite convince myself.
    • Mind Over Body: Given your low Fort save, this is a nice thing to have.


    Level 4 Maneuvers

    • Bounding Assault: This lets you do many, many things that a charge specifically doesn't allow you to do, such as turning and going over rough terrain. Very nice to have.
    • Mind Strike: I am undecided on this; however, ability damage is always a good thing. The very worst is that you drop the critter's Will save.
    • Ruby Nightmare Blade: Double damage, you say? That sounds good. I'll take two.


    Level 5 Maneuvers

    • Disrupting Blow: This is an oddly written ability. However, "no" buttons are a nice thing to have around, and this is one of them.
    • Rapid Counter: It's basically an extra AoO. Go figure.


    Level 6 Maneuvers

    • Greater Insightful Strike: This can get very silly very fast.
    • Moment of Alacrity: Eh. You move up a little in turn. I suspect that there's a way to combine this with Time Stands still. If that's the case, then this goes to blue, because who doesn't love an absolutely stupid number of attacks per round?


    Level 7 Maneuvers

    • Avalanche of Blades: This is nice. It goes to somewhere past gold if you're using Lightning Mace cheese.
    • Quicksilver Motion: It's basically free Spring Attack or Pounce.


    Level 8 Maneuvers

    • Diamond Defense: Save bonuses are a very, very good thing to have lying around. The only reason this isn't gold is that it's an 8th level maneuver and therefore precious.
    • Diamond Nightmare Blade: Very nice damage; easily higher than the "you do 100 damage" 9th level maneuvers.


    Level 9 Maneuvers

    • Time Stands Still: I can't make this gold enough. This is astounding and you have absolutely no reason to ever not take it. Ever.



    Setting Sun
    Spoiler
    Show

    Level 1 Maneuvers

    • Counter Charge: It uses Dex or Str, which makes it pretty good for you. This is a good way to mess with, you guessed it, chargers.
    • Mighty Throw: This is a great repositioning strike, and prone is a good condition to inflict.


    Level 2 Maneuvers

    • Baffling Defense: This is by far one of my favorite counters; I always find the fluff amusing. Anyway, it's blue because pumping a skill is stupidly easy. However, if you're not building a martial artist type, this is black or purple.
    • Clever Positioning: Honestly, this is black because I don't really know what to do with it. It's only situationally useful, but it does exactly what it's intended to do. However, it does make flanking easier. It's worth noting that your enemy provokes an AoO if he leaves a threatened square.


    Level 3 Maneuvers

    • Devastating Throw: It's like Mighty Throw, but 2d6 points of damage. One of them is blue and the other is black; user's choice.
    • Feigned Opening: Situationally useful, but there are probably better uses of your immediate actions. That being said, this would combo well with an AoO build, and goes to blue in one.


    Level 4 Maneuvers

    • Comet Throw: This is a great maneuver. It's similar to the previous 2 throws, with the exception that you get to try to knock another opponent prone, too.
    • Strike of the Broken Shield Automatic extra damage, and a chance to flank the opponent for 1 round.


    Level 5 Maneuvers

    • Mirrored Pursuit: This is primarily used for lockdown builds. It allows you to stay on top of fleeing opponents.
    • Soaring Throw: This is eh. There are a bunch of throws you should already have, and this doesn't bring anything particularly new to the table.
    • Stalking Shadow: Unless I'm missing something, this is purple because it is, in every way, worse than Mirrored Pursuit.


    Level 6 Maneuvers

    • Ballista Throw: The immediate draw is the damage, but you need to be aware that there are oh-so-many ways you can abuse a 60 foot throw.
    • Scorpion Parry: Fun ability, nice fluff. The RAW is unclear as to whether you can cause him to hit himself; however, the Fool's Strike 2 levels up suggests that it is not meant to allow redirection to the attacker.


    Level 7 Maneuvers

    • Hydra Slaying Strike: If you're fighting stuff with a lot of attacks per round, this is a must have. This goes to purple if you're fighting mostly casters or single attack monsters.


    Level 8 Maneuvers

    • Fool's Strike; This is a nice trick, but not that much greater than Scorpion Parry. It's black for the same reason.


    Level 9 Maneuvers

    • Tornado Throw: Run around really fast and throw people? Yes please. This goes goes beyond gold if you're already a focused tripper build.



