

WFS: I don't like it, but sometimes you may just find the need to get in two weak hits to fight off a mob of mooks.

The only time to go for the cold damage is if both rolls are high but neither is a crit threat (or if both are.), you're mostly using this for the higher chance to hit. Shadow Blade Tech: This is pretty good, lets you have two chances to hit someone. This also ages VERY poorly with levelling.
#WARBLADE MANEUVERS 3.5 FULL#
Stone Bones: If the enemy makes a DC 11 int check (untrained Martial Lore), they know to just go full defensive for a round and wait it out. Without Improved Trip, it's main use would be tactical, to toss an enemy into your friend's Entangle spell or something. Mighty Throw: It's handy, difficult to succeed on the check without trip optimization, but at least there's no drawback if you fail. It's much better if you have sneak attack since it also flatfoots the person. Saph NM Blade: Having to beat AC twice for only +1d6 seems like a bad deal to me, unless the AC is abysmal. MoPM: You already have a good will save, all this does is not fail on a 1. Ignoring difficult terrain can be extremely helpful when it comes up, and you get bonuses in it, to boot! You're going to be moving around anyway, so 20% miss chance is awesome and remains useful even at higher levels. My favorite 1st level stance for a swordsage is child of shadow. Island of Blades is alright if you have sneak attack, otherwise it what? Lets you get +2 to hit a round sooner than you would have otherwise? If you have a rogue ally, it's much more helpful. 2) Later on, the Hearing the Air stance just completely obsoletes it, and honestly.HtA is one of the best stances in the game, you'd be foolish not to get it. I guess if you want Sudden Leap this isn't an issue since you have to suck it up anyway. The ONLY TC maneuver you can learn w/o knowing one already at level 1 is Wolf Fang Strike (Claw at the Moon and Rabid Wolf Strike of 2nd level later on can become entry points). Hunter's Sense is good, it only has 2 problems, IMO: 1) TC 1st level stances, unlike any other discipline, require a maneuver known. Just stick to standard action strikes and skirmish around the battlefield.įlame's Blessing is very meh early on, it comes into its own when it gives immunity ~level 16, before then it's alright, but far from a no-brainer choice.

But I don't think you need it much if you're not going TWF style, either. It wouldn't be overpowered with full BAB. I would like to have one manoeuvre from each discipline (Mo9 in the making and in the RP) but I am not completely set on that.

Wolf Fang Strike (Needed for Hunter's Sense, Although I don't really intend on being a TWF.) Moment of Perfect Mind or Sapphire Nightmare Blade (Main thing I am going for is long term usability.) Hunter's sense looks good for the same reason but Island of Blades is tempting, I just don't know how good it will be in the long term.įor manoeuvres, I would like your opinion on: Hunter's Sense, Flame's Blessing and Island of Blades.įlame's blessing is fairly a lock. As you can guess I loved Tome of Battle but it is a bit confusing on the first few reads.ġ) Would it be unbalancing for the Swordsage to have a High BAB? It's the one thing that really puzzles me on this class.Ģ) I would like some advice on initial stances and manoeuvres:įor my two stances, I am waffling between: My DM knew my love of anime so pointed me to a book that was released after I left D&D. My game group recently returned to 3.5 and would like some advice on a new character I was making.
