Critique my Warblade please

blargney the second said:
One last note: the stat boosts at 4th & 8th would probably be more useful in Str than Int. Warblades don't need a lot of Int - a little goes a long way. Don't forget that +2 Str automatically gives you +1 to confirming melee criticals.
The skill points can be really useful though, especially if you use a lot of the skill-roll-replaces X maneuvers (such as Concentration check in place of your (weak) Will save). There are some interesting uses of other skills like Intimidate, Jump, and Balance in there as well.

For straight combat, you're correct, but it does kind of make for a one-dimensional character.
 

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Another way of dealing with the problem of foes at range who you can't reach is to take the bloodstorm blade PrC. It's desiged for warblades irritated by this problem.
 

Wow - plenty of tips and food-for-thought!

A level of fighter would be a good idea to get bow proficiency (and heavy armour and a bonus feat!). I'll have to try out a few combinations, see when it's a good idea to take it.

Good point about putting the extra points in Str instead of Int, but I do like the skills points and the options they give - Moment of Perfect Mind and Clarion Commander. I'll definitely start with the 14 in Int and build up dex first though - that's another 10 or 11 skill points right there.

Flying and ranged attackers are a problem but I was resigned to that fact. The wizard promises to take two or three fly spells and I'd bought a few potions of Fly too. With a ring of featherfall I can always drink another if it's dispelled. Mid-air lack of some maneuvers is something I'll have to live with.

I totally forgot that you can't use tumble with a speed penalty! Either the DM forgot too - I've never seen that rule used in our games! I'll have to shift to the breastplate or chain shirt to be on the safe side. Thanks for pointing that out!

And Blargney - you're also right about the sword. I could swap out, say, power attack for improved critical and get a different upgrade on the weapon, maybe cold damage or somesuch. Good advice! I should have mentioned that we'll be playing (mostly) 3.0 rules so I'll need the +2, I reckon!

What did you have in mind when you said "refocus as a fast striker?" I like that idea :)
 

carborundum said:
And Blargney - you're also right about the sword. I could swap out, say, power attack for improved critical and get a different upgrade on the weapon, maybe cold damage or somesuch.
I would keep power attack. There are lots of maneuvers that give a bonus to hit; with PA that's free damage while still using your normal attack bonus.
 

If you are going to take fighter levels for the ranged weapon proficiency, heavy armor proficiency, and feats, shouldn't you go levels 1-3 warblade, levels 4-5 fighter, and level 6 warblade? That way, your effective level for maneuvers is 5 when you take that 4th level of warblade, making your second stance a 3rd level stance instead of a 1st level stance, and you get a feat every level except 2nd all the way through 7th level (and 9 feats for the first 12 levels). For example:

1 Warblade 1 - First Level Feat
2 Warblade 2
3 Warblade 3 - Third Level Feat
4 Fighter 1 - (Fighter Bonus Feat)
5 Fighter 2 - (Fighter Bonus Feat)
6 Warblade 4 - Sixth Level Feat, New Stance: 3rd Level
7 Warblade 5 - (Warblade Bonus Feat)
8 Warblade 6
9 Warblade 7 - Ninth Level Feat
10 Warblade 8
11 Warblade 9 - (Warblade Bonus Feat)
12 Warblade 10 - Twelfth level feat, New Stance: 5th or 6th level*
etc.

* Note: I mention "or 6th level" because you technically could take a 6th level stance, being an effective 11th level for maneuvers and stances. You do not have access to the two schools that offer 6th level stances, however, though they are good ones. But then, you have enough feats to be able to afford to take a martial study or two, and then a martial stance, and get one of those stances if you want.

Heck, you have enough feats to go into the Master of the Nine Swords prestige class, which a great class with hideous requirements.
 
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If you're thinking of going the multiclassing route, I'm having some remarkable success with my current character: Warblade X/Fighter 1/Divine Mind 1.

Divine Mind trades 1 BAB for 2 power points, a mantle ability, and 5' morale bonus auras that can give +1 AC, +1 attack & damage, or +2 spot & listen & initiative. The real synergy lies with Diamond Mind maneuvers and the fact that having power points lets you gain psionic focus, which you can expend to Take 15 on concentration checks. As far as mantles go, I like Freedom for +10' untyped speed, which is huge!

Re: becoming a fast striker, it mostly comes down to choice of armour. In a lot of ways, medium armour is the worst of all worlds: you need a fairly high Dex, and you still lose speed which also prevents tumbling. Blech.

I'd either go as a fast striker or a solid tank. Striker would be light armour, cranked up Dex, high Init, high speed - take them out before they can wail on you in return. Tank has heavy armor, low Dex, lower speed - weather their assault and pummel them in return. The advantage of tanks is that they don't need to invest anywhere near as many ability resources in Dex, so they can be used elsewhere to greater effect. (I went for tank as a warforged with Adamantine Body, and it's awesome.)
-blarg
 

blargney the second said:
I'd either go as a fast striker or a solid tank. Striker would be light armour, cranked up Dex, high Init, high speed - take them out before they can wail on you in return. Tank has heavy armor, low Dex, lower speed - weather their assault and pummel them in return. The advantage of tanks is that they don't need to invest anywhere near as many ability resources in Dex, so they can be used elsewhere to greater effect. (I went for tank as a warforged with Adamantine Body, and it's awesome.)
-blarg

Except, unless you are going sword and board (which significantly lowers your damage output), you will be using a weapon two-handed, which really means you need a high strength to take advantage of the two-handedness (and power attack). Kinda hard to have a high strength and high dex and decent Con (which you also need for a tank).

I plan on playing a warblade. However the fundamental problem they seem to have is the same problem a barbarian has - they can deal out wicked amounts of damage, but it is virtually impossible to do so while still having a high AC. Which I suppose is as it should be for balance reasons. Hence the level or two of fighter, so you get your heavy armor going. There is a stance that gives you +10 to your speed, which can be used to compensate for the speed issue. You can wear heavy armor and still be fast. Heck, you can wear mithril plate mail armor and still spring attack.
 
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Mistwell said:
I plan on playing a warblade. However the fundamental problem they seem to have is the same problem a barbarian has - they can deal out wicked amounts of damage, but it is virtually impossible to do so while still having a high AC.

I direct you to the Stormguard Warrior tactical feat.

Damage problems solved.
 

I think we're saying the same thing, Mistwell. :)

Here's how I'd place those starting stats to make him a tank:
Str 18 (+2 from 4th & 8th), Dex 12, Con 16, Int 14, Wis 10, Cha 10

Weapons: +2 two-handed weapon, +1 comp bow, +1 one-handed weapon
Defensive items: +2 fullplate, +1 natural AC, +1 deflection AC, +2 shield, +3 resistance saves
Items: +2 Str, +2 Con, +2 Int, boots of striding & springing, put the rest into some utility items
 

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