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<blockquote data-quote="evermind" data-source="post: 3968174" data-attributes="member: 50013"><p>Speaking from some experience with Warblades (both playing them and GMing with them in the group), I would recommend the following</p><p></p><p>Skills - Tumble is extremly worthwhile, since you will want to get into flanking positions as quickly as possible, or be able to re-position yourself with regard to your opponent. Hitting a target,, then tumbling away some distance does mean the opponent will have to move towards you, forfeiting his/its sequence of full attacks in the process</p><p></p><p>Concentration is a valuable skill primarily if planning on heavy use of Diamond Mind techniques (which can be very deadly ). Otherweise, avoid.</p><p></p><p>As for stats, I don't really think Con 16 will be worth the expenditure over Con 14 (you are rolling D12s in the first place) - re-allocate those points to Int (14, you will want combat expertise, since heavy armours cannot be used. It also means valuable skill points and improved yield from INT-related powers of the Warblade ) and either Wis (fine for will saves, and awareness skills ) or Cha.... Warblades do have access to social skills, and unless you intend to be the social klutz of the party....</p><p></p><p>Maneuvres</p><p>Punishing stance is simply..... junk . The -2 to AC sucks big time, the extra damage is pretty moot, plus you cannot exchange stances later on. Unless you have a long-term plan which requires acquisition of a Iron Heart stance, AVOID.</p><p>Consider the Tiger Blood stance that provides "Scent" (Hunter's Sense ? This will be priceless until high levels, especially outside combat) or the jump bonus and aim for the Tiger blood maneuvres. Just my 2 cents on that</p><p></p><p>You maneuver selection is definitely missing Stone Dragon strikes, especially Mountain Hammer, which is a very effective maneuvre at low levels, since it circumvents any Damage reduction.... and at low levels, you usally don't have an entire arsenal of weapons at hand. Problem is - tone Dragon strikes only work if you have your feet placed on solid ground ---> they become useless once you fly, climb through trees, swim, are upstairs in a building (wooden floorboards etc. ). </p><p></p><p>"Moment of Perfect Mind", while very good is a bit useless at low levels, since magical opposition at that time is scarce, and so are will saves. Pick up later and pick Nightmare Blade instead. "Emerald Razor" is nice, if you use a heavy two handed weapon, less so with something light, especially if you don't have power attack.</p><p></p><p>Rabid Wolf Attack is nice, since the +4 to hit often enough comes in handy.... plus, in combination with Power Attack and a two-handed weapon... 'nuff said !</p><p></p><p>Insightful Strike easily beats Bonecrusher for damage if you have concentration maxed out, especially if you go for sword and board style or something High-crit range like a scimitar or rapier. Why ? For one STR penalities etc. do not count, and it gets better each and every level. Plus, it actually gets affected by Crits, doubling its effect (according to official FAQ ). At level 5, that would mean 10 +D20 ( 8 ranks +2 Con Bonus)... improving each and every level. Now if you get your hands on a keen scimitar (crit range 15-20), that would be 20 + 2D20. While Bonecrusher will NOT multiply the extra dice. and is not getting better independent of character equipment.</p><p></p><p>As for the Warblade bonus feats, I picked "Combat Reflexes" on both my warblades (one using a dagger whip caused real havoc that way ) , although Improved Initiative and Blind-Fighting are nice too - nothing sucks more than placing your single valuable maneuvre strike squat on the target, and then having the blow miss because of blur or displacement....</p><p></p><p>Strike "sudden recovery" (for the reasons explained above) and pick up "Vital recovery" if you feel unsure about timely healing, "Martial Lore" for a off-school maneuvre ( personally I would recommend angling for a Shadow Hand maneuvre ----> then take Martial Stance and pick up "Assassin's Stance" once you can grab it (+2D6 Sneak are nothing to laugh at for a mobile fighter who profits from flanking anywa ).</p><p></p><p>Weapon Focus is pretty moot as well, either take "Combat Expertise" or "Reckless Offensive" (XPH, methinks) for better defense or offense options.</p><p></p><p>"Improved Unarmed combat" is a less common, but highly effective choice. Use a 10' reach polearm, threaten the immediate 5' radius with your bare hands and feet. Do nasty maneuvres while appearing unarmed ( we had a warblade spring herself from prison that way, hammering through the prison wall with mountain hammers.... must have been hell on the fingernails, though ). Wonderful feat, depending on your playing style and campaign</p><p></p><p><em></em></p><p><em></em></p><p><em>Couple small questions :</em></p><p><em>a) Can i use a boost and strike in one round?</em></p><p><em>b) Can I strike and counter in one round?</em></p><p><em>c) Can I boost and counter in one round?</em></p><p><em>d) Can I do all in one round?</em></p><p><em>e) I use moment of perfect mind as counter to in an NPCs to which round does the immidiate action i use belong? the current of next? Does it even take a swift action? Somebody just in detail explain me what type of maneavers i can use in conjuction in 1 turn/round plz.</em></p><p></p><p>a) yes, if only one takes a swift action to use</p><p>b) see a)</p><p>c) usually not, since they use swift and immediate actions which are basically free actions of which you can have only one/round.</p><p>d) see c)</p><p>e) to your next round, that is the one following after the incident requiring the will save. hence, you cannot use the Perfect Mind maneuvre to make a will save and then recover your meanuvres on the following round (since you already have spend your swift/free action for that set of activity.)</p><p></p><p>Good Luck</p></blockquote><p></p>
