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Old 10-28-2012, 06:51 PM   Top  -  End  -  #1
RFLS
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Join Date: Feb 2012
Default [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

The Swordsage's Handbook


A picture will be here when I find a good one.

Table of Contents

1. Introduction
2. The Basics (Class features and skills)
3. Stances and Maneuvers
4. Feats
5. Skills
6. Multiclassing and Prestige Classes

Acknowledgments

This is where I say who did what and why you should thank them (it's because they're awesome). Anyway, these people made significant contributions to this handbook, and it wouldn't be as complete as it is without them. If you feel that I missed you or someone else, PM me with the name of the person and their contribution, and I'll be sure to add them in here.

Darrin - I've used much of his analysis of their stances here. I reworded some of it, and outright changed a few parts, but the thought process was largely his here. Additionally, he supplied me with analysis of a good number of racial variants and obscure races.
Essence_of_War- Contributed analysis of all the psionic races you see presented.
Aegis013- I've changed some of his ratings, but the entire Stone Dragon section is essentially his. Thank him.
eggs- Provided a great analysis of feats for a tripping based swordsage.

Suggestions


Feel free to make any suggestions that you feel the guide needs. I'm also looking for recommendations for things to add to the feats, races, class, and prestige class lists. All suggestions will be replied to, and I'll never just reject something. If we debate it for a long time, I'm likely to include a foot-note about whatever the subject is. Again, suggestions are very much appreciated.

Introduction: Why You're Playing a Swordsage


Tome of Battle is one of the most debated books that's been published for the wonderful mish-mash that is 3.5. Some people think it's great and enriches melee to no end, whereas others think that it makes melee a bunch of casters. This handbook will not debate one way or the other. This is a presentation of how to, if you choose to play a Swordsage, get the biggest bang for your buck and do what it is you want to do.

Swordsages are, as a rule of thumb, the most versatile of the Tome of Battle classes. They have the most skill points and access to more schools than the other two classes.They also have access to three schools that neither of the other two classes have, all three of which have at least a moderate degree of utility.

This leaves you with a class that can portray a great many character concepts. The class was clearly intended to replace the Monk, but it does a quite nice job with Rogue/Ninja, and can pull off Ranger, as well. Possible concepts will be discussed in more depth later on in the handbook, and I'll be marking things as particularly useful for one concept or another.

Rankings for Stuff


As a forewarning, these rankings are strictly mechanical. I'll say this here and I'll say it in other places: do not gimp a character concept because I said something is average or below average.

Red - Don't do it. It's a trap, and you don't have Trapsense.
Purple - Below average. Acceptable if you're building to a concept, but there's probably a better way.
Black - Average.
Blue - This is good. It comes recommended, and you should always at least consider it.
Cyan- This is a very nice option. If you don't have an overwhelming reason to not take it, you should probably take it.
Gold - Take it, and don't ask questions.
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Old 10-28-2012, 06:54 PM   Top  -  End  -  #2
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

The Basics


Abilities

This is a discussion of the mechanical benefits of individual abilities. This should not be taken as advice on character concepts, in any case, ever, unless you are building strictly for optimization. Swordsage is a versatile class, and can be built accordingly.
  • Dexterity - Pump this through the roof. It boosts your AC, many of your primary skills and/or school skills, and will generally be boosting your attack rolls, as well.
  • Wisdom - You should almost always be getting a positive modifier in here. As long as you're in light armor, it's added straight to your AC. Additionally, many of your maneuvers that allow a save scale off of your wisdom.
  • Constitution - This shouldn't need explanation. You're on a d8 hit-die, and death is generally something to avoid. Also, Diamond Mind maneuvers make use of the Concentration skill, making a bonus here a good thing.
  • Intelligence - Your class sets you up to be a skill-monkey, and this is where you get those points from. Be sure you're not taking a hit here, but most of the time, you'll be fine without the bonus, too. If you're the group's skill monkey, this goes straight to gold.
  • Strength - This is black in name only. In reality, it's either purple or cyan. You should consider what your Swordsage is doing before you dump or pump this.
  • Charisma - This is what the warning at the start was for. There's no mechanical benefit to pumping Charisma, but you shouldn't automatically dump it every time.

You may have noticed a slight anger management problem present in the class. That's right; it's super-MAD (For those of you who don't know, that's Multi-Ability-Dependent). HOWEVER. There is good news on this front- you generally get to ignore one or two of the blue scores, depending on what you're trying to do.

Races


Before I start the races section, it's worth noting a few things. First, these ratings are predicated on a Dex based build, but I have tried to note when a race would be better or worse than normal for a different build.

A few of the presented races have LA, racial HD, or both. In these cases, I've generally marked the race as black. However, if you can't do something to negate that, they'll generally fall at least one rating. Be aware of this when you pick your race.
  • Buomman - (Planar Handbook) Wis +2, Cha -2. I'm not really fond of these things without Dragonborn of Bahumat to get rid of the speech impediment thing, but they are one of the few LA +0 races that gets a Wis bonus.

  • Changeling - This is a kinda boring race, to be honest. You don't gain much, but you don't lose anything.

  • Domovoi - (FB) LA+2; RHD 2; ECL +4; Fey hit dice aren't great, but they are small, and have huge bonuses to dex/wis/cha/int, bonus to con, and penalty to str. They also pick up some natural armor and very minor SLAs. Might make an excellent stealthy, infiltrator type swordsage. If you can buyoff the LA, these guys go up to blue.

  • Dragonborn - This is an odd template. Most of the time, it will be purple. However, on certain races that have a +4 Dex, it can go to blue or even cyan. For instance, a Setting Sun-based Dragonborn Goblin might be entertaining.

  • Dwarves - Oddly, they're not that bad. You get a bonus to Constitution and a penalty to your dump stat, along with some other nice bonuses. The only thing that keeps them from being blue is the lower speed.

