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    Default Walking the Way: A Swordsage's Handbook [Under Construction]

    Walking the Way: A Swordsage's Handbook [Under Construction]



    To blunder twice is not allowed in war.
    - Latin proverb


    Why Play a Swordsage?

    Why Use Tome of Battle?

    Spoiler
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    There are endless cycles of debate about Tome of Battle: why it sucks, why it’s great, why the fluff is awful, whether it’s balanced, etcetera. Naturally, opinions vary widely, but I’ve found that Tome of Battle greatly enriches the playing experience at my table, mainly for two reasons:

    - It makes melee fun to play. Some people enjoy endlessly repeating their full attack routine; many want something more. And Tome of Battle provides you with lots more options and tactics, which include the ability to make decisions more meaningful than how much you’ll Power Attack for this turn.

    - It levels the playing field. Around here it’s an oft-recited saying that ‘fighters scale linearly, wizards scale quadratically’. Tome of Battle by no means closes that gap, but it unquestionably narrows it.


    This handbook will use the following system for ratings:

    Red - Awful. Never, ever take these.
    Purple - Meh. These can be situationally useful, but aren’t usually worth it.
    Black - OK. Not the best, but not the worst, either.
    Blue - Good. An excellent option, and worthwhile.
    Cyan - Great. Take these. Seriously.
    Gold - Fantastic. These are amazing options, defining aspects of a build or even the entire class.


    Don't expect this to be finished soon; updates will be infrequent while my warblade handbook is still being built upon. Nonetheless, I'd very much like comments, criticism, and most of all, additions.
    Last edited by Elfin; 2011-01-02 at 11:52 PM.

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    Default Re: Walking the Way: A Swordsage's Handbook

    Roles: Why You Walk the Way

    Spoiler
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    Mobility – You’re a very mobile combatant, and you can often best utilize your talents by skirmishing and darting around the battlefield.

    Secondary Melee – As a swordsage, you’re a prime choice for a melee support role. You can aid more hulk-like characters with a variety of status effects, debuffs, and plain old damage.

    Burst Damage – Specializing in Desert Wind can give you a formidable arsenal of area attacks. Still, this is usually best left to the party caster.

    Primary Melee – If you’re forced to, you can do a fine job out on the front lines. But a d8 hit die and medium BAB mean you’re no substitute for a barbarian or warblade.

    Debuffs – These shouldn’t become too much of a focus, but you have quite an array of status effects and ability damage at your disposal. It’s usually wise to pick up at least a couple of these maneuvers.

    Tank – You’re simply not a tank, with a low hit die, light armor proficiency, and class features that reward mobility.



    Class Features: How You Walk the Way


    Fundamentals:

    Spoiler
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    D8 hit die - I'll be honest: this isn't terribly fantastic, as hit points are valuable. But it should usually be enough for your needs, seeing as you aren't a front-line combatant.
    Medium BAB - Not great, but not at all a problem. Because many strikes allow only one attack, losing that fourth shouldn't be more than a minor annoyance.
    Good Reflex and Will saves - Quite awesome. You'll have strong defenses against the warrior's eternal weakness, Will save-or-lose spells, and likely won't need to give a thought to Reflex saves.
    Bad Fortitude save - On the flip side, though, you're lack one of the melee combatant's prototypical strengths, Fortitude. This can be a bit of a hurdle to come, as there are a number of nasty spells with a Fortitude save - consider taking the Diamond Mind counter Mind Over Body. I wouldn't worry too much, though.
    6 Skill Points/level - Excellent. Way more than most warriors get, and it should be plenty to cover your needs.


    Class Features:

    Spoiler
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    Maneuvers - Without maneuvers, you're simply not a swordsage.

    Stances - Stances are, without a doubt, one of your defining abilities.

    Quick to Act - Eventually becomes better than free Improved Initiative. Initiative, especially at high levels, is extremely important: can't say no to a bonus.

    Discipline Focus (Weapon Focus) - Meh. A nice boost at low levels, but not great.

    AC Bonus - A passive ability that helps make up for your lack of heavy armor, is hard to say no to. Sure, keying it off Wisdom makes you a bit MAD, but it's nothing too essential.

    Discipline Focus (Insightful Strike) - You'll be making a strike nearly every round, so this is a great bonus. Choose strike-heavy disciplines like Diamond Mind and Tiger Claw.

    Sense Magic - At-will, 10-minute identify? The party caster probably has this taken care of already, but still...free stuff.

    Discipline Focus (Defensive Stance) - Basically three bonus feats. Three crappy bonus feats, yeah, but are you going to turn it down?

    Evasion - Nice; when paired with your high Reflex saves, it means you have little to fear from most area of effect attacks.

    Improved Evasion - Not that good. By now, if you fail a Reflex save, something has gone wrong.

    Dual Boost - Very awesome. Perhaps not as spectacular as Stance Mastery, due to the 3/day limit, but nonetheless extremely potent when used correctly.


    Skills: The Other Way

    Class Skills:

    Spoiler
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    Balance - Be sure to take 5 ranks in it so that you're immune to grease spells and other effects that would otherwise screw you - but beyond that, much less appealing.
    Climb - Even with your large number of skill points, you can't afford to waste any on Climb.
    Concentration - Extremely important if you're taking Diamond Mind maneuvers (and why wouldn't you be?). Lots of them - most famously, the save-replacing and and Insightful Strike lines - key off Concentration checks.
    Craft - If you have your heart set on being a master smith or forging warheart weapons, well, indulge yourself. Otherwise, give it a miss.
    Heal -
    Hide -
    Intimidate -
    Jump -
    Knowledge (History) -
    Knowledge (Local) -
    Knowledge (Nature) -
    Knowledge (Nobility and Royalty) -
    Listen -
    Martial Lore -
    Move Silently -
    Profession -
    Ride -
    Sense Motive -
    Swim -
    Tumble -
    Last edited by Elfin; 2011-01-23 at 05:33 PM.

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    Default Re: Walking the Way: A Swordsage's Handbook

    Reserved for abilities, races, and combat styles.
    Last edited by Elfin; 2010-12-31 at 04:49 AM.

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    Default Re: Walking the Way: A Swordsage's Handbook

    Maneuvers: The Sublime Way
    Thanks to Draz74

    Level One

    Spoiler
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    You have a lot of maneuvers to start out with, so go crazy. Burning Blade, Distracting Ember, Moment of Perfect Mind, and Mighty Throw are the standouts.

    Desert Wind:

    Burning Blade - Extra damage that scales with level, and multiplies if you make multiple attacks. Yes please. Obviously you'll want to upgrade to higher-level versions when you can, and switch tactics if you're fighting fire-resistant foes.

    Distracting Ember - As a swift action, tell an opponent, "You're flanked." If you're the only melee combatant in the party, you need this. Otherwise, it's still not bad, and you can get creative with different ways to take advantage of it.

    Wind Stride - 10 feet speed boost for a swift action isn't very impressive. Sudden Leap is usually a better way to do this, if you can get it. Mostly I would just use this maneuver as a prerequisite for higher-level Desert Wind stuff on a Swordsage who eschews magical maneuvers.

    Blistering Flourish - Dazzled is the weakest status condition in the game. Don't bother.

