Tome of Battle: Good exemplar character?

Corsair

First Post
Next session a few players will be missing, so the DM will be running a mini-session for just two players (myself and one other). Given that both of us play arcane casters, we've decided to use this session to test out Tome of Battle for our game by introducing a warrior NPC to accompany us.

I've been tasked with creation of the character, and I'll probably control the character in combat as well.

Generally speaking, what is a good "standard" ToB character? I don't want the most broken combos, but I want a solid warrior who gets the most out of the book to show off the system. Character would be level 9, 32 point buy, normal 9th level equipment. Pretty much any WotC books are good, but obviously I'd like to stick as much ToB in the character as possible.

I'm thinking primarily a warblade with a splash of swordsage for extra stances and some more variety in utility powers. Thoughts?
 

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Getting the "most out of the book" would probably be a swordsage with Adaptive Style. They get the most maneuvers known and readied, and have the most disciplines available.

Level 9 Swordsage is simple and works fine. If you still want to do warblade with swordsage splash I'd recommend doing the swordsage dip for 2 levels before Warblade 4, so that you get the "correct" 2nd Warblade stance. So...I guess Warblade 3 / Swordsage 2 / Warblade 4-7. Alternatively, do one level of some full BAB class like Fighter if you don't feel the need for two level 1 swordsage stances. The "optimized" example would be Lion Totem Barbarian 1 for pounce, I'll just cal it "Fighter" in the sample build: Warblade 3 / Fighter 1 / Swordsage 1 / Warblade 4-7
 

What you've suggested is roughly what I was thinking. My main concern with a straight swordsage is that I want this guy to be a bit of a "tank" since for this group we're a bit squishy right now, so AC and armor are important (if warblade, probably mithral plate). As much as I want to show off the system, I also need to be able to do my job. :)
 

Regarding the Swordsage 2 v. Swordsage 1 / "Fighter" 1:

I don't think I'll be using rage, since that will screw with Diamond Mind maneuvers that use concentration (huge fan of Moment of Perfect Mind. That will probably be useful for the character's entire existence).

Is it still worth it for the 1 level dip to get basically just pounce? Another swordsage level would give me another 2nd level maneuver also. Or are there any other +1 BAB classes worth dipping into? (I'd prefer not to dip into Crusader. I'm not making this into a Mot9, and it would just get messy)
 



(Build in progress)
Example below had starting stats of Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 8 before race and level up bonuses (level ups spent in dex to even out w/ str). Focuses mainly on Setting Sun, using his high str or dex as appropriate for the enemy on his throw maneuvers. Has a bit of almost everything. Can switch to the Desert Wind strikes (Searing Charge, Fan the Flames) to help combat aerial foes, and configure maneuvers based on the size of the opponents (switch to Soaring Raptor Strike against larger foes, for example).

[sblock]I'd also like to express how much I hate the arbitrary discipline weapons designation. I TRIED so hard to not give this guy a Spiked Chain. I wanted to do heavy flail, because it's just cool. But, not on any list. Then I was going to do unarmed strike, but that requires Superior Unarmed Strike or a monk dip just to do respectable damage. Not really any other discipline weapons that let you trip without provoking, so...may as well use the trite chain. Bah, I'll include feat chains for unarmed and chain, you pick. There's an unarmed swordsage adaptation, but it's far from official, so not touching that.[/sblock]

[Name], the Martial Controller
Wood Elf Swordsage 9
HP: xx (9d8 +18)
AC: 26 (10 +6 armor +5 dex +2 wis +1 deflection +1 natural +1 insight)
Touch: 19; Flatfooted: 21
Str 18 (20), Dex 18 (20), Con 12 (14), Int 10, Wis 12 (14), Cha 8
Fortitude +6, Reflex +12, Will +9 (+2 saves when in SS stance)
BAB +6; Grapple +11; Initiative +7
Speed 30 ft

