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    4 years ago :: Aug 04, 2006 - 6:31PM #1

    Dungeons & Dra.. d20 Character Opti.. Tome of Battle: Tricks/Combos/Library

    Tleilaxu_Ghola

    Posts: 980Date Joined: 09/28/05

    Purpose:Advance & diffuse the awesomeness that is Tome of Battle. This will be done by elucidating tricks and combos that combine the entire

    D&D library with ToB. Furthermore this thread strives to facilitate optimization by categorizing the class abilities, feats, and maneuvers found in the

    book.

    Linked List: Other Helpful ToB Threads

    The Art of Making a Multiclass Martial Adept

    Initial Thoughts on Tome of Battle

    Tome of Battle: Build Compendium

    Stormguard Warrior vs. Power Attack

    Sweeping Strike & ToB

    Maneuvers in Card Format

    Feats & Class Abilities by Category

    Ability Modifier to Damage

    Avenging Strike: Feat; Charisma mod to damage against evil outsiders. Usable n/day where n = cha mod.

    Shadow Blade: Feat; while in a shadow hand stance you gain dex mod to damage if you use the favored weapons of the shadow blade

    discipline.

    Discipline Focus (Insightful Strike): Class Ability [Swordsage]; Wis to damage for strikes from chosen discipline.

    Battle Cunning: Class Ability [Warblade]; Int mod as an insight bonus to damage against flanked or flat-footed foes.

    Battle Mastery: Class Ability [Warblade]; Int mod as an insight bonus to attack and damage on AoOs.

    Claws of the Beast: Class Ability[Bloodclaw Master]: Full Str mod to offhand with tiger claw weapons.

    Eternal Training: Class Ability[Eternal Blade]: Your Blade Guide gives you the ability to add your Int bonus to attack and damage rolls against

    creatures of a specific type or the use of a Diamond Mind or Devoted Spirit maneuver.

    Touch of the Shadow Sun: Class Ability[Shadow Sun Ninja]: You can make a touch attack against an opponent doing (unarmed + Wis Mod)

    negative energy damage, and then next round touch some one healing them equal to the damage dealt

    Ability Modifier to Attack

    Thunderous Throw: Class Ability[Bloodstorm Blade]: Treat attack rolls with thrown weapon as melee attacks

    Eternal Training: Class Ability[Eternal Blade]: Your Blade Guide gives you the ability to add your Int bonus to attack and damage rolls against

    creatures of a specific type or the use of a Diamond Mind or Devoted Spirit maneuver.

    Ability Modifier to Attack

    Avenging Strike: Feat; Charisma mod to attack against evil outsiders. Usable n/day where n = cha mod.

    Smite: Class Ability [Crusader]; Charisma mod to attack against anyone you smite. A Crusader's smite is not restricted by alignment.

    Battle Mastery: Class Ability [Warblade]; Int mod as an insight bonus to attack and damage on AoOs.

    Generic Attack Bonuses

    Song of the White Raven: Feat; activate bard's inspire courage as a swift action. Warblade & Crusader levels stack with bard for determining

    the bonus attack provided by inspire courage.

    Unnerving Calm: Feat; If your opponent ignores your duel of wills you gain a +2 morale bonus to attacks for 1 round.

    Furious Counter Strike: Class Ability [Crusader]; You gain a bonus to attack equal to the amount of damage in your delayed damage pool

    divided by 5 (min +1).

    Superior Two-Weapon Fighting: Class Ability[Bloodclaw Master]: No Two-Weapon Fighting penalty with tiger claw weapons.Arcane Wrath: Class Ability[Jade Phoenix Mage]: You can channel your spells into you Melee Attacks giving a +4 to attack rolls and add 1d10

    points of damage per level spell expended

    Tiger Claw Synergy: Class Ability[Bloodclaw Master]: +1 Dodge Bonus or +10 speed when in a tiger claw stance. At 4th level +1 attack with

    tiger claw strikes.

    Generic Damage Bonuses

    Blade Meditation: Feat; +1 damage to weapons associated with a chosen discipline.