[QUOTE="evermind, post: 3968174, member: 50013"] Speaking from some experience with Warblades (both playing them and GMing with them in the group), I would recommend the following Skills - Tumble is extremly worthwhile, since you will want to get into flanking positions as quickly as possible, or be able to re-position yourself with regard to your opponent. Hitting a target,, then tumbling away some distance does mean the opponent will have to move towards you, forfeiting his/its sequence of full attacks in the process Concentration is a valuable skill primarily if planning on heavy use of Diamond Mind techniques (which can be very deadly ). Otherweise, avoid. As for stats, I don't really think Con 16 will be worth the expenditure over Con 14 (you are rolling D12s in the first place) - re-allocate those points to Int (14, you will want combat expertise, since heavy armours cannot be used. It also means valuable skill points and improved yield from INT-related powers of the Warblade ) and either Wis (fine for will saves, and awareness skills ) or Cha.... Warblades do have access to social skills, and unless you intend to be the social klutz of the party.... Maneuvres Punishing stance is simply..... junk . The -2 to AC sucks big time, the extra damage is pretty moot, plus you cannot exchange stances later on. Unless you have a long-term plan which requires acquisition of a Iron Heart stance, AVOID. Consider the Tiger Blood stance that provides "Scent" (Hunter's Sense ? This will be priceless until high levels, especially outside combat) or the jump bonus and aim for the Tiger blood maneuvres. Just my 2 cents on that You maneuver selection is definitely missing Stone Dragon strikes, especially Mountain Hammer, which is a very effective maneuvre at low levels, since it circumvents any Damage reduction.... and at low levels, you usally don't have an entire arsenal of weapons at hand. Problem is - tone Dragon strikes only work if you have your feet placed on solid ground ---> they become useless once you fly, climb through trees, swim, are upstairs in a building (wooden floorboards etc. ). "Moment of Perfect Mind", while very good is a bit useless at low levels, since magical opposition at that time is scarce, and so are will saves. Pick up later and pick Nightmare Blade instead. "Emerald Razor" is nice, if you use a heavy two handed weapon, less so with something light, especially if you don't have power attack. Rabid Wolf Attack is nice, since the +4 to hit often enough comes in handy.... plus, in combination with Power Attack and a two-handed weapon... 'nuff said ! Insightful Strike easily beats Bonecrusher for damage if you have concentration maxed out, especially if you go for sword and board style or something High-crit range like a scimitar or rapier. Why ? For one STR penalities etc. do not count, and it gets better each and every level. Plus, it actually gets affected by Crits, doubling its effect (according to official FAQ ). At level 5, that would mean 10 +D20 ( 8 ranks +2 Con Bonus)... improving each and every level. Now if you get your hands on a keen scimitar (crit range 15-20), that would be 20 + 2D20. While Bonecrusher will NOT multiply the extra dice. and is not getting better independent of character equipment. As for the Warblade bonus feats, I picked "Combat Reflexes" on both my warblades (one using a dagger whip caused real havoc that way ) , although Improved Initiative and Blind-Fighting are nice too - nothing sucks more than placing your single valuable maneuvre strike squat on the target, and then having the blow miss because of blur or displacement.... Strike "sudden recovery" (for the reasons explained above) and pick up "Vital recovery" if you feel unsure about timely healing, "Martial Lore" for a off-school maneuvre ( personally I would recommend angling for a Shadow Hand maneuvre ----> then take Martial Stance and pick up "Assassin's Stance" once you can grab it (+2D6 Sneak are nothing to laugh at for a mobile fighter who profits from flanking anywa ). Weapon Focus is pretty moot as well, either take "Combat Expertise" or "Reckless Offensive" (XPH, methinks) for better defense or offense options. "Improved Unarmed combat" is a less common, but highly effective choice. Use a 10' reach polearm, threaten the immediate 5' radius with your bare hands and feet. Do nasty maneuvres while appearing unarmed ( we had a warblade spring herself from prison that way, hammering through the prison wall with mountain hammers.... must have been hell on the fingernails, though ). Wonderful feat, depending on your playing style and campaign [I] Couple small questions : a) Can i use a boost and strike in one round? b) Can I strike and counter in one round? c) Can I boost and counter in one round? d) Can I do all in one round? e) I use moment of perfect mind as counter to in an NPCs to which round does the immidiate action i use belong? the current of next? Does it even take a swift action? Somebody just in detail explain me what type of maneavers i can use in conjuction in 1 turn/round plz.[/I] a) yes, if only one takes a swift action to use b) see a) c) usually not, since they use swift and immediate actions which are basically free actions of which you can have only one/round. d) see c) e) to your next round, that is the one following after the incident requiring the will save. hence, you cannot use the Perfect Mind maneuvre to make a will save and then recover your meanuvres on the following round (since you already have spend your swift/free action for that set of activity.) Good Luck [/QUOTE]
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