Starting Racial Traits: +2 Constitution, –2 Wisdom, –2 Charisma Starting Ability Scores (Before Racial Adjustments): 16 Str 14 Dex 14 Con 12 Int 12 Wis 10 CHA Warblade 6 6 known 4 Readied Maneuvers 2 Stances Known Edit: Įdit: Here's a Warblade class build guide: Just watch out since it's oriented to 3.Game Rule Components Stances & Maneuvers Look up "Path of War," and I think it will be easier to port in. WRT because the way it effectively gives the party extra turns with a level 3 ability, which is usually one of the strongest things a character can do.īy the way, Dreamscarred Press released a very similar system to Tome of Battle directly into PF, and gave it a lot more support than ToB ever had (and it doesn't have weird conversion issues like a whole Discipline based on the Concentration skill, which doesn't exist in PF). IHS because it defines the conditions it relieves extremely loosely, so it's up to DM discretion where the limits are, but rules as written, it overcomes level 9+ spell effects for free as a Standard action. The two notorious abilities on the Warblade list are Iron Heart Surge and White Raven Tactics. Does slow maneuver progression by a level, but whether it's worth it depends on the build. As a result, it's very common for Warblade builds to take levels 4 and 5 in another class, so they can use the Stance learned at Warblade level 4 for a level 3 maneuver. Note that its maneuver progression is weird, and it's awkward to get a level 3 Stance when you'd expect it. The class presents itself like Intelligence is the most important stat, but don't get distracted - those abilities tend to be narrow and lower priority than the normal physical stats for melee Just don't go too deep on Stone Dragon - its maneuvers turn off if you fly and tend to restrict mobility, which are murder for meleers in this edition. Warblade's strength is it basically optimizes itself, so you don't really need to do much except continually pick new maneuvers and swap up for higher level maneuvers each time you have a chance. The pathfinder sub might have more people who are familiar with it, and you might get better advice there, but holy crap you're not in the "wrong" place, and running a PF1 game with 3.5e content isn't some weird homebrew. PF1 and 3.5e are similar enough to the point that PF1 is explicitly backwards compatible with 3.5e content, there are literally official conversion guides that say "Hey, want to use 3.5e stuff? Just adjust these few numbers and you're good." You know, just like they did for converting 3.0e content to 3.5e.Īnd while it's largely a semantic argument, I think that makes PF1 count as an edition of DnD in every way that matters, which makes it perfectly fine to discuss on this subreddit. ![]() Specifics are different, but it's a very similar core with very similar gameplay, closer than, say, any similarities between 3.5e, 4e, and 5e. PF 1e is the spiritual successor to 3.5e, quite analogous to what 3.5e is to 3.0e. I'm not your guy for pathfinder particulars, its been years since I did any of that, but I'm seeing a whole lot of dismissal, and some misinformation here that I want to set straight. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at Wowee. For example, Dungeons & Dragons® is a trademark of Wizards of the Coast. This subreddit may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. This subreddit is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries.
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