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*Pathfinder & Starfinder
What, If Anything, Might be Wrong with the Warblade?
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<blockquote data-quote="Someone" data-source="post: 3435801" data-attributes="member: 5656"><p>Martial classes gain a limited number of stances and manevers. Stances are active all the time, and while you can't have more than one of them active, you can change the one you're using quickly. Maneuvers are divided into boosts, strikes and counters, and they play like a mixture of feats and spells: like spells they are divided into 9 levels (you get 1st level maneuvers at 1st level, 2nd level at 3rd, 3rd level at 5th, etc) and are spent when used, though they can be recovered, the exact recovery method depending on your class (or lack of class) and like most feats they have no set limit of uses per day.</p><p></p><p>It's the Crusader, one of the classes, the one getting the maneuvers randomly, though he doesn't have to do anything to recover them. The other two classes can choose them as they want (within limits depending on class and level) but have to use actions to recover them.</p><p></p><p>Boosts are usually swift actions and improve something: your damage that round, your speed, etc. Strikes are normally standard or full round action; most maneuvers are strikes, and almost all of them are offensive in nature. Counters are imediate actions and many of them are defensive: you can use the counter as a reaction to an attack.</p><p></p><p>The most broken White Raven maneuvers are White Raven Tactics (it allows you to effectively give an ally extra turns) and IIRC Warmaster's Charge, which allows all the party to charge, deal ludicrous damage and force the opponent charged to save VS stun (with a stupidly difficult save)</p></blockquote><p></p>
[QUOTE="Someone, post: 3435801, member: 5656"] Martial classes gain a limited number of stances and manevers. Stances are active all the time, and while you can't have more than one of them active, you can change the one you're using quickly. Maneuvers are divided into boosts, strikes and counters, and they play like a mixture of feats and spells: like spells they are divided into 9 levels (you get 1st level maneuvers at 1st level, 2nd level at 3rd, 3rd level at 5th, etc) and are spent when used, though they can be recovered, the exact recovery method depending on your class (or lack of class) and like most feats they have no set limit of uses per day. It's the Crusader, one of the classes, the one getting the maneuvers randomly, though he doesn't have to do anything to recover them. The other two classes can choose them as they want (within limits depending on class and level) but have to use actions to recover them. Boosts are usually swift actions and improve something: your damage that round, your speed, etc. Strikes are normally standard or full round action; most maneuvers are strikes, and almost all of them are offensive in nature. Counters are imediate actions and many of them are defensive: you can use the counter as a reaction to an attack. The most broken White Raven maneuvers are White Raven Tactics (it allows you to effectively give an ally extra turns) and IIRC Warmaster's Charge, which allows all the party to charge, deal ludicrous damage and force the opponent charged to save VS stun (with a stupidly difficult save) [/QUOTE]
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Community
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What, If Anything, Might be Wrong with the Warblade?
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