Author Topic: Tome of Battles for Dummies v2  (Read 10029 times)

Offline Mixster

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Tome of Battles for Dummies v2
« Topic Start: December 09, 2011, 11:17:21 AM »
Disclaimer: All credit goes to the original author DaveTheMagicWeasel, I merely port this over, and update it if needed.
Tome of Battle for Dummies
Crusaders, Swordsages and Warblades ... oh my!
What follows is a first attempt at a preliminary handbook for Tome of Battle.  I have however avoided calling it a handbook because an effort to make a guide so comprehensive as to deserve the name is likely a futile endeavour.  Instead this is intended as a general introduction to the book for someone just picking it up for the first time.

Right now this is a work in progress, some sections (PRCs especially) are very sparse at the moment, I'm just posting it now to get things started and start getting feedback/contributions (this job is too big for one person!).

So, what I'm looking for is any thoughts on good feats or other worthwhile options for the various classes, as well as sample builds for the various classes.  I'm quite happy with the Crusader section, but Swordsage and Warblade are harder to pin down to definable roles.  If anyone has more experience with them then any thoughts would be appreciated.  And if anyone has an iconic Swordsage 20 or Warblade 20 build with sample maneuver progressions to show people a suggested baseline from which to start working (I'll do em myself when I get chance, but if someone wants to do it great).  Also, any help on the Swordsage, Bloodstorm Blade, Deepstone Sentinel, JPM and Shadow Sun Ninja would be appreciated as they are the classes I am least familiar with.

Contents:


Generally useful links:
« Last Edit: December 12, 2011, 03:39:59 PM by Mixster »
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Offline Mixster

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Re: Tome of Battles for Dummies v2
« Reply #1: December 09, 2011, 11:18:22 AM »
Multiclassing: A Dipper's Guide to Tome of Battle

Tome of Battle is probably the single most dip-friendly supplement that WotC has ever produced.  This is because of the simple and elegant mechanic whereby 1/2 your HD in non-Martial Adept classes (or Racial HD) are added to your Initiator Level.

This allows almost any character that can be created to gain significant and worthwhile benefits with even just a single level of a ToB class (in the vast majority of cases using a level in a class is a better option than the Martial Study and Martial Stance feats, as doing so grants you more maneuvers as well as a recovery method for them).

This also allows you to delay entering a Martial Adept class so that the large number of maneuvers gained at 1st level do not have to be 1st level maneuvers.  This can be particularly appealing for builds that intend to enter a Prestige Class and will therefore not gain access to the ability to swap maneuvers - making low-level choices especially important.

When multiclassing with a Martial Adept Tleilaxu_Ghola's "leap frogging" is a good model to use.  This level progression pattern can apply equally well to combining a Martial Adept with a non-initiating class whilst maintaining an optimal maneuver progression.

As a simple rule, 3rd level maneuvers are a good level to aim for when dipping.  This includes a number of choice maneuvers whilst still giving you freedom to qualify for the maneuvers of your choice.  If you have your eye on maneuvers of a higher level then it is likely you need to be looking at a heavier investment in Martial Adept levels rather than a small dip.

Combining Martial Adepts: The utility of combining multiple Initiating classes bears mentioning.  This allows you to more easily meet the prerequisites for high level maneuvers by using the dipped class to choose maneuvers in a shared discipline.  Normally this means combining Warblade with one of the other two classes, since Crusader and Swordsage enjoy very little discipline overlap.  For example, a primarily Warblade character focused on Iron Heart and White Raven can use a single level in Swordsage to take low-level Diamond Mind and Tiger Claw maneuvers, allowing him to choose higher level Diamond Mind and Tiger Claw maneuvers that he would otherwise not qualify for with his later Warblade levels.

Dipping for Stances: An easily missed clause within Tome of Battle is that the stance granted at level 1 of each of the base classes has to be a 1st level stance (a restriction that does not apply to other maneuver choices).  This means dipping for higher level stances generally requires an investment of at least 2 levels.