Full Attack: Spiked Chain +13/+8 (2d6 +8, 20/x2, 10' reach + adjacent, trip, +2 disarm)
-or-
Full Attack: Unarmed +13/+8 (d8 +6, 20/x2)
Snap Kick: Attach to any attack(s), all attacks at -2 that round. Unarmed +11 (d8 +3)

Feats(chain): Adaptive Style, Exotic Weapon Proficiency (spiked chain), Combat Reflexes, Hold the Line (C.Warrior)
Feats (unarmed): Improved Unarmed Strike, Adaptive Style, Superior Unarmed Strike, Snap Kick
Class: Quick to Act +2, Weapon Focus (Shadow Hand weapons; covers unarmed and chain), AC bonus, Insightful Strike (Setting Sun), Sense Magic, Defensive Stance (Setting Sun), Evasion

Maneuvers (IL 9, 7 readied):
1 Charging Minotaur (SD; Strike)
1 Counter Charge (SS; Counter) R
1 Distracting Ember (DW; Boost)
1 Sudden Leap (TC; Boost) R
2 Baffling Defense (SS; Counter)
2 Claw at the Moon (TC; Strike)
2 Cloak of Deception (SH; Boost) R
3 Soaring Raptor Strike (TC; Strike; only works on larger foes)
3 Fan the Flames (DW; Strike)
3 Devastating Throw (SS; Strike) R
4 Searing Charge (DW; Strike)
4 Fire Snake (DW; Strike; Ref DC 16 half) R
4 Comet Throw (SS; Strike; Ref DC 19 partial for secondary target) R
5 Soaring Throw (SS; Strike) R

Stances:
1 Step of the Wind (SS; ignore difficult terrain penalties, get +2 attack and +4 on bull rush and trip checks against enemies on difficult terrain)
1 Hunter's Sense (TC; Gain Scent ability)
3 Roots of the Mountain (SD; DR 2/--; +10 to resist bull rush, trip, overrun, grapple; +10 tumble DC through your space and threatened area)
5 Shifting Defense (SS; 5' step w/ each missed attack against you, costs an AoO) R

Gear (with chain):
[sblock]+1 Large Spiked Chain
Strongarm Bracers of Natural Armor +1 (MIC; use weapons one size larger)
+1 Mithral Breastplate
Cloak of Resistance +1
Gloves of Str +2
Boots of Agile Leaping and Dex +2 (MIC; 5 ranks in balance allows standing from prone as a swift action w/o provoking AoOs)
Belt of Ultimate Athleticism and Con +2 (MIC; swift action: Take 10 on Balance, Jump, Swim, and Tumble checks for 1 round, 1/day take 20 on next check)
Amulet of Wis +2
Dusty Rose Iuon Stone
Ring of Protection +1
Potion of Enlarge Person (x5)
Potion of Reduce Person (x5)
[/sblock]

Gear (unarmed):
[sblock]
+1 Mithral Breastplate
Cloak of Resistance +1
Gloves of Str +2
Boots of Agile Leaping and Dex +2 (MIC; 5 ranks in balance allows standing from prone as a swift action w/o provoking AoOs)
Belt of Ultimate Athleticism and Con +2 (MIC; swift action: Take 10 on Balance, Jump, Swim, and Tumble checks for 1 round, 1/day take 20 on next check)
Amulet of Mighty Fists +1 and Wis +2 (if the arcanists can just cast G Magic Weapon, scrap Mighty Fists)
Dusty Rose Iuon Stone
Ring of Protection +1
Bracers of Natural Armor +1
Potion of Enlarge Person (x5)
Potion of Reduce Person (x5)
[/sblock]

36000 gp starting wealth
 
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Ok, I'm starting to stat the character up now (have a few hours free to fiddle with it).

I'm making the character at level 9, 36k in gear, 32 point buy. I'm leaning towards Warblade 7 / Swordsage 2, unless someone can come up with some better alternative. The game uses XP penalties, so human is the plan.