  • Elves - The core race (+2 Dex, -2 Con) is good, but the hit to Con, as always, hurts. The more common racial variants are below. Some of them are better, some are worse.

    • Painted Elf - (Sandstorm) The only reason these aren't gold is the hit to Intelligence; if you're not focusing on skills, it does go to gold.

    • Snow Elves - (Frostburn) These are an excellent race. Bonus to your pump stat, penalty to dump? Sign me up.

    • Star Elves - Gross. Avoid these forever. Bonus to Charisma and penalty to Constitution is just awful for you.

  • Githzerai - Black in name only, they're purple if you're playing without LA buyoff and gold if you are. The built in psi-abilities is just gravy.

  • Githyanki - LA+2, get boosts to dex, and con and a wis penalty, but they keep the power resistance and have an even more interesting list of tasty psi-like abilities. These are generally purple, but if you can negate the LA, they go up to black or blue.

  • Gnomes - They don't really do anything for you one way or another, at least as a base race. Whisper Gnomes, however, are outstanding.

  • Goblin - Very nice bonus to Dexterity, and the penalty to Strength can be dealt with. Small size is nice for the various bonuses, and, of course, Darkvision and Stealth bonuses are nice. Air Goblins (Unearthed Arcana) are a very nice variant for you. Adding the Dragonborn template leaves you with a Dex bonus and no penalty to Constitution. Either way you go, though, very nice things.

  • Hadozee - (Stormwrack) Free feat, bonus to Dex, hit to Cha? These are great.

  • Half Elves - Just....the definition of meh right here.

  • Half Orcs - The penalty to Intelligence might hurt a little, but Darkvision makes up for that. Somebody at WotC really hated this race, though. For a Setting Sun based Swordsage, these guys go to blue

  • Halflings - These guys are pretty great. Small size, bonus to Dex, bonus to saving throws. The only thing that kept them from gold is the 20 foot landspeed. These go to black or worse for a Setting Sun swordsage. The more common racial variants are spoilered below.

    • Jungle Halfling - (Unearthed Arcana) Basically the same as a normal halfling, but poison use can be a fun toy.

    • Strongheart Halfling - (Forgotten Realms Campaign Setting) Bonus feat and Small size? AND a bonus to Dex? I'll take two, they're small. Anyway, they may go to cyan for a Setting Sun build.

    • Water Halfling - (Unearthed Arcana) They get a bonus to Con. What's not to like?

  • Humans - It...really? You checked? Just go home now, okay?

  • Kenku - (MMIII) Bonus to Dex, hit to Str. They get claw attacks, which goes really well with Tiger Claw and Bloodclaw Master.

  • Kobold - Pretty decent non-ability buffs, but a net -4 to abilities really hurts. Desert Kobolds (Unearthed Arcana) are worth mentioning. They have the same problems as regular Kobolds, but the lack of a penalty to Con bumps them up.

  • Marrulurks - (SS) LA+1; RHD 3; ECL+4; These guys are quite powerful. They're small, they get monstrous humanoid HD big bonuses to dex/con/wis, bonuses to str/cha, natural armor, free 2d6 sneak attack, death attack, poison use, and a nauseating breath Su and some additional minor benefits from their marruspawn traits. Whoa. They do so much swordsage related work.

  • Orc - For an ordinary Swordsage, these guys go to purple. However, if you're playing a Setting Sun based Swordsage, they go to blue.

  • Shifter - These are, quite honestly, one of my favorite races, but they're very feat intensive to make work well for any build, and that doesn't play too well with Swordsage. However, they don't take any particular hits.

  • Thri-Kreen (non-psionic) - LA+1; RHD 2; ECL+3; Get tasty monstrous humanoid hit dice, increased movement, boosts to dex/wis/str and penalties to int/cha, natural armor and weapons, additional limbs (for MWF!) familiarity with a few interesting exotic weapons and a sick bonus to jump checks. These guys are begging to be Tiger Claw Jump/MWF focused swordsages.

  • Warforged - These guys are black. They get a boatload of nice traits, but the hit to Wisdom really hurts.

  • Xeph - These guys are right on the edge of black. A psionic warrior/swordsage multiclass might go quite nicely, though. If only soulknife had gotten nice things.....


Class Features


A simple listing of the toys and features of your class, color-coded for your convenience. The ratings are general-use; I'm sure some of these can be more powerful than how I've listed them.
  • d8 Hit Dice - Eh. Wish for more, be happy you got it.
  • Fort/Reflex/Will - Duh, duh, and duh. As a side-note, if you're following a normal Swordsage build, your good saves will have bonuses to them.
  • Skills - 6 + Int skill points is pretty nice. If you're new to the game, be aware that a Swordsage should probably not get (6 + Int) x 6 skill points at level 1. This is, however, a matter for the DM (literal bonus points if you talk him into it).
  • BAB - Average. You wish it could be good, but you get enough goodies without that.
  • Maneuvers - This is it. This is the reason you're here. Good luck, and enjoy.
  • Stances - They're sexy and they know it.
  • Quick to Act - Initiative is nice. This goes to gold if you're playing as someone with Sneak Attack or a similar ability. It's essentially a free feat at level 15.
  • Discipline Focus (Weapon Focus) - Hold your horses. This is blue because it means that, until level 5, you have the same BAB as a full BAB class. This is really kinda nice.
  • AC Bonus - This is pretty nice. It's free AC, and synergizes with the Discipline Focus stuff.
  • Discipline Focus (Insightful Strikes) - This is pretty cool beans. It's the other reason to pump Wisdom in this class, and, as a Swordsage, you should be making a great many strikes.
  • Sense Magic - This confuses me greatly. It doesn't make sense (to me) with the rest of the class. It's still free, though, so don't hate on it.
  • Discipline Focus (Defensive Stance) - This is, again, nice. It's a +2 to saving throws almost all the time if you pick the correct school. Pick the correct school.
  • Evasion and Improved Evasion - These come a little late, in my opinion, but they're still pretty nice. Reduced damage is reduced damage.
  • Dual Boost - This is a pretty sweet toy, but the limited number of uses per day kinda hurts, especially given the Swordsage's terrible recovery mechanic. This is one I generally make a point of talking to my DM about. YMMV.
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Old 10-28-2012, 06:57 PM   Top  -  End  -  #3
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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 levels + 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