    Diamond Mind:

    Moment of Perfect Mind - Your Will save is already pretty good. On the other hand, you have lots of readied maneuvers, and your Concentration check is probably still better.

    Sapphire Nightmare Blade - decent low-level bonus damage, and the "flat-footed" aspect just gets better at higher levels as you add in combos. Hard to go wrong.

    Setting Sun:

    Counter Charge - It's situational and defensive, and carries a risk. But if you do happen to get charged when you have this readied, it can be pretty fun to pull out.

    Mighty Throw - For one turn, you're a tripper build, even if you have low strength. You don't get to do any damage (except, arguably, if you also have Improved Trip), but you do get to throw people 10 feet. This might be cyan colored if it did something about size penalties to trip attempts.

    Shadow Hand:

    Clinging Shadow Strike - Miss chances are good, but a 20% miss chance that allows a save is a pretty sad status condition. Still, at low levels it's hard to argue with anything that gives +1d6 damage and a chance of something else.

    Shadow Blade Technique - Extra damage if you roll well both times, extra accuracy if you roll poorly the first time but roll well the second time. I'll let you in on a secret: the real power of this maneuver is to help a Swordsage with Blood in the Water (and a kukri or a scimitar) score a critical threat more easily.

    Stone Dragon:

    Charging Minotaur - This deals massive damage at low levels (if you have a decent Strength) and remains the poor man's Improved Bull Rush at all levels. I'm only making it black, though, because many Swordsages have poor Strength, and in any case they have Mighty Throw as an alternative option for moving opponents around.

    Stone Bones - Great defensive maneuver at very low levels, especially since Swordsages are the most fragile initiator class. But loses its kick very quickly.

    Tiger Claw:

    Sudden Leap - This isn't as great for Swordsages as it is for Warblades. Their Jump scores tend to be a little lower, they have more alternative ways to move and make a full attack, and they're less dependent on making full attacks in general. Most of all, they have a harder time recovering this maneuver once they've used it. Still, if you have max ranks in Jump, it's hardly a bad option, especially for a TWF-er.

    Wolf Fang Strike - For a TWF-er, this lets you move and still use both weapons at low levels. For a non-TWF-er, at least it lets you throw in an unarmed strike (or a swing with a spiked gauntlet or armor spikes) occasionally; and in any case, at least it's a gateway maneuver to the excellent Tiger Claw discipline.


    Level Two

    Spoiler
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    A really nice level for you. The best maneuvers are Flashing Sun, Baffling Defense, Cloak of Deception, Shadow Jaunt, and Mountain Hammer; you really can't go wrong with any of them.

    Desert Wind:

    Burning Brand - Extra reach for a turn is golden if you're trying to close to melee with a Large monster who can Attack of Opportunity you if you approach too quickly. Switching your attacks to Fire damage is situationally useful too (including against anything with DR!).

    Fire Riposte - This is pretty impressive damage at the level you get it, and as an immediate action no less! And at low levels, most of your opponents will be making melee attacks. The damage doesn't scale well to higher levels, though.

    Flashing Sun - For one round, you have Flurry of Blows like a monk, only you can do it with any weapon you feel like! Also, it's another [Ex] Desert Wind maneuver.

    Hatchling's Flame - This is a poor amount of damage even compared to a blaster wizard at this level. The only reason it's not red is because at this low level, spellcasters can still run out of spells, while you can keep using this all day. Also, fire resistance isn't too common yet. (And at least it's four times as big an area as the Dragonfire Adept's at-will attack with the same effect.) This could be an OK choice if you face lots of weak critters.

    Diamond Mind:

    Action Before Thought - Your Reflex save is already pretty good, and failing a Reflex save tends to be slightly less devastating than failing the other saves. Still, this is a good boost to your ability to avoid e.g. breath weapons, grease spells, or traps.

    Emerald Razor - You're less likely than the Warblade to put this in a devastating combo with Power Attack. Still, it's hard to argue with making a touch attack when you just need to hit something.

    Setting Sun:

    Baffling Defense - One of my very favorite maneuvers. With a little investment in your Sense Motive skill (useful anyway), you can basically say "no" to an attack, including a ray thrown at you by a spellcaster. Besides, the image it evokes - parrying or dodging that's so effortless as to express boredom - is hilarious.

    Clever Positioning - It's a decent effect. Make an attack, switch places (no matter how large the foe) if they fail a Reflex save (which tends to be a poor save). It's just relatively hard to engineer situations where switching places is going to have that much of an impact on the battle. But if you're a tactical genius who can put it to good use, more power to you.

    Shadow Hand:

    Cloak of Deception - Spellcasters at this level would kill to have all-day access to Swift Invisibility. And wait, it's greater invisibility? And on a class that can also gain Sneak Attack and similar effects? And you can use it as a getaway card, too, so you can dive for cover and start using your Hide skill? Yeah, this is very hard to pass up.

    Drain Vitality - Meh. Constitution damage is nice, but a Fortitude save negates it completely. I'd rather hold out to get the Stone Dragon version in a couple levels.

    Shadow Jaunt - This is pretty underwhelming in combat, requiring a standard action to move around the battlefield. But for out-of-combat utility, it's solid gold. There are way too many cool things you can do with infinite short-range teleports.

    Stone Dragon:

    Mountain Hammer - This is fantastic for anyone. Good damage (at the level you get it), useful DR-avoidance, fantastic out-of-combat object-breaking utility, no prerequisites. If anything, it's even better for Swordsages, since they get plenty of maneuvers known and can use some for situational utility, and also since they tend to have lower Strength than other initiators.

    Stone Vise - Unimpressive. Mediocre damage boost, allows a save, and the effect isn't even useful if you're standing toe-to-toe with a monster. But I'll give it a Purple, just because Swordsages are skirmishing types who sometimes want to hit a monster, then run away from it.

    Tiger Claw:

    Claw at the Moon - The damage is okay, but not great, the crit confirmation boost is usually not important, and the Jump check is probably easy but not automatic at these levels. I'd probably only use this as a prerequisite to get into Tiger Claw, especially when multiclassing to Swordsage from another class.

    Rabid Wolf Strike - It's reckless. I can't deny that. But that's some sweet damage you're dealing out with a single attack.


    Level Three

    Spoiler
    Show

    Desert Wind:

    Zephyr Dance - It's a great mental image, to be sure. And another nonmagical Desert Wind option. Whether the mechanics play out largely depends on your group's die-rolling playstyle -- if an attack barely hits you, will you know that using Zephyr Dance will undo the hit? If so, this is good. If not, skip it.

    Death Mark - So situational! Obviously if you're fighting a Hill Giant surrounded by goblin mooks, or a Juvenile Dragon surrounded by Kobold worshipers, this is exactly what the doctor ordered. Otherwise, pretty weak, though at least you get to do melee damage, unlike many maneuvers involving an area of effect of fire damage.

    Fan the Flames - At the level you get it, this is decent damage. It's almost Psion-level blasting. But it becomes less impressive very, very quickly.

    Diamond Mind:

    Mind over Body - Now we're talking! This is the save you need to protect, and this is a great way to protect it. Unlike a Warblade, you've got plenty of Maneuvers Readied to spend on defensive things.

    Insightful Strike - This is a great way to deal damage. Suddenly your little short sword does 1d20 damage instead of 1d6? ... yes please.

