Where to go with my Warblade

Abraxas

Explorer
oops - accidentally hit submit before done with the post, Details of my question are a few posts down.
 
Last edited:

log in or register to remove this ad


Uh, maybe multiclass into Crusader after a bit, to learn some Devoted Spirit maneuvers that use good-aligned attacks? I dunno, can't remember if there were any good ones for maiming fiends at the lower or middle levels.
 

OK, I am the first player in our campaign to try the Bo9S options. I am playing a Warblade/fighter/Master of Nine. I've been taking feats as needed to get into the MoN prestige class and maneuvers as dictated by the campaign, so I have sort of a hodge podge of maneuvers. As this campaign is progressing it appears that dragons (spawn of tiamat) and demons/devils will figure heavily into the story line. What I am looking for is suggestions on what I should focus on for the maneuvers/stances the character will get with the MoN prestige class (although it may be too late already and the character may be too spread out).

So here's what I've got so far...

Human
Warblade 5/ Fighter 2/ Master of Nine 1

Ability Scores
ST . . 18 (17 +1)
DX . . 16
CN . . 18 (17 +1)
IN . . 15
WI . . 12
CH . . 12

Primary Weapon: +1 Greatsword
Att: +12/+7 (BAB. . +7/+2 +4 STR + 1 Greatsword )
Dam: 2d6+7

AC: 21 (10 + 5 Mithril Breastplate + 3 Dex + 2 Deflection + 1 Dodge)

Fort . 11
Ref . . 6
Will. . 4

Class Progression & Feats
L1.....WrB 1.................Improved Unarmed Strike, Ironheart Aura
L2.....WrB 1/Ftr 1...........Improved initiative
L3.....WrB 1/Ftr 2...........Dodge, Adaptive Style
L4.....WrB 2/Ftr 2
L5.....WrB 3/Ftr 2
L6.....WrB 4/Ftr 2...........Martial Study (Setting Sun)
L7.....WrB 5/Ftr 2...........Blind Fight
L8.....WrB 5/Ftr 2/ MoN 1

Class Abilities
Battle Clarity (Ex): When not flatfooted gain an Insight bonus to Reflex saves = to Intelligence bonus (max = class level)
Weapon Aptitude (Ex): Qualify for fighter only feats at Warblade level - 2, spend 1 hour to switch the weapon for which they apply
Uncanny Dodge (Ex): Retains Dexterity bonus to AC (if any) even if caught flat-footed/struck by an invisible attacker. Still loses her Dexterity bonus to AC if immobilized.
Battle Ardor (Ex): Insight bonus equal to intelligence bonus to confirm critical hits.

Maneuvers: 9 Known (6 from WrB, 2 from MoN, 1 from Martial Study), 5 readied:
Moment of Perfect Mind - Diamond Mind, Counter
Steel Wind - - - - - - - Iron Heart, Strike
Wall of Blades - - - - - Iron Heart, Counter
Clever Positioning - - - Setting Sun, Strike
MountainHammer - - - - - Stone Dragon, Strike
Sudden Leap - - - - - - -Tiger Claw, Boost
Douse the Flames - - - - White Raven, Strike
Unknown - ??
Unknown - ??

Stances: 2 known, 1 readied:
Punishing Stance - Iron Heart
Leaping Dragon - Tiger Claw


So now, where to go? I have to focus on one or two disciplines to get the highest level maneuvers - but I don't have enough experience to be confident about the choices I should make. The character is one of two primary combatants, so dealing out lots of damage would be good, but in character, standing out and being flashy is just as important.

Any Suggestions?
 
Last edited:

Fun maneuvers from the crusader side of things: Divine Surge (Devoted Spirit) & Flanking Maneuver (White Raven). Fun crusadery stances: Aura of Chaos or Aura of Perfect Order (Devoted Spirit).
 

Can you rebuild a bit? Note that stances count as maneuvers for the purpose of qualifying for other maneuvers and prestige classes (bottom of p.43), so you may have more flexibility than you thought. :)

Also, Leaping Dragon is really good for a Tiger Claw-focused build, but that's not what you have. (And I'm assuming that you got Sudden Leap because your DM is ignoring the prerequisite for that maneuver? If so I agree with his call, but you should make sure. IMHO it's an editing error that 3/4 of the first level Tiger Claw maneuvers and stances have prerequisites...)