Crusader

The Crusader possesses the best recovery mechanic of any of the Martial Adepts because you recover maneuvers without ever having to spend an action to do so, giving you unparallelled stamina.  The Cha to will saves at 2nd level and ability to reroll saves at 3rd level are also very good class abilities to increase your defences.

Analysis by Discipline
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Recommended Dips:
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Swordsage

In terms of maneuvers known Swordsage is the most front-loaded of the Martial Adepts, and gives access to the largest number of schools and a free Weapon Focus feat, good Ref and Will saves and 6+Int skill points.  The down side is the loss of a point of BAB and the Swordsage's poor recovery mechanic, but if you're okay with that then a Swordsage dip is a superb choice.

Swordsage is also commonly dipped to provide access to the Shadow Blade feat, normally used in conjunction with Assasin's Stance, and the Gloom Razor tactical feat (very useful for sneak attackers).

If you don't want Assassin's Stance then Swordsage is unusual amongst the Martial Adepts in that its lower level maneuvers are more dippable than either Warblade or Crusader (both of which I'd advise holding off on until 3rd level maneuvers).  Maneuvers such as Counter Charge, the Diamond Mind save counters, Sudden Leap and Shadow Jaunt can all remain useful throughout the levels.

Analysis by Discipline
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Recommended Dips:
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Warblade

Warblade is the only base class with access to the powerful Iron Heart discipline, which then allows you to qualify for the Stormguard Warrior tactical feat.  In addition to a good shell and some useful, if unspectacular, class abilities at low level this makes for a good dip.  The only downside is that a Warblade's second stance does not come until 4th level, meaning that a dip for a particular stance is more likely a job for Crusader or Swordsage.

Analysis by Discipline
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Recommended Dips:
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« Last Edit: December 12, 2011, 03:50:33 PM by Mixster »
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Re: Tome of Battles for Dummies v2
« Reply #2: December 09, 2011, 11:18:34 AM »
Crusader
Overview

More so than any other class the Crusader is a tank right out of the box - this is what the Paladin and the Knight should have been all along.  The average Crusader can absorb an enormous amount of damage thanks to his Steely Resolve ability and healing from Devoted Spirit (and the Stone Power feat if you so choose), control the battlefield using reach weapon and attack of opportunity tactics, and buff and heal their fellow party members thanks to Devoted Spirit and White Raven maneuvers.  While not the biggest damage dealer on the block you can dish out your fair share with Furious Counterstrike and your offensive maneuvers, and the enormous stamina that your survivability and constantly refreshing maneuvers give you make you a formidable opponent.

Your correct position is stood directly in front of the biggest melee threat ranged against you, blocking the path to your party members as best you can.  Don't be afraid forgo full attacks in order to move around to adopt the best position (using Standard Action strikes to maintain your threat level), and don't hold back on using your maneuvers - its use them or lose them (and they'll be back in a round or two anyway).

Common Crusader tactics fall into two areas - 'Lockdown' and 'Crackdown' - the latter normally being an evolution of the former.  Lockdown refers to pinning your opponents in place so that they cannot attack weaker party members and instead have to face you, the ultra resilient tank (i.e. the classic fighter protecting the casters archetype).  Crackdown, meanwhile, refers to what you do your opponent next - having forced them to stand next to you you proceed to beat them to a bloody pulp.  While the Crusader excels at the Lockdown aspect of this strategy, Warblade excels at Crackdown by virtue of Diamond Mind strikes and Stormguard Warrior for damage.  See the second 'Stormguard Crusader' build for an example of this (and a Warblade dipping Crusader is also entirely viable).