    Setting Sun:

    Devastating Throw - A decent tripping trick, it goes a little further than Mighty Throw and deals damage on the side. Still has Mighty Throw's same issues with size, and also has an odd movement requirement; might only be worth it for a dedicated tripper.

    Feigned Opening - Why were you provoking Attacks of Opportunity again? You have Tumble as a class skill. Still, this is a fun little mindgame to play on your DM when you've got the Big Boss surrounded by your party on all sides.

    Shadow Hand:

    Shadow Garrote - Mediocre damage for this level, an easy save for many monsters to make, and a mediocre rider effect if they fail the save. Still, neither the damage nor the rider effect is completely pathetic, and at least the fluff implies you can do this from a hiding spot without the target knowing where it's coming from (unlike Fan the Flames). Plus, bonus points for being Darth Vader.

    Strength Draining Strike - The good news is, it does 2 Strength damage even on a successful save. The bad news is, even 4 Strength damage isn't as devastating as 2 Constitution damage.

    Stone Dragon:

    Bonecrusher - The damage is mediocre, the rider effect allows a Fortitude save (and if your Strength is not great, that makes Stone Dragon saves easier to pass), the rider effect isn't great even for a crit-fishing build, and keeping track of the effect is annoying for the DM. You can do better than this.

    Stone Dragon's Fury - It's not much better than Mountain Hammer, and it's way more situational. And if you're a dedicated Sundering build, I can't imagine why you're a Swordsage.

    Tiger Claw:

    Flesh Ripper - Even a crit-fishing build is never sure enough that it's going to score a critical hit to make this maneuver worthwhile. Especially since the effect isn't amazing even if it works.

    Soaring Raptor Strike - Decent damage for this level, and the attack bonus is always welcome. Only works on things bigger than you, but that's not so rare, especially given the popularity of Small races for Swordsages.


    Level Four

    Spoiler
    Show
    Desert Wind:

    Searing Blade - Fire resistance is starting to become more of a concern, but on a build that gets a lot of attacks (TWF? Flashing Sun?) this is still a very impressive amount of bonus damage.

    Firesnake - IIRC, it has an unfortunate history of being debated a lot due to poor writing. Besides, it's not great damage, and has the usual "dragon's breath" problem of "Reflex half."

    Searing Charge - The damage isn't amazing unless you combine it with Pounce or similar madness, but the utility of the flight can be pretty big if you're creative with it. And at least it lets you make an attack, too (unlike Shadow Jaunt).

    Diamond Mind:

    Bounding Assault - Gives you a bit of extra mobility and +2 to hit, but no good side effects like you could get from other strikes. Still not bad. If you're a dedicated charging build, of course, with goodies like Pounce, this maneuver becomes amazing.

    Mind Strike - a bit of Wisdom damage isn't an amazing effect, unless you're fighting a divine caster. Still, I suppose your party casters can find a way to take advantage of lowered Will saves ... if the initial Will save to prevent the damage fails. Again, a Swordsage who neglects Strength will have a very low save DC here.

    Ruby Nightmare Blade - Double damage is hard to argue with.

    Setting Sun:

    Comet Throw - Like Devastating Throw, but no movement requirement and twice the damage. That's an upgrade in my book, even if it's a higher-level maneuver.

    Strike of the Broken Shield - Flat-footed isn't terribly impressive at this point. It doesn't enable your own Sneak Attack, and if there is another sneak attacker in your party, there are better ways to help them out (like, just flanking). And a save negates it. And the duration is too short to easily set up for e.g. Hand of Death.

    Shadow Hand:

    Hand of Death - It allows a Fortitude save, but at least the DC is based on your Wisdom score. It doesn't let you attack, but at least it's a touch attack. It only works on flat-footed targets, but at least you have several ways of accomplishing such a status effect (Shadow Garrote?). At the end of the day, it's a save-or-lose effect on a melee character. Cool.

    Obscuring Shadow Veil - Clinging Shadow Strike's big brother. The damage is ok but not great. The rider effect is pretty good against a melee monster but allows a save. If there weren't a save, this maneuver would be awesome but still not broken.

    Stone Dragon:

    Boulder Roll - Overrunning is terrible. This maneuver doesn't do enough to change that.

    Bonesplitting Strike - Quick, clean, simple, add 2 CON damage. No save. Nifty.

    Overwhelming Mountain Strike - This is pretty similar to Stone Vise, which was lower level and already pretty bad, but at least this one has a higher save DC and adds a pinch of bonus damage.

    Tiger Claw:

    Fountain of Blood - Flavorful, but there are probably easier ways to hit your opponents with fear effects if that's what you want to do.

    Death from Above - This is already great for Warblades, with a decent amount of bonus damage, a bit of free combat maneuverability, and no annoying conditions (the target doesn't need to be bigger than you, and the DC 20 check is a cinch). But for a Swordsage, this is even better, since there are ways (like Sneak Attack) to take advantage of the flat-footed aspect of the strike.


    Level Five

    Spoiler
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    Desert Wind:

    Leaping Flame - Teleport 100' as an immediate action. Yeah. Only works against someone who just attacked you, but in combat, that's usually what you want anyway, and can be very satisfying.

    Dragon's Flame - Sorry, my patience with these mediocre blasting maneuvers has run out.

    Lingering Inferno - Not enough damage. Thoroughly unimpressive compared to other things you can do.

    Diamond Mind:

    Rapid Counter - A minor, situational way to break the action economy. Especially nice with Stance of Alacrity. More important for swordsages than for warblades, since they can better afford to ready situational maneuvers, and since they're less likely to have Combat Reflexes. This is also a nice gateway maneuver into Diamond Mind for a swordsage that doesn't have ranks in Concentration. (Are there any swordsages without Concentration? )

    Disrupting Blow - The ability to daze an opponent with a melee attack is great. Almost great enough to make up for how this maneuver doesn't do any bonus damage and will probably have a pretty low save DC.

    Setting Sun:

    Mirrored Pursuit - What mage slayers have always dreamed of. Moving as an immediate action is great, especially if you focus on Counters a lot (Stance of Alacrity?).

    Stalking Shadow - Cute, but lives in the shadow (pun intended) of Mirrored Pursuit.

    Soaring Throw - I wouldn't get this and Comet Throw, they're too similar. But if you missed Comet Throw, you can get a little extra damage and distance on your tripping with this.

    Shadow Hand:

    Shadow Stride - Now usable in combat, in the same turn as a strike! Still amazing out of combat. Can be combined with Shadow Jaunt for double the bamf-ing.

    Bloodletting Strike - Like Bonesplitting Strike, but since it's a level higher, it at least has the possibility of doing 2 more Con damage if the target happens to fail the save. Nice.

    Stone Dragon:

    Elder Mountain Hammer - If you happen to get the chance to upgrade Mountain Hammer to this, great. There's no reason not to, and it's a good strong strike. Otherwise, this isn't really all that important, since Mountain Hammer has become mostly out-of-combat utility at this point, and there are lots of other great strikes.

    Mountain Avalanche - Lots of fun, but not terribly powerful. If you happen to be the rare high-Strength sort of Swordsage, upgrade this to black.

    Tiger Claw:

    Dancing Mongoose - Extra attacks with no downside. Even for a non-TWF-er, I think the lack of a full-attack requirement keeps this in "cyan" range. For a TWF-er, I might even upgrade this to gold.