List of Maneuvers


Desert Wind
Spoiler

Diamond Mind
Spoiler

Setting Sun
Spoiler

Shadow Hand
Spoiler

Stone Dragon
Spoiler

Tiger Claw
Spoiler
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Old 10-28-2012, 06:58 PM   Top  -  End  -  #4
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

Feats


Feats are where a lot of a character's definition comes into play. Do I grapple? Do I trip? Do I hide? Do I flail madly at everything in sight and stop only when it's all dead? Swordsages get all of those options and a ton more. For this reason, I will be dividing feats into (spoilered) groups based on what sort of character they go on. Some feats will appear on more than one list. If a feat appears on three or more lists, it will instead be at the start of this list in the general area. You should always read the general area before going anywhere else.

General Purpose
Adaptive Style: This isn't so much a feat you can take as a class feature that eats a feat slot. You should always, always have this in your build. I cannot stress that enough.

Weapon Finesse: Gold for Dex based Swordsages only (so, most of them). However, a more Setting Sun/Stone Dragon focused Swordsage can completely ignore this feat.

Shadow Blade: For a Dex based Swordsage, this is a nice source of bonus damage. Keep in mind that it stacks with your Strength modifier and that it's only for Shadow Hand stances.

Combat Reflexes: Generally, you should at least consider it, but it's not a must have most of the time. The exception, of course, is AoO builds.

Dodge, Mobility, and Spring Attack: Spring Attack is nice, but the prereqs are just awful. Only consider this for getting into Prestige Classes, and even then, think hard before you do.

Combat Expertise: For a skill monkey type Swordsage, this is a good feat to have. Otherwise, you can probably skip it.

Knowledge Devotion: Same as above, really. You'll appreciate the bonuses if you do take it, though.

Superior Unarmed Strike: Black in name only, this is red if you're using a weapon and cyan if you're using the unarmed variant.

Snap Kick: Black in name only, this is red if you're using a weapon and cyan if you're using the unarmed variant. Hm. That sounds familiar.

Stone Power: I'm not entirely sure what to make of this. It's more of a tank feat, and you really, really shouldn't be tanking. In general, skip it.

Shards of Granite: This is a pretty good feat, but it seems to encourage standing around and taking a beating. I don't generally recommend it, but if that's the path you're taking, this is a good one to have around.

Sudden Recovery: Swordsages are the Adept most often put in the "Oh crap I need that NOW" boat for maneuvers. This is an excellent feat for you, as it largely solves that problem.

Desert Wind Dodge: By far better than Dodge. If you're going for Spring Attack, you need to use this.

Staggering Strike: This is a good option for Swordsages using Sneak Attack. Not much else to say.

Three Mountains: Not really your cup of tea.

Travel Devotion: As always, this is a great option. You should consider it if you have room in your build.

Tripper
Improved Trip: Duh.

Knock-Down: Free trip attempt whenever you deal a tiny amount of damage? This is a no-brainer. Debatably procs Improved Trip.

Jotunbrud: The wording is strange, and it's only available to first level humans. Be aware that it allows you to treat yourself as Large, not as one size larger.

EWP: Spiked Chain: The only reason this isn't orange is because I'd feel guilty recommending borderline cheese. Be sure it fits at your table's optimization level before taking it. Although...if you have a full caster at the table, go right ahead.

Defensive Throw: Free trips when someone misses? Sign me up. Combos well with Pearl of Black Doubt.

Great Throw: This is fun, but the prereqs and restriction to unarmed strikes make it less appealing. Still, it should be mentioned. It's found here, for anyone having trouble finding it.

Sneaker
Gloom Razor: This is a beautiful feat for Sneak Attackers, especially given that the three options are synergistic with each other.

Craven: Free damage independent of your SA dice. Take it at some point if you're setting up for Sneak Attacking.

Darkstalker: You'd think this would be built right into the Stealth skills, but nooooo.... Anyway, if you're intent on sneaking, you absolutely must have this feat.

Skill Monkey

Really, this section is more of a generic "How-To." I would highly recommend dipping Rogue or Factotum with such a character. Additionally, the feat Able Learner is excellent for UMD after a rogue dip. Additionally, the Chameleon PrC should be looked at for a solid skill monkey cap.

Flurry of Death
Lightning Maces: This is part of a silly, silly feat chain I'll explain in greater detail in a bit. It does require Aptitude <Your Weapon of Choice Here>

Improved Critical: This goes up if you have a level of Warblade to retrain it for use with different weapons.

Two Weapon Fighting Chain Only blue because you need them. These feats kinda bite without bonus damage of some sort.

The above feat combos generate about 5.5 attacks per round with BAB 6. When combined with the feat Snap Kick and a pair of Adaptive weapons, this can generate an infinite amount of attacks. Don't take this all the way for anything buy a high-OP table. The Lightning Maces + Aptitude Weapon is pushing it by itself.
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Old 10-28-2012, 06:59 PM   Top  -  End  -  #5
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

Skills


Balance: You should put at least 10 ranks in this. Orange because Grease is a thing.

Climb: Definitely nice to have ranks in, but not mandatory.

Concentration: Generally black. If you're focusing on Diamond Mind maneuvers or gishing into JPM, this goes to cyan or even gold.

