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Author Topic: Tome of Battle Public Thread  (Read 10866 times)

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June 08, 2009, 11:15:49 AM

Anything marked in Bold still needs to be completed. I apologize for the lost formatting.

[size=28]Tome of Battle Content[/size]

[size=20]Base Classes[/size]

    * Crusader
    * SwordSage
    * Warblade

[size=20]Prestige Classes[/size]

    * Bloodclaw Master
    * Bloodstorm Blade
    * Deepstone Sentinel
    * Eternal Blade
    * Jade Phoenix Mage
    * Master of Nine
    * Ruby Knight Vindicator
    * Shadow Sun Ninja

[size=20]Skills[/size]

    * Martial Lore

[size=20]Feats[/size]

    * Adaptive Style
    * Avenging Strike
    * Blade Meditation
    * Desert Fire
    * Desert Wind Dodge
    * Devoted Bulwark
    * Divine Spirit
    * Evasive Reflexes
    * Extra Granted Maneuver
    * Extra Readied Maneuver
    * Falling Sun Attack
    * Instant Clarity
    * Ironheart Aura
    * Martial Stance
    * Martial Study
    * Psychic Renewal
    * Rapid Assault
    * Scribe Martial Script
    * Shadow Blade
    * Shadow Trickster
    * Song of the White Raven
    * Snap Kick
    * Stone Power
    * Sudden Recovery
    * Superior Unarmed Strike
    * Tiger Blooded
    * Unnerving Calm
    * Vital Recovery
    * White Raven Defense

[size=20]Disciplines[/size]

    * Desert Wind - Swordsage
    * Devoted Spirit - Crusader
    * Diamond Mind - Swordsage, Warblade
    * Iron Heart - Warblade
    * Setting Sun - Swordsage
    * Shadow Hand - Swordsage
    * Stone Dragon - Crusader, Swordsage, Warblade
    * Tiger Claw - Swordsage, Warblade
    * White Raven - Crusader, Warblade

[size=20]Maneuvers[/size]

    * [size=16]Level 1[/size]
          o Desert Wind
                + Blistering Flourish - Dazzle Creatures around you.
                + Burning Blade - 1d6 + level fire damage
                + Distracting Ember - Target flanked for one round
                + Flame's Blessing - Fire Res based on Tumble
                + Wind Stride - +10 ft speed
          o Devoted Spirit
                + Crusader's Strike - Heal 1d6 + level
                + Iron Guard's Glare - Enemies take -4 Atk pen vs allies
                + Martial Spirit - Heal 2 points per successful attack
                + Vanguard Strike - Allies gain +4 vs target
          o Diamond Mind
                + Moment of Perfect Mind - Conc check for Will save
                + Sapphire Nightmare Blade - Opponent Flatfooted, +1d6 damage with Conc check
                + Stance of Clarity - +2 AC vs one foe, -2 AC vs others
          o Iron Heart
                + Punishing Stance - +1d6 damage, -2 AC
                + Steel Wind - Attack two opponents
                + Steely Strike - +4 to attack, Enemies get +4 vs you
          o Setting Sun
                + Counter Charge - Force charging foe to move away
                + Mighty Throw - Throw foe 10'
                + Step of the Wind - Ignore difficult terrain, bonus in that terrain
          o Shadow Hand
                + Child of Shadow - Concealment while moving
                + Clinging Shadow Strike - Foe suffers 20% miss chance
                + Island of Blades - you and allies flank all foes
                + Shadow Blade Technique - Roll two attacks, use lower to deal bonus cold damage
          o Stone Dragon
                + Charging Minotaur - Bull Rush deals damage, ignore AoO
                + Stone Bones - Gain DR 5/Adam
                + Stonefoot Stance - +2 Bonus on Str checks, +2 AC vs larger foes
          o Tiger Claw
                + Blood in the Water - +1 Attack/Dam per Crit
                + Hunter's Sense - Gain scent
                + Sudden Leap - Swift action Jump
                + Wolf Fang Strike - Attack with two weapons
          o White Raven
                + Bolstering Voice - Allies get +2 Will, +4 Fear saves
                + Douse the Flames - Target cannot AoO
                + Leading the Attack - Allies get +4 bonus vs foe you hit
                + Leading the Charge - Allies gain +1 damage/level on charges