    Classic View

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    4 years ago :: Aug 04, 2006 - 6:32PM #2

    Jade Phoenix Master: Class Ability[Jade Phoenix Mage]: You can perform the Rite of Waking for someone else and can sense the nearest

    Jade Phoenix Mage

    Armored Stealth: Class Ability[Ruby Knight Vindicator]: You do not take armor check penalty to hide checks

    Balance of Light and Dark: Class Ability[Shadow Sun Ninja]: You can turn into a creature of pure darkness gaining several benefits and the

    ability to bestow one negative level when you use your unarmed strike. When you return to normal form you take 1 point of Con damage per

    negative level inflicted with this ability.

    Emerald Immolation: Class Ability[Jade Phoenix Mage]: You explode dealing 20d6 damage in a 20 ft radius, you return to the same spot 1d6

    rounds later fully healed

    Thanks to obtusehobbitfor helping me compile this list.

    Gotta ToB Rules Question? Check Here

    (Or see the SBLOCK below, for a consolidated version)Customer Service's ToB Rules Q&AShow

    Tleilaxu_Ghola

    Posts: 980Date Joined: 09/28/05

    Offensive Combos

    [list=1]

    Thunderous Throw (CA)+ Power Attack (F)+ Leap Attack (F): You hurl a two-handed weapon as you charge (it is treated as a melee attack, not

    a ranged attack). Combinded with various power attack feats this could be pretty powerful. As it stands, the trick boasts a 4:1 power attack ratio.

    The fact that you throw the weapon gives you more versatility in combat.

    Frenzy (CA) + Iron Heart Surge (IH3, M): Now you can end your frenzy whenever you want. Who needs will saves?

    Thicket of Blades (DS3, S) + Combat Reflexes (F) + Reach: Grab your favorite reach weapon and bust out this combo for what looks to be one

    of the best AoO generating tricks to date. If any foe moves inside your threatened area (even withdrawing or 5' stepping) they provoke an AoO.

    Since this is not a difficult terrain effect, like the Knight's Bulwark of defense, it cannot be bypassed. By RAW I think it even allows for AoOs against

    tumbling opponents.

    Bounding Assault (DM4, M) + Charging feats: Bounding Assault is just a better form of charging. You make a double move (it needn't be in a

    straight line) and then make a melee attack with a +2 bonus to attack. Throw on leap attack, shock trooper, etc, etc because this maneuver counts

    as a charge.Snap Kick (F)+ Decisive Strike (CA) +/or Battle Jump (F) + Dancing or Raging Mongoose (TC5 or TC8, M) + Shadow Blade (F): Gain a crap

    load of extra attacks (if you use raging mongoose + snap kick) all at double damage due to decisive strike. The Shadow Blade adds your dex mod to

    the damage of all these attacks (which is then doubled). Mix with Champion of CL (RoW) to get dex to damage twice.

    Shadow Jaunt (SH2, M) + Shadow Stride (SH5, M) + Shadow Blink (SH7, M) + Shadow Pounce (CA): 3 full attacks on a round. Getting

    shadow pounce requires either Crinti Shadow Marauder or Teflammar Shadow Lord PrCs. Downside: You'll only be able to pull this combo off once

    per round.

    Emerald Razor (DM2, M) + Power Attack (F).Make a single attack as a touch attack. Obvious synergy with power attack. Best if mixed with

    combat brute or some other abilities which increase power attack ratio, but don't require charging.

    Storm Guard Warrior (F) + Snap Kick (F)+ Raging Mongoose (TC8, M) + TWF (F): You get a bunch of attacks which you trade out for melee

    touch attacks in the first round. These touch attacks deal no damage to whomever you touch. The next round, however, you gain +5 damage bonus

    on your melee attacks for every time you touched the creature. With a modest 8 attacks per round that's +40 damage to every attack in the next

    round. Alternatively, one could use avalanche of blades to generate a lot of touch attacks. This substitution synergizes well with a two-handed

    fighter.

    Gloom Razor (F) + Spring Attack (F) + Flat Footed Related Effects: You make a spring attack (moving at least 10') and the target is considered

    flat footed the next round. Obviously works wonderful with sneak attack. Alternatively one might use fly-by attack and a maneuver like Ghostblade to

    gain two guaranteed sneak attacks in a row.

