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Old 02-11-2011, 08:37 PM   Top  -  End  -  #571
Lateral
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

At low levels, you're unlikely to run out too quickly for you to be able to afford more. At higher levels, the cost is a pittance.

Wands of Lesser Vigor are better, though.
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Old 02-11-2011, 09:31 PM   Top  -  End  -  #572
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

Yes, wands run out of charges. That's what they do. They aren't meant to be an infinite resource, but they're a lot cheaper than spending a feat that you can't get back. Gold is replaceable, feats are not (unless you use the retraining feats rules, but not all DMs allow that, while it's a lot harder to disallow wands). Adventuring is indeed something that requires you to expend resources, which means using wand charges, consuming potions, and using scrolls. That's the way the game is played, at least that's the way I've always played it. Maybe I've been doing something wrong.

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Old 02-11-2011, 10:23 PM   Top  -  End  -  #573
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

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Wands of Lesser Vigor are better, though.
This. For the love of all things something something buy this now.
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Old 02-11-2011, 10:32 PM   Top  -  End  -  #574
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

Yeah, I knew I forgot to mention something. A CL 1 wand of Cure Light Wounds will cure, 2-9 HP, in one round. A CL 1 wand of Lesser Vigor will cure 11 HP over 11 rounds. Just try and guess which is better for out of combat healing.

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Old 02-12-2011, 08:37 AM   Top  -  End  -  #575
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

1 way of healing healing won't run out though.

Healing belt. 6d8 healing every day, for 750gp. Buy more if you need more healing. Much better than your piddly healing of CLW/feat.

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Old 02-12-2011, 02:28 PM   Top  -  End  -  #576
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

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Originally Posted by 2xMachina View Post
1 way of healing healing won't run out though.

Healing belt. 6d8 healing every day, for 750gp. Buy more if you need more healing. Much better than your piddly healing of CLW/feat.
Yes and no. Healing Belts will certainly you quite a bit and is renewable but a wand of lesser vigor can heal more in a day, so, while you will eventually run out, it may be advisable to have both.

On the other other hand, a Warblade can use a Healing Belt, while he can't normally use a wand, so a Healing Belt is a good individual investment, while a wand of lesser vigor/CLW is more a party investment.
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Old 02-14-2011, 02:37 PM   Top  -  End  -  #577
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

One good thing about strike of perfect clarity is it's a SoD with massive damage coming into play.
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Old 02-14-2011, 02:53 PM   Top  -  End  -  #578
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

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A free cure spell once per encounter that scales with level is still better because, while improved toughness gives you extra hit points, that's also more hit points to heal, at the very least, they're equal.
Being able to heal won't stop you from dying like those extra hitpoints in your actual pool could.

Not that Imp. Toughness would be a good feat, either.
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And again, WANDS RUN OUT OF CHARGES.
So what? Buy a new one, they're dirt cheap, while you'll only ever get a small handful of feats.
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Old 02-14-2011, 03:01 PM   Top  -  End  -  #579
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So what? Buy a new one, they're dirt cheap, while you'll only ever get a small handful of feats.
It's good if you multclass fighter, it's not a fighter bonus feat, but if the feat you would have taken instead was a fighter bonus feat, it's worth it.
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Old 02-14-2011, 03:13 PM   Top  -  End  -  #580
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It's good if you multclass fighter, it's not a fighter bonus feat, but if the feat you would have taken instead was a fighter bonus feat, it's worth it.
Huh?

It's not like even multiclass fighter will have too many feats.
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Old 02-17-2011, 05:36 AM   Top  -  End  -  #581
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

wow so many people are trying to help you with this handbook:) great job! I didnt manage to read all the comments since... well they are a lot; so what i am about to link might already be available to you but here goes nothing.

At some point you asked for a Bard warblade build. This is by no means my work (which is why its so good :P ) http://www.dandwiki.com/wiki/Bladesi...acter_Build%29

Its a fun build from my experience that not only makes your char strong but everyone in your (melee) team so even if the others arent optimizing they wont feel left out.

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Old 02-17-2011, 06:18 AM   Top  -  End  -  #582
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

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1 way of healing healing won't run out though.

Healing belt. 6d8 healing every day, for 750gp. Buy more if you need more healing. Much better than your piddly healing of CLW/feat.
Healing belts are way overrated, IMO.

Yes, it is basically a free cure moderate wounds potion each day, but you will likely be taking much more than 6d8 (27 damage average) each day. This is where wands of vigor have the advantage, as it can heal up to 550 damage in one sitting. Bluntly put, the belt won't even come close to relieving the need for a steady and reliable source of healing in any way.

