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Warblade maneuvers and stances
Warblade maneuvers and stances









warblade maneuvers and stances

For Tougher or High-Powered campaigns, increase THAT amount by 2 or 4, respectively.Īdamant Resolve: A Crusader can spend 2 MP to gain Damage Reduction X/Adamantine, where X is their Adept level, for two rounds. For Tougher or High-Powered campaigns, increase THAT amount by 3 or 5, respectively.įurious Counterstrike: Increase the "Delayed Damage Pool Points" table by 3 times. Steely Resolve: Increase Steely Resolve Pools by 3 times. This is done in the same manner as recovering MP. For a Crusader, it is less a matter of "Recovering" their divine energies, as much as it is asking their deity to revitalize (or "reset") them. For Maneuvers that deal + xd y damage, the damage is reduced by 25%. However, each subsequent use penalizes their attack roll by a stacking -4, and cannot crit unless it is the first use. They can use the same maneuver constantly throughout an encounter if they so desire. Recovering Maneuvers: Crusaders don't actually "expend" most maneuvers. Once this whole store of MP is gained, the Crusader must ask their deity for more divine power to smite their foes, by taking a standard action (No AoO) to shout to the heavens (Silence effects have no effect on this, as long as the Crusader can express their will to the gods, even mentally.) For example, assuming a level 10 Crusader with a CHA of +4 and a WIS of +3, the Crusader would gain 3 MP at the start of the encounter, and would gain 10 more MP over the next few rounds, at 2 MP per round. A Crusader gains half their WIS (round up) in MP at the beginning of every round. The number to the left of that is how many points the Crusader can gain over the next few rounds. The number in the (#) is how many points gained at the beginning of the encounter. Maneuver Points: Take the Crusader "Maneuvers Readied" chart. This of course does not apply to Crusaders, since they already take penalties for successive maneuvers before reseting.

Warblade maneuvers and stances full#

In the case of "spamming" one or two maneuvers in round-by-round succession, the DM has full right to add a -8 attack or half damage penalties. Note that using abilities that use MP, besides Maneuvers, cannot be used the same round as any MP or Maneuver recovering abilities. Enhancement Bonuses to stats still do affect MP gained per round for Crusaders and Swordsages. For instance, a Swordsage wearing a Headband of Wisdom +4 would have to take 4 points of WIS damage before their Max MP suffered. However, wearing an item that increases the stat makes a small "buffer" to keep the Adept from losing their Maximum MP.

warblade maneuvers and stances

When calculating total Maneuver Points, remember that only the character's Inherent stat is used. Also remember that Counter Maneuvers cannot be used to negate an attack roll of a natural 20. Remember that any Strike Maneuver can crit for double damage on a natural 20 of the attack roll. "Maneuvers Readied" is used to calculate the new "Maneuver Points" or MP used to power Maneuvers. In general, for all classes, remove the "Maneuvers Known" and "Stances Known" from each class chart. There includes other sub-variants that can be used for Tougher and High Powered campaigns. This variant of the Martial Adept classes is made for more "action packed" or "semi-gestalt" games.











Warblade maneuvers and stances