Craft: Boring, pointless. Take ranks as a prereq or for flavor reasons. Otherwise, skip it.

Heal: If you have leftover points, put one or two in here, I suppose. Stabilizing is better than dead, but honestly, just get a healer of some sort.

Hide: Variable. Generally cyan, but if you're focusing on Shadow Hand, it goes to gold. If you're tripping, it goes to blue or black.

Intimidate: You have no particular use for it, but it can be useful at times.

Jump: This is just a good skill to put points into. If you're focusing on Tiger Claw, this goes straight to and past gold.

Knowledges: Can be good, can be bad. Very DM dependent.

Listen: It's always confused me that Swordsages didn't get Spot on their list. Anyway, it's good to have ranks in Listen, because being surpised always sucks.

Martial Lore: Just no.

Move Silently: Variable. Generally cyan, but if you're focusing on Shadow Hand, it goes to gold. If you're tripping, it goes to blue or black.

Profession: It's a trap. Run away.

Ride: There's no real reason to ever take this.

Sense Motive: This goes to cyan or gold if you're using Setting Sun, and purple if you're avoiding it.

Swim: This doesn't come up often, but when it does, you'll be happy if you put points into it.

Tumble: Great skill. Always max it. Getting hit is no fun.
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

Classes


Given the incredibly large number of roles that a Swordsage can fill, and the number of multiclass and prestige class possibilities, I will be assessing each class and prestige class as though the Swordsage was building to a role similar to the other class or prestige class. For instance, when considering Cleric/Swordsage, I would assume that the player was going for a self-buffing gish build, and possibly aiming for Ruby Knight Windicator. I would NOT assume that he was going to do something completely out of left field, like archery.

Multiclass Possibilities


Spoiler


Prestige Classes

Spoiler


This section is under construction. I will be perusing splatbooks and other handbooks, as well as taking suggestions for specific feats and general builds. Advice is much appreciated. 10-30-12
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

Swordsage Variants


Arcane Swordsage


The Arcane Swordsage is a variant that is very briefly mentioned in the Tome of Battle. There is no official material on it, so I will briefly present a few possible ways to do it. Be aware that this is entirely up to the DM for use at his table.
  1. Allow the Swordsage to learn spells in place of maneuvers on a 1:1 exchange for maneuver to spell level. Consider Abjuration spells to be Stone Dragon, Evocation to be Desert Wind, Illusion to be Shadow Hand, and Transmutation to be Tiger Claw for the purposes of class features referencing the school of a maneuver. I'll say this now: This could get very broken very quickly.
  2. Give the Swordsage a Bard spell progression, and access to Abjuration, Evocation, Illusion, and Transmutation spells from the wizard and sorcerer spell list. Remove access to maneuvers. This is probably much closer to balanced than the previous suggestion, but it takes a little more work.
  3. Search for a homebrew version that's not one of these. There are at least half a dozen floating around; I'll try to post some links to the better ones at some point.

Unarmed Swordsage


This swordsage variant is a little better detailed, and that means it'll be easier to explain.

What it gains:
  • A monk's unarmed strike progression. This is the table next to the Monk class that lists how much damage its unarmed strikes do.

What it loses:
  • Light armor proficiency.

Per RAW, Swordsages don't get their Wisdom bonus to AC while unarmored. I generally recommend ignoring this anyway, but in this case, it becomes necessary. For this variant to work, the Swordsage MUST get Wisdom to AC while unarmored. The variant also fails to detail that the Swordsage receives Improved Unarmed Strike as a bonus feat. Give it to them. It's dumb not to.

Homebrew Disciplines


In general, I would recommend being very careful with allowing these. They only fit certain characters, and some of them are more than a little unbalanced. I'll present a few of my personal favorites, and welcome recommendations for others based on balance or flavor.
  1. Dancing Leaf: It makes you that jackass that no one can ever hit.
  2. Falling Star: The one by Fax Celestis, specifically. Very solid archery-based discipline.

Adapting Tome Of Battle to Pathfinder


Many people play Pathfinder instead of 3.5 by now, but want all (well, most) of the goodies 3.5 brought to the table. Much of it is very easy to port straight over, but Tome of Battle is a little more difficult, mostly because of the changes to skills that Pathfinder included. That being said, here is an excellent guide to porting it over. I'll link that again, just to make sure.
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Old 10-28-2012, 07:05 PM   Top  -  End  -  #8
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Post 8: Reserved for even MORE stuff that I forgot to account for.

Things that will go here-
Homebrew disciplines and my thoughts on them. I'll only put a handful here, and they'll be the more general use ones.
Porting the Swordsage into Pathfinder, and what that entails.
Unarmed and Arcane swordsage variants.
What's good for what kinds of build.
Items of particular use.

Fire away! I would appreciate suggestions, contributions, abuse, cookies, and welfare. If anyone has handy links, those would be welcome as well.

Changelog

Spoiler


This section is under construction. I will be perusing splatbooks and other handbooks, as well as taking suggestions for specific feats and general builds. Advice is much appreciated. 10-30-12
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Old 10-28-2012, 07:08 PM   Top  -  End  -  #9
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

Here's the old handbook, forever under construction.

I'm looking forward to seeing yours!
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Old 10-28-2012, 07:31 PM   Top  -  End  -  #10
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Yellow is really hard to read on some monitors. Try Dark Orange for Gold instead.
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Old 10-28-2012, 07:40 PM   Top  -  End  -  #11
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

You're welcome to use anything I've posted in the previous thread (or Talya's stances thread). No sense in reinventing the wheel.
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Old 10-28-2012, 07:59 PM   Top  -  End  -  #12
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Quote:
Originally Posted by Aegis013 View Post
Here's the old handbook, forever under construction.