Race

  • Human: Because of the feat intensive nature of battlefield control tactics Human is, as usual, the most optimal choice for a Crusader.
  • Dwarf: The Con boost is nice, and if you can be a Gold Dwarf to avoid the Charisma penalty then this can be a good choice.  This also allows you to qualify for the Deepstone Sentinel PrC.
  • Elf or Half-elf: The Con penalty will severely hurt a Crusader, but a sub race that avoids that (e.g. Wood Elf) can be a good choice.  This also allows your to qualify for the powerful Eternal Blade PrC, for which Half-elf can sometimes be a good choice if your group enforces multiclassing penalties.
  • Aasimar: The LA is too much of a cost for what this gives you, but if you can buy back the LA or use the lesser Aasimar and plan to head for Ruby Knight Vindicator then the stat boosts will serve you well.
  • Draconic (Draconomicon/Races of the Dragon): Stat boosts your three important stats (Str, Con and Cha), and you can put this template on a human to keep your bonus feat.  If playing with LA buy off then in the long run this will be a good choice, but you will be a level behind at low-mid levels.
  • Goliath (Races of Stone): Again, the LA hurts, but the physical stat boosts, access to Goliath Barbarian for Mountain Rage and the ability to qualify for the Knockback feat open up interesting possibilities.

Feats
  • Extra Granted Maneuver (ToB): This feat means that your maneuvers will now refresh themselves every 3 rounds instead of every 4, allowing you more uses of your most powerful maneuvers.  This is always a good choice for a Crusader and if you can fit it in then you should.
  • Stone Power (ToB): The main use of this feat is to tailor the hit points it provides so as to soak up the damage stored in your delayed damage pool from the previous round.  At low levels this can make a Crusader phenomenally hard to kill, but, while still useful, its utility fades away as you level up as 10 hp becomes rather trivial.  If retraining (PHB2) is allowed then this is a good choice for low levels before swapping out later.
  • Combat Reflexes: As a Crusader you will almost certainly want to wield a reach weapon.  Furthermore, this feat allows you to take Robilar's Gambit (see below).
  • Exotic Weapon Proficiency (Spiked Chain): The classic weapon of the tripper is actually not the best choice for a Crusader.  Either a Guisarme (if tripping) or a Glaive (if using Stand Still) can both give you reach without having to spend a precious feat, while armour spikes and the 5-foot step should be sufficient for adjacent opponents.
  • Stand Still (XPH/SRD): Despite being in the XPH this is a non-psionic feat.  When combined with the Thicket of Blades stance this allows you to force an opponent to stay where it is, meaning that its attacks will have to be directed against you rather than squishier party members.  A superb tool in the tank's armoury this also has the advantage over Improved Trip in that in can be used on normally untrippable foes (Oozes and the like).
  • Combat Expertise + Improved Trip: If you're pressed for feats then Stand Still is the better choice due to its greater versatility, but against foes that you can trip this is the superior option since the free attack and AoO for standing from prone allow you to cause damage simultaneous to controlling the opponent's position.
  • Robilar's Gambit (PHB2): By granting your opponent bonuses to hit and damage this grants you an AoO after an opponent attacks you (whether they hit or miss).  This is useful on its own since you can likely absorb the hits better than your opponent (it can be a good idea to turn the feat off when you're low on hp though), but also combines very well with Stormguard Warrior's Channel the Storm ability if you work a way to qualify for it into your build.
  • Karmic Strike (Complete Warrior): Similar to Robilar's Gambit, but harder to qualify and only triggers if your opponent actaully hits you.  Frankly, Robilar's Gambit is better unless you make use of the fact that the Karmic Strike AoO takes place before the opponent's attack roll is made, allowing you to disrupt your opponent's attacks (e.g. by tripping them).  Its a bit cheesy, but also very effective.  Whether its right for your game/DM is up to you.
  • Mage Slayer (Complete Arcane): Combined with Thicket of Blades and Stand Still this can make for a very effective way to shut opposing casters down.  Sadly, casters being casters, quite often they'll have a trick up their sleeve to counter it so try and hit them with something to deny them actions as well, e.g. White Raven Hammer.
  • Defensive Sweep (PHB2): Opponents you threaten who do not attack you in their turn provoke an AoO from you - this has good synergy with the usual lockdown tactics employed by Crusaders and further reinforces the lose-lose situation you're aiming to put your opponent into.
  • Overwhelming Assault (PHB 2): Gain a +4 bonus on attacks against adjacent opponents who do not attack you.  Further reinforcement to the lose-lose situation.
  • Earth Devotion (CC): Creates difficult terrain as an immediate action - very useful for stopping people from making 5 ft. steps for Lockdown purposes.  Obviously better with Cleric levels (and hence RKV), and also useful as it can replace Thicket of Blades if you want to use a different stance.

