Help with straight Warblade 1-20

Post/Author/DateTimePost
#1

bradywan

Dec 10, 2009 19:40:06



  An old friend is rejoining our group, and hasn't played since 2nd edition.  After browsing some books, they have decided on Warblade.  This will be our first Tome of Battle character, so none of us are very knowledgable about the class.  He wants to sword and board it for the first few levels and eventually move to the greatsword (his idea).  I'm looking for a good solid build for straight Warblade that I can email to him.  Stats will be a 34 point buy and he would like no lower than 15 charisma.


  We can use any published 3.0 or 3.5 WotC book/supliment.

Thank you
#2

aelryinth

Dec 11, 2009 18:38:20
There's a warblade build in the Lockdown links in my sig.  take a look at it.

Hard to beat a sword and board Warblade, however.  Greatsword and THW are less important since you can just stow the shield and go two handed on the longsword...but your manuvers don't care what weapon you use. Keep that in mind.

With a good Int, thicket of blades and mage slayer providing buckets of AoO's, a good warblade can be a terror.

Of course, there are plenty of straight Warblade builds on these boards. I believe you can link to one of the compendiums in the sticky at the top of the page.

===Aelryinth
#3

streamofthesky

Dec 12, 2009 12:50:07
Depends on what disciplines he wants to focus on.  Warblades only get about 13 maneuvers before feats, so you really can only specialize in two, maybe get one or two maneuvers from other disciplines on top of that.  I like to do Iron Heart + Diamond Mind and treat it as what the Samurai class would be like if WotC didn't seem to go out of their way to make any eastern-themed class as underpowered and worthless as possible.

In general, White Raven Tactics and Iron Heart Surge, both level 3 maneuvers requiring one other maneuver of their respective disciplines known to learn, are solid, very good maneuvers to have.  Neither is a strike, but they give tremendous benefits.

WRT switches an ally's initiative to be = to your init - 1, so they go right after you.  Technically, by cust serv, you can use it on yourself to get two turns in a row, but no sane DM allows that.  One thing to note is the short 10 ft range.  It is a swift action, though, so if you allow PCs to take those in between other other actions (like say...movement or charging), it isn't as limiting.

IHS is a standard action and thus leaves you with no offense that round.  But it can be so worth it at times.  This is because IHS can basically knock out ANY effect or condition your character is suffering from.  Secondary poison damage?  No worries!  Nauseated?  Gone!  The best use, though, is the fact that it can annihilate area effects, like web, evard's tentacles, and even an anti-magic field!

Both maneuvers are extremely strong and very party-friendly.  People usually are less against overpowered stuff when it's benefitting the group.