    Balance of Light and Dark (CA) + Sacred V itality (F) + Turning attempts (CA): Burn a turning attempt to activate Sacred Vitality. This renders

    you immune to ability damage/drain. This completely negates the problems associated with using the energy draining ability of Balance of Light andDark. Other methods include: Using a race without a constitution score (such as necropolitan) or five levels of warforged juggernaut.

    Stormguard Warrior [Combat Rhythm](F) + Diamond Nightmare Blade (DM8, M): A modification of the aforementioned stormguard warrior

    trick. Though high level, this trick allows one to quadruple the effects of combat rhythm as a standard action -- making movement possible. Other

    means of accomplishing this might be: use of totemist landshark boots to gain 4 claw attacks as a std action, some means of pouncing to get a full

    attack at the end of a charge, etc.

    Balance on the Sky (SH8, S) + Clever Positioning (SS2, M): Use balance on the sky to avoid a precarious position and then pull your enemy into

    that position. Works well with cliffs.

    Sweeping Strike (CA) + Maneuvers: The effects of various maneuvers may be applied to two targets via the warmind's sweeping strike. Girallon

    Windmill Flesh Rip, Five Shadow Creeping Ice Enervation Strike, Feral Death Strike are some of the excellent high-level maneuvers that one might

    use to deadly effect in conjunction with Sweeping Strike.

    Tornado Throw (SS9, M) + Quicksilver Motion (DM7, M) + Absolute steel (IH3, S):

    Activate Quicksilver motion to get an extra move, then with a 30 foot base speed, your round goes: move 40, move 10, make a trip at + 20, move 10,

    make a throw at + 24, move 10, make a throw at + 28, move 10, make a throw at + 32, move 10, make a throw at +36, move 10, make a throw at

    +40, move 10, make a throw at + 44, move 10, make a throw at + 48. For even more fun throw in the Jotenbrud feat and Improved trip for a +8 to all

    your trip checks. Also, sphinx claws grant a 1 + 1 x Essentia bonus to strength checks, which may be helpful.

    Lightning Ricochet (CA) + Boomerang Daze (F) + Stormguard Warrior (F) + Boome rang Ricochet + Thunderous Throw + Wounding

    Weapon Enhancement: Equal pure and unadultrated PWNAGE. Using your boomerangs as ranged "melee attacks" (ala Thunderous Throw) thenactivate combat rhythm (which works with melee attacks) to hit your opponent (and an adjacent opponent) with melee touch attacks. Though these

    first attacks deal no damage they should still drain CON. Next round pound them with a huge damage modifier gaining the effects of boomerang

    daze fort DC based off of damage, more con damage, and all of this reflecting to an adjacent foe.

    Desert Tempest (DW 6, M) + Cloak of Deception (SH2, M) + Assassin's Stance (SH3, S):Turn invisible (rendering you impossible to hit if they

    cannot see you), then activate Desert tempest to attack all creatures you pass in a single move. Assassin's stance adds +2d6 sneak attack to your

    damage.

    Instant Clarity (F)+ Psionic Feats + Single Attack Maneuvers: Mix diamond nightmare blade (DM8, M) with Deep Impact for example. You can

    regain your focus after the deadly attack and be ready to serve up another deep impact attack the next round. This only works 3/day though.

    Stormguard Warrior (Combat Rhythm) (F) + Alternative effects: Do something in the first round while you're warming up that uber attack for

    stormguard warrior. Non-damaging effects are nice such as dazing (boomerang daze), stunning (stunning fist), negative levels (various sources), or

    (more questionably) ability damage (like strength of my enemy). You probably won't kill your foe in this "warm-up" round, but you can soften him up.

    Improved Trip (F) + Setting Sun Throws: In most setting sun throws you must succeed on a trip attempt to gain its effects. Since Improved Trip

    grants a +4 bonus to trip and gives you a free attack if you succeed in tripping your opponent, the benefit of this combo should be obvious. Mix with

    tornado throw and the results could be downright deadly.