Level 1 Optimization

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Break Points

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Builds

There is an enormous amount of scope for multiclassing with a Crusader, but for now we shall limit ourselves to a straight Crusader 20 build as an example of typical tactics and to provide a baseline of maneuver choices.

Basic Crusader
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Stomguard Crusader
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« Last Edit: December 12, 2011, 03:52:14 PM by Mixster »
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Re: Tome of Battles for Dummies v2
« Reply #3: December 09, 2011, 11:18:51 AM »
Swordsage

Overview

The Swordsage has two main sources for optimization - hit and run tactics using its maneuverability and strikes, and Two-Weapon Fighting making use primarily of the Shadow Blade feat, as well as its wide selection of boosts.  These two fighting styles can actually be combined thanks to a number of swift action maneuvers allowing the Swordsage to move and full attack all in the same round (notably Sudden Leap, Shadow Blink, Pouncing Charge, Leaping Flame and Quicksilver Motion).  Further, the Swordsage has access to a wide variety of counters for defensive purposes.

However, the Swordsage is an incredibly versatile class and there are a great many fighting styles it can capably employ.  For example, Setting Sun throw maneuvers can be used to make a battlefield controller.

The classes main weakness is its awful recovery method (1 maneuver per full-round action).

Race

  • Human: Usual deal, feats are good.
  • Strongheart Halfling: Gets a bonus feat like a human as well as the Dex boost of the Halfling
  • Whisper Gnome (Races of Stone): Very good stealth abilities and ability bonuses - arguably this race deserves to be LA+1.
  • Xeph (XPH/SRD): A bonus to Dex for Weapon Finesse/Shadow Blade synergy, a power point reserve for feat and PrC qualification and the ability to take 15 on Cocentration checks (for Diamond Mind), and a boost to speed which can help with the jump checks for Tiger Claw and the effects of Tornado Throw.  Also of note is the Xeph Burst, Extra feat in Complete Psionic.  Overall, this is a superb choice.


Feats
  • Adaptive Style (ToB): In and of itself this is a staple feat for Swordsage builds, since the Swordsage recovery method is incredibly slow.  It also allows you to rapidly tailor your maneuver selection when not adjacent to an opponent (i.e. changing to more appropriate maneuvers once you see your opponent is the Swordsage equivalent of casting a buff spell).  This is also an especially useful feat for a multiclassed Warblade/Swordsage who gains the ability to refresh both lists of maneuvers in a single round.  Furthermore, you can initiate a maneuver on the same round you use this - e.g. spend a swift action to use a maneuver, then spend a full-round to refresh maneuvers including refreshing the maneuver you just used).  Where this gets really good is when combined with the Moment of Alacrity maneuver (Diamond Mind 6), which allows you to move your next turn up in the initiative order - almost certainly to the front of the queue - so a Swordsage with Moment of Alacrity and Adaptive Style effectively has all his maneuvers ready at all times.
  • Extra Readied Maneuver (ToB): Not essential, but having more maneuvers available is intrinsically a good thing.
  • Shadow Blade (ToB): This allows you to add your Dex to damage when wielding Shadow Hand weapons in a Shadow Hand stance.  This makes for a good Dex based two-weapon fighting build, normally revolving around Assasin's Stance and dual wielding daggers, before entering Bloodclaw Master for 2 levels to remove the attack roll penalties.
  • Weapon Finesse: Combines with Shadow Blade for Dex based combatants.  Sadly you can't qualify for it at 1st level.
  • Gloom Razor (ToB): Requiring Shadow Blade to qualify, this is a good choice for rogues and other sneak attackers dipping into Swordsage because it allows you to become invisible if an opponent misses you due to a miss chance (such as provided by the Child of Shadows stance), and to render opponents flat-footed.