I'm looking forward to seeing yours!
Yeah, me too xD and thanks for the link.

Quote:
Originally Posted by Lateral View Post
Yellow is really hard to read on some monitors. Try Dark Orange for Gold instead.
Noted and fixed; thank you for the reminder. Good catch.

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Originally Posted by Darrin View Post
You're welcome to use anything I've posted in the previous thread (or Talya's stances thread). No sense in reinventing the wheel.
Awesome, thank you very much. If and when I do that, I will be sure to cite you (and anyone else I borrow from).
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Old 10-28-2012, 08:34 PM   Top  -  End  -  #13
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I would probably downgrade Intelligence to black since it isn't absolutely necessary for a Swordsage character. As long as they have 10 intelligence (or 13 to get Combat Expertise if they're going for that feat line), then they'll be fine.

Strength could use a half-blue/half-purple designation since it can be dropped for a character who uses their feats to become highly Dex SAD. Once again, a character who goes for Dex SAD really only needs 8 or 10 strength. Strength that's too low will harm the character, but 8 is fine if you have Weapon Finesse, Shadow Blade, and a method for turning a few Str based skills to use Dex instead (like Boots of Agile Leaping from the MiC).

It's also worth noting that Wisdom is worth slightly more to a Swordsage than Int is to Warblades and Cha is to Crusaders. Swordsages have more maneuvers that have DCs in them. A number of those DCs are actually absed on Wisdom, instead of strength or dexterity, which makes the stat increase in importance if you're going after those.

Full clarity is probably something worth attempting for stat analysis, but isn't absolutely necessary since there are lots of odd Swordsage builds.

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Good luck on this! The world needs a good Swordsage handbook.
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Old 10-28-2012, 09:52 PM   Top  -  End  -  #14
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Hmmm....I'm inclined to agree with you about Strength; it's very much a hit-or-miss ability for Swordsages. I'm not so inclined to agree about Intelligence, though. It's something that every Swordsage should at least consider, and it puts you in good stead if you have a positive modifier. I will definitely keep this in mind, though. I'm aware I have a bit of a...predilection for smart characters.

As for Wisdom, I am in full agreement that it's important (moreso than the other adepts) for a Swordsage, but I couldn't quite justify gold to myself and I can't be damned to make a more granular rating system.

The criticism is much appreciated, though, even if it seems like I'm rejecting it. I'll be replying to all advice I get on the handbook, and will do my best to take everything into consideration. If I disagree, I'll do my best to explain my reasoning, and I'm never, ever going to reject an argument out of hand.
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Old 10-28-2012, 10:49 PM   Top  -  End  -  #15
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The current all-blue stat breakdown doesn't seem especially useful. It's very clear that Charisma should be dumped and Dex should be raised, but the details aren't clear. (The confusion makes sense, because a Swordsage can be built to fill one of a fair number of roles, but it doesn't help much in character-building.)

It might be more useful to divide the early stages of stats and feats according to specific concepts or build-goals, like the PF Bard guide, and to address the stats more concretely that way.

For instance, it might be a bit more manageable if the sections went (the contents aren't supposed to be advice, I'm just putting concrete things in here to illustrate format):
Spoiler

EDIT: Looks like this was addressed while I was posting.

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Old 10-28-2012, 10:59 PM   Top  -  End  -  #16
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Quote:
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The current all-blue stat breakdown doesn't seem especially useful. It's very clear that Charisma should be dumped and Dex should be raised, but the details aren't clear. (The confusion makes sense, because a Swordsage can be built to fill one of a fair number of roles, but it doesn't help much in character-building.)

EDIT: Looks like this was addressed while I was posting.
I will definitely be editing the abilities section to reflect which stats are useful for which roles. If I'm really motivated, I'll make a different section for each role. But uhm...yeah, they'll definitely be getting brushed up to make things more apparent.
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Old 10-29-2012, 12:07 AM   Top  -  End  -  #17
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

Always happy to see a new handbook. Handbooking is hard work, so kudos for starting, and I hope to see you finish.

If you're looking for more things to add (because you wanted to create MORE work for yourself, right?), you might add a section on useful items for specific builds. Swordsages are so broad that it'll be hard to nail down items that work for all of them, but I'm sure you can make it work.
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Old 10-29-2012, 12:45 AM   Top  -  End  -  #18
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Reread Leaping Dragon stance- it's not a +10 bonus, it's a +10-foot bonus. That's effectively a +40 bonus if you're trying to make a high jump.
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Old 10-29-2012, 12:54 AM   Top  -  End  -  #19
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Reread Leaping Dragon stance- it's not a +10 bonus, it's a +10-foot bonus. That's effectively a +40 bonus if you're trying to make a high jump.
That's a good point, and I will edit the post to reflect that. However, I don't think that it's worth taking, and, on reflection, I realized that the Wind Stride stance boost from level 1 seems to be better in every aspect. I may have to downgrade this to purple unless someone has a reason not to (I suspect I'm missing something).

EDIT: I posted this and immediately realized that the Wind Stride stance is, in fact, a boost.
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Old 10-29-2012, 06:04 AM   Top  -  End  -  #20
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

I'm reposting this from an older thread, which was originally reposted from an even older thread.

Here's some excerpts from a "ranged ToB" project I was working on and haven't quite finished yet:

Maneuvers that can be used with Ranged Attacks

Spoiler


Here's a sample maneuver progression for a ranged-based Swordsage 20:

Spoiler


Ruby Knight Windicator build
Spoiler


Races for Ranged Swordsages:
Spoiler


Weapons/Magic Items/Enhancements for ranged combat:
Spoiler


Spells to add more energy damage to ranged attacks:
Spoiler

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Old 10-29-2012, 06:14 AM   Top  -  End  -  #21
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Hm...I will definitely add a section on ranged Swordsages, I suppose. I didn't even know that that was a thing.... Anyway, thank you for the recommendation. While you're at it, do you have any ranged homebrew disciplines that you find particularly well done?
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Old 10-29-2012, 06:28 AM   Top  -  End  -  #22
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

Feats like Battle Jump, or Leap attack can turn leaping dragon stance in the goldest of stances. Still it is one of the best stances for tiger claw (the 10 feet bonus on the jump + all jumps as running jumps is awesome).