    Pouncing Charge - A huge blessing to a melee character. Of course, if you've already got Pounce from another source, don't bother.


    Level Six

    Spoiler
    Show
    Desert Wind:

    Desert Tempest - The grandaddy of nonmagical Desert Wind maneuvers, I would take it just for the awesome dervish flavor. I have to admit it's pretty situational power-wise, though. It's only really great if you're facing a huge number of opponents.

    Ring of Fire - Probably not as good as the Cleric just dropping a Flame Strike. At least it's shapeable, which could prevent friendly fire. But make sure you don't fall into it, or the flames will leap higher - and make no mistake, they'll burn, burn, burn.

    Diamond Mind:

    Moment of Alacrity - With a Dexterity focus and the Quick to Act feature, you're unlikely to have a low initiative score without Delaying (and a low initiative score is the only time this maneuver matters). And since you aren't a Stormguard Warrior, and have fewer auto-stun effects than the Warblade, it's not as valuable for you to have the ability to go twice in a row. I'm sure there are clever combos a Swordsage can think up with this boost, but they're not exactly obvious or crucial.

    Greater Insightful Strike - Great damage. Like, you should be forcing saves vs. death from massive damage by using this. Which is pretty great at Level 11-12.

    Setting Sun:

    Scorpion Parry - Like Manticore Parry, but at a lower level and with fewer restrictions. Unfortunately, the Medium BAB of a Swordsage keeps it from being as awesome as it could have been. Still pretty cool, especially if an NPC attacks you with a (high-damage) full attack and its lower iteratives are a low attack bonus.

    Ballista Throw - Finally, a trip attack that does something really different -- area-of-effect damage, no save. Tell your least favorite monster to "go away!" and hurt his buddies at the same time.

    Shadow Hand:

    Ghost Blade - Am I missing something? Or is this inferior to Sapphire Nightmare Blade from 10 levels ago?

    Shadow Noose - Hello again, Vader. Cute follow-up to its little brother, Shadow Garrote. It's mediocre damage and a decent save-or-suck effect; worth using if your opponent doesn't know where it's coming from.

    Stalker in the Night - Awesome name. I want to take it just so I can announce to my DM that I'm using it. Unfortunately, it's not that great, at least in a party context, since it uses your whole turn just to do one attack and stay hidden. (For an annoying NPC, it's much better.)

    Stone Dragon:

    Crushing Vise - I wouldn't take this as a Warblade, but as a skirmishing Swordsage? Well, remember how I gave those other Stone Dragon manuevers Purple status because of their hit-and-run potential? This is like those, with no save. Awesome for a cowardly Swordsage who wants to get far away from his nastier opponents.

    Iron Bones - Even as a more fragile melee character, you probably have better ways to get temporary Hit Points or Damage Reduction than this.

    Irresistible Mountain Strike - My goodness, who named these things? A maneuver with a save should not be named "irresistible." Switch this with Crushing Vise, please! In the meantime ... it's a very powerful rider effect if the target happens to fail the save, and in any case at least there's a little bit of nominal bonus damage.

    Tiger Claw:

    Rabid Bear Strike - Now that's a respectable amount of bonus damage, especially considering the attack bonus too. The AC "recklessness penalty" isn't as significant as it was at low levels, either.

    Wolf Climbs the Mountain - The damage isn't great, but this is kind of nice for a Small (or smaller) Swordsage who's too feat-starved to afford Confound the Big Folk. Similar effect, much easier to get. I would upgrade this to blue if it was a standard action instead of a full-round action.


    Level Seven

    Spoiler
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    Desert Wind:

    Inferno Blade - Fire Resistance is becoming a bigger and bigger concern at higher levels, but 23+ extra damage on every attack of a full attack is still nothing to sneeze at.

    Salamander Charge - It's awesome, there's no doubt about that. Charging and literally leaving a wall of fire in your wake? Sweet. And the mere concept of a melee character shaping the battlefield is pretty novel, and the ability to charge with less restrictions is nifty. But I just don't think the wall of fire does enough damage to make this much better than Bounding Assault, which came six levels earlier.

    Diamond Mind:

    Quicksilver Motion - It looks like action economy-breaking awesomeness at first glance, but there are actually a number of items (not to mention the Hustle power) that can give you a move action (or at least let you move) as a swift action. And they're pretty affordable by this level. If you're playing in a low-item game, this maneuver could be upgraded.

    Avalanche of Blades - Without any special combos, this isn't really any better than a normal full attack, especially with a Swordsage's accuracy difficulties. Of course it gets a lot better if you combo it with Wraithstrike or Stormguard Warrior or something.

    Setting Sun:

    Hydra Slaying Strike - Ironically, this is technically worthless against hydras. On the other hand, it's pretty much incredible against any other melee monster.

    Shadow Hand:

    Shadow Blink - Every character (except maybe Wizards who already have Abrupt Jaunt) wants this. If only they had initiator level 13, they would use a feat to get it. (How the heck does it not have any prerequisites? Or a [Su] tag?)

    Death in the Dark - Almost as cool-sounding as "Stalker in the Night," and it does pretty decent damage at the level you get it. Too bad it offers a save.

    Stone Dragon:

    Ancient Mountain Hammer - See Elder Mountain Hammer. Again, nice but not crucial.

    Colossus Strike - As a Swordsage, you're much better off using the Setting Sun throws.

    Tiger Claw:

    Hamstring Attack - Unimpressive effect, and allows a save (Strength-based, no less).

    Swooping Dragon Strike - If you've focused on your Jump check, this is the maneuver where it pays off.


    Level Eight

    Spoiler
    Show
    Desert Wind:

    Wyrm's Flame - No. Just no.

    Diamond Mind:

    Diamond Defense - Now protect all of your Saves with one Readied Maneuver, or protect your Fortitude save twice.

    Diamond Nightmare Blade - Quadruple damage. I don't know what else to say.

    Setting Sun:

    Fool's Strike - Another of my very favorite maneuvers in the book, this would be a better color if it weren't paired with the Swordsage's Medium BAB. Still, a great choice, especially against foes who have lower attack bonuses on their iterative attacks.

    Shadow Hand:

    One with Shadow - Everything should be able to handle incorporeality by this level, but maybe not if they're caught by surprise. It's a good defensive move. Also, use it to walk through walls, or to make Greater Insightful Strikes as touch attacks.

    Enervating Shadow Strike - Negative levels are fun, and never go out of style. But the wizard could do this 8 levels ago, and with no save.

    Stone Dragon:

    Adamantine Bones - Too little, too late. I'd rather use Hydra Slaying Strike if I'm about to take a full attack.

    Earthstrike Quake - I'm not impressed. If you're set on knocking a bunch of enemies prone, hold out for Tornado Throw.

    Tiger Claw:

    Girallon Windmill Flesh Rip - A very significant amount of damage for a TWF-er to add to his full attack. Of course, skip it if you're not TWF-ing.

    Raging Mongoose - Four extra attacks on a full attack, or on any strike (Wolf Fang Strike? Time Stands Still?) that allows using both weapons? Halelujah. Even for a non-TWF-er I'd say this is awesome.