Level 1 Optimization
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Break Points
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Builds
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« Last Edit: December 12, 2011, 03:48:28 PM by Mixster »
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Re: Tome of Battles for Dummies v2
« Reply #4: December 09, 2011, 11:19:05 AM »
Warblade
Overview

Of the three base classes presented in Tome of Battle the Warblade is the hardest to pin down to a particular role within the party.  Whether its damage dealing, tanking, mobility or party buffing/aiding the Warblade has access to the tools to do the job.  Take advantage of this fact and make your Warblade as versatile as possible, able to respond to any situation and fill any gap in your party.  While the Crusader excels as the tank and the Swordsage excels on the move the one area where the Warblade can really shine is as a damage dealer - either through Stormguard Warrior or charging feats (or quite likely, both).  Amongst the traditional classes the Barbarian or the Paladin are probably the closest parallels, although the average Warblade should have rather more tricks up his/her sleeve.

Race
  •     Human: Feats are good.
  •     Elf: The Con penalty hurts, but entrance to Eternal Blade can be worth it.  A Wood Elf to avoid the Con penalty is a good choice.

Feats
  • Adaptive Style (ToB): In and of itself this is a useful feat, since it allows you to rapidly tailor your maneuver selection when out of combat (i.e. changing to more appropriate maneuvers once you see your opponent is the Warblade equivalent of casting a buff spell).  This is also an especially  useful feat for a multiclassed Warblade/Swordsage who gains the ability to refresh both lists of maneuvers in a single round.  Furthermore, unlike the normal Warblade recovery method you can initiate a maneuver on the same round you use this - e.g. spend a swift action to use a maneuver such as White Raven Tactics, then spend a full-round to refresh maneuvers including refreshing the maneuver you just used).  Where this gets really good is when combined with the Moment of Alacrity maneuver (Diamond Mind 6), which allows you to move your next turn up in the initiative order - almost certainly to the front of the queue - so a Warblade with Moment of Alacrity and Adaptive Style effectively has all his maneuvers ready at all times.  And as for Greater Celerity abusing warblade/JPMs ... I don't even want to think about it.
  • Stormguard Warrior (ToB): This is the staple of a great many damage dealing builds.  Combat Rhythm combines well with anything that increases number of attacks (e.g. two-weapon fighting, flurry of blows, haste, Avalanche of Blows, Dancing/Raging Mongoose, Time Stands Still, etc).  Channel the Storm combines well with anything that generates Attacks of Opportunity (Robilar's Gambit, Karmic Strike, reach weapon, Hold the Line, Thicket of Blades, Defensive Rebuke, etc).  Note that a more in-depth section on Stormguard Warrior is in teh Discipline Focus section under Iron Heart.
  • Robilar's Gambit (PHB 2): Useful in combination with Stormguard Warrior as an AoO generation method to fuel Channel the Storm.
  • Shock Trooper (Complete Warrior): The Heedless Charge ability lets you take a penalty to AC instead of your attack roll to fuel Power Attack when charging, which can lead to enormous amounts of damage.  Combine this with maneuvers used on the charge such as Pouncing Charge, and with Wall of Blades to allow you to replace your substantially reduced AC with an attack roll to minimize your vulnerability.
  • Combat Brute (Complete Warrior): This feat synergizes very well with Shock Trooper.  Its best to have both, but if you have to pick one then pick Shock Trooper.
  • Leap Attack (Complete Adventurer): Increase your Power Attack multiplier on the charge.  This is to stack on top of Shock Trooper.