You would need to use the belt for 20 days just to break even. Assume 4 encounters each day, and 13.3 encounters to lv (so you level every 3.5 days), this means you break even only after 5 levels. And I believe that any party will have no problems paying 750 gp for a wand amongst themselves every 5 lvs.
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Old 02-17-2011, 04:04 PM   Top  -  End  -  #583
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

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Healing belts are way overrated, IMO.

Yes, it is basically a free cure moderate wounds potion each day, but you will likely be taking much more than 6d8 (27 damage average) each day. This is where wands of vigor have the advantage, as it can heal up to 550 damage in one sitting. Bluntly put, the belt won't even come close to relieving the need for a steady and reliable source of healing in any way.

You would need to use the belt for 20 days just to break even. Assume 4 encounters each day, and 13.3 encounters to lv (so you level every 3.5 days), this means you break even only after 5 levels. And I believe that any party will have no problems paying 750 gp for a wand amongst themselves every 5 lvs.
You have to admit the belt can win out in expediency, as we don't always have minutes to wait for Lesser Vigor to kick in. And it's also not like you need to wear the belt all the time, either, if you have another magic belt you'd rather wear. I think, provided you have a caster or UMDer around, the wand is fine, but for a Warblade at low levels, the belt wins out, since it's THREE Cure Mods a day, not 1.

As I said earlier, a combination of both for when the situation calls for either is probably the best course. The wand is better for a party capable of using it, the belt is better for the individual Warblade who doesn't want to dip into some Devoted Spirit (strange as that may seem to some).
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Old 02-22-2011, 02:32 PM   Top  -  End  -  #584
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

When's elfin gonna update?
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Old 02-22-2011, 03:00 PM   Top  -  End  -  #585
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

Probably when he's able to. He had an "urgent RL stuff happening will be back when I can" kinda message in his sig at one point.
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Old 02-22-2011, 03:25 PM   Top  -  End  -  #586
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Probably when he's able to. He had an "urgent RL stuff happening will be back when I can" kinda message in his sig at one point.
I saw that, he took it off like, two weeks ago.
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Old 02-28-2011, 08:26 AM   Top  -  End  -  #587
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Hi guys. ^^ I have to say, of all the Warblade guides found on the web, this is the best one. Actually this thread was the eventual reason why I registered here. :) So I'd like to offer my assistance, if you need any more contributors.

Have to say I am what you might call a "conservative optimizer", which among other things means that I don't like mixing a ton of classes and cherry-picking feats from a dozen sourcebooks. That's why I like the Warblade/ToB, it offers enough goodness to make extensive multi-sourcing unnecessary.

Another reason is that I feel you always need to keep your build playable. For example, it may look awesome on paper to have a Tiger Claw TWFer with like elebentyfive attacks per round, but applying that ingame will turn out to be a tedious and ultimately annoying process.
*Yawn* Are you done yet?" - "Hold on, now for my off-hand attacks..."

As a sample build, I could offer a pretty straightforward Warblade/Bloodstorm Blade(4) focusing on Knock-Down. Although the build could just as easily be switched to Shock Trooper or the like.

Edit:
For now, an addition to the Weapon Rack:

Meteor Hammer (Sources: Pathfinder, Adventurer's Armory 4, Legacy of Fire Player's Guide 22): this is the Spiked Chain on steroids. d10, 19-20/x2, and the damage type is the more useful Bludgeoning. You also can Trip with it. It costs an EWP feat, but is more than worth it.
As written, you can switch between TWF and Reach mode, the latter giving you +1 Shield bonus, which won't matter as soon as you have your animated shield. But even if you import it as slightly nerfed single-mode Reach weapon (you can still attack adjacent squares) it is still awesome.

[Wondering whether that should be Cyan or Golden... it's a really good weapon, but not necessarily defining for a build, as it can be substituted with a Spiked Chain if necessary. So I went for cyan.]

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Old 03-06-2011, 10:30 PM   Top  -  End  -  #588
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

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Originally Posted by Firechanter View Post
Hi guys. ^^ I have to say, of all the Warblade guides found on the web, this is the best one. Actually this thread was the eventual reason why I registered here. :) So I'd like to offer my assistance, if you need any more contributors.

Have to say I am what you might call a "conservative optimizer", which among other things means that I don't like mixing a ton of classes and cherry-picking feats from a dozen sourcebooks. That's why I like the Warblade/ToB, it offers enough goodness to make extensive multi-sourcing unnecessary.

Another reason is that I feel you always need to keep your build playable. For example, it may look awesome on paper to have a Tiger Claw TWFer with like elebentyfive attacks per round, but applying that ingame will turn out to be a tedious and ultimately annoying process.
*Yawn* Are you done yet?" - "Hold on, now for my off-hand attacks..."

