Author Topic: Warblade, Bastard Sword, Trip, low level  (Read 2513 times)

Offline Kyrae

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Warblade, Bastard Sword, Trip, low level
« on: June 08, 2014, 09:38:28 PM »
Hello,

Designing the next character for if/when my current character dies. They'll likely be introduced at a very low level, assume level 1 or 2.  I have some ideas on how I want the character to look, but would really appreciate some help putting it together mechanically.

I play in a low-op game, alongside a Druid, Rogue and Barbarian. My next character is to be a straight Warblade.

I have them in mind as a militant, intelligent combatant, probably wearing a Breastplate and some kind of asian-style robes underneath, with a Bastard Sword (Katana) strapped to back. Strong, fierce and stern.

The combat tactic I would want to try for this character is based around the "Combat Reflexes/Improved Trip/Knock-Down" feat-line. I want to be sweeping my katana around, getting free trip attempts, then plunging katana into chest of said fallen opponent.

I know Spiked Chain may be better, but like I said, this is a low op group and I really want a Katana. :P

Stats:  STR 16, DEX 13, CON 12, INT 14, WIS 12, CHA 15   - cannot be changed, and seems sufficient for the stats.

Feats, I was thinking along the lines of...
Power Attack (1), Combat Reflexes (if Human), Combat Expertise (Flaw), Improved Trip (Flaw)
Lvl 3 - Knock-Down

Some maneuvers/stances that appeal:
1 - (SD) Charging Minotaur  (DM) (Moment of Perfect Mind)    (TC) (stance) Blood in the Water  (TC) Sudden Leap
2 - (IH) Wall of Blades    (DM)  Action Before Thought      (DM)  Emerald Razor      (SD) Mountain Hammer
3 - (IH) Iron Heart Surge  (DM)  Insightful Strike         (DM) Mind Over Body/???(WR) White raven tactics

Can you wield an Exotic Weapon (bastard sword) in TWO hands without an EW feat? Did I read that somewhere, or is that incorrect? Because that would save me spending a feat on fluff.

I would just like advice on tightening up and getting into plan at least the first 3 levels, maybe up to the first 5 levels, of this build. I.E. 
Advice on specific feats and where in the build..  advice on maneuvers and where/when in the build..

A suggestion on race would be great, too. Human looks good for the feats, but anything to improve STR without sacrificing CON/DEX/INT is welcome, of course.

So, that's
Katana. Maneuvres. Attacks of Opportunity. Trip enemy up. Knock-Down
Also, what race would be good? Need moar STR and CON ideally, I guess...? But I don't want to sacrifice INT...

We are playing in a fairly Westeros-style world.. so preferably no Anthropomorphic Bats, becoming Large, or other dramatically "weird and wonderful" things.. just skillful swordplay. :)

Thank you for your help.



« Last Edit: June 08, 2014, 09:46:40 PM by Kyrae »

Offline Rebel7284

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Re: Warblade, Bastard Sword, Trip, low level
« Reply #1 on: June 08, 2014, 10:31:07 PM »
It's difficult to get attacks of opportunity without reach.  There is http://dndtools.eu/feats/players-handbook-ii--80/defensive-sweep--557/ but that's not low level at all with that +15BAB requirement.

Offline Garryl

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Re: Warblade, Bastard Sword, Trip, low level
« Reply #2 on: June 08, 2014, 10:49:57 PM »
As per the SRD, bastard swords can be used in two hands as a martial weapon. Note that as a two-handed weapon, it's basically just a greatsword that deals 1.5 less damage per hit, so unless you're using options that specifically call for a katana/bastard sword, just refluffing a greatsword as a katana would be better (if anyone objects to the bigger sword, point them to nearly any JRPG or shonen anime). Of course, as you say, it's a low op group, and presumably facing low op encounters, so the extra 1.5 damage might not be worth stressing about.

Do note that if you're taking any Tiger Claw maneuvers and stances, all of the 1st level options require you to have at least 1 TC maneuver already except for Wolf Fang Strike (one attack with each of two weapons at a -2 penalty; you can still use it with armor spikes for the second attack if your hands are full).

Among the 2nd level maneuvers, I'm partial to Wall of Blades (if you've pumped your attack roll or dumped AC) or Emerald Razor (if you don't have a great attack bonus or you have Power Attack). WoB really shines against touch attacks (which are usually used by attackers with low attack bonuses), but against normal attacks your AC will usually be close enough to your average attack roll at low levels that you won't stop too many hits. It does have an interesting combo with Rabid Wolf Strike (TC 2), where you can get a big accuracy and damage boost on your turn's attack (comparable with Emerald Razor + Power Attack at low levels), then mitigate the AC penalty by countering with WoB. Taking Rabid Wolf Strike as your other 2nd level maneuver also lets you snag a TC stance at level 4, as RWS if one of the TC maneuvers without prerequisites. Do note that using Power Attack will also impose its penalty on your WoB attack roll.