Warblade Bonus Feats:
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Level 1 Optimization
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Break Points

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Builds
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« Last Edit: December 12, 2011, 03:58:53 PM by Mixster »
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Re: Tome of Battles for Dummies v2
« Reply #5: December 09, 2011, 11:19:21 AM »
Prestige Classes

The main trade off to be made when entering an Initiator Level progressing Prestige Class is that you will lose the ability to swap out lower level maneuvers as you level up.  This means that you may have less high level maneuvers (Master of Nine with its large number of maneuvers known is the exsception to this), and also means that your choices of low level maneuvers becomes more important.

You can, however, attempt to get the best of both worlds by returning to your base class after finishing your Prestige Class and thereby gain the benefits of a couple of maneuver swaps.

Prestige Classes and IL Progression:
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Crusaders and Prestige Classes:
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Bloodclaw Master

- great 2 level dip for TWFers, 3rd is nice for the extra REadied Maneuver, but the last two grant diminishing returns - stop at either 2 or 3 and either return to your base class or pick up another PrC.
- As pointed out by X-Codes, the 'pounce' ability is technically not a strike, which means a Warblade can use it on the same turn that he recovers maneuvers (otherwise its uninspiring, and the readied TC strike you lose will often be better than the ability itself)


Bloodstorm Blade

Good for throwers, more info should be added.
- Link to Dungeoncrasher Bloodstorm Blade build (JJ - http://forums.gleemax.com/wotc_archive/index.php/t-792530)


Deepstone Sentinel

- Deepstone Sentinel / Dwarven Defender synergy (they basically have the same restrictions). (note dwarven defender is worse than bad.)
- Ranged Option = Balthanon's Soulbow Sentinel

CantripN's Battlesmith / Deepstone Sentinel Build

Eternal Blade
This section is long, so it got spoilered.
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Jade Phoenix Mage

- Recommend Crusader entry in order to qualify for higher level Devoted Spirit maneuvers, as well as for its no-action recovery method.
- Wizard 5 / Crusader 1 / JPM 4 / Abj Cha 4 / JPM +6 (9th level spells, 8th level maneuvers)
- Sorc 4 / Crusader 2 / JPM 4 / Abj Cha 4 / JPM +6 (Charisma synergy, 8th level spells, 8th level maneuvers)
- Bard 4 / Crusader 2 / JPM 4 / Sublime Chord 2 / Abj Cha or Sacred Exorcist 2 / JPM +6 (Cha synergy, 9th level spells + 8th level maneuvers)


Master of Nine
List of sources of sources of prereq feats as bonus feats

    Cleric 1 - Darkness domain (Blind-Fight), Time domain (Improved Initiative)
    Cobra Strike Monk 1 (UA/SRD) - Dodge and Improved Unarmed Strike
    Monk 1 - Improved Unarmed Strike
    Swordsage (Unarmed variant) - Improved Unarmed Strike
    Warblade bonus feats - Blind-Fight, Improved Initiative
    Kobold Fighter 1 sub level - swaps heavy armour proficiency for the Dodge feat (good for a Swordsage entry, since you'll likely be in light armour for the Wis to AC anyway).


- Hypothetical builds on the boards tend to time this class for late in the build so as to acquire high level maneuvers.  But if you're not starting at a high level then entering early has its benefits (e.g. I'm a big fan of Dual Stance so would want it asap), and it gives you full progression of your likely ultiple Martial Adept classes ready to re-enter them for some higher level maneuver swaps.  In practice I would compromise, take 2/3 MoN levels as early as I could manage and then leave the rest for high level maneuver acquisition and a high level stance of choice (nb: 8th level maneuvers are often better than the 9th level ones imho).
- Counter Stance + Stance of Alacrity combo
- Mastery of Nine: ready at start of day from as many disciplines as possible to maximize bonus, then spend 5 minutes changing them as desired.
- Becoming Reshar: True Mastery of the Nine Swords by Gideon_Gideonson Ė access to all 9 9th level maneuvers