    Island in Time (CA) + Time Stands Still (DM9, M): With this combo, which is only available at 20th level you can take 3 full round attack actions in

    a single round. You use Time Stands Still to get 2 full round attack actions and then take an immediate action afterwards to activate Island in Time

    to take your turn again. If you have a buddy with White Raven Tactics, he could grant you another turn (after his turn), making for one round of pure

    high level carnage.Time Stands Still (DM9, M) + Boosts: Your typical boost provides benefits until the end of the round. Using time stands still you can apply that

    boost to two full attacks. A good example would be inferno blade.

    Death From Above (TC4, M) + Assassin's Stance (SH3, S) + Andromelous Bind: Available quite quickly and effectively by 8th level (see this

    post) with a minimal loss to base attack. The trick essentially ensures a single attack with guaranteed sneak attack damage + extra untyped damage

    with no saving throw and all as a std action.

    Adamantine Hurricane (IH8, M) + Girallion Windmill Flesh Rip (TC8, M) + Swe eping Strike (CA): You can attack all adjacent opponents you

    threaten twice, if both hit you deal an additional rending damage of +8d6. You can also then use sweeping strike to smack other foes adjacent to

    that foe you hit, for every hit. So if two foes are adjacent to you, you can hit both 4 times which in turn racks up the rending damage. The more

    people adjacent to you the more damage you deal to them all!

    Greater TWF (F) + Inferno Blade (DW7, M) + Dual Boost (CA) + Raging Mongoose (TC8, M) + Time Stands Still (DM9, M): The epitome of

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    high level nova tactics. Only possible for a 20th level swordsage, this combo is capable of dishing out 16 attacks in a single round each dealing at

    least 3d6 + 20 fire damage. Better hope your foe isn't immune to fire.

    Greater Divine Surge (DS8, M) + Fortune Fate (S): Fortune Fate is a 7th level cleric spell that basically acts as a contingent healand acts if an

    effect would kill it (reduce it to -10 HP or below). G. Divine Surge lets you sacrifice an amount of constitution damage equal to IL for +1 to attack and

    +2d8 damage per constitution damage sacked. So you basically can take your full IL in con damage because healwill remove it all before you die.

    This in turn grants you a big attack and damage bonus.

    Martial Discipline Weapon (X, Y) + Stance X + Boost or Strike Y + Power Attack: This combo requires a +2 weapon (2 +1 martial discipline

    enhancements). When using a stance of X discipline and strike/boost of Y discipline you get a +6 to attack, making power attack easier.

    Thunderous Throw (CA) + Arcane Channeling (Full Attack) (CA) + V ampiric Touch (S) + Practiced Spell Caster (F): 3 levels (1 warblade +

    2 bloodstorm blade) gives your duskblade ultimate power. Combine this with rapid shot & TWF for a bunch of attacks. Each attack will deal CL/2 *

    1d6 damage (in addition to normal melee damage), and you'll heal CL/4*1d6 per attack. 1 spell = huge damage + huge healing. Not bad at all.

    EWP [Spiked Chain] (F) + Stormguard Warrior (F) + Thicket of Blades (DS3, S) + Rolimbar's Gambit (F) or Karmic Strike (F) + Defensive

    Rebuke (DS3, M) + Burning Brand (DW2, M) + Power Attack (F) + Sweeping Strike (CA): Use Defensive Rebuke + Thicket of Blades +

    Rolimbar's Gambit the first round to gain a bunch of AoOs; sack the AoOs that you gain (don't take them) and trade out attacks for touch attacks.

    The next round use burning brand increasing reach to 15' feat and make good use of sweeping strike. Power attack with impuny. Laugh maniacally

    as your flaming chain slices through all your enemies within 15' of you.

    Raptorian Race + Air Heritage (F) + Fly-by-Attack + Std Action Maneuvers or Tornado Throw (SS9, M): By 5 HD the +0 LA Raptorian Racegrants you a 40' fly speed. Mix this with Air Heritage (no pre-req) for another +30 to flyspeed. Now you can dive bomb your std action maneuvers

    with fly-by-attack, keeping you well out of range. Works great with feats like gloom razor. With Tornado Throw, 70 move speed equates to huge

    bonuses on your throws.