If you don't have a running start (of at least 20 feet) the DCs for the jumps are doubled, and most abilities of the tiger claw rely on succeeding on a jump check, leaping dragon takes care of that.

Edit: Consider to bold and color the comments that you make, for example, if crushing weight of the mountain is gold for grapplers and you mention that, color it so it will catch the eye. (and maybe give someone the grappler idea)
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Old 10-29-2012, 07:33 AM   Top  -  End  -  #23
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Quote:
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Races


Elves - Bonus to Dexterity, along with Low-light vision and their immunities makes these guys Blue. The only reason they're not gold is the penalty to Constitution.
Snow Elf (Frostburn, Dex +2, Cha -2) and Painted Elf (Sandstorm, Dex +2, Int -2) should be gold. Their UA equivalents, Arctic Elf and Desert Elf, also get rid of the Con penalty: Dex +2, Str -2. In Core, Wild Elf is nice: Dex +2, Int -2.

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Goblin - Very nice bonus to Dexterity, and the penalty to Strength can be dealt with. Small size is nice for the various bonuses, and, of course, Darkvision and Stealth bonuses are nice. These are in consideration for gold.
Air Goblin (Unearthed Arcana) would probably be gold: Dex +4, Str -2, Con -2. You can also add Dragonborn of Bahumat to them and still have a Dex bonus.

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Originally Posted by RFLS View Post
Halflings - These guys are pretty great. Small size, bonus to Dex, bonus to saving throws. The only thing that kept them from gold is the 20 foot landspeed. Someone can probably justify them being gold to me, though. Additionally, I would like a judgement on Strongheart halflings, as I don't own that book.
They trade their +1 to all saves for a bonus feat, like humans. Thus, they are solid gold.

Jungle Halflings (Unearthed Arcana) make for some interesting swordsages: poison use, if you want to do the whole assassin thing, and they gain martial proficiency with the throwing axe, handaxe, and shortbow.

Water Halflings (Unearthed Arcana) are even better: Dex +2, Con +2, Str -2.

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Kobold - Pretty decent non-ability buffs, but a net -4 to abilities really hurts. There are probably some variants out there that buff this to blue or gold, though.
Desert Kobold (Unearthed Arcana) is gold: no Con penalty. If you're using the RotD Web Enhancement, an Unarmed Swordsage Kobold is *nasty*. Four attacks: unarmed strike/bite/claw/claw. Add Dragon Tail for a fifth attack. This is at *level 1*, mind you. Add TWF + Shadow Blade and they are quisinarts of mayhem and death.

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Orc - This is not the race you're looking for.
As usual, Water Orcs (Unearthed Arcana) are better. They get a Con bonus, which helps with Concentration checks. With 6 skill points per level, Int is almost a dump stat, so the only real worry is that Wis penalty.

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Originally Posted by RFLS View Post
Warforged - These guys are black. They get a boatload of nice traits, but the hit to Wisdom really hurts.
...but that Slam attack makes TWF/Shadow Blade oh so juicy...

Other races to consider:

Hadozee (Stormwrack). You are Sun Wu-Effing-Kong. Dex +2, Cha -2. Also, Dodge as a bonus feat (one of the prereqs for Master of Nine).

Kenku (MMIII). Medium size, Dex +2, Str -2, two claw attacks, and a +4 flanking bonus.

Buomman (Planar Handbook). Wis +2, Cha -2. I'm not really fond of these things without Dragonborn of Bahumat to get rid of the speech impediment thing, but they are one of the few LA +0 races that gets a Wis bonus.

Neraph (Planar Handbook). Proficiency with all martial weapons (including ranged), +5 racial jump bonus, +2 natural armor, darkvision 60', and that whole Neraph Camouflage thing goes along so well with Assassin's Stance.

Teifling. Blue, maybe? There are two versions you can play without LA: Lesser Planetouched from Players Guide to Faerun, or the Savage Progression version.

Tibbit (Dragon Compendium). Turn into a housecat, and then tear people apart limb from limb. How can that not be gold?
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Old 10-29-2012, 07:42 AM   Top  -  End  -  #24
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

On Swordsages and Strength:

If you're going for full attacks, even with the Shadow Blade feat, you do not really want to dump strength. I wouldn't prioritize it high, but it's worth noting with Shadow Blade that it adds your dexterity modifier in addition to your strength modifier. That means that on your main hand attacks, 14 str. and 14 dex gives you +4 damage, just like 18 dexterity and 10 strength does, except it costs you only 12 points on the buy instead of 18. (That doesn't factor in the to-hit bonus, just making a point here.) Furthermore, if you're using a spiked chain (the only 2h weapon on the shadow blade list), your strength modifier is multiplied by 1.5, while your dexterity modifier is not. (Conversely, for a two weapon fighter, you have the opposite advantage...strength modifier for your off-hand is multiplied by 0.5, whereas dex gives you the full bonus.) You certainly don't want strength as low as 8, no matter what you do, because that's -1 to damage on both hands that does apply even if using Shadow Blade.

I'd hesitate to ever put strength above 14, but there are reasons to not to dump it completely. Of course, if you're relying heavily on strikes, you really don't need a damage bonus at all.
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Old 10-29-2012, 08:50 AM   Top  -  End  -  #25
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That's a good point, and I will edit the post to reflect that. However, I don't think that it's worth taking, and, on reflection, I realized that the Wind Stride stance boost from level 1 seems to be better in every aspect. I may have to downgrade this to purple unless someone has a reason not to (I suspect I'm missing something).