1/ Warblade 1 -- Blind-Fight, Martial Study (Burning Blade, DW/Boost)
-- Punishing Stance (IH/Stance), Moment of Perfect Mind (DM/Counter), Sudden Leap (TC/Boost), Charging Minotaur (SD/Strike)
2/ Monk 1 -- Improved Unarmed Strike, Improved Grapple
3/ Fighter 2 -- Desert Wind Dodge, Improved Initiative
4/ Warblade 2 -- Leading the Attack (WR/Strike)
5/ Warblade 3 -- Battle Leader's Charge (WR/Strike)
6/ Warblade 4 -- Adaptive Style -- Absolute Steel (IH/Stance), Charging Minotaur -> Bonecrusher (SD/Strike)
7/ Warblade 5 -- [Ironheart Aura] -- White Raven Tactics (WR/Boost)
8/ Mo9 1 -- Flashing Sun (DW/Strike), Searing Charge (DW/Strike)
- - -
You're not actually required to take more levels of Master of Nine immediately! You can now stock up on standard Warblade maneuvers for a few levels before taking more Mo9 levels.


Why Desert Wind for your 6th school? Synergy. You're not particularly after Fire damage (but it's nice if you're facing ice critters), nor do you care about area effects. But you get some nice flashy Strikes which synergize well with what you want to do:

Flashing Sun -- Flurry with any weapon (+1 extra attack, -2 to attack rolls). Stacks with Dancing Mongoose (which you'll take later).

Searing Charge -- Some pesky Wizard flying around? Charge him straight up and initiate a grapple! The extra Fire damage is nice, but flying is awesome.

Desert Wind Dodge -- Better than Dodge, since you'll be mobile, and it stacks with the AC bonus from your Absolute Steel stance.


Here's the other synergy:

Absolute Steel gives you +2 AC and +10 ft. movement, which is great, because you'll be charging a lot. This perfectly counters the AC penalty from charging. With Desert Wind Dodge, you actually have +1 AC when you Charge. :) And you have a few Charge maneuvers: upgrade your White Raven charge maneuvers when you take Warblade levels, and keep Searing Charge for flexibility.


Burning Blade + Punishing Stance + Flashing Sun (+ Dancing Mongoose); or Punishing Stance + Burning Blade + Mithral Tornado (later): the extra attacks multiply your bonus damage nicely.

If you like the extra attacks idea, consider dropping Ironheart Aura and taking Snap Kick instead.


I've stayed away from Diamond Mind mostly because you don't have Power Attack. With Power Attack, the Diamond Mind school becomes quite attractive -- Emerald Razor is the most obvious synergy, but really all the heavy hitters (like Ruby Nightmare Blade and Diamond Nightmare Blade) rely on multiplying Power Attack.


The most important thing to consider with this character is that you'll be mostly doing two things: charging and not charging. :) So make sure you have maneuvers which benefit both aspects of your personality. When mobile, you want to be in Absolute Steel stance. When standing toe-to-toe, you probably want to be in Punishing Stance, making full attacks.

Cheers, -- N
 

Nifft said:
Can you rebuild a bit? Note that stances count as maneuvers for the purpose of qualifying for other maneuvers and prestige classes (bottom of p.43), so you may have more flexibility than you thought. :)
Retraining is allowed, rebuilding is not :(

Nifft said:
Also, Leaping Dragon is really good for a Tiger Claw-focused build, but that's not what you have. (And I'm assuming that you got Sudden Leap because your DM is ignoring the prerequisite for that maneuver? If so I agree with his call, but you should make sure. IMHO it's an editing error that 3/4 of the first level Tiger Claw maneuvers and stances have prerequisites...)
Actually, I started with Wolf Fang Strike so I could get multiple attacks before BAB was high enough for iterative attacks, took the leaping dragon stance for the stance a Warblade gets at level four, Then because I had two Tiger Claw Maneuvers and met the prerequisite to learn Sudden Leap, I swapped out Wolf Fang Strike for Sudden Leap. The Leaping Dragon Stance and Sudden Leap maneuver were selected for mobility - things that events in the campaign dictated. That may be part of the problem I'm having - I'm reacting to the campaign but not really planning ahead (trying a more organic growth method of character development) which is not what I normally do