    Shadow Hand
    Spoiler
    Show

    Level 1 Maneuvers

    • Clinging Shadow Strike: This leans towards blue, but it's only 1 round in duration and has a low save to beat.
    • Shadow Blade Technique: Basically, doubles your chances to hit, and gives a little bonus damage if you hit with both.


    Level 2 Maneuvers

    • Cloak of Deception: This is a beautiful abilitiy. You should almost always have this in your repertoire.
    • Drain Vitality: It's okay. You won't be doing much HP damage through the Con damage at this level, though.
    • Shadow Jaunt: It's nice, and high utility, but it's less than awesome in combat because it's eating your standard action. It's an Ex ability, so enjoy teleports in anti-magic fields.


    Level 3 Maneuvers

    • Shadow Garrote: This is pretty good, especially if you have a rogue in the party.
    • Strength Draining Strike: Strength damage is nice, especially since it's guaranteed to do at least some. Good for irritating chargers and heavy melee.


    Level 4 Maneuvers

    • Hand of Death: This can go either way, really. The save is nothing special, but 1d3 rounds of paralysis is essentially a death sentence.
    • Obscuring Shadow Veil: Miss chance is nice, but you get this at level 7, when there are better status effects to be inflicting.


    Level 5 Maneuvers

    • Bloodletting Strike: This is pretty good to take if you're a melee fighter; towards higher levels, that's a lot of HP lost from the Con loss.
    • Shadow Stride: Most enjoyable. You can teleport right next to an opponent and use one of your standard action strikes. Again, high out of combat utility. It's an Ex ability, so enjoy teleports in anti-magic fields.


    Level 6 Maneuvers

    • Ghost Blade: Sapphire Nightmare Blade has been doing this since level 1.
    • Shadow Noose: Not too shabby. Be aware that it must be made against flat-footed opponents.
    • Stalker in the Night: This is...odd. I'm not quite sure what to make of it. However, if you've boosted your stealth skills, and you have Spring Attack, this goes to gold.


    Level 7 Maneuvers

    • Death in the Dark: This is nice. It's always extra damage. Nothing to write home about, though. It edges towards black.
    • Shadow Blink: Swift action teleport? Holy crap, this is great. Wait, it's not Su or Sp? You're crazy if you don't take this.


    Level 8 Maneuvers

    • Enervating Shadow Strike: Higher level than Enervation and offers a save. Still, negative levels are nice.
    • One With Shadow: This is leaning towards gold, but it's dependent on your ability to use your incorporeality to good effect.


    Level 9 Maneuvers

    • Five Shadow Creeping Ice Enervation Strike: This is really, really good. Take this. It hurts no mater what happens, as long as you hit on the attack.



    Stone Dragon
    Spoiler
    Show

    Level 1 Maneuvers

    • Charging Minotaur: It's a reasonably good maneuver. Moves you and deals pretty good damage as a bull rush to a foe. Blue if you have a good strength score, black otherwise.
    • Stone Bones: This really isn't for Swordsages. It can provide some reasonably increased survivability for a single round, but you can do better elsewhere.


    Level 2 Maneuvers

    • Mountain Hammer: As put my one of the previous guides, this is the Swiss Army Knife of dungeon redecorating. It lets you ignore DR and hardness, and deals bonus damage. It tends to be more of a utility maneuver for Swordsages than a combat one, though.
    • Stone Vice: Mediocre damage and save or be unable to move. Unfortunately it doesn't work against fliers. Not too bad.


    Level 3 Maneuvers

    • Bonecrusher : Pretty good bonus damage and Fort save versus +10 to confirm criticals. If you're a crit fisher, this can be a boon.
    • Stone Dragon's Fury: Same damage bonus as Bonecrusher, but only against constructs and objects. Doesn't ignore Hardness, so Mountain Hammer will sometimes be better, you can use this in conjunction with Sunder.


    Level 4 Maneuvers

    • Bonesplitting Strike Deal an extra 2 constitution damage. The best part? No Save. Constitution damage is nasty. This is a really good maneuver.
    • Boulder Roll: When's the last time someone you know used an overrun attack?
    • Overwhelming Mountain Strike: Just like Stone Vice, but at this point the damage has really failed to keep up. You could do better.


    Level 5 Maneuvers

    • Elder Mountain Hammer: Just like Mountain hammer but does 6d6 damage. Nice.
    • Mountain Avalache: Hey, a trampling attack. That's cool. Too bad the damage is pathetic at this level, even if you have a good strength.