    Acrobatic Strike (F) + Dese rt Tempest (DW6, M): Simple, yet effective. This feat/maneuver combo will give you a +4 to attack on all the attacks

    you make with Desert Tempest.

    White Raven Hammer (WR8, M) + Divine Recovery (CA) + Deep Impact (F) + Power Attack (F) + Psionic Meditation : Use White Raven

    Hammer to make a melee attack as a std action, then resolve it as a touch attack w/ deep impact. Add on power attack for more damage. Use Divine

    Recovery to recover white raven hammer by expending a turn attempt. If you spend a move action on regaining focus and a turn attempt each round

    you can keep damaging and stunning your opponent every round.

    Ride By Attack + Pouncing Charge + Shock Trooper + Raging Mongoose + Spirited Charge + Leap Attack: Simple power attack charge

    optimization with a hint of ToB. Use pouncing charge for a full attack at the end of your mounted charge, raging mongoose adds 2 attacks, and

    spirited charge triples the damage of all your attacks.

    Marshal Aura (CA) + Battle Cunning (CA) + Tactics of the Wolf (WR3, S) + Ve xing Flanker (F) + Clarion Commander (F) + Combat

    Reflexes (F) + Power Attack: You are the master of flanking and with clarion commander you can make your target "eternally flanked" for a

    minute. Enter the damage bonus frenzy. Tactics of the wolf gives +1/2 IL to attacks while flanking a target, Battle Cunning gives Int to damage while

    flanking a target, Vexing Flanker gives you a +4 to attack (instead of +2) while flanking, Martial Aura grants Cha to damage while flanking, and

    power attack can be used to transform attack bonus into even more damage. Other add-ons include: eternal blade's int-to-damage and attack ability,

    snowflake wardance (cha to attack), or CoCL's dex to damage. I recommend focusing on Int and Str to avoid MAD, but if you've got good stats, gofor all of it.

    Crushing Strike (F) + Avalanche of Blades (DM7, M): Simple, you effectively get iterative attacks at a -3 penalty each, but if you miss once the

    chain is broken and you no longer receive any further iterative attacks.

    Blur Strike Weapon Enhancement + Shadow Hand Maneuvers: There are several shadow hand maneuvers that require the target to be

    flat-footed in order to gain a damage bonus. Blur strike renders the opponent flat-footed for the first attack of every round. Doesn't get much easier

    than that.

    Contagious Paralysis (F) + Freezing the Life Blood (F) + Ballista Throw (SS6, M): Paralyze your victim and throw him in a 60' line, damaging

    all enemies as he goes. Thing is, if he hits someone they must make a save against paralysis too, due to contagious paralysis.

    Press the Advantage (Stance, WR 5) + Skirmish (CA) + Two Weapon Fighting: Take a 5 ft step. Take another thanks to the stance. You've

    now moved 10ft, and have skirmish damage bonuses to all attacks. Go crazy.

    Cloak Dance (F) + Any standard action strike (M): With many of the strike maneuvers taking a standard action, it is nice do have something to do

    with your move action. Although Hide rank requirements hard to get Cloak Dance as early as possible (9th level) unless you're a swordsage or

    Master of Nine, 20% miss chance beats a wasted action any day.

    Defensive Combos

    [list=1]

    Moment of Perfect Mind (DM1, C) + Mind over Body (DM3, C) + Action before Thought (DM2, C) + Steady Concentration (F): Steady

    Concentration allows you to take 10 on concentration checks and these listed counters allow you to take concentration checks in place of will, fort,

    and ref saves respectively. Very handy for warblades with poor saves.

    Defensive Throw (F) + Pearl of Black Doubt (DM3, S) + Storm Guard Warrior (F) + Defensive Fighting + Power Attack (F) + Combat

    Reflexes (F): Kind of complicated, but not too bad. Every time your foe misses you your AC goes up by 2. Every time he misses you, he provokes

    an AoO. The next round, for all the AoOs that you refrained from taking you gain +4 on attacks and damage against that foe (so if he missed you 3

    times you would get +6 to AC & +12 to attack and damage the next round). Mix this with a heavy dose of power attack and you'll probably reduce

    your opponent to a bloody mist. This obviously works well with a high AC build.

