| Post/Author/DateTime | Post |
|---|---|
| #1seventh_wingMar 08, 2009 19:08:53 |
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| #2seventh_wingMar 08, 2009 19:17:13 | -- |
| #3seventh_wingMar 08, 2009 19:19:49 | Replies, copied from the other thread:You can be an effective warblade or crusader without tripping. Their maneuvers make them versatile in the ways they can affect a game. The fighter does not have all the options ToB classes do so to be most effective he is better off going into trip mode. You could probably get away with a lack of tripping. But if you lack reach, you're taking free hits from... well almost everything, which is really bad, considering that one full attack is taking you to 30% health as is... making it very likely the AoOs can push you over. It is not hard to do enough damage to matter unless you are fighting a tarrasque or a dragon. Even the Pit Fiend and Balor don't really have a lot of HP. 50+ HP per attack is possible, and with the two fore-mentioned having about 300 that is 1/6 of their hp, not counting what the rest of your party can do. Now if the rest of the party is not up to snuff then you may be forced to go into charge mode. |
| #4phaedrusxyMar 08, 2009 19:29:56 | It can certainly be "viable" in a group with good spellcasting support. Melees can make decent battlefield controllers (but it sounds like that's not what you're after) and can be excellent sources of damage output. Charging is the usual means of boosting their damage output, but it's not the only one. It is also entirely possible to make a melee-based "debuffer", with things like the Hexblade's alternate familiar and Palladin of Tyrranny/Blackguard, Imperious Command, and the Mage Slayer feat tree to dispel buffs. And this is only considering the higher levels. At the lower levels, melees can be quite effective as the spellcasters don't have the staying power or durability to just WTFPWN everything with impunity, if you're facing multiple encounters per day, as you should be. Also, it depends on the group you're in. If it's a group of high level Ur-Priests and Incantatrixes... you better be a charging Berzerker. If the wizard has WF: Dagger, you'll be fine. ;) |
| #5jameswilliamogleMar 09, 2009 9:40:45 | I've build a few straight Fighters that have excellent damage output and have some tricks in addition to that. Most of it involves getting two to three feats that combine well with dual-damage-type weapons. As a Warblade, you could pick up the prereq feats needed for this, or just have some mix of Fighter to boost up your effective Fighter level instead. Consider combining Piercing Strike, Shocktrooper, Flay, Crushing Blow, Lightening Mace, Dungeoncrasher ACF, and Morninstars, for example. Add on to that the Warblade's maneuvers and you have a LOT of tricks to fall back on. |
| #6carnivoreMar 09, 2009 11:15:19 | here is a fun build ... that does not rely on Charging, Tripping, Reach, or lockdown: Title:The Intelligent Unarmed Spanker type: Tactical,Unarmed AoO Race: Human Build Stub: Monk 2/ Swashbuckler 3/ Warblade 15 Ability scores: DEX>INT>CON>STR>CHA>WIS 28-PB: 14, 16, 14, 10, 10, 10 32-PB: 16, 16, 14, 10, 10, 10 1.Monk 2.Monk 3.Swashbuckler 4.Swashbuckler 5.Warblade 6.Warblade 7.Swashbuckler 8.Warblade 9.Warblade 10.Warblade 11.Warblade 12.Warblade 13.Warblade 14.Warblade 15.Warblade 16.Warblade 17.Warblade 18.Warblade 19.Warblade 20.Warblade feats Improved Unarmed(monk) Combat Reflexes(monk) Improved Grapple(monk) Weapon Finnesse(Swashbuckler) Unnerving Calm(Warblade) Blade Meditation(Warblade) Ironheart(warblade) Carmondine Monk Superior Unarmed Strike 2 weapon fighting Improved 2 weapon fighting Double Hit Robilars Gambit Martial Study(Cloak of Deception,SH2) Martial Study(Shadow Blink,SH7) 16 Str(base 10 + 6 item) 28 Dex(base 16 + 6 item +1 lvl +5 inherent) 20 Con(base 14 + 6 item) 30 Int(base 16 + 6 item +4 lvls +4 Inherent) 16 Wis(base 10 + 6 item) 16 Cha(base 10 + 6 item) at 20th lvl......BAB +19 Full Attack 19+9 Dex+ 5 Enhancement(greater magic weapon..or ammulet) +33/+28/+23/+18 and 3d6(2d6 @ +1 Size)+10 Int +3 Str= 3d6+13 Each thus when flurry and 2 Wpn fight and imp 2wpn fight...attack bonus is as follows: +31/+31/+31/+26/+26/+21/+15 and he gets 9 AoOs...which generate 2 attacks for each(Double Hit)....all at: 19+9 Dex+ 5 Enhancement(greater magic weapon..or ammulet) +10 Int(Warblade) +43/+43...and 3d6+23damage he gets: Int to Damage(Unarmed) Int to AC Int to Confirm Crits 2xInt to Damage vs Flatfooted/Flanked Int to Opposed checks(bull rush,trip,etc...) Int to Attack for AoO 2xInt to Damage for AoO Dex to Attack Dex to AC Dex to Initiative Manuvers: Diamond Mind: Moment of Perfect Clarity Action Before Thought Rapid Counter Pearl of Black Doubt(stance) Tiger Claw: Hunters Stance Wolverine Stance Wolf Pack Tactics Stance Pouncing Charge Dancing Mongoose Raging Mongoose Girallons Windmill Shadow Hand...thru Martial Study Cloak of Deception Shadow Blink The main idea.......a Character who looks unimposing...No weapons, No Spell books,or component pouches....looks like a servant or butler...... For combat.....uses Cloak of Deception to go Greater invisible then While in Wolf pack Stance...can attack and Move 5' after each attack...if he uses 2 attacks for 4 opponents...he does an extra 8d6 to each...and if they attack him he gets 2 AoO attacks if both hit..he does an extra 8d6 each time because he is still under the efects of Giralllons Windmill.....after he attacks...he uses Shadow Blink to get back to his start Position as if nothing happened...and becomes visible again :D |