Masters of the Sword: a Warblade's Handbook

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Masters of the Sword: a Warblade's Handbook Masters of the Sword: A Warblade’s Handbook [Resurrected and Under Construction] Never give a sword to a man who can't dance. - Confucius Why Play a Warblade? Warblades, introduced in Tome of Battle: The Book of Nine Swords, are one of the three martial adept classes. They‟re also arguably the strongest of the three, pure warriors who are exemplars of sheer martial skill – and they certainly don‟t fail to meet expectations. Here are just a few of the selling points for the warblade. - They're free to play. Wizards of the Coast kindly provided the full warblade class on their website, along withmaneuver cards, which can help streamline play. - You‟re as good as it gets. Before we even get to maneuvers and all that good stuff, you have a d12 hit die and full BAB. - You have efficient use of the action economy. A higher level wizard can move, fire off a spell as a standard action, cast another swift action spell, and still use an immediate action in response to his opponent. Fighters move and attack. That's pretty much it. Warblades can move, initiate a standard-action strike for respectable damage, mix a swift-action boost into this somewhere and still perform a counter when it's not their turn. - You have class features. Actual class features. And good ones at that: a boatload of bonus feats to help you deal with prereqs or just provide nice benefits. Plus, the Battle line of features provides some very handy bonuses in general combat, along with great Int synergy. The capstone bears mentioning as well. Stance Mastery is undoubtedly the best capstone of any of the martial adept classes. - You can refresh maneuvers at a moment‟s thought. Much less than that, actually. You refresh all your maneuvers by making a normal attack; maybe the crusader can use one every turn, but you have full control over which you ready. You have the best of both worlds when it comes to refreshing. - You‟re great straight out of the box. This applies to all Tome of Battle characters, but it‟s worth bringing up - it‟s very hard to screw up as a warblade unless you try to. While this guide can help, just picking maneuvers that sound cool will make you quite capable. Plus, you don‟t need any fancy multiclassing: warblade 20 is an excellent build. Why Use Tome of Battle? 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. Roles: Why You Have the Sword Primary Melee - This is you. You excel at melee combat; whether you‟re a dervish of whirling blades or a crashing, maul-wielding juggernaut, it‟s your job to always be out there on the front line. Mobility - You have the potential to become an extraordinarily mobile combatant. Many Diamond Mind and Tiger Claw maneuvers enhance mobility, and you‟ll probably have a high Jump score if you‟re using the latter (which you usually should, at least to some degree). It‟s also a fair bet that you‟re wearing light (or at least medium) armor – and hey, if you need to spend a round getting into position, no biggie. You can just use that round to refresh your maneuvers. Tank - You likely won‟t be able to match the stickiness of, say, a crusader, but nonetheless you‟re a formidable target. D12 HD, medium armor proficiency, and, very likely (due to Diamond Mind counters) good saves mean you won‟t be going down any time soon. Battlefield Control - Pick up some tripping-related feats, enlarge yourself, and go to town; or heck, just get a reach weapon. Once again, you‟re no crusader – and definitely no caster - but with the right tools you can become quite adept at manipulating the battlefield. Debuffs - Many strikes incur debilitating status effects on your enemies. But don‟t kid yourself; you‟re no match for casters when it comes to debuffing. These debuffs should be augmenting your abilities rather than becoming an end in their own right. Ranged Combat - Sorry, no. Always keep a ranged weapon on hand, just in case, but be aware that you're a pretty mediocre archer. No disciplines enhance ranged combat (unless homebrew is allowed), though full BAB and a decent Dex mean you can still function. But ranged combat should be a last resort. Class Features: How You Use the Sword Fundamentals: D12 hit die - Excellent. With your role as a front line combatant, you need a lot of hit points. Full BAB - You could probably still function with something less – but it would be tough. Good Fortitude save - Every melee class gets it, but let‟s be honest: every melee class needs it. Bad Reflex and Will saves - Always the warrior‟s Achilles heel, these are of less concern to you; Battle Clarity helps make up for the former, and Moment of Perfect Mind helps compensate for the latter. 4 Skill Points/level - You can always use more skill points, but 4/level is pretty decent for a melee class. Better than a fighter‟s, anyway, and unless you dump Int (not a good idea) it should be enough to cover all your basic needs. Class Features: Maneuvers - This is what makes a warblade a warblade. Without them, you‟re even worse than a fighter – and that, my friend, is a low bar indeed. Stances - See above. Stances are perhaps less essential, but they‟re still a defining aspect of the class. Battle Clarity - This helps make up for your low Reflex save. You may want to pick up the counter that replaces this with a skill check eventually, but at the low levels it‟s pretty useful. Weapon Aptitude - This feature‟s use is limited, as its main purpose seems to be qualifying for the lackluster Weapon Focus/Specialization lines. However, there‟s potential use here, especially when it‟s combined with Exotic Weapon Proficiency. Uncanny Dodge - Retain your Dex bonus to AC even when flat-footed? Can‟t argue with that. Battle Ardor - Quite good, especially on those double-kukri crit fisher builds. There‟s little as disappointing as threatening a critical and then failing to confirm it. Bonus Feats - At first glance, the list to choose from doesn‟t seem great – and while they may not be fantastic, there are a lot of „gateway‟ feats available. And at worst, hey, free feats are free feats. Battle Cunning - Just another incentive to catch your opponents flat-footed. Nice. Battle Skill - Hm. The bonus is nice, but at this point the extra couple of points from your Int isn‟t going to help much – high-level monsters have mean modifiers. And unlike when you‟re attacking, those extra points don‟t have the potential to become more damage via Power Attack. Battle Mastery - If you‟re making use of Karmic Strike/Robilar‟s Gambit, this is great. Even if you‟re not, it‟s bound to come in handy. Improved Uncanny Dodge - Unfortunately, this isn‟t much. Flanking doesn‟t happen all that often, unless you‟re up against a bunch of rogues. Stance Mastery - Can someone say 'capstone'? This is just amazing, and it's one of main reasons to stay in warblade until the end. Skills: Putting Away Your Sword Class Skills: Balance - It's the key skill for both Iron Heart and Stone Dragon, and it helps you avoid those pesky Grease spells. Almost always worth taking five ranks in it; after that, it becomes much less enticing. Climb - You simply don't have enough skill points for this. Climb can be useful, but it's a very, very low priority. Concentration - The biggest priority on the list. This is Diamond Mind's key skill, and Diamond Mind has the save- replacing and Nightmare Blade maneuver lines - both lifesavers, and both keyed on Concentration rolls. Craft - If you have your heart set on being a master smith or forging warheart weapons, well, indulge yourself. Otherwise, give it a miss. Diplomacy - It's White Raven's key skill, and pretty dang useful besides. Definitely worth it if you have the points to spare. Intimidate - Who doesn't want people to quiver in fear at the sight of them? A very nice skill. Intimidate is also used in Duels of Wills, a new feature introduced in the ToB, and the skill really shines when utilized in an Imperious Command build.
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