I'll be most likely relying on Diamond Mind and Iron Heart for most maneuvers, which in part means using concentration in combat, so no raging options. I would not be totally opposed to just taking a level of fighter for a feat and ranged weapon proficiencies, but I'm almost thinking ranger (wand use, more skill points, have a crazy idea about taking ranks in survival and tracking). That all being said, a second level of swordsage at level 5 would mean I could take a single level 2 maneuver as a swordsage, such as Shadow Jaunt or Cloak of Deception.

As for stats, I'm leaning towards 16 str, 14 dex, 14 con, int 14, wis 10, cha 10.

Feats I am wide open on, except power attack is a must I feel. Going some form of two hander.

Maneuvers: For my top few, (I think I can have 2 3rds and a 4th on my Warblade 7 side, once substituting is taken care of), I'm thinking Iron Heart Surge, and Insightful Strike, plus either Ruby Nightmare Blade or Lightning Recovery.

Thoughts?
 

Either warblade9 or warblade8/swordsage1? Warblade9 gives you a 5th lv maneuver as well as an extra bonus feat (and does not have the magical fighter baggage), while swordsage gives you more maneuvers (and has quite a few useful counters/boosts).

Much as I normally don't think much of the weapon focus tree, I think it is more useful to the warblade because so many of their strikes are all-or-nothing, and they don't get iterative attacks, so you ideally want them to hit as often as possible. This also streamlines the npc by giving him fewer options, so he is less complex to run. You may also want to houserule that they get their 2nd stance at 6th lv, rather than 4th, so you aren't stuck with a 1st lv stance.

Feats:
1) Weapon focus, some passive feat such as improved initiative?
3) Adaptive style
5) Improved initiative, blindfight or blade meditation (b)
6) Weapon spec
9) Melee weapon mastery

I will generally go with a mix of diamond mind and iron heart, with maybe a splash of white raven and stone dragon. For swordsage, nab cloak of deception, shadow blink, counter charge, zephyr's cloak and any of the diamond mind save boosts you did not manage to acquire via the warblade side.

I will see if I can come up with a list later.
 

Ok, I'm starting to stat the character up now (have a few hours free to fiddle with it).

I'm making the character at level 9, 36k in gear, 32 point buy. I'm leaning towards Warblade 7 / Swordsage 2, unless someone can come up with some better alternative. The game uses XP penalties, so human is the plan.

Ok, so Warblade 3 / Swordsage 2 / Warblade 4-7? If you traded up for the highest maneuvers you can get each time, you'd have two level 1, 3, and 4 maneuvers and one level 2 maneuver for warblade.

Warblade Maneuvers (7 known, 4 readied):
1 Saphire Nightmare Blade
1 Steel Wind
2 Disarming Strike
3 Insightful Strike R
3 Iron Heart Surge R
4 Ruby Nightmare Blade R
4 Lightning Recovery R

Swordsage Maneuvers (7 known, 4 readied):
1 Distracting Ember
1 Shadow Blade Technique R
1 Wolf Fang Strike
1 Moment of Perfect Mind R
1 Sudden Leap R
1 Charging Minotaur
2 Emerald Razor R

Stances:
1 Leading the Charge (Warblade)
1 Flame's Blessing (Swordsage)
1 Hunter's Sense (Swordsage)
3 Absolute Steel (Warblade) R

Feats:
1 Adaptive Style
1 Power Attack
3 Unnerving Calm
6 Steady Concentration (Races of Stone)
7 (Warblade 5 bonus feat) Ironheart Aura
9 Stormguard Warrior

Gear:
Novice Diamond Mind Ring (to use Mind Over Body or another shot of Insightful Strike)
Novice Crown of the White Ravens (for WR Tactics; it's the main reason I chose a WR stance :) )
Strongarm Bracers: use a large weapon
Belt of Ultimate Athleticism: Take 10 on several skills, unlimited use.
Ability score +2 items, as you can afford, in this order of importance: Str, Con, Int, Dex. Wis as well if you're going light armor and trying to make use of Swordsage's AC bonus.
Weapon, armor, cloak of resistance, ring of protection, natural armor, all the other AC items...
 
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