    Level Nine

    Spoiler
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    Desert Wind:

    Inferno Blast - Eh, I'm sure the political power of being able to burn down an army, neighborhood, or village every 12 seconds must be immense. But against CR-appropriate monsters? This won't do much.

    Diamond Mind:

    Time Stands Still - Lots of attacks are the name of the game for a swordsage, especially if you use two weapons and/or get Sneak Attack. Time Stands Still increases your output like nothing else.

    Setting Sun:

    Tornado Throw - Nothing says "epic monk is pwning you" like a good Tonado Throw, especially if the same opponent gets thrown over and over again (in one turn). (Hmm, use this maneuver in confined spaces?). On the other hand, the damage isn't really so impressive, and often the kinds of monsters you face at this level are too big to trip easily, or too big to trip at all, and don't come in the kinds of numbers that make this maneuver really impressive.

    Shadow Hand:

    Five-Shadow-Strike-of-Ridiculous-Name - Too random for my taste, but I've got to admit, regardless of the random outcome (or even whether the save is successful), this will do some nasty things.

    Stone Dragon:

    Mountain Tombstone Strike - Nice effect, no save, infamously has no prerequisites. Looks better on a swordsage, since it's not sitting next to the equally-powerful Strike of Perfect Clarity.

    Tiger Claw:

    Feral Death Blow - Too many things can go wrong here, even though the Jump check should be easy. Full-round action. Target has to be vulnerable to crits. Allows a (Strength-based DC) save. Still, it is a save-twice-or-die effect (with massive damage coming into play), and there's something to be said for that.
    Last edited by Elfin; 2011-01-22 at 03:07 PM.

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    Stances: The Way to Walk
    Last edited by Elfin; 2011-01-01 at 12:30 PM.

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    Default Re: Walking the Way: A Swordsage's Handbook

    Feats, feats, and more feats.

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    Default Re: Walking the Way: A Swordsage's Handbook [Under Construction]

    Multiclassing.

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    Default Re: Walking the Way: A Swordsage's Handbook [Under Construction]

    Equipment, sample builds, and useful links. That'll be all.

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    Since I'm currently playing a Swordsage, here's some of the manuevers and stances I've been using recently, roughly from most to least used:

    Stances:
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    Assassin's Stance - The most commonly used. Extra damage is always nice, and it opens up the possibility of SA-based feats.
    Hearing the Air - A good stance to be in outside of combat, to prevent ambushes.
    Dance of the Spider - Situational, but very useful when it applies.
    Child of Shadow - Decent default when none of the others apply.


    Manuevers (NOTE: This selection is based on often being in Assassin's Stance):
    Spoiler
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    Shadow Stride - The best one in here. Not only is it quite useful in combat, but it kicks ass for infiltration/exploration. Bamf through keyholes, across rooftops and chasms, and do so as much as you like.
    Death from Above - With SA, pretty nice. Not sure if it be worth it without.
    Searing Blade - Very useful to benefit from Haste.
    Elder Mountain Hammer - Not as flashy, but effective. And you can break locks with it.
    Death Mark - Good for swarms and mobs of weak foes, but you need to be a bit careful positioning it.
    Zephyr Dance - Not that exciting, but has actually stopped a number of attacks.
    Mind over Body - If your Concentration is high, this is a huge benefit.
    Obscuring Shadow Veil - Potentially quite nice, but in practice no foe has ever failed the save.
    Cloak of Deception - Momentary, but allows SA and avoiding AoOs, or as a GTFO aid.
    Searing Charge - For flying or otherwise inconvenient foes.
    Hand of Death - This is very cool, but honestly I don't end up using it that much.
    Sudden Leap - Not used so much anymore, but with a good Jump check it's like a free move action.
    Emerald Razor - I don't use this one unless against an very high-AC foe, but with Power Attack it would be quite useful.

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    Yes! Swordsage handbook!

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    And our triad of ToB is on its way! :)

    So, random thoughts -- how're you planning to handle Unarmed Swordsage discussions, Elfin? Separate thread, or within this one?

    Obvious ones on feats, but:

    - Adaptive Style or at the very least Extra Readied Maneuver seem essential if your plan's to be versatile across the Ninefold Path rather than focused on a particular discipline - Swordsages get the biggest number of maneuvers known and/or readied, and these feats extend that versatility.

    - You would be mad, mad I tell you, to take Weapon Focus from the PHB given your class feature at first level is to get Weapon Focus across several different weapons depending on the discipline you have.

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    Beat me to it.

    Just don't forget about this one! Swordsages are dear to my heart.
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    Default Re: Walking the Way: A Swordsage's Handbook [Under Construction]

    Quote Originally Posted by Saintheart View Post
    Obvious ones on feats, but:
    - Adaptive Style or at the very least Extra Readied Maneuver seem essential if your plan's to be versatile across the Ninefold Path rather than focused on a particular discipline - Swordsages get the biggest number of maneuvers known and/or readied, and these feats extend that versatility.
    Upgrade Adaptive Style to gold as it also allows the Swordsage to recover manoeuvres faster than their default 1/full round action.
    From page 38 the Main FAQ found here: http://www.wizards.com/default.asp?x=dnd/er/20030221a
    If a character uses the Adaptive Style feat (ToB 28) after he has expended some of his readied maneuvers, does he choose new readied maneuvers equal to the maximum number he can ready, or equal to the number he hasn’t yet expended?
    Using the Adaptive Style feat completely resets the character’s readied maneuvers, making them all available for use. If you’re a crusader, you also reset your granted maneuvers.

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    Default Re: Walking the Way: A Swordsage's Handbook [Under Construction]

    Now that this is up, I feel bad for stealing Crusaders from you.

    If you want to handle the Unarmed Swordsage in a different handbook, I'll be more than happy to write that one, but I'm not sure it's necessary.
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    Quote Originally Posted by Optimystik View Post
    'Adding up numbers' is completely independent of roleplay. What you're saying makes as much sense as "peeling a banana is not a good way to drive."


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    Glad to see someone making this as ToB was lacking handbooks for its classes. Swordsage is up there as one of my favorite classes.

    That said I doubt there enough real difference in the available choices to warrant six different levels of ratings. It likely causes unnecessary hair splitting arguments on which category something belongs in.

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    Quote Originally Posted by Vortling View Post
    Glad to see someone making this as ToB was lacking handbooks for its classes.
    Heh, 3.5 got retired for 4.0 before the handbooks came in.

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    Level 1 Maneuvers

    Desert Wind
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    Burning Blade - Extra damage that scales with level, and multiplies if you make multiple attacks. Yes please. Obviously you'll want to upgrade to higher-level versions when you can, and switch tactics if you're fighting fire-resistant foes.

    Distracting Ember - as a swift action, tell an opponent, "You're flanked." If you're the only melee combatant in the party, you need this. Otherwise, it's still not bad, and you can get creative with different ways to take advantage of it.

    Wind Stride - 10 feet speed boost for a swift action isn't very impressive. Sudden Leap is usually a better way to do this, if you can get it. Mostly I would just use this maneuver as a prerequisite for higher-level Desert Wind stuff on a Swordsage who eschews magical maneuvers.

    Blistering Flourish - Dazzled is the weakest status condition in the game. Don't bother.


    Diamond Mind
    Spoiler
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    Moment of Perfect Mind - Your Will save is already pretty good. On the other hand, you have lots of readied maneuvers, and your Concentration check is probably still better.