Emerald Razor is good against hard to hit foes. It will drop the effective AC of most enemies down to around 12, plus or minus a bit. I don't think it really shines until higher levels, though, when it could be knocking off 10-15 points of AC and you can Power Attack for +20 or more damage, resulting in an attack that is both accurate and powerful.

For the 3rd level maneuvers (in case you get to level 5/6), Iron Heart Surge and White Raven Tactics are so far beyond the other options in utility and power that almost nobody ever takes anything else, and neither should you. The only question is which one do you take first. I'd only recommend IHS first if you're fighting a lot of foes that like to debilitate you with effects that let you act but don't let you do anything useful (blinding, slow, etc.).

One last thing to consider about maneuver choices is prerequisites for later on. The 3rd level and higher maneuvers almost always require at least 1 maneuver already known. Here are a few maneuvers and stances that I think are generally good entries to their respective disciplines.
DM: Moment of Perfect Mind. The other save replacers are higher level but are less important (Ref saves are usually just damage, and Fort saves are your good save).
IH: Punishing Stance and Wall of Blades. The other low level strikes are fine, but they don't hold up as well at higher levels like Wall of Blades, and Punishing Stance is the best 1st level stance for just killing things.
SD: Stone Bones (trade out at higher levels when the DR stops being meaningful) and Mountain Hammer (Power Attack can also outdo hardness when you need to break a wall, so trade out at higher levels).
TC: Wolf Fang Strike (only 1st level option, but the ability to move and still make 2 attacks keeps a bit of value at mid levels), and Rabid Wolf Strike (damage bonus gets outpaced later on, but +4 to hit and +2d6 damage is great at low levels and the equivalent of ~+4d6 damage with Power Attack). The other three 1st level maneuvers and stances all have prereqs, and Claw at the Moon is no better than other damage-dealing strikes yet has a significant chance of failure.
WR: Any. Both 1st level stances are useful, although neither is amazing. Douse the Flames is rather situational, but it has a unique effect. Leading the Attack is just fine as long as you have allies who can take advantage of it, which you certainly will in your party. Unfortunately, both the second level maneuvers have prereqs, so you need something from the 1st level maneuvers, although you can swap it out later easily enough.

Edit: Finished my sentence about 2nd level WR maneuvers.
« Last Edit: June 09, 2014, 07:03:39 AM by Garryl »

Offline Kyrae

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Re: Warblade, Bastard Sword, Trip, low level
« Reply #3 on: June 09, 2014, 06:39:44 AM »
Excellent, thank you both, especially Garryl.

I may have to drop the attack of opportunity focus a bit then, as I don't want to use a Spiked Chain/Reach Weapon, or become Large. Unless I simply carry a pole arm in addition to a Katana, and switch them up depending on whether I'm fighting indoors or outdoors.

I will comment more later, I'm just working some awkward shifts this week. Would you have any advice regarding feats? I suppose Adaptive Style should be figured in there somewhere to allow me to choose new maneuvres mid-combat?

Also, I oversimplified when I originally posted. The stats I rolled were Stats:  STR 12, DEX 13, CON 12, INT 14, WIS 16, CHA 15, with the ability to swap any two.  I was going to swap WIS and STR.. but then I thought, if I were to swap CHA and STR instead, I still get 15 STR (which I can up to 16 at Level 4 anyway), and keep a nice WIS bonus for saves, skill checks etc.

Also, any suggestions on race?  CON is pretty low already and I definitely don't want to lose INT, upping STR/CON/DEX would be welcome certainly.

J

« Last Edit: June 09, 2014, 06:42:48 AM by Kyrae »

Offline phaedrusxy

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Re: Warblade, Bastard Sword, Trip, low level
« Reply #4 on: June 09, 2014, 09:30:11 AM »
Also, something that is very easily overlooked: stances count as maneuvers for meeting prereqs. So if something calls for "1 White Raven Maneuver" as a prereq, knowing a White Raven stance actually qualifies you. I forget what page, but this is explicitly spelled out in the ToB.
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Offline Kyrae

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Re: Warblade, Bastard Sword, Trip, low level
« Reply #5 on: June 21, 2014, 01:12:36 PM »
How wold one organise the OP's feats if flaws were not allowed, and I were going full Warblade?

Also, I'm wondering if Water Orc is a good idea - STR 20, DEX 13, CON 14, INT 12, WIS 10, CHA 13... or Human - STR 16, DEX 13, CON 12, INT 14, WIS 12, CHA 15.

2 point of Int, or 4 points str, 2 points con.. and loss of a bonus feat?

Would be looking at using a Guisarme when outdoors, a Bastard/Greatsword when indoors.

Help appreciated :)