DavidWL's Swordsage 1/Cleric 1/Monk 1/Crusader 2/Ruby Knight Vindicator 10/Master of Nine 5
- Darkness and Time domains + Cobra Strike Monk mean 4/5 of the MoN prereq feats are bonus feats, also gets the RKV extra swift action (for swift action recovery, swift action spells - possibly with DMM (Quicken) - and swift action maneuvers).  While slow to start this gets very powerful.

Ruby Knight Vindicator
- spells heavy Cleric 4 / Crusader 1 entry version
- maneuvers heavy Crusader 4 / Cleric 1 entry version
- Ordained Vindicator: Cleric 4 / Ordained Champion 5 / Crusader 1 / Ruby Knight Vindicator 10 (requires adaptation of fluff - consult your DM - since Ordained Champion and RKV are devoted to different deities by the book)
- Ur-Vindicator: Swordsage 2 / Crusader 3 / Ur Priest 2 / Ruby Knight Vindicator 10 / X 3 (requires adaptation of fluff to allow an Ur Priest to qualify for the deity worshipping RKV)

Furthermore, the ability to get extra swift actions is generally awesome, and its potential for optimization huge.  I hold to what I regard as the only sane interpretation limiting it to only one extra swift action per round, but even with that caveat this class is very powerful.

- Metus Somnambulus (Dread Sleepwalker) by AllistairAldred - combining Ruby Knight Vindicator with Telflammar Shadowlord

Shadow Sun Ninja
- Necropolitan template (or any undead really, but Necropolitan is cheapest one) means you can ignore level drain from the 10th level ability.
- "Flash Bang Ninja" build based around conmstant sneak attacking - does anyone have a link to this?
- prototype00's SSN/MoN build = http://forums.gleemax.com/showpost.php?p=9810563#post9810563
« Last Edit: December 18, 2011, 03:59:44 PM by Mixster »
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Re: Tome of Battles for Dummies v2
« Reply #6: December 09, 2011, 11:19:34 AM »
Discipline Focus

Desert Wind
(click to show/hide)

Devoted Spirit
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Diamond Mind
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Iron Heart
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Setting Sun

Set
(click to show/hide)
« Last Edit: October 24, 2012, 04:55:33 PM by Mixster »
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Re: Tome of Battles for Dummies v2
« Reply #7: December 09, 2011, 11:19:45 AM »
[SIZE="5"]Choosing Maneuvers[/SIZE] - RAW DATA
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« Last Edit: October 24, 2012, 04:58:44 PM by Mixster »
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Re: Tome of Battles for Dummies v2
« Reply #8: December 09, 2011, 11:20:01 AM »
[SIZE="5"]Magic Items For Martial Adepts[/SIZE] - More raw data
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« Last Edit: October 24, 2012, 05:00:04 PM by Mixster »
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Re: Tome of Battles for Dummies v2
« Reply #9: December 09, 2011, 11:20:19 AM »
Acknowledgements: basically the whole board for the combined wisdom I've leeched off of for this.  But special mentions for T_G (whose various threads are a big basis of what I've put together here) as well as CantripN and DavidWL (whose posts have been cannibalized for certain sections).
« Last Edit: October 24, 2012, 05:00:47 PM by Mixster »
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Re: Tome of Battles for Dummies v2
« Reply #10: December 09, 2011, 11:20:42 AM »
Hey guys, sorry for the decapost, dont know what happened.
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Re: Tome of Battles for Dummies v2
« Reply #11: December 09, 2011, 11:20:54 AM »
FIRST!

(you guys can start posting now if you want to)
« Last Edit: December 09, 2011, 11:28:01 AM by Mixster »
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