    Shifting Defense (SS5, S) + Defensive Throw (F)+ Combat Reflexes (F) + Reach Weapon: If your foe misses you, you spend an attack of

    opportunity to take a five-foot step away and then spend another attack of opportunity to trip him and then gain a single melee attack against him.

    Steely Resolve (CA) + Stone Power (F): Delay as much damage as you can into your steely resolve. The next round, use the bonus to attack

    from Furious Counterattack to fuel the Stone Power feat (take a -5 penalty) this will grant you 10 temp HP. At the end of the second round the

    delayed damage will be taken off your HP total, but the temp HP will be taken first (as usual).

    Thicket of Blades (DS3, S) + Defensive Sweep (F): AoO if they move, AoO if they don't. It's a lose-lose situation for the bad guy.

    Thicket of Blades (DS3, S) + Repelling Shield (S): If an opponent attacks you (hit or miss) they are repelled 5' back via the third level spell

    Repelling shield (CMag); this generates an AoO from thicket of blades. Thus it is possible for a JPM mage to replicate rolimbar's gambit before a

    fighter even has access to the feat (that is before 12th level).Bronze Dragon Lineage + Thicket of Blades (DS3, S): Similar to the above trick, but ever so different; Spend a spell slot and a swift action to

    force your opponents away from you (they must at least take a 5' step away from you.) Combined with thicket of blades, this basically grants you

    free AoOs if they fail a will save (DC 10 + spell level + cha mod).

    Immortal Fortitude (DS8, S) + Diamond Defense (DM8) + Strike of Righteous Vitality (DS9) + Stee ly Resolve (CA) + Zealous Surge (CA) +

    Steadfast Determination: Basically you pump your fort save like crazy to get the most out of this stance. Diamond defense lets you add your IL to

    any save as an immediate action, Strike of Righteous Vitality heals as per the spell healand Steely Resolve lets you shift damage away from your

    HP total temporarily, which mitigates the saving throw. Steadfast Determination means you don't fail a fort save on a roll of 1. Best when used with a

    20th level crusader.

    Cloak Dance (F) + Ghostly Defence (SS8, S): You can now gain concealment to trigger Ghostly Defense's ability and basically get Scorpion Parry

    for free, all without learning or expending any Shadow Hand maneuvers.

    Miscellaneous Combos

    [list=1]

    Exotic Weapon Proficiency (F) + Weapon Aptitude (CA): An excellent example of how to abuse Weapon Aptitude, this allows one to gain access

    to any exotic weapon proficiency in the game. With weapon aptitude one can essentially renovate one's character completely if you choose the right

    feats.Jade Phoenix (PrC) + He roics (S): Heroics lets you pick up a fighter feat for the duration. Since martial stance or martial study are fighter feats,

    you could use this to gain an extra maneuver known to your repertoire. Multiple uses of the spell do not stack with eachother.

    Iron Heart Surge (IH3, M) vs. Area Effect Spells: By RAW, and supported by CustServ, this maneuver can knock out area effect spells of a

    duration >= 1 round. This includes Antimagic Fields!

    Cheesy Combos

    [list=1]

    Insightful Strike [Greater] (DM3, M or DM6, M) + Shambling Mound Cheese: Simple enough, use shambling mound to pump your con out the

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    4 years ago :: Aug 04, 2006 - 7:36PM #4

    4 years ago :: Aug 04, 2006 - 8:00PM #5

    4 years ago :: Aug 04, 2006 - 8:28PM #6

    4 years ago :: Aug 04, 2006 - 8:29PM #7

    4 years ago :: Aug 04, 2006 - 8:33PM #8

    Hearing the Air(DM5, S): Gain Blindsense, and +5 Listen Check

    Moment of Alacrity(DM6, M): +20 on initiative (effective next round and all remaining rounds)

    Many Thanks to Obtusehobbit and EntropicShadow for helping me compile this list.