    Sapphire Nightmare Blade - decent low-level bonus damage, and the "flat-footed" aspect just gets better at higher levels as you add in combos. Hard to go wrong.


    Setting Sun
    Spoiler
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    Counter Charge - It's situational and defensive, and carries a risk. But charging is a common danger to face, especially at low levels, and most monsters don't have as good Dexterity as you. (If you're a Strength-based Swordsage, this maneuver isn't quite as good.) And negating an attack outright is just sexy.

    Mighty Throw - For one turn, you're a tripper build, even if you have low strength. You don't get to do any damage (except, arguably, if you also have Improved Trip), but you do get to throw people 10 feet. This might be cyan colored if it did something about size penalties to trip attempts.


    Shadow Hand
    Spoiler
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    Clinging Shadow Strike - Miss chances are good, but a 20% miss chance that allows a save is a pretty sad status condition. Still, at low levels it's hard to argue with anything that gives +1d6 damage and a chance of something else.

    Shadow Blade Technique - Extra damage if you roll well both times, extra accuracy if you roll poorly the first time but roll well the second time. I'll let you in on a secret: the real power of this maneuver is to help a Swordsage with Blood in the Water (and a kukri or a scimitar) score a critical threat more easily.


    Stone Dragon
    Spoiler
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    Charging Minotaur - This deals massive damage at low levels (if you have a decent Strength) and remaind the poor man's Improved Bull Rush at all levels. I'm only making it black, though, because many Swordsages have poor Strength, and in any case they have Mighty Throw as an alternative option for moving opponents around.

    Stone Bones - Great defensive maneuver at very low levels, especially since Swordsages are the most fragile initiator class. But loses its kick very quickly.


    Tiger Claw
    Spoiler
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    Sudden Leap - This isn't as great for Swordsages as it is for Warblades. Their Jump scores tend to be a little lower, they have more alternative ways to move and make a full attack, and they're less dependent on making full attacks in general. Most of all, they have a harder time recovering this maneuver once they've used it. Still, if you have max ranks in Jump, it's hardly a bad option, especially for a TWF-er.

    Wolf Fang Strike - For a TWF-er, this lets you move and still use both weapons at low levels. For a non-TWF-er, at least it lets you throw in an unarmed strike (or a swing with a spiked gauntlet or armor spikes) occasionally; and in any case, at least it's a gateway maneuver to the excellent Tiger Claw discipline.
    Last edited by Draz74; 2010-12-31 at 05:09 PM.
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    Default Re: Walking the Way: A Swordsage's Handbook [Under Construction]

    Thanks a bunch, Draz.

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    Level 2 Maneuvers

    Desert Wind
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    Burning Brand - Extra reach for a turn is golden if you're trying to close to melee with a Large monster who can Attack of Opportunity you if you approach too quickly. Switching your attacks to Fire damage is situationally useful too (including against anything with DR!).

    Fire Riposte - This is pretty impressive damage at the level you get it, and as an immediate action no less! And at low levels, most of your opponents will be making melee attacks. The damage doesn't scale well to higher levels, though.

    Flashing Sun - For one round, you have Flurry of Blows like a Monk, only you can do it with any weapon you feel like! Also, it's another [Ex] Desert Wind maneuver. Can be combined with a boost (Burning Blade, anyone?).

    Hatchling's Flame - This is a poor amount of damage even compared to a blaster Wizard at this level. The only reason it's not red is because at this low level, spellcasters can still run out of spells, while you can keep using this all day. Also, fire resistance isn't too common yet. (And at least it's four times as big an area as the Dragonfire Adept's at-will attack with the same effect.) This could be an OK choice if you face lots of weak critters.


    Diamond Mind
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    Action Before Thought - Your Reflex save is already pretty good, and failing a Reflex save tends to be slightly less devastating than failing the other saves. Still, this is a good boost to your ability to avoid e.g. breath weapons, Grease spells, or traps.

    Emerald Razor - You're less likely than the Warblade to put this in a devastating combo with Power Attack. Still, it's hard to argue with making a touch attack when you just need to hit something.


    Setting Sun
    Spoiler
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    Baffling Defense - One of my very favorite maneuvers. With a little investment in your Sense Motive skill (useful anyway), you can basically say "no" to an attack, including a ray thrown at you by a spellcaster. Besides, the image it evokes -- parrying or dodging that's so effortless as to express boredom -- is hilarious.

    Clever Positioning - It's a decent effect. Make an attack, switch places (no matter how large the foe) if they fail a Reflex save (which tends to be a poor save). It's just relatively hard to engineer situations where switching places is going to have that much of an impact on the battle. But if you're a tactical genius who can put it to good use, more power to you.


    Shadow Hand
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    Cloak of Deception - Spellcasters at this level would kill to have all-day access to Swift Invisibility. And wait, it's greater invisibility? And on a class that can also gain Sneak Attack and similar effects? And you can use it as a getaway card, too, so you can dive for cover and start using your Hide skill? Yeah, this is very hard to pass up.

    Drain Vitality - Meh. Constitution damage is nice, but a Fortitude save negates it completely. I'd rather hold out to get the Stone Dragon version in a couple levels.

    Shadow Jaunt - This is pretty underwhelming in combat, requiring a standard action to move around the battlefield. But for out-of-combat utility, it's solid gold. There are way too many cool things you can do with infinite short-range teleports.


    Stone Dragon
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    Mountain Hammer - This is fantastic for anyone. Good damage (at the level you get it), useful DR-avoidance, fantastic out-of-combat object-breaking utility, no prerequisites. If anything, it's even better for Swordsages, since they get plenty of maneuvers known and can use some for situational utility, and also since they tend to have lower Strength than other initiators.

    Stone Vise - Unimpressive. Mediocre damage boost, allows a save, and the effect isn't even useful if you're standing toe-to-toe with a monster. But I'll give it a Purple, just because Swordsages are skirmishing types who sometimes want to hit a monster, then run away from it.


    Tiger Claw
    Spoiler
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    Claw at the Moon - The damage is ok but not great, the crit confirmation boost is usually not important, and the Jump check is probably easy but not automatic at these levels. I'd probably only use this as a prerequisite to get into Tiger Claw, especially when multiclassing to Swordsage from another class.

    Rabid Wolf Strike - It's reckless. I can't deny that. But that's some sweet damage you're dealing out with a single attack.
    Last edited by Draz74; 2010-12-31 at 03:14 PM.
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    Default Re: Walking the Way: A Swordsage's Handbook [Under Construction]

    Added an image (thanks to Greenish) and a quote, but I'm afraid the former is really large. What does everyone think of it?

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    Default Re: Walking the Way: A Swordsage's Handbook [Under Construction]

    Quote Originally Posted by Draz74 View Post
    Counter Charge - It's situational and defensive, and carries a risk. But if you do happen to get charged when you have this readied, it can be pretty fun to pull out.
    I disagree on the coloring of this maneuver. Charge is a high-risk danger, especially at this level, and Counter Charge makes it very hard for 'standard' chargers to charge you(medium+ size and str primary vs medium- size and dex primary).

    Its also one of only 2 maneuvers you have available at this level to use as a counter, and moment of the perfect mind is, imho, less likely to come up this early in the game, and even less likely to matter in a class with a wisdom as a secondary stat.

