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Tome of Battle: The Book of Nine Swords: Proto-Review
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<blockquote data-quote="gribble" data-source="post: 3018430" data-attributes="member: 12430"><p><strong>GenCon 20th lvl Warblade</strong></p><p></p><p>Ok, so as promised, here are the stats for the Warblade used in the scenario against the Colossal Red Dragon at GenCon:</p><p></p><p><strong>Arzimon</strong></p><p>human warblade 15/master of the nine 5</p><p>Str 31, Dex 12, Con 25, Int 19, Wis 10, Cha 8</p><p>AC 36 (touch 16, ff 36); HP 260; Fort +22, Ref +12, Will +14</p><p></p><p><strong>Stances </strong>(Dual Stance - may have 2 stances active at once for up to 10 rnds/day):</p><p><em>Stance of Alacrity</em>: Can make 2 counters/rnd instead of one.</p><p><em>Swarm Tactics</em>: If you are adjacent to a foe, all allies gain +5 attack vs that foe.</p><p><em>Press the Advantage</em>: After a 5ft step, you may immediately take another one.</p><p><em>Stance of Clarity</em>: +2 AC vs one foe, -2 AC vs all others.</p><p><em>Blood in the Water</em>: +1 attack, +1 damage cumulative for every crit you make in 1 minute.</p><p></p><p><strong>Maneuvers</strong> (Mastery of Nine - +2 attack +6 damage on all strikes):</p><p><em>War Master's Charge (Strike, full-round action)</em>: you charge, and all allies within 30ft immediately charge too. No oppos. All chargers gain +2 attack per charger. If you hit, deal +50 damage, and your allies deal +25 damage each. If at least 2 chargers hit, target is stunned.</p><p><em>Feral Death Blow (Strike, full-round action)</em>: Jump +29 vs. foes AC. If you succeed foe is flat-footed and you attack at +1 damage (this is taken directly from the sheet, but looks like a typo). If you hit, foes dies (Fort DC 31 partial) or takes 6d6+50 damage.</p><p><em>Five-Shadow Creeping Ice Enervation Strike (Strike)</em>: Make a melee attack. If you hit, you deal an extra 5d6+35 damage. Roll 1d20:</p><p>1-7: foe takes 2d6 Dex damage and spd reduced to 0 for 1d6 rnds.</p><p>8-14: foe takes 2d6 Str damage and -6 atk for 1d6 rnds.</p><p>15-20: foe takes 2d6 Str, Dex, Con damage</p><p>Fort DC 20 for half ability damage, no special effect.</p><p><em>Mountain Tombstone Strike (Strike)</em>: Make a melee attack. If it hits, you also deal 2d6 Con damage.</p><p><em>Strike of Perfect Clarity (Strike)</em>: Make a melee attack. If it hits, you also deal +100 damage.</p><p><em>Time Stands Still (Strike)</em>: Take a full attack action, then take another full attack action.</p><p><em>One with Shadow (Counter)</em>: You become incorpreal until the start of your next turn.</p><p><em>Diamond Defense (Counter)</em>: You gain +20 bonus to you next saving throw.</p><p><em>Adamantine Hurricane (Strike)</em>: Make two melee attacks against each foe at your highest attack bonus +4.</p><p><em>Raging Mongoose (Boost)</em>: Make two additional attacks at your highest attack bonus; you have +1 damage.</p><p><em>Avalanche of Blades (Strike)</em>: Attack a foe in melee, then repeat the attack at cumulative -4 until you miss.</p><p></p><p>Basic +5 keen bastard sword attack: +34/+29/+24 (1d10+17). Crit on 17-20. +4 attack and damage with oppo attacks. +4 damage vs flat-footed or flanked foes.</p><p></p><p>Initiative +1; Speed 30ft. (run x3).</p><p></p><p>This is pretty much exactly the same format as the character sheet given (i.e.: it didn't list out skills, feats, equipment, etc). There was a section at the bottom giving rules for detecting enemies (spot, listen), sneaking (hide move silent) and jumping, that I haven't included above. Definitely a "quick start" style character sheet.</p><p></p><p>Notes:</p><p>1) Each readied maneuver is only listed once, heavily implying that you *can't* ready more than one copy of a maneuver at once.</p><p>2) The sheet explicitly states: <em>These maneuvers function like spells. Once you've used one, check it off. But when you make a basic melee attack (at the bottom of the section), you can erase all those checkmarks.</em> The only basic attack listed is the full attack above (and also an unarmed full attack, which I haven't bothered to list above). I.e.: using your swift action in conjunction with a full attack is valid to recover all expended maneuvers. This is certainly the way it was played at the demo.</p><p></p><p>Oddly, the master of the nine PrC doesn't get a full BAB, so this warblade doesn't get 4 attacks/rnd. A straight warblade would be even nastier, as he could use <em>Time Stands Still</em> to do:</p><p>rnd 1: Full attack, full attack (8 attacks).</p><p>rnd 2: Recover maneuvers, full attack.</p><p>rnd 3: repeat rnd 1.</p><p>rnd 4: repeat rnd 2.</p><p>...</p><p></p><p>Each full attack would be as effective as a straight fighter, possibly even more effective with a stance like <em>Blood in the Water</em> active - with one warblade you effectively have 1.5 fighters in the party... and that's without even considering some of his other nasty maneuvers.</p><p></p><p>Scary stuff indeed.</p></blockquote><p></p>