EDIT: I posted this and immediately realized that the Wind Stride stance is, in fact, a boost.
Wind stride gives you a bonus to your land speed. That's equivalent to a +4 Jump bonus. Leaping Dragon gives you a ten-foot bonus to your Jump distances. That's equivalent to a +10 bonus on long jumps, and a +40 bonus on high jumps. The whole 'doesn't need a running start' thing is nice too.
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Old 10-29-2012, 09:00 AM   Top  -  End  -  #26
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

Re: 4th level maneuver, Diamond Mind, Bounding Assault.

Its a double move specifically, meaning you can do all the things you normally could with a double move such as jumping, turning corners and (arguably) tumbling and climbing and things, many of which you cant do in a charge without having some form of erratic charge ability, most of which are mid to high on otherwise worthless classes such as Duelist (DMG).

I still don't think its that useful for a pure classed Swordsage, but it has a great deal of use with a charging focused character because it removes one of the chargers greatest problems (not being able to charge due to terrain). Id probbably list it as purple, maybe black moving up to gold if on a charger chassis.

Hope this helps
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Old 10-29-2012, 09:32 AM   Top  -  End  -  #27
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

Gnomes are probably black. Con bonus and small size will both enhance survivability, but the strength penalty is annoying.

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Tibbit (Dragon Compendium). Turn into a housecat, and then tear people apart limb from limb. How can that not be gold?
With that -8 Strength penalty and pitiful weaponry in housecat form, you basically have to use the Diamond Mind strikes to do any damage, and then there's the part about Tiny size and reach. So you basically need to hoodwink your DM into thinking Shadow Blade replaces your strength score and that Fabulous Cats! was intended for PCs.

If your group will let you be Chaotic Evil, a 2-level dip in Soulborn removes the Strength penalty without hurting your BAB or survivability. But you'll probably need to chant exactly 108 Hail Diamond Minds as you write it on your sheet in ashes.
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Old 10-29-2012, 09:36 AM   Top  -  End  -  #28
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Quote:
Originally Posted by God Imperror View Post
Feats like Battle Jump, or Leap attack can turn leaping dragon stance in the goldest of stances. Still it is one of the best stances for tiger claw (the 10 feet bonus on the jump + all jumps as running jumps is awesome).

If you don't have a running start (of at least 20 feet) the DCs for the jumps are doubled, and most abilities of the tiger claw rely on succeeding on a jump check, leaping dragon takes care of that.

Edit: Consider to bold and color the comments that you make, for example, if crushing weight of the mountain is gold for grapplers and you mention that, color it so it will catch the eye. (and maybe give someone the grappler idea)
I've added those two feats to the list of feats to talk about, and I will edit the text for Leaping Dragon to reflect what you've said. Between you and Lateral, Leaping Dragon will probably be bumped up a place or two to where it belongs.

Quote:
Originally Posted by Darrin View Post
Snow Elf (Frostburn, Dex +2, Cha -2) and Painted Elf (Sandstorm, Dex +2, Int -2) should be gold. Their UA equivalents, Arctic Elf and Desert Elf, also get rid of the Con penalty: Dex +2, Str -2. In Core, Wild Elf is nice: Dex +2, Int -2.

Air Goblin (Unearthed Arcana) would probably be gold: Dex +4, Str -2, Con -2. You can also add Dragonborn of Bahumat to them and still have a Dex bonus.

They trade their +1 to all saves for a bonus feat, like humans. Thus, they are solid gold.

Jungle Halflings (Unearthed Arcana) make for some interesting swordsages: poison use, if you want to do the whole assassin thing, and they gain martial proficiency with the throwing axe, handaxe, and shortbow.

Water Halflings (Unearthed Arcana) are even better: Dex +2, Con +2, Str -2.

Desert Kobold (Unearthed Arcana) is gold: no Con penalty. If you're using the RotD Web Enhancement, an Unarmed Swordsage Kobold is *nasty*. Four attacks: unarmed strike/bite/claw/claw. Add Dragon Tail for a fifth attack. This is at *level 1*, mind you. Add TWF + Shadow Blade and they are quisinarts of mayhem and death.

As usual, Water Orcs (Unearthed Arcana) are better. They get a Con bonus, which helps with Concentration checks. With 6 skill points per level, Int is almost a dump stat, so the only real worry is that Wis penalty.

...but that Slam attack makes TWF/Shadow Blade oh so juicy...

Other races to consider:

Hadozee (Stormwrack). You are Sun Wu-Effing-Kong. Dex +2, Cha -2. Also, Dodge as a bonus feat (one of the prereqs for Master of Nine).

Kenku (MMIII). Medium size, Dex +2, Str -2, two claw attacks, and a +4 flanking bonus.

Buomman (Planar Handbook). Wis +2, Cha -2. I'm not really fond of these things without Dragonborn of Bahumat to get rid of the speech impediment thing, but they are one of the few LA +0 races that gets a Wis bonus.

Neraph (Planar Handbook). Proficiency with all martial weapons (including ranged), +5 racial jump bonus, +2 natural armor, darkvision 60', and that whole Neraph Camouflage thing goes along so well with Assassin's Stance.

Teifling. Blue, maybe? There are two versions you can play without LA: Lesser Planetouched from Players Guide to Faerun, or the Savage Progression version.

Tibbit (Dragon Compendium). Turn into a housecat, and then tear people apart limb from limb. How can that not be gold?
I will make these additions and modifications to the races list; each of the main races (elves and halflings for now) will receive their own subsection devoted to subraces. I'll also mention that Dragonborn can be applied in certain areas for nice results.