    Action economy is big part of the game, and prior to 2nd level maneuvers, counter charge is, imho, the best choice you have.
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    Yeah the image definietly needs to be less screen-stretchy, maybe import it into a graphics program and shrink it?(afraid I do not have the skills or the time or I would do it now)
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    Default Re: Walking the Way: A Swordsage's Handbook [Under Construction]

    EDIT: I definitely vote to shrink the image.

    @Godskook: Fair enough. I've never actually used Counter Charge, and I was forgetting that a high-Dex Swordsage can force an opponent to roll a Dex check rather than a Strength check (since most monsters tend to be strong brute types). You think it should be black, or blue?

    Level 3 Maneuvers

    Desert Wind
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    Zephyr Dance - It's a great mental image, to be sure. And another nonmagical Desert Wind option. Whether the mechanics play out largely depends on your group's die-rolling playstyle -- if an attack barely hits you, will you know that using Zephyr Dance will undo the hit? If so, this is good. If not, skip it.

    Death Mark - So situational! Obviously if you're fighting a Hill Giant surrounded by goblin mooks, or a Juvenile Dragon surrounded by Kobold worshipers, this is exactly what the doctor ordered. Otherwise, pretty weak, though at least you get to do melee damage, unlike many maneuvers involving an area of effect of fire damage.

    Fan the Flames - At the level you get it, this is decent damage. It's almost Psion-level blasting. But it becomes less impressive very, very quickly.


    Diamond Mind
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    Mind over Body - Now we're talking! This is the save you need to protect, and this is a great way to protect it. Unlike a Warblade, you've got plenty of Maneuvers Readied to spend on defensive things.

    Insightful Strike - This is a great way to deal damage. Suddenly your little short sword does 1d20 damage instead of 1d6? ... yes please.


    Setting Sun
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    Devastating Throw - A decent tripping trick, it goes a little further than Mighty Throw and deals damage on the side. Still has Mighty Throw's same issues with size, and also has an odd movement requirement; might only be worth it for a dedicated tripper.

    Feigned Opening - Why were you provoking Attacks of Opportunity again? You have Tumble as a class skill. Still, this is a fun little mindgame to play on your DM when you've got the Big Boss surrounded by your party on all sides.


    Shadow Hand
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    Shadow Garrote - Mediocre damage for this level, an easy save for many monsters to make, and a mediocre rider effect if they fail the save. Still, neither the damage nor the rider effect is completely pathetic, and at least the fluff implies you can do this from a hiding spot without the target knowing where it's coming from (unlike Fan the Flames). Plus, bonus points for being Darth Vader.

    Strength Draining Strike - The good news is, it does 2 Strength damage even on a successful save. The bad news is, even 4 Strength damage isn't as devastating as 2 Constitution damage.


    Stone Dragon
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    Bonecrusher - The damage is mediocre, the rider effect allows a Fortitude save (and if your Strength is not great, that makes Stone Dragon saves easier to pass), the rider effect isn't great even for a crit-fishing build, and keeping track of the effect is annoying for the DM. You can do better than this.

    Stone Dragon's Fury - It's not much better than Mountain Hammer, and it's way more situational. And if you're a dedicated Sundering build, I can't imagine why you're a Swordsage.


    Tiger Claw
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    Flesh Ripper - Even a crit-fishing build is never sure enough that it's going to score a critical hit to make this maneuver worthwhile. Especially since the effect isn't amazing even if it works.

    Soaring Raptor Strike - Decent damage for this level, and the attack bonus is always welcome. Only works on things bigger than you, but that's not so rare, especially given the popularity of Small races for Swordsages.
    Last edited by Draz74; 2010-12-31 at 03:45 PM.
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    Re-sized image.
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    Quote Originally Posted by Deophaun View Post
    It doesn't so much as demean the celestial monkey's existence, so much as fulfill it. Without the ability to be summoned to set off traps, retrieve objects from dangerous situations, and all and all be a party's guinea pig, the Celestial Monkey would languish in obscurity in the MM and do nothing more legendary than eat celestial bananas.
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    Default Re: Walking the Way: A Swordsage's Handbook [Under Construction]

    Thanks so much, everyone. Basics will be up later.

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    Level 4 Maneuvers

    Desert Wind
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    Searing Blade - Fire resistance is starting to become more of a concern, but on a build that gets a lot of attacks (TWF? Flashing Sun?) this is still a very impressive amount of bonus damage.

    Firesnake - IIRC, it has an unfortunate history of being debated a lot due to poor writing. Besides, it's not great damage, and has the usual "dragon's breath" problem of "Reflex half."

    Searing Charge - The damage isn't amazing unless you combine it with Pounce or similar madness, but the utility of the flight can be pretty big if you're creative with it. And at least it lets you make an attack, too (unlike Shadow Jaunt).


    Diamond Mind
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    Bounding Assault - Gives you a bit of extra mobility and +2 to hit, but no good side effects like you could get from other strikes. Still not bad. If you're a dedicated charging build, of course, with goodies like Pounce, this maneuver becomes amazing.

    Mind Strike - a bit of Wisdom damage isn't an amazing effect, unless you're fighting a divine caster. Still, I suppose your party casters can find a way to take advantage of lowered Will saves ... if the initial Will save to prevent the damage fails. Again, a Swordsage who neglects Strength will have a very low save DC here.

    Ruby Nightmare Blade - Double damage is hard to argue with.


    Setting Sun
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    Comet Throw - Like Devastating Throw, but no movement requirement and twice the damage. That's an upgrade in my book, even if it's a higher-level maneuver.

    Strike of the Broken Shield - Flat-footed isn't terribly impressive at this point. It doesn't enable your own Sneak Attack, and if there is another sneak attacker in your party, there are better ways to help them out (like, just flanking). And a save negates it. And the duration is too short to easily set up for e.g. Hand of Death.


    Shadow Hand
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    Both of these are borderline between black and blue. I could be convinced to change either of them.

    Hand of Death - It allows a Fortitude save, but at least the DC is based on your Wisdom score. It doesn't let you attack, but at least it's a touch attack. It only works on flat-footed targets, but at least you have several ways of accomplishing such a status effect (Shadow Garrote?). At the end of the day, it's a save-or-lose effect on a melee character. Cool.

    Obscuring Shadow Veil - Clinging Shadow Strike's big brother. The damage is ok but not great. The rider effect is pretty good against a melee monster but allows a save. If there weren't a save, this maneuver would be awesome but still not broken.


    Stone Dragon
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    Boulder Roll - Overrunning is terrible. This maneuver doesn't do enough to change that.

    Bonesplitting Strike - Quick, clean, simple, add 2 CON damage. No save. Nifty.

    Overwhelming Mountain Strike - This is pretty similar to Stone Vise, which was lower level and already pretty bad, but at least this one has a higher save DC and adds a pinch of bonus damage.


    Tiger Claw
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    Fountain of Blood - Flavorful, but there are probably easier ways to hit your opponents with fear effects if that's what you want to do.