    Maneuvers Organized by # of Pre-Reqs

    Spoiler:Show

    EntropicShadow

    Posts: 46Date Joined: 11/03/04

    Somehow, somehow I knew that you were going to post this eventually TG. :D Well, the alternate magic systems benefit from these sort of threads,

    so keep up the good work. I will post my revised Warblade Shadow Pounce build in a day or two if you end up linking to builds.

    Also, for combos, I think the tiger claw Sudden Leap maneuver with the Battle Jump feat allows for a charge as a swift action, though the jumping

    provokes an AoO. Snap Kick with the Overpowering Attack (Fighter) and Decisive Strike (Monk) varients allows for an extra double damage attack,

    albiet at half Str. Also worth noting for those double damage strikes are the Dancing Mongoose and Raging Mongoose tiger claw boosts. While theyare focused on two weapon fighting, you could potentially get 5 double damage strikes in the round. Hmm... can't you two weapon fight with a

    greatsword and unarmed strikes or armor spikes?

    Encard

    Posts: 135Date Joined: 08/09/02

    A combo that was brought up in the other thread... Iron Heart Surge can be used by a Frenzied Berserker to break out of Frenzy when all the

    enemies are dead. That's in addition to everything else it can get you out of - pretty much any condition that doesn't prevent you from taking actions.

    EDIT: Hmm... Does movement from Tiger Blooded provoke AoOs? Even if it doesn't normally, it seems like it would with Thicket of Blades. Might

    this have some potential for an AoO chaingun sort of thing? Also, if there's a way to control the direction of that movement... well, rather handy.

    Tleilaxu_Ghola

    Posts: 980

    Date Joined: 09/28/05

    EntropicShadow]Somehow, somehow I knew that you were going to post this eventually TG. :D Well, the alternate magic systems

    benefit from these sort of threads, so keep up the good work. I will post my re vised Warblade Shadow Pounce build in a day or two if

    you end up linking to builds.

    Also, for combos, I think the tiger claw Sudden Leap maneuver with the Battle Jump feat allows for a charge as a swift action, though

    the jumping provokes an AoO. Snap Kick with the Overpowe ring Attack (Fighter) and Decisive Strike (Monk) varients allows for an

    extra double damage attack, albiet at half Str. Also worth noting for those double damage strikes are the Dancing Mongoose and

    Raging Mongoose tiger claw boosts. While they are focused on two weapon fighting, you could potentially get 5 double damage

    strikes in the round. Hmm... can't you two weapon fight with a greatsword and unarmed strikes or armor spikes?

    This book is like... like a CO wet dream. So much stuff. So much to be broken.

    I mean I about shat a brick when I saw the thunderous throw ability of the bloodstorm blade. The jade pheonix mage and ruby knight PrCs are a gish

    dream! I do believe that this book is the ULTIMATE CRUNCH book. I'm not sure it's as good as BoED... but I've only scratched the surfac wrote:

    Somehow, somehow I knew that you were going to post this eventually TG. :D Well, the alternate magic systems benefit from these sort of threads, so

    keep up the good work. I will post my revised Warblade Shadow Pounce build in a day or two if you end up linking to builds.

    Also, for combos, I think the tiger claw Sudden Leap maneuver with the Battle Jump feat allows for a charge as a swift action, though the jumping

    provokes an AoO. Snap Kick with the Overpowering Attack (Fighter) and Decisive Strike (Monk) varients allows for an extra double damage attack,

    albiet at half Str. Also worth noting for those double damage strikes are the Dancing Mongoose and Raging Mongoose tiger claw boosts. While they

    are focused on two weapon fighting, you could potentially get 5 double damage strikes in the round. Hmm... can't you two weapon fight with a

    greatsword and unarmed strikes or armor spikes?[/quote]

    This book is like... like a CO wet dream. So much stuff. So much to be broken.

    I mean I about shat a brick when I saw the thunderous throw ability of the bloodstorm blade. The jade pheonix mage and ruby knight PrCs are a gish

    dream! I do believe that this book is the ULTIMATE CRUNCH book. I'm not sure it's as good as BoED... but I've only scratched the surface here.