As a sample build, I could offer a pretty straightforward Warblade/Bloodstorm Blade(4) focusing on Knock-Down. Although the build could just as easily be switched to Shock Trooper or the like.

Edit:
For now, an addition to the Weapon Rack:

Meteor Hammer (Sources: Pathfinder, Adventurer's Armory 4, Legacy of Fire Player's Guide 22): this is the Spiked Chain on steroids. d10, 19-20/x2, and the damage type is the more useful Bludgeoning. You also can Trip with it. It costs an EWP feat, but is more than worth it.
As written, you can switch between TWF and Reach mode, the latter giving you +1 Shield bonus, which won't matter as soon as you have your animated shield. But even if you import it as slightly nerfed single-mode Reach weapon (you can still attack adjacent squares) it is still awesome.

[Wondering whether that should be Cyan or Golden... it's a really good weapon, but not necessarily defining for a build, as it can be substituted with a Spiked Chain if necessary. So I went for cyan.]
Which Pathfinder book is the meteor hammer in?
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Old 03-07-2011, 03:22 AM   Top  -  End  -  #589
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Meteor Hammer (Sources: Pathfinder, Adventurer's Armory [p.] 4 [;] Legacy of Fire Player's Guide [p.] 22)
or online at: http://nethys.karuikage.net/gearWeapons.htm
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Old 03-26-2011, 09:59 PM   Top  -  End  -  #590
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

So... are you just gonna let the thread die?
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Old 03-27-2011, 05:24 AM   Top  -  End  -  #591
Firechanter
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Maybe someone ought to copy the current handbook and paste it in a new thread. It looks like Elfin's been absent since Feb 12, and only he can edit the handbook posts. :(
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Old 04-05-2011, 08:27 PM   Top  -  End  -  #592
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

Okay, I'm thinking someone should do the copy/paste thing.
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Old 04-05-2011, 08:36 PM   Top  -  End  -  #593
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I'll take care of it, since Elfin seems to have disappeared. Is there anything special I need to do for the repost though?
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Old 04-05-2011, 08:43 PM   Top  -  End  -  #594
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I'll take care of it, since Elfin seems to have disappeared. Is there anything special I need to do for the repost though?
I don't know, but you should give credit to him in the first post.
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Old 04-05-2011, 08:50 PM   Top  -  End  -  #595
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Sit tight, taking care of it now
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Old 05-17-2011, 01:12 AM   Top  -  End  -  #596
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Sorry to necro, but I would like to see Synad (CPsi) mentioned in the races section, with a note that they're one of the few ways to get more swift actions, something that you can never have too much of. Only 1/day, or 2/day if you take their racial feat (also in CPsi), but still useful.
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Old 05-20-2011, 02:50 AM   Top  -  End  -  #597
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Well, since it would no longer be necroing this for me.
I would like to mention that wouldnt a Thri-Kreen be a great choice race-wise for a tiger claw warblade?
I mean they get a +30! racial bonus to jump.. Inless there is something I am not seeing, that would be just killer for some of the tiger maneuvers.
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Old 05-20-2011, 11:16 AM   Top  -  End  -  #598
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

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Well, since it would no longer be necroing this for me.
I would like to mention that wouldnt a Thri-Kreen be a great choice race-wise for a tiger claw warblade?
I mean they get a +30! racial bonus to jump.. Inless there is something I am not seeing, that would be just killer for some of the tiger maneuvers.
The only consideration is the Int hit, which hurts some of your abilities quite a bit. Otherwise, the claws, Jump bonus and stat boosts fit rather well with a Warblade. If you can buyoff the LA at ECL 10 and 12, so much the better.
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Old 05-20-2011, 11:42 AM   Top  -  End  -  #599
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Default Re: Masters of the Sword: A Warblade's Handbook [Under Construction]

You could use the non-psionic thri Krin and buy it earlier... level 5 or 6? (not sure if the RHD count as levels for the "You must make to level equal to your LA *3" rule thingy
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Old 05-20-2011, 12:01 PM   Top  -  End  -  #600
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You could use the non-psionic thri Krin and buy it earlier... level 5 or 6? (not sure if the RHD count as levels for the "You must make to level equal to your LA *3" rule thingy
They don't, if the gnoll example in UA is any indication, hence why I list 10th and 12th for the buyoff points (2 RHD + 2 LA + 6 CL = 10; 2 RHD + 1 LA + 9 CL = 12). In the case of the non-psionic version, it'd be ECL 6.
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