Quote:
Originally Posted by Talya View Post
On Swordsages and Strength:

If you're going for full attacks, even with the Shadow Blade feat, you do not really want to dump strength. I wouldn't prioritize it high, but it's worth noting with Shadow Blade that it adds your dexterity modifier in addition to your strength modifier. That means that on your main hand attacks, 14 str. and 14 dex gives you +4 damage, just like 18 dexterity and 10 strength does, except it costs you only 12 points on the buy instead of 18. (That doesn't factor in the to-hit bonus, just making a point here.) Furthermore, if you're using a spiked chain (the only 2h weapon on the shadow blade list), your strength modifier is multiplied by 1.5, while your dexterity modifier is not. (Conversely, for a two weapon fighter, you have the opposite advantage...strength modifier for your off-hand is multiplied by 0.5, whereas dex gives you the full bonus.) You certainly don't want strength as low as 8, no matter what you do, because that's -1 to damage on both hands that does apply even if using Shadow Blade.

I'd hesitate to ever put strength above 14, but there are reasons to not to dump it completely. Of course, if you're relying heavily on strikes, you really don't need a damage bonus at all.
I will be editing the Strength entry to reflect both this and the reliance Stone Dragon and Setting Sun place upon it.

Quote:
Originally Posted by Lateral View Post
Wind stride gives you a bonus to your land speed. That's equivalent to a +4 Jump bonus. Leaping Dragon gives you a ten-foot bonus to your Jump distances. That's equivalent to a +10 bonus on long jumps, and a +40 bonus on high jumps. The whole 'doesn't need a running start' thing is nice too.
Gotcha, I see it now. Thank you for being patient with me, I get obtuse when I'm tired =P Like I said earlier in this post, I'll be editing Leaping Dragon later today to reflect what you've said. You've made a very good case for its utility.

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Originally Posted by Azimov View Post
Re: 4th level maneuver, Diamond Mind, Bounding Assault.

Its a double move specifically, meaning you can do all the things you normally could with a double move such as jumping, turning corners and (arguably) tumbling and climbing and things, many of which you cant do in a charge without having some form of erratic charge ability, most of which are mid to high on otherwise worthless classes such as Duelist (DMG).

I still don't think its that useful for a pure classed Swordsage, but it has a great deal of use with a charging focused character because it removes one of the chargers greatest problems (not being able to charge due to terrain). Id probbably list it as purple, maybe black moving up to gold if on a charger chassis.

Hope this helps
Ah, I see it now. I'll be bumping that up to black to reflect that utility; double move without weird constraints is definitely nice.



Thanks to everyone who posted their help/criticism/clarifications! I'll be doing my best to keep on top of this for the next few weeks, but I do have school. I'll be sure to respond to anything that's posted in the thread so that if I get behind, I can go look at what I've said at a later date. I don't want anything to get lost in the pile. Like I've said before, any contribution or criticism is more than welcome.
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Old 10-29-2012, 09:40 AM   Top  -  End  -  #29
RFLS
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

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Originally Posted by Kazyan View Post
Gnomes are probably black. Con bonus and small size will both enhance survivability, but the strength penalty is annoying.
Aight. I'll be leaving that entry alone for now, but I agree that they're looking like they're just average.

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Originally Posted by Kazyan View Post
With that -8 Strength penalty and pitiful weaponry in housecat form, you basically have to use the Diamond Mind strikes to do any damage, and then there's the part about Tiny size and reach. So you basically need to hoodwink your DM into thinking Shadow Blade replaces your strength score and that Fabulous Cats! was intended for PCs.

If your group will let you be Chaotic Evil, a 2-level dip in Soulborn removes the Strength penalty without hurting your BAB or survivability. But you'll probably need to chant exactly 108 Hail Diamond Minds as you write it on your sheet in ashes.
What book are Tibbits in? It looks like I need to go read their racial entry before I include something one way or another.
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Old 10-29-2012, 10:20 AM   Top  -  End  -  #30
Darrin
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Default Re: [3.5] Swordsage Handbook: This one'll walk the whole Way {WIP, PEACH}

Quote:
Originally Posted by Kazyan View Post
With that -8 Strength penalty and pitiful weaponry in housecat form, you basically have to use the Diamond Mind strikes to do any damage, and then there's the part about Tiny size and reach.
This is a good example where the image in my mind completely overrules anything about the actual rules implications.

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Originally Posted by Kazyan View Post
So you basically need to hoodwink your DM into thinking Shadow Blade replaces your strength score and that Fabulous Cats! was intended for PCs.
You are perhaps aware that article is the cornerstone to how I equip pretty much all of my PCs?

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Originally Posted by RFLS View Post
I've added those two feats to the list of feats to talk about, and I will edit the text for Leaping Dragon to reflect what you've said. Between you and Lateral, Leaping Dragon will probably be bumped up a place or two to where it belongs.
Just be aware that Battle Jump is very poorly worded... it turns any fall of 10' or more into a charge attack. If you have Pounce, then that becomes a full attack. This lets you turn any kind of movement that might result in a fall (short-range teleports, such as the Shadow Jaunt/Step/Blink line) into a full attack. And, well... there's a reason the thread where I first encountered this idea was called 4500 lbs of stupid.

Quote:
Originally Posted by RFLS View Post
Ah, I see it now. I'll be bumping that up to black to reflect that utility; double move without weird constraints is definitely nice.
Black?!?! I'd say Blue, and if you have Pounce, that is definitely GOLD. (I've been trying to wait on commenting on the maneuvers section until you've finished putting them all in.)

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Originally Posted by RFLS View Post
What book are Tibbits in? It looks like I need to go read their racial entry before I include something one way or another.
Dragon Compendium, which I mentioned in parentheses in the original post.

Last edited by Darrin : 10-29-2012 at 10:23 AM.
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