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| Tektonik02-19-07, 07:12 PM | Thanks to Gaffer for helping me out and posting the refined beshadowed blade. Human Lawful Good: Swordsage 6/Monk 2/Warblade 2/Fighter 2/Blood Claw 3/Sun Shadow Ninja 5 http://img85.imageshack.us/img85/6492/monkmv6.gif The synergy between greater flurry and BCM 2 is also a huge point allowing us 9 attacks at level 20. The levels are stacked as such that you gain maneuvers at the most oppertune time since there are fewer than the base beshadowed. The power curve of this build tends to start out at level 6 hits a high mark at level 11 and continues strong till 20. blade. Items:Monk belt(gives you Greater Flurry), Tatoo that gives +4 Monk levels(If Faerun is allowed) Unarmed Damage at 20: Just belt: 3d8, with Tatoo: 4d8. If you graft arms for battle fists: 4d8 and 6d8 respectively. BAB+Greater Flurry+Twf Chain at 20: 16/16/16/16/11/11/6/6/1 Feats: 1: TWF,Shadow Blade 2: Improved Unarmed Strike, Stuning Fist 3: Combat Reflexes, Adaptive Style 6: Improved Natural Attack 9: Superior Unarmed Strike 12: Iron Heart Aura, Improved TWF 15: Stormguard Warrior 16: Sup TWF 18: Freezing the Lifeblood Note- Without flaws or a flexible DM on the 2nd level Monk feat I can't find a way to get weapon finesse in this build. CL -(IL): Stances [alternate choice] 1 - 1: Either Shadow(SH) 3 - 3: Step of the Wind(SS) -- especially good for moving into Web's and Entangles after you pass the save. 6 - 3(WB): Punishing Stance(IH) 18 - 19: Assassin's Stance(SH) [free] -- I can't find one that I like but assassins stance is a good one cause it synergizes well with shadow blade and Freezing the Lifeblood. 19 - 16: Balance on the Sky(SH) Sword Sage: [indicate alternate choices] 1: Sudden Leap(TC), Wolf Fang Strike(TC), Shadow Blade Technique(SH), Counter Charge(SS), Burning Blade(DW), Clinging Shadow Strik(SH) 4: Claw At the Moon(TC) -- Fulfills BCM Pre Req 5: Cloak of Deception(SH) -- Fulfills SSN Pre Req 6: Flashing Sun(DW) 8: Searing Blade(DW) 11: Pouncing Charge(TC), Swap: Wolf Fang Strike for Dancing Mongoose(TC) 13: Mirrored Pursuit(SS)[Leaping Flame(DW)] 16: Inferno Blade(DW) 19: Raging Mongoose(TC) 20: Five-Shadow Creeping Ice Enervation Strike(SH), Swap: Flashing Sun(DW) For Feral Death Blow(TC) Warblade: 10: Iron Heart Surge(IH), Leading The Attack(WR), White Raven Tactics(WR) 15: Lightning Recovery(IH) if it works on Maneuvers and Stunning Fists/FtL if not maybe Soaring Raptor Strike or Death from Above Advantages: 9 attacks at 20 with 16 BAB using fractional The Swap levels allow for a huge turnover rate in terms of damage gained Saves at 20 base: 20/15/12 Evasion at CL 3 TC as SS favored discipline you can add your best ability to damage when you use your most damaging attacks. Level 11 is such a huge boost in power it is almost funny also with the exception of level 14 you get something major at every level from here on out. No wasted warblade maneuevers White Raven Tactics: Gains the ability to grab this maneuver at level 10. Freezing the lifeblood + Stormguard Warrior gives an automatic damage bonus(Touch attack against paralyzed) for the next round + a possibility of a huge damage gain the next round. 2 9th level maneuvers + you still have requirements met for all maneuvers known if your DM doesn't follow the CustServ ruling No Twf Penalties at all past level 9 Damage as a large level 20 monk with monk abilities as a monk 16(+3ac, +50 movement, greater flurry) Cons: No armor :( Fewer maneuvers than base beshadowed blade. Unless you use flaws or get to swap the level 2 monk feat I can't get Weapon Finesse in there. You need to show your DM why fractional BAB is better, I enjoy the Gestalt lesson as to why fractional bab is better. Weak lower levels until about level 6 when you get Flashing Sun and INA Over half your maneuvers at 20 are going to be Swift Actions so you can mostly just use one a round + warblade recovery system might not be that useful as when you run out of maneuvers that require swift actions you are probably going to use adaptive style anyways. Math: Just a taste of what this can do at 20 Round 1: Pouncing Strike. First attack Freezing the Lifeblood, next 8 Stormguard Warrior for +40 damage per attack next round(he is paralyzed + touch attacks... they all hit cept on a nat 1 but you have lightning recovery). If the opponent tries to run you can stay with him for 160 feet. Round 2:Raging Mongoose for 13 hits triggering 520 bonus damage total. Why Raging Mongoose is better than Girallon Windmill Flesh Rip for this build: With 4d8 damage as your base assuming everything hits also assuming a 24 in both Wis and Dex and a 16 in STR for simplicity sake. GWFR: Str*9 + Dex*9[Shadow Blade] + Wis*9[TC maneuver] + 360[stormguard warrior] + 2d6*9[Assassin's Stance] + 4d8*9[base damage] + 20d6[Rending] = 802 average damage. not bad. If you do Raging Mongoose though. Str*13 + Dex*13[Shadow Blade] + Wis*13[TC maneuver] + 520[stormguard warrior] + 2d6*13[Assassin's Stance]91 + 4d8*13[base damage]234 = 1066 average. The more Str, Dex and Wis you add or if you use battlefists the better raging mongoose gets. GWFR is mainly for the normal Beshadowed blade as his base weapons are doing 1d4+w/e his enchantments are or whenever you can do more than 70 damage average in 4 hits. |