    Level 6 Maneuvers

    • Crushing Vice: Just like Stone Vice. The damage component still isn't keeping up very well, but it's trying.
    • Iron Bones: A better version of Stone Bones, but still, you could do better. DR 10/adamantine for a round at the cost of your standard action is a steep price.
    • Irresistible Mountain Strike: Deals mediocre damage, but has a chance to deprive your foe of their standard action. If you have a good strength score to boost the DC, this is blue , otherwise it's black.


    Level 7 Maneuvers

    • Ancient Mountain Hammer: As Mountain Hammer, except 12d6 bonus damage. That's a fistful of d6's. Where does that phrase come from? The only other place I've seen it is the Rogue Handbook.
    • Colossus Strike: Deals 6d6 additional damage, with a chance to knock the opponent back and prone. If you have good strength, this goes to blue.


    Level 8 Maneuvers

    • Adamantine Bones: At this level, it's a terrible exchange. DR 20/adamantine is quite a lot, but the action cost is too steep.
    • Earthstrike Quake: This is good against swarms of mooks. If you can find a way to abuse that obstacles don't block line of effect it might be blue.


    Level 9 Maneuvers

    • Mountain Tombstone Strike: No prerequisites. Does 2d6 con damage? No Save? Amazing!



    Tiger Claw
    Spoiler
    Show

    Level 1 Maneuvers

    • Sudden Leap: This "isn't" Pounce *wink* *wink* In seriousness, this boost does wonders for your action economy, especially if you can be treated as running from a standstill for Jump checks.
    • Wolf Fang Strike: Blue in name only, this goes to cyan or possibly gold if you're TWFing. You see that boost right above this one? Do the math. At level 1, you can jump at your opponent, hit him twice, and then use your move action to get away. The only reason this isn't automatically gold for TWFers is that there's no way to apply iteratives.


    Level 2 Maneuvers

    • Claw at the Moon: It's bonus damage, but not the best thing in the world.
    • Rabid Wolf Strike: Eh. Mediocre damage. The penalty to AC at this level really hurts, too. I would generally pass.


    Level 3 Maneuvers

    • Flesh Ripper: Many melee opponents will be making this save without trying at this point. On the other hand, it inflicts some really fun penalties.
    • Soaring Raptor Strike: Nice damage, but too situational. This goes to blue or higher if you're a Small race, though.


    Level 4 Maneuvers

    • Death from Above: Again, bonus damage, but not the greatest thing. You should always be able to hit the DC at this point, though.
    • Fountain of Blood: Too specific, easily beaten DC, and many things are immune to fear effects. Skip it. The only redeeming quality is the disturbing mental image.


    Level 5 Maneuvers

    • Dancing Mongoose: Extra attacks are always nice. This goes to gold if you're TWFing.
    • Pouncing Charge: This is the only way other than Lion Totem Barbarian that I'm aware of to gain Pounce (outside weird races and Polymorph shenanigans). The only reason this isn't gold is that your chassis doesn't set you up to be a charger.


    Level 6 Maneuvers

    • Rabid Bear Strike: The bonus to-hit and damage is nice, but the penalty to AC really makes this hurt.
    • Wolf Climbs the Mountain: This needs double checking, but it looks like you get nothing but good from this maneuver. The only reason I'm unsure about the rating is I'm not entirely clear on the rules about sharing a square.


    Level 7 Maneuvers

    • Hamstring Attack: Guaranteed slowing and Dex damage on a hit? This is pretty great.
    • Swooping Dragon Strike: This goes to gold if you're maxing Jump. You can very quickly put the save DC outside anything possible to make, and stunned is a very powerful condition.


    Level 8 Maneuvers

    • Girallon Windmill Flesh Rip: This is black in name only. In reality, it goes straight to gold for TWFers and straight to red for everyone else.
    • Raging Mongoose: Two extra attacks at full attack for Two Weapon Fighters.


    Level 9 Maneuvers

    • Feral Death Blow: I'm torn on this. There are too many chances at failure in my opinion, but, on the other hand, if you beat the Jump DC and their flat-footed AC, it's really nice. You should always be beating the Jump DC, and flat-footed makes things easier on you. However, many monsters have a high Fort save. Anyway, end result is either instant death or ~70 damage. You'll never touch a tank with it, though.

    Last edited by RFLS; 2013-11-30 at 01:14 AM.

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