CO this?

Post/Author/DateTimePost
#1

sanguinetsynn

May 11, 2008 15:18:42
7th level human swordsage.

I'd like him to be focused on trips, throws, disarms, and if possible grapples.
On another note, I'd also like him to be able to not be laughed at when he launches his own offensive. So I guess, up his unarmed damage (The party already has a warblade, rogue, wizard, and druid)

The theme is "gentle fist"

I'd prefer if all 7 levels are swordsage, or PRC out of the ToB9S, but if you have to throw monk in there, I won't complain either. Do what must be done!

I'll check back in in a couple hours, sorry if it isn't detailed enough, I'm new to th board, and thanks in advance!
#2

ppaladin123

May 11, 2008 16:18:22
You'll get a lot more (nice) replies if you post a build first and ask for help rearranging feats, class levels, maneuvers, etc. Also you should mention what books you are allowed to use.
#3

runedk

May 11, 2008 16:56:08
First I'll recomend that you check out the posting guidelines and then do a bit of research. Here are a few threads you might find helpfull:


//Rune
#4

sanguinetsynn

May 11, 2008 17:05:17
You'll get a lot more (nice) replies if you post a build first and ask for help rearranging feats, class levels, maneuvers, etc. Also you should mention what books you are allowed to use.

Well, that's a start, and thanks!

Access to all except dragon magazine, pretty much.

I was thinking somewhere along the lines of monk2/sage5, or sage 6/SSNinja1?

Going the monk path, I was thinking decisive strike path, as opposed to the flurry of misses, and taking one of the variant schools to go down the tripping path (dont remember what it is called)

I'm thinking Jotunbrund as human feat
Combat Expertise, unless it is granted from one of the alternative monk styles, if it is granted, Improved trip
3rd level = shadowed blade?
6th = superior unarmed strike, or imp nat attack?

I'd think I'd need to work in Adaptive style to be able to switch from defensive actions, since I'd probably have mostly counters/boosts loaded before encounters, to offensive actions. (did that make sense?)

Not entirely sure how to beef up unarmed damage.

I guess, the concept is unarmed tripper/crowd control/AOO with a solid sting to his hits.
#5

ppaladin123

May 11, 2008 17:24:47
You can get something like an aikido expert if you do monk 2/swordsage 5:

1. improved unarmed strike, combat expertise, improved trip, B:improved grapple
2. B: combat reflexes, evasion
3. adaptive style, weapon focus (setting sun)
4
5
6. superior unarmed strike

Then later take dodge (or desert wind dodge) and defensive throw. Focus on Diamond Mind, Setting Sun and Stone Mountain. You'll be doing 1d10 damage unarmed but tripping, throwing, grappling and AoO'ing rather nicely.

However it looks like generally people go monk 2/swordsage 4/ Shadow Sun Ninja X....that will continue to improve your unarmed strike but will limit you to setting sun and shadow hand moves and give you a bunch of supernatural powers and a stealth focus that might not fit your build concept.
#6

discostan

May 11, 2008 17:40:09
Try the unarmed Swordsage variant instead of the plain old one: you lose light armor proficiency but gain the monk's unarmed damage progression. There's a monk variant class called the Passive Way that'll give you Combat Expertise and Improved Trip as your first two Monk bonus feats; you'll won't get Improved Grapple or Combat Reflexes as your bonus feats though.
#7

sanguinetsynn

May 11, 2008 18:02:43
Try the unarmed Swordsage variant instead of the plain old one: you lose light armor proficiency but gain the monk's unarmed damage progression. There's a monk variant class called the Passive Way that'll give you Combat Expertise and Improved Trip as your first two Monk bonus feats; you'll won't get Improved Grapple or Combat Reflexes as your bonus feats though.

I can deal with the loss of improved grapple, since all it really does is tie myself up with one person, unless one handed choke hold gets worked in.

Thanks for the links Rune! They helped a bit. Still reading through em, and they do give some nice ideas.

Anything else that can be done to optimize the unarmed damage? The way I see it right now, unless im miscalculating, his AOO would be a trip followed up by a decisive strike of 2d10 +(str, dex, int)x2 for 22 damage, so a minimum of 24... which I guess isn't too bad.