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Tome of Battle - spells for fighters? How does that work?
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<blockquote data-quote="Kae'Yoss" data-source="post: 3712195" data-attributes="member: 4134"><p>I simply like that manoeuvre, not just because it puts the enemy into a world of pain, but mainly because of the name. Too bad the final enemy we fought wasn't named Bill! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p>As for the Tome of Battle: It rocks. Let me run down the basics:</p><p></p><p>Martial Adepts use manoeuvres. Those manoeuvres have levels, just like spells, from 1st to 9th, and you gain them at the levels a wizard would get spells of those levels (But the good part is, levels in other classes count half, so a Swordsage 5/Fighter 10 that gets another Swordsage level, he counts as Swordsage 11). Most are extraordinary, but some of the more... mystic ones are supernatural. You get all the manoeuvres back after a fight. There's 4 kinds of manoeuvres:</p><p></p><p>Stances: Not quite manoeuvres, since you select them apart from your manoevures (so you know x manoeuvres and y stances). Unless there's something saying otherwise, you always have one stance active (though one of the classes - unless I'm mistaken, it's the Warblade - gets to have two of them at once at 20th level), and you can switch them as a swift action. They grant benefits ranging from scent over extra reach up to damage reduction.</p><p></p><p>Strikes: Those are to actively attack things. Most are standard actions, some are full round actions. They usually include an attack. Some include a charge or a full attack. The effects range from bonus damage in many forms (from +1d6 to +100) to extra attacks or negative effects on the enemy to fire attacks to lots of other things.</p><p></p><p>Boosts: What the name suggests. They boost you in some way - your attacks do fire damage, you become invisible, you can attack more often, you get rend... They're swift actions to pull off.</p><p></p><p>Counters: Immediate actions to react to danger. Some let you become ethereal, others give you bonuses to attacks or saves.</p><p></p><p></p><p>Martial Adepts: There are three classes that use blade magic. Besides the usual stuff like different HD and attack bonuses, they all have access to different disciplines (there are nine of them, all with a different theme to them) and different ways to use their blade magic:</p><p></p><p>Warblades: Quite devastating. They get d12, full BAB, strong Fort, all martial weapons and all armour (except tower shields, I think). They get their int to lots of things and can use fighter feats (but their effective fighter level is -2). They don't get to use that many different manoeuvres, but they can get them all back with a swift action followed by an attack (which can't be a manoeuvre).</p><p></p><p>Crusaders: A lot of paladin in them. Their way to get manoeuvres is the least dependable, since those you can use are determined randomly. They can also delay some damage, storing it in a buffer for a round. While their buffer is filled, they get bonuses to attack and damage. </p><p></p><p>Swordsages: Very monky. May only use light armours, don't have strong BAB like the others, but get Wis to AC and also to damage while using strikes from their favourite discipline. They get a lot more manoeuvres than the others, and get access to the mystic stuff (especially the fire attacks of Desert Wind and the Ninja/Assassin stuff of Shadow Hand), but they can only get back one manoeuvre at a time, as a full action (though they do get them all back after a fight).</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 3712195, member: 4134"] I simply like that manoeuvre, not just because it puts the enemy into a world of pain, but mainly because of the name. Too bad the final enemy we fought wasn't named Bill! :D As for the Tome of Battle: It rocks. Let me run down the basics: Martial Adepts use manoeuvres. Those manoeuvres have levels, just like spells, from 1st to 9th, and you gain them at the levels a wizard would get spells of those levels (But the good part is, levels in other classes count half, so a Swordsage 5/Fighter 10 that gets another Swordsage level, he counts as Swordsage 11). Most are extraordinary, but some of the more... mystic ones are supernatural. You get all the manoeuvres back after a fight. There's 4 kinds of manoeuvres: Stances: Not quite manoeuvres, since you select them apart from your manoevures (so you know x manoeuvres and y stances). Unless there's something saying otherwise, you always have one stance active (though one of the classes - unless I'm mistaken, it's the Warblade - gets to have two of them at once at 20th level), and you can switch them as a swift action. They grant benefits ranging from scent over extra reach up to damage reduction. Strikes: Those are to actively attack things. Most are standard actions, some are full round actions. They usually include an attack. Some include a charge or a full attack. The effects range from bonus damage in many forms (from +1d6 to +100) to extra attacks or negative effects on the enemy to fire attacks to lots of other things. Boosts: What the name suggests. They boost you in some way - your attacks do fire damage, you become invisible, you can attack more often, you get rend... They're swift actions to pull off. Counters: Immediate actions to react to danger. Some let you become ethereal, others give you bonuses to attacks or saves. Martial Adepts: There are three classes that use blade magic. Besides the usual stuff like different HD and attack bonuses, they all have access to different disciplines (there are nine of them, all with a different theme to them) and different ways to use their blade magic: Warblades: Quite devastating. They get d12, full BAB, strong Fort, all martial weapons and all armour (except tower shields, I think). They get their int to lots of things and can use fighter feats (but their effective fighter level is -2). They don't get to use that many different manoeuvres, but they can get them all back with a swift action followed by an attack (which can't be a manoeuvre). Crusaders: A lot of paladin in them. Their way to get manoeuvres is the least dependable, since those you can use are determined randomly. They can also delay some damage, storing it in a buffer for a round. While their buffer is filled, they get bonuses to attack and damage. Swordsages: Very monky. May only use light armours, don't have strong BAB like the others, but get Wis to AC and also to damage while using strikes from their favourite discipline. They get a lot more manoeuvres than the others, and get access to the mystic stuff (especially the fire attacks of Desert Wind and the Ninja/Assassin stuff of Shadow Hand), but they can only get back one manoeuvre at a time, as a full action (though they do get them all back after a fight). [/QUOTE]
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