And ToB classes are VERY good at meeting their kill conditions. If they're far enough along in the instance, there may even be a kill condition. DMs build an encounter to challenge a party. You do NOT want to encounter these people. Which means you can encounter Warblades, Swordsages, and Crusaders.And, believe me. Because, if it exists in your party, it exists in the world. This can also be a bad thing for players. Naturally, DMs don't like this ToB Classes are very difficult to exploit from behind the screen, since the Maneuvers are neither magic, nor Psionics, and can't be resisted or nullified like those abilities can. Tome of Battle combos very, VERY well with itself, easily making some of the mightiest heroes D&D has ever known. They're a martial class, with built-in abilities that allow them to match Casters, Manifesters, and Invokers for power. However, for Folllowers of the Sublime Way, reaching this point is almost effortless. It usually requires they take levels in a Casting/Manifesting/Invoking class.Ĭasters, Manifesters, and Invokers can break the world with much greater ease, as is the nature of Magic and Psionics. It's not a difficult thing, at all, to take a given class, and, with the right feats, prestige classes, and other odds and ends, make a character build that just thrashes everything in the whole world.įighters, Rogues, and their ilk, have a very hard time doing this. However, I would advise that you NOT use ToB content, unless your DM is 100% down with it. They must prepare themselves, each day, for the maneuvers they wish to use, but (unless I'm reading wrong) once prepared, they function rather like a Warlock's Invocations, in that they can be used without any practical limits. I'm FAR from an expert on the Tome of Battle, but, I'll give it a go.Ī Follower of the Sublime Way (any ToB Class) has a series of maneuvers they can use, determined by their class. ToB is one of the best supplements to add to any 3.5 game, as it gives non-casters interesting things to do and ways to use swift and immediate actions. If you need any explanation as to how initiation of maneuvers works, or how you progress in learning maneuvers, I'd be happy to explain. (So you could use your swift action to recover and then full attack someone or use your swift action to recover, then use a standard action to melee attack someone or do nothing, then use a move action to walk away but you could not use your swift action to recover and then use a maneuver while attacking someone and you could not use your swift action to recover and then move and then attack someone.) Each ToB class has a recovery mechanic the warblade's recovery mechanic is to use a swift action to recover all expended maneuvers, which must be followed by a melee attack or using a standard action to do nothing. Once you have used a maneuver, it is considered expended, and you cannot use it again in that fight unless you recover it. Every maneuver has a specified initiation action, so you initiate and use the maneuvers as you go through the fight. When you enter a fight as a warblade, whatever maneuvers you have readied are immediately available for use. If you want to change which Y maneuvers you have readied, it takes 5 minutes, unless you have the Adaptive Style feat. You prepare a selection of Y of the maneuvers that you know, and those maneuvers are available for you to use in a fight. You know X maneuvers, determined by your level. If you have any other / more specific questions, I'll be happy to try and answer them. You can do this as a swift action, provided that the swift action is followed either by a melee attack or doing nothing with that round's standard action (you don't get a move action). When you use one, it becomes exhausted, and you can't use that one again before refreshing your maneuvers. You start any encounter with all of your readied maneuvers available. Understanding the 'refresh' mechanic is important to understanding how the class works. You are not limited in the number of times per day you can use maneuvers, since you can 'refresh' used ones an unlimited number of times. You can change which maneuvers you have readied over the course of 5 minutes of exercise at any time. However, there are several important differences between these maneuvers and spells. You then get to have some number of those 'readied' for use, like a cleric or druid would prepare spells for the day. There are some limits on what level maneuvers (1/2 class level rounded up) and what 'type' of maneuvers you can take (you can take from Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven). At every other level or so you can learn a new maneuver, basically like adding it to your spell list. An analogy that I like is thinking about it like a druid or cleric. I can try, since I'm actually playing one right now.
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