    Kuroi_Kenshi

    Posts: 88

    Date Joined: 10/02/04

    Thanks for undertaking this project!

    Tleilaxu_Ghola

    Encard]A combo that was brought up in the other thread... Iron Heart Surge can be used by a Frenzied Berserker to break out of

    Frenzy when all the enemies are dead. That's in addition to eve rything else it can get you out of - pretty much any condition that

    doesn't prevent you from taking actions.

    EDIT: Hmm... Does movement from Tiger Blooded provoke AoOs? Even if it doesn't normally, it seems like it would with Thicket of

    Blades. Might this have some potential for an AoO chaingun sort of thing? Also, if there's a way to control the direction of that

    movement... well, rather handy.

  • 8/11/2019 Tome of Battle_ Tricks_Comb...

    10/10

    4 years ago :: Aug 04, 2006 - 9:14PM #9

    4 years ago :: Aug 04, 2006 - 9:19PM #10

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    Posts: 980

    Date Joined: 09/28/05 *crazed maniacal laughter* Iron heart surge is CRAZY. Of course you need to be in control of your actions. So it can't take away domination or

    similar effects. But still... you can remove negative levels with this, anything with a permanent duration (like many curses). A level 3 maneuver. Wow.

    Ah, and no the movement does not provoke AoOs. It doesn't specify which direction.. but it says "knock back" I think that means in a direction that is

    away from you and towards t wrote:

    A combo that was brought up in the other thread... Iron Heart Surge can be used by a Frenzied Berserker to break out of Frenzy when all the enemies

    are dead. That's in addition to everything else it can get you out of - pretty much any condition that doesn't prevent you from taking actions.

    EDIT: Hmm... Does movement from Tiger Blooded provoke AoOs? Even if it doesn't normally, it seems like it would with Thicket of Blades. Might this

    have some potential for an AoO chaingun sort of thing? Also, if there's a way to control the direction of that movement... well, rather handy.[/quote]

    *crazed maniacal laughter* Iron heart surge is CRAZY. Of course you need to be in control of your actions. So it can't take away domination or similar

    effects. But still... you can remove negative levels with this, anything with a permanent duration (like many curses). A level 3 maneuver. Wow.

    Ah, and no the movement does not provoke AoOs. It doesn't specify which direction.. but it says "knock back" I think that means in a direction that isaway from you and towards the foe.

    EntropicShadow

    Posts: 46Date Joined: 11/03/04

    Another trick that was brought up on the other thread was the Steady Concentration feat (RoS) plus the Action Before Thought, Mind Over Body,

    and Moment of Perfect Mind counters. Take 10 on your saves.

    Encard

    Posts: 135Date Joined: 08/09/02

    Thicket of Blades (Devoted Spirit 3, stance) + Mage Slayer + Improved Trip (or Large And In Charge, or similar) + reach - now the casters can't

    even get away from you by withdrawing.

    Warforged (or otherwise be immune to subdual damage) + Pearl of Black Doubt (Diamond Mind 3, stance) + followers - have them attack you for

    subdual damage. Most will miss, those that hit won't do anything. You get an immense dodge bonus to AC the following round. Also works with any

    large group of ineffectual attackers you can convince to attack you. Unless it prohibits this from working with allied creatures' attacks?

    Tleilaxu_Ghola]I'm not sure it's as good as BoED... but I've only scratched the surface here .

    Oh, I'm guessing it's far better than the BoED... The material doesn't require you to hope your DM doesn't rule that you're no longer the paragon of

    Good, making you lose your powers. It also doesn't seem as likely to spawn alignment thre wrote:

    I'm not sure it's as good as BoED... but I've only scratched the surface here.[/quote]Oh, I'm guessing it's far better than the BoED... The material doesn't require you to hope your DM doesn't rule that you're no longer the paragon of

    Good, making you lose your powers. It also doesn't seem as likely to spawn alignment threads. :P

    Dungeons & Dra.. d20 Character Opti.. Tome of Battle: Tricks/Combos/Library

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