Nifft said:
1/ Warblade 1 -- Blind-Fight, Martial Study (Burning Blade, DW/Boost)
-- Punishing Stance (IH/Stance), Moment of Perfect Mind (DM/Counter), Sudden Leap (TC/Boost), Charging Minotaur (SD/Strike)
2/ Monk 1 -- Improved Unarmed Strike, Improved Grapple
3/ Fighter 2 -- Desert Wind Dodge, Improved Initiative
4/ Warblade 2 -- Leading the Attack (WR/Strike)
5/ Warblade 3 -- Battle Leader's Charge (WR/Strike)
6/ Warblade 4 -- Adaptive Style -- Absolute Steel (IH/Stance), Charging Minotaur -> Bonecrusher (SD/Strike)
7/ Warblade 5 -- [Ironheart Aura] -- White Raven Tactics (WR/Boost)
8/ Mo9 1 -- Flashing Sun (DW/Strike), Searing Charge (DW/Strike)
- - -
You're not actually required to take more levels of Master of Nine immediately! You can now stock up on standard Warblade maneuvers for a few levels before taking more Mo9 levels.


Why Desert Wind for your 6th school? Synergy. You're not particularly after Fire damage (but it's nice if you're facing ice critters), nor do you care about area effects. But you get some nice flashy Strikes which synergize well with what you want to do:

Flashing Sun -- Flurry with any weapon (+1 extra attack, -2 to attack rolls). Stacks with Dancing Mongoose (which you'll take later).

Searing Charge -- Some pesky Wizard flying around? Charge him straight up and initiate a grapple! The extra Fire damage is nice, but flying is awesome.

Desert Wind Dodge -- Better than Dodge, since you'll be mobile, and it stacks with the AC bonus from your Absolute Steel stance.


Here's the other synergy:

Absolute Steel gives you +2 AC and +10 ft. movement, which is great, because you'll be charging a lot. This perfectly counters the AC penalty from charging. With Desert Wind Dodge, you actually have +1 AC when you Charge. :) And you have a few Charge maneuvers: upgrade your White Raven charge maneuvers when you take Warblade levels, and keep Searing Charge for flexibility.


Burning Blade + Punishing Stance + Flashing Sun (+ Dancing Mongoose); or Punishing Stance + Burning Blade + Mithral Tornado (later): the extra attacks multiply your bonus damage nicely.

If you like the extra attacks idea, consider dropping Ironheart Aura and taking Snap Kick instead.
I like way you laid things out - I'm definitely going to look at what I can do with retraining and the Desert Wind discipline. I still like Douse the Flames - we are fighting creatures with reach often, and being able to stop them from making AoOs has helped (especially against hydras - Except I just found out it doesn't work against hydras).

Nifft said:
I've stayed away from Diamond Mind mostly because you don't have Power Attack. With Power Attack, the Diamond Mind school becomes quite attractive -- Emerald Razor is the most obvious synergy, but really all the heavy hitters (like Ruby Nightmare Blade and Diamond Nightmare Blade) rely on multiplying Power Attack.
I was thinking of taking power attack at level 9 . . .


Nifft said:
The most important thing to consider with this character is that you'll be mostly doing two things: charging and not charging. :) So make sure you have maneuvers which benefit both aspects of your personality. When mobile, you want to be in Absolute Steel stance. When standing toe-to-toe, you probably want to be in Punishing Stance, making full attacks.

Cheers, -- N

Thanks, you given me some ideas to consider.
 
Last edited:

Stone Dragon helps you bypass DR, which may be very useful. Aside from that, doesn't master of the nine give you benefits if you have manoeuvers from multiple disciplines? You may be on the right track with your hodgepodge of manoeuvers already.
 

Yes, the 5th level special ability of the Master of Nine PrC is a damage bonus equal to the number of different disciplines he readied maneuvers from on any martial strikes made. So a MoN has the potential of having +9 to damage with each martial strike made
 

Remove ads

Top