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Masters of the Sword A Warblade’s Handbook Never give a sword to a man who can't dance. -Confucius Why Play a Warblade?
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Warblades, introduced in Tome of Battle: The Book of Nine Swords, are one of the three martial initiator classes. Exemplars of sheer martial skill, they are arguably the strongest of the three. Here are just a few of the warblade's selling points. - They're free to play. Wizards of the Coast kindly provided the full warblade class on their website, along with maneuver cards, which can help streamline play. - You’re as good as it gets. Before we even get to maneuvers and all the rest, you have a d12 hit die, two good saves, and full BAB. - You have efficient use of the action economy. Warblades can move, initiate a standard-action strike for respectable damage, mix in a swift-action boost and still perform a counter when it's not their turn. Fighters, on the other hand, just move and attack. - As you advance, you gain a number of useful class features which boost your overall combat capability, from free feats to abilities that grant you excellent Int synergy. And your capstone is undoubtedly the best of the three martial adepts', providing an incentive to stay in warblade all the way to the end. - You can refresh maneuvers at a moment’s thought. To refresh their maneuvers, a warblade just has to make a normal attack. - You’re great straight out of the box. This applies to all Tome of Battle characters, but it’s worth bringing up - it’s very hard to screw up as a warblade unless you try to. Although this guide can help, just picking maneuvers that sound cool will make you quite capable. Nor do you even need to multi class; warblade 20 is an excellent build.
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Naturally, opinions on the Tome of Battle vary widely. Martial adepts have a style of play far removed from the standard martial character in Third Edition. But I’ve found that Tome of Battle greatly enriches the playing experience at my table, for two reasons: - It makes melee characters fun to play. Some people enjoy endlessly repeating their full attack routine, but many want something more. Tome of Battle provides melee combatants a wide array of new options and tactics, as well as the ability to make tactical decisions more meaningful than simply how much they'll Power Attack for. - It levels the playing field. Around here it’s an oft-recited saying that fighters scale linearly, while wizards scale quadratically. Tome of Battle by no means closes that gap, but it unquestionably narrows it. This handbook will use the following system for ratings: Red - Awful. Never, ever take these. David Blade Magic MagicianPurple - Meh. These can be situationally useful, but aren’t usually worth it. Black - OK. Not the best, but not the worst, either. Blue - Good. An excellent option, and worthwhile. Cyan - Great. You should take these. Gold - Incredible. These are amazing options, defining aspects of a build or even the entire class. Any kind of feedback is welcome and appreciated.
Posted byDM5 years ago
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[4e] Sword Mage Build, set in Forgotten RealmsDurin, level 4 Human, Swordmage Build: Shielding Swordmage Swordmage Aegis Option: Aegis of Shielding Versatile Expertise Option: Versatile Expertise (Heavy Blade) Versatile Expertise Option: Versatile Expertise (Crossbow) Salsoul acapella are they copyrighted to use. Human Power Selection Option: Bonus At-Will Power Spellscarred Oathbound Fellow (+2 to Insight) Theme: Guardian FINAL ABILITY SCORES STR 11, CON 16, DEX 10, INT 20, WIS 11, CHA 8 STARTING ABILITY SCORES STR 11, CON 16, DEX 10, INT 17, WIS 10, CHA 8 AC: 23 Fort: 17 Ref: 19 Will: 16 HP: 49 Surges: 11 Surge Value: 13 TRAINED SKILLS Arcana +12, Athletics +7, Diplomacy +6, Endurance +10, History +12, Insight +9 UNTRAINED SKILLS Acrobatics +2, Bluff +1, Dungeoneering +2, Heal +2, Intimidate +1, Nature +2, Perception +2, Religion +7, Stealth +2, Streetwise +1, Thievery +2 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Guardian Attack: Guardian's Counter Swordmage Feature: Aegis of Shielding Swordmage Attack 1: Lightning Lure Swordmage Attack 1: Sword Burst Swordmage Attack 1: Booming Blade Psion Attack 1: Memory Hole Swordmage Attack 1: Sword of Sigils Swordmage Attack 1: Frost Backlash Swordmage Utility 2: Channeling Shield Swordmage Attack 3: Dimensional Vortex FEATS Level 1: Intelligent Blademaster Level 1: Disciplined Talent Level 2: Implement Expertise (Heavy Blade) Level 4: Versatile Expertise Carmina burana partitura piano pdf download. ITEMS Amulet of Protection +1 x1 Adventurer's Kit Leather Armor of Aegis Expansion +1 x1 Slow-Step Oil Arcane Mark Magic Mouth Belt of Vigor (heroic tier) x1 Scroll of Purify Water Aegis Blade Broadsword +1 x1 Bottle of Wine Iron filings and lodestone Mirror Potion of Healing Crossbow Survivor's Preparation Feywine Raisin Distance Hand crossbow +1 Spider Bolt +1 Crossbow Bolts End Pretty standard stuff except for the Discipline talent. (Make yourself invisible after marking a target? aweesoommee) Durin's deal is that he protected a revolutionary named Thoavir and helped him and his allies overthrow a corrupt and tyrannical regime. What followed was a period of intense paranoia and power struggle within this revolutionary group. Since he was kind of the idealogical figurehead of the revolution, he kind of posed the biggest threat. Thoavir and those closest to him (including Durin here) were either executed or imprisoned. In the ensuing chaos of these power squabbles Durin was able to escape after a few months, but not before losing trust in humanity and realizing the fruitlessness of war (all that good stuff) Hmm so theres some holes here. I definitely want him to have had some period of isolation where he studied the arcane arts and 'upgraded' from a standard sellsword. Possibly failing to protect Thoavir and his family made him take a different direction in his combat style. I also want to have a satisfactory segueway into guarding lesser nobles but still living the good life.Slight surliness and a love of fine wine and food are definite traits. (he's naturally somewhat disdainful of the human condition after his experiences but can loosen up and get along with the upper class when he needs to) Did he just wander around doing odd jobs for towns until he built up a good enough name to take royal sentry duty? Possibly.. a nearby noble who supported the initial revolution knew of Thoavir and also lamented his downfall took Durin into his household when he shows up ragged and freshly un-jailed. What do you think? Mostly looking for ways to fill in plot holes and add real richness. I'm looking at cities and kingdoms where these events would fit the best too.
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Some friends of mine are starting up a 4e game, we don't have a tank yet and I'm the only person who hasn't finalized their class pick. The swordmage class from the FR player's guide intrigues me greatly but I have essentially no experience with 4e mechanics beyond occasionally listening to the PA podcasts. I tended to be a bit of a min/maxer back in the 2nd, 3rd, and 3.5 edition days so working with a ruleset I'm not intimately familiar with makes me slightly nervous.
So, RPG.net D20 Forum, I choose you.. to help me build a good swordmage tank! Any advice you have to offer is welcome. Comments are closed.
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