![]() ![]() Heck, Bard4/Warblade16 is a nasty build all by itself. No, seriously, this is almost as broke as the Wizard. It also brings ranged damage to the table with the Blast, for when you cannot reach your opponent.īard. It also brings a good Will save to the table. For this alone, it makes this combo deadly. You make the Nightmare Blade maneuvers obsolete because it is already a touch attack. Until you get Eldritch Glaive, which you can use with every maneuver in the ToB book. I know, not the first choice, it brings in another stat (Charisma for save DC), and doesn't seem to add much. Warblade/Wizard (particularly if you go Batman) is quite possibly one of the most broken combos I have ever heard of. So that Int synergy we were talking about earlier? Yea. So yes, Rogue is a very powerful class to combo with Warblade. This means you are almost never going to fail a Will save, even if it IS a 'poor' save. Now combine that with Slippery Mind that gives you a second Will Save if you failed the first one. One of the first-level Diamond Mind maneuvers is a Counter that lets you take a Concentration check in place of a Will save. but you get the Rogue's good reflex save! If you are careful about staying in Light armor, you even get Evasion to go along with it, making you immune to 90% of the Evocation college. Furthermore, you have nice Int synergy: Rogues always want Int for their skill points, plus you now get your Int to your Reflex save. You can fill the flavor of 'swashbuckler' without needing to take the class itself. With these two classes, you are able to be both the Party Tank, and the Skillmonkey. It brings additional damage to the table (if you take Clarion Call tactical White Raven feat, you can make a DC20 Intimidate check to declare an opponent Flanked so you get sneak attack dice), double the skill points with a HUGE skill selection, and Trapfinding. It's d6 HD is obviated by the Warblade's d12 HD, and the gestalt also takes the Warblade's full BAB rather than the Rogue's 3/4. ![]() So, you want something that does well with skill points, utility, or other abilities, with some Int synergy, that has good will or reflex saves. Other than it's maneuvers, it has little utility. It also has poor Reflex and Will saves (although it gets Int bonus to Reflex save when not flat-footed). It only has 4+Int mod skill points, and a fairly poor skill selection. Decent Int synergy with several key abilities. They're not as built for finesse-fighting as wading in and killing stuff. What are it's important stats: Str, Con, and Int. All melee martial weapon proficencies and armor proficencies. Your few spells should likely go to utility, while in combat you focus on the bonuses it provides, and the extra action and ignore DR capabilities.Okay, the key to successful Gestalting is to minimize overlap and maximize synergy.ĭ12 HD and full BAB. and all its in combat options can basically be combined with anything else, and even if they can't- Cunning Surge as needed. It grants a number of out of combat options. With proper maneuver choice, you can do some decent things out of combat with your levels too.ĭefinitely pick up Kung Fu Genius if possible though.Īlso, no, Factotum is not really an active class. ![]() You get a lot more flexibility while gaining most of the potency you'd get from Crusader. Get all the best Crusader maneuvers from Master of Nine, get tons of maneuvers from Swordsage (and gaining a few from shadow hand is really worth it), and get Iron Heart with Warblade. In Tristalt you will get far more mileage out of Swordsage/Warblade than you would Crusader/Warblade, particularly if you use it and Warblade as a launching point for Master of Nine (Unarmed swordsage nets some requirements, warblade feats can get you more, making it a lot less painful to enter- and all the more worth it). Unless you can coerce your DM to allow Kung-Fu Genius to work with Unarmed Swordsage ![]()
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