    Death from Above - This is already great for Warblades, with a decent amount of bonus damage, a bit of free combat maneuverability, and no annoying conditions (the target doesn't need to be bigger than you, and the DC 20 check is a cinch). But for a Swordsage, this is even better, since there are ways (like Sneak Attack) to take advantage of the flat-footed aspect of the strike.
    Last edited by Draz74; 2010-12-31 at 04:18 PM.
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  27. - Top - End - #27
    Ettin in the Playground
     
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    Default Re: Walking the Way: A Swordsage's Handbook [Under Construction]

    Quote Originally Posted by Draz74 View Post
    @Godskook: Fair enough. I've never actually used Counter Charge, and I was forgetting that a high-Dex Swordsage can force an opponent to roll a Dex check rather than a Strength check (since most monsters tend to be strong brute types). You think it should be black, or blue?
    Black if your DM favors non-charging tactics heavily and the swordsage is not a dex primary. Blue otherwise.

    To me, its a given for any swordsage that starts life at level 1 or 2, and still hard to pass up later on, since it is the only setting sun maneuver that says "lol-no" to chargers.
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    Default Re: Walking the Way: A Swordsage's Handbook [Under Construction]

    Level 5 Maneuvers

    Desert Wind
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    Leaping Flame - Teleport 100' as an immediate action. Yeah. Only works against someone who just attacked you, but in combat, that's usually what you want anyway, and can be very satisfying.

    Dragon's Flame - Sorry, my patience with these mediocre blasting maneuvers has run out.

    Lingering Inferno - Not enough damage. Thoroughly unimpressive compared to other things you can do.


    Diamond Mind
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    Rapid Counter - A minor, situational way to break the action economy. Especially nice with Stance of Alacrity. More important for Swordsages than for Warblades, since they can better afford to Ready situational maneuvers, and since they're less likely to have Combat Reflexes. This is also a nice gateway maneuver into Diamond Mind for a Swordsage that doesn't have ranks in Concentration. (Are there any Swordsages without Concentration? )

    Disrupting Blow - The ability to daze an opponent with a melee attack is great. Almost great enough to make up for how this maneuver doesn't do any bonus damage and will probably have a pretty low save DC.


    Setting Sun
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    Mirrored Pursuit - What mage slayers have always dreamed of. Moving as an immediate action is great, especially if you focus on Counters a lot (Stance of Alacrity?).

    Stalking Shadow - Cute, but lives in the shadow (pun intended) of Mirrored Pursuit.

    Soaring Throw - I wouldn't get this and Comet Throw, they're too similar. But if you missed Comet Throw, you can get a little extra damage and distance on your tripping with this.


    Shadow Hand
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    Shadow Stride - Now usable in combat, in the same turn as a Strike! Still amazing out of combat. Can be combined with Shadow Jaunt for double the bamf-ing.

    Bloodletting Strike - Like Bonesplitting Strike, but since it's a level higher, it at least has the possibility of doing 2 more CON damage if the target happens to fail the save. Nice.


    Stone Dragon
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    Elder Mountain Hammer - If you happen to get the chance to upgrade Mountain Hammer to this, great. There's no reason not to, and it's a good strong strike. Otherwise, this isn't really all that important, since Mountain Hammer has become mostly out-of-combat utility at this point, and there are lots of other great strikes.

    Mountain Avalanche - Lots of fun, but not terribly powerful. If you happen to be the rare high-Strength sort of Swordsage, upgrade this to black.


    Tiger Claw
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    Dancing Mongoose - Extra attacks with no downside. Even for a non-TWF-er, I think the lack of a full-attack requirement keeps this in "cyan" range. For a TWF-er, I might even upgrade this to gold.

    Pouncing Charge - A huge blessing to a melee character. Of course, if you've already got Pounce from another source, don't bother.
    Last edited by Draz74; 2010-12-31 at 05:08 PM.
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    ... yes, I need to be tested for ADHD.

  29. - Top - End - #29
    Bugbear in the Playground
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    Default Re: Walking the Way: A Swordsage's Handbook [Under Construction]

    Hooray for this handbook! It's been a long time coming.

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    Default Re: Walking the Way: A Swordsage's Handbook [Under Construction]

    Level 6 Maneuvers

    Desert Wind
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    Desert Tempest - The grandaddy of nonmagical Desert Wind maneuvers, I would take it just for the awesome dervish flavor. I have to admit it's pretty situational power-wise, though. It's only really great if you're facing a huge number of opponents.

    Ring of Fire - Probably not as good as the Cleric just dropping a Flame Strike. At least it's shapeable, which could prevent friendly fire.


    Diamond Mind
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    Moment of Alacrity - With a Dexterity focus and the Quick to Act feature, you're unlikely to have a low initiative score without Delaying (and a low initiative score is the only time this maneuver matters). And since you aren't a Stormguard Warrior, and have fewer auto-stun effects than the Warblade, it's not as valuable for you to have the ability to go twice in a row. I'm sure there are clever combos a Swordsage can think up with this boost, but they're not exactly obvious or crucial.

    Greater Insightful Strike - Great damage. Like, you should be forcing saves vs. death from massive damage by using this. Which is pretty great at Level 11-12.


    Setting Sun
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    Scorpion Parry - Like Manticore Parry, but at a lower level and with fewer restrictions. Unfortunately, the Medium BAB of a Swordsage keeps it from being as awesome as it could have been. Still pretty cool, especially if an NPC attacks you with a (high-damage) full attack and its lower iteratives are a low attack bonus.

    Ballista Throw - Finally, a trip attack that does something really different -- area-of-effect damage, no save. Tell your least favorite monster to "go away!" and hurt his buddies at the same time.


    Shadow Hand
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    Ghost Blade - Am I missing something? Or is this inferior to Sapphire Nightmare Blade from 10 levels ago?

    Shadow Noose - Hello again, Vader. Cute follow-up to its little brother, Shadow Garrote. It's mediocre damage and a decent save-or-suck effect; worth using if your opponent doesn't know where it's coming from.

    Stalker in the Night - Awesome name. I want to take it just so I can announce to my DM that I'm using it. Unfortunately, it's not that great, at least in a party context, since it uses your whole turn just to do one attack and stay hidden. (For an annoying NPC, it's much better.)


    Stone Dragon
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    Crushing Vise - I wouldn't take this as a Warblade, but as a skirmishing Swordsage? Well, remember how I gave those other Stone Dragon manuevers Purple status because of their hit-and-run potential? This is like those, with no save. Awesome for a cowardly Swordsage who wants to get far away from his nastier opponents.

    Iron Bones - Even as a more fragile melee character, you probably have better ways to get temporary Hit Points or Damage Reduction than this.

    Irresistible Mountain Strike - My goodness, who named these things? A maneuver with a save should not be named "irresistible." Switch this with Crushing Vise, please! In the meantime ... it's a very powerful rider effect if the target happens to fail the save, and in any case at least there's a little bit of nominal bonus damage.


    Tiger Claw
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    Rabid Bear Strike - Now that's a respectable amount of bonus damage, especially considering the attack bonus too. The AC "recklessness penalty" isn't as significant as it was at low levels, either.

    Wolf Climbs the Mountain - The damage isn't great, but this is kind of nice for a Small (or smaller) Swordsage who's too feat-starved to afford Confound the Big Folk. Similar effect, much easier to get. I would upgrade this to blue if it was a standard action instead of a full-round action.
    You can call me Draz.
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    Also of note:

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    ... yes, I need to be tested for ADHD.

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