[QUOTE="gribble, post: 3018430, member: 12430"] [b]GenCon 20th lvl Warblade[/b] Ok, so as promised, here are the stats for the Warblade used in the scenario against the Colossal Red Dragon at GenCon: [B]Arzimon[/B] human warblade 15/master of the nine 5 Str 31, Dex 12, Con 25, Int 19, Wis 10, Cha 8 AC 36 (touch 16, ff 36); HP 260; Fort +22, Ref +12, Will +14 [B]Stances [/B](Dual Stance - may have 2 stances active at once for up to 10 rnds/day): [I]Stance of Alacrity[/I]: Can make 2 counters/rnd instead of one. [I]Swarm Tactics[/I]: If you are adjacent to a foe, all allies gain +5 attack vs that foe. [I]Press the Advantage[/I]: After a 5ft step, you may immediately take another one. [I]Stance of Clarity[/I]: +2 AC vs one foe, -2 AC vs all others. [I]Blood in the Water[/I]: +1 attack, +1 damage cumulative for every crit you make in 1 minute. [B]Maneuvers[/B] (Mastery of Nine - +2 attack +6 damage on all strikes): [I]War Master's Charge (Strike, full-round action)[/I]: you charge, and all allies within 30ft immediately charge too. No oppos. All chargers gain +2 attack per charger. If you hit, deal +50 damage, and your allies deal +25 damage each. If at least 2 chargers hit, target is stunned. [I]Feral Death Blow (Strike, full-round action)[/I]: Jump +29 vs. foes AC. If you succeed foe is flat-footed and you attack at +1 damage (this is taken directly from the sheet, but looks like a typo). If you hit, foes dies (Fort DC 31 partial) or takes 6d6+50 damage. [I]Five-Shadow Creeping Ice Enervation Strike (Strike)[/I]: Make a melee attack. If you hit, you deal an extra 5d6+35 damage. Roll 1d20: 1-7: foe takes 2d6 Dex damage and spd reduced to 0 for 1d6 rnds. 8-14: foe takes 2d6 Str damage and -6 atk for 1d6 rnds. 15-20: foe takes 2d6 Str, Dex, Con damage Fort DC 20 for half ability damage, no special effect. [I]Mountain Tombstone Strike (Strike)[/I]: Make a melee attack. If it hits, you also deal 2d6 Con damage. [I]Strike of Perfect Clarity (Strike)[/I]: Make a melee attack. If it hits, you also deal +100 damage. [I]Time Stands Still (Strike)[/I]: Take a full attack action, then take another full attack action. [I]One with Shadow (Counter)[/I]: You become incorpreal until the start of your next turn. [I]Diamond Defense (Counter)[/I]: You gain +20 bonus to you next saving throw. [I]Adamantine Hurricane (Strike)[/I]: Make two melee attacks against each foe at your highest attack bonus +4. [I]Raging Mongoose (Boost)[/I]: Make two additional attacks at your highest attack bonus; you have +1 damage. [I]Avalanche of Blades (Strike)[/I]: Attack a foe in melee, then repeat the attack at cumulative -4 until you miss. Basic +5 keen bastard sword attack: +34/+29/+24 (1d10+17). Crit on 17-20. +4 attack and damage with oppo attacks. +4 damage vs flat-footed or flanked foes. Initiative +1; Speed 30ft. (run x3). This is pretty much exactly the same format as the character sheet given (i.e.: it didn't list out skills, feats, equipment, etc). There was a section at the bottom giving rules for detecting enemies (spot, listen), sneaking (hide move silent) and jumping, that I haven't included above. Definitely a "quick start" style character sheet. Notes: 1) Each readied maneuver is only listed once, heavily implying that you *can't* ready more than one copy of a maneuver at once. 2) The sheet explicitly states: [I]These maneuvers function like spells. Once you've used one, check it off. But when you make a basic melee attack (at the bottom of the section), you can erase all those checkmarks.[/I] The only basic attack listed is the full attack above (and also an unarmed full attack, which I haven't bothered to list above). I.e.: using your swift action in conjunction with a full attack is valid to recover all expended maneuvers. This is certainly the way it was played at the demo. Oddly, the master of the nine PrC doesn't get a full BAB, so this warblade doesn't get 4 attacks/rnd. A straight warblade would be even nastier, as he could use [I]Time Stands Still[/I] to do: rnd 1: Full attack, full attack (8 attacks). rnd 2: Recover maneuvers, full attack. rnd 3: repeat rnd 1. rnd 4: repeat rnd 2. ... Each full attack would be as effective as a straight fighter, possibly even more effective with a stance like [I]Blood in the Water[/I] active - with one warblade you effectively have 1.5 fighters in the party... and that's without even considering some of his other nasty maneuvers. Scary stuff indeed. [/QUOTE]
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