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Thinking about a swordsage
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<blockquote data-quote="UnsocialEntity" data-source="post: 3761969" data-attributes="member: 52799"><p>Another thought is Fighter 2/Swordsage 8. You'd only be down one initiator level, but be up 2 feats. You can grab the feats that Arkhandus listed, plus get shadow blade to add dex to weapon damage, and the gloom razor tactical feat. Since you're staying mobile, the gloom razor feat will let you keep using moving shadows. So you can stay in assassin's stance for that + 2d6 against opponents you stay on. Your good init (dex plus swordsage bonus to init) should let you strike enemies while they're initially flat footed in combat too. It would be useful when you fight big beefy guys. Otherwise staying in child of shadow stance would be good too, since if you stay moving you'll always have concealment. This is assuming you really want to stick with the mobile combatant thing.</p><p></p><p>After taking a look, the desert sun maneuvers are sort of disappointing compared to things from diamond mind. If you want to go desert sun for flavor that's fine, just letting you know.</p><p></p><p>Also since your new to martial characters, some things to keep in mind. Read page 39 and understand how multiclassing and initiator levels work. It's put in a very odd place, and I know some new people have had trouble with it. Not saying you will, just making sure. Also, keep in mind while you're selecting maneuvers that you only get one swift/immediate action per round. Switching stances takes up your swift action, boosts take up swift actions, counters take up immediate actions. The biggest limitation in combat i've found is only being able to use one per round. If you pop cloak of deception, you can no longer switch stances or use moment of perfect mind, for example.</p></blockquote><p></p>
[QUOTE="UnsocialEntity, post: 3761969, member: 52799"] Another thought is Fighter 2/Swordsage 8. You'd only be down one initiator level, but be up 2 feats. You can grab the feats that Arkhandus listed, plus get shadow blade to add dex to weapon damage, and the gloom razor tactical feat. Since you're staying mobile, the gloom razor feat will let you keep using moving shadows. So you can stay in assassin's stance for that + 2d6 against opponents you stay on. Your good init (dex plus swordsage bonus to init) should let you strike enemies while they're initially flat footed in combat too. It would be useful when you fight big beefy guys. Otherwise staying in child of shadow stance would be good too, since if you stay moving you'll always have concealment. This is assuming you really want to stick with the mobile combatant thing. After taking a look, the desert sun maneuvers are sort of disappointing compared to things from diamond mind. If you want to go desert sun for flavor that's fine, just letting you know. Also since your new to martial characters, some things to keep in mind. Read page 39 and understand how multiclassing and initiator levels work. It's put in a very odd place, and I know some new people have had trouble with it. Not saying you will, just making sure. Also, keep in mind while you're selecting maneuvers that you only get one swift/immediate action per round. Switching stances takes up your swift action, boosts take up swift actions, counters take up immediate actions. The biggest limitation in combat i've found is only being able to use one per round. If you pop cloak of deception, you can no longer switch stances or use moment of perfect mind, for example. [/QUOTE]
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