Strike of Righteous Vitality for a Warblade

Would you allow the Strike of Righteous Vitality maneuver with the Warblade recovery?

  • Yes

    Votes: 18 90.0%
  • No

    Votes: 1 5.0%
  • Other

    Votes: 1 5.0%


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Egres said:
I'm playing a Warblade-Master of nine, and I'm going to take Strike of Righteous vitality as my second 9th level maneuver.

Well, at least that was my intention, but my DM doesn't like a Heal spell every 2 rounds.

Opinions?

As stated above a martial adebt using this tactic is severely gimping himself on offense, and if he's not careful might actually harm his defense (by not being able to take an immediate action at the right time).

More importantly, as a 17th level martial adept - there are so many huge tactics out there that this one shouldn't even register. I'd be much more concerned with someone using stormguard warrior, raging mongoose and then diamond nightmare blade (or dancing mongoose) personally (and if you interpret white raven tactics the way custserv does, you can do it in one round for only slightly less damage!).
Or heck, just take swooping dragon strike and a good jump skill and most opponents won'tl be a threat long enough for you to bother healing.
 

Egres said:
I'm playing a Warblade-Master of nine, as I wrote.:)


I'ts not only the hp.

The Heal spell also cures "ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned".

I just read it. You're right, it does cast the heal spell. I was thinking it was like those other maneuvers which deal a straight up 100 damage (except this would heal it).

But still, as others have already mentioned, it still has it's limitations. It only works on creatures whose alignment is at least 1 step away, and the creature must pose a direct, immediate threat. So your Wizard "buddy" that summons a kobold to attack you just won't cut it IMHO. Unless your Wizard buddy TRULY decides to turn against you and attack you with the intent to kill you or at least seriously hurt you in some way. This is completely a meta-game type thing, and the DM has full control of it and is well within their rights to disallow it (and would be foolish not to).
 

RigaMortus2 said:
I just read it. You're right, it does cast the heal spell. I was thinking it was like those other maneuvers which deal a straight up 100 damage (except this would heal it).

But still, as others have already mentioned, it still has it's limitations. It only works on creatures whose alignment is at least 1 step away, and the creature must pose a direct, immediate threat. So your Wizard "buddy" that summons a kobold to attack you just won't cut it IMHO. Unless your Wizard buddy TRULY decides to turn against you and attack you with the intent to kill you or at least seriously hurt you in some way. This is completely a meta-game type thing, and the DM has full control of it and is well within their rights to disallow it (and would be foolish not to).
Exactly!

Many of the Devoted Spirit strikes have a similar problem/limitation.

Mark
 

It's a cool ability, but as 3d6 pointed out, the 17th level Cleric can do it 10 times. "Ability to cast a 6th level spell once every other round while not using your other maneuvers" isn't game-breakingly powerful. It's arguably one of the best 6th level spells out there, but 17th level characters can do so much anyway, it's not going to have that much impact.

I'm Cleo!
 

Nifft said:
How, please? If you're hitting something that "poses a real, immediate threat", I think it qualifies as combat... don't you?
As a DM, absolutely.

As a player, I'd argue that a real, immediate threat is the evil creature the wizard just summoned to attack me. The wizard gave it the instruction to kill me; if I do nothing, it will. Is that not a immediate threat?

If we're going to parse the "real, immediate threat":

Could a WB 17 use this manuever to attack a CR 1/2 orc? :D
 

Mort said:
I'd be much more concerned with someone using stormguard warrior, raging mongoose and then diamond nightmare blade (or dancing mongoose)

[threadcrap]
My dream combo is Stormguard Warrior (Combat Rhythm), with round 1: Avalanche of Blades, round 2: Time Stands Still. All those touch attacks! Aaaaah. :)
[/threadcrap]

Basically, the player is asking permission to "take one for the team" -- he's asking permission to reduce his damage output for the chance to play the cleric.

This player should be rewarded, not punished.

Cheers, -- N
 

Nail said:
As a DM, absolutely.

As a player, I'd argue that a real, immediate threat is the evil creature the wizard just summoned to attack me. The wizard gave it the instruction to kill me; if I do nothing, it will. Is that not a immediate threat?

If the Wizard meant it, and you don't kill him for trying it... that would puzzle me.


Nail said:
If we're going to parse the "real, immediate threat":

Could a WB 17 use this manuever to attack a CR 1/2 orc? :D

Sure. Orcs can roll natural 20s, too. Especially if there are a lot of them.

-- N

PS: But I do take your point -- that the availability of this maneuver makes combat into an odd reward mechanism. "Ooo, if only that ogre had died one round later, I could've healed Bob..."

Basically, as a DM, I'd allow the PCs to use it whenever, but if they try to artificially create combat in order to use it, I'd make the combats turn all too real.
 

It's slightly worse than heal in a way that hasn't been mentioned; you can miss your target, and thus miss out on the healing. And if it's a hard battle, this should be at least slightly possible, even on a high level full BAB attack.
 

One way I'm planning to house-rule Devoted Spirit healing maneuvers to avoid the problem of summoning a creature just so that the crusader or warblade can hit it is to rule that they don't actually heal hit point damage. In one of my games, I'm planning to use a variant VP/hp system, and Devoted Spirit maneuvers will only restore VP. In a more standard game, they could provide temporary hit points equal to the amount that would have been healed, subject to the cap that a creature's actual hit points plus his temporary hit points cannot exceed his normal hit point total. These temporary hit points expire at the end of the encounter if they were not used up by then.

This doesn't address the extra effects of Strike of Righteous Vitality, but it does cut down on most of the hit point recovery issues (at least for me).
 

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