    * [size=16]Level 2[/size]
          o Desert Wind
                + Burning Brand - +5 foot reach, fire damage
                + Fire Riposte - Counter foes attack with touch for 4d6 fire
                + Flashing Sun - extra attack
                + Hatchling's Flame - Cone of 2d6 fire
          o Devoted Spirit
                + Foehammer - Ignore DR, deal +2d6
                + Shield Block - Grant ally +4 shield AC
          o Diamond Mind
                + Action Before Thought - Conc Check in place of Ref Save
                + Emerald Razor - Melee attack as touch
          o Iron Heart
                + Disarming Strike - Attempt to disarm foe
                + Wall of Blades - Replace AC with attack roll result
          o Setting Sun
                + Baffling Defense - Sense Motive check to dodge attack
                + Clever Positioning - Swap spaces with target
          o Shadow Hand
                + Cloak of Deception - Invis for 1 round
                + Drain Vitality - 2 points Con damage
                + Shadow Jaunt - Teleport 50'
          o Stone Dragon
                + Moutain Hammer - +2d6, overcome DR
                + Stone Vise - deal +1d6 damage, immobilize target
          o Tiger Claw
                + Claw at the Moon - Jump check, deal +2d6
                + Rabid Wolf Strike - +4 Atk, +2d6 damage, -4 AC for 1 round
          o White Raven
                + Battle Leader's Charge - No AoO, deal +10 damage
                + Tactical Strike - +2d6, allies move 5'

    * [size=16]Level 3[/size]
          o Desert Wind
                + Death Mark - Target takes extra fire damage and explodes in spread
                + Fan the Flames - RTA 6d6 fire
                + Holocaust Cloak - Damage shield 5 fire
                + Zephyr Dance - +4 AC vs one attack
          o Devoted Spirit
                + Defensive Rebuke - Foes you strike must attack you or take AoO
                + Revitalizing Strike - heal 3d6 + level
                + Thicket of Blades - 5' steps provoke AoO
          o Diamond Mind
                + Insightful Strike - Conc Check determines damage
                + Mind over Body - Conc Check in place of Fort save
                + Pearl of Black Doubt - Gain +2 AC each time foe misses
          o Iron Heart
                + Absolute Steel Stance - +10' speed, +2 AC while moving.
                + Exorcism of Steel - Strike opponents weapon, it deals -4 dam
                + Iron Heart Surge - Remove negative effect, gain +2 attack
          o Setting Sun
                + Devastating Throw - Throw foe
                + Feigned Opening - Provoke attack, then counter
                + Giant Killing Style - +2 Atk/+4 damage vs larger foes
          o Shadow Hand
                + Assassin's Stance - +2d6 Sneak
                + Dance of the Spider - Spider Climb
                + Shadow Garrote - RTA 5d6
                + Strength Draining Strike - 4 points Str damage
          o Stone Dragon
                + Bonecrusher - +4d6 damage, +10 to confirm crit
                + Crushing Weight of the Mountain - Constrict for 2d6 + 1/2 Str when grappling
                + Roots of the Mountain - +10 bonus vs bull rush, trip, DR 2/-
                + Stone Dragon Fury +4d6 vs objects/constructs
          o Tiger Claw
                + Flesh Ripper - Foe has -4 AC/Atk
                + Leaping Dragon Stance - +10 Jump checks, always running
                + Soaring Raptor Strike - Attack from above, +4 Atk, +6d6 damage
                + Wolverine Stance - use any weapon while grappled
          o White Raven
                + Lion's Roar - defeat enemy, allies deal +5 dam
                + Tactics of the Wolf - You and allies deal +1/2 levels dam vs flanked enemies
                + White Raven Tactics - Ally's Init changes, he can act again

    * [size=16]Level 4[/size]
          o Desert Wind
                + Firesnake - Fire that twists and turns
                + Searing Blade - +2d6 + level fire
                + Searing Charge - Fly while charging, +5d6 fire
          o Devoted Spirit
                + Divine Surge - Deal +8d8
                + Entangling Blade - Deal +2d6, target has -20' speed
          o Diamond Mind
                + Bounding Assault - Double Move and attack
                + Mind Strike - 1d4 Wis dam
                + Ruby Nightmare Blade - double damage with Conc check
          o Iron Heart
                + Lightning Recovery - Reroll a missed attack with +2 bonus
                + Mithral Tornado - Make attacks against adjacent foe, each with +2
          o Setting Sun
                + Comet Throw - Throw foe
                + Strike of the Broken Shield - +4d6, make target flatfooted
          o Shadow Hand
                + Hand of Death - Paralyze for 1d3 rounds
                + Obscuring Shadow Veil - +5d6 and target has 50% miss chance for one round
          o Stone Dragon
                + Bonesplitting Strike - 2 Con damage
                + Boulder Roll - +4 on overrun
                + Overwhelming Mountain Strike - +2d6 damage, target loses move action
          o Tiger Claw
                + Death from Above - Leap into air, deal +4d6
                + Fountain of Blood - Defeat foe, cause fear in enemies
          o White Raven
                + Covering Strike - every foe you strike can't take AoOs for 3 rounds
                + White Raven Strike - +4d6, target flatfooted

    * [size=16]Level 5[/size]
          o Desert Wind
                + Dragon's Flame - Cone deals 6d6 fire
                + Leaping Flame - Teleport next to foe attacking you
                + Lingering Inferno - +2d6 fire, and 2d6 fire for 3 more rounds
          o Devoted Spirit
                + Daunting Strike - Target becomes shaken
                + Doom Charge - extra damage vs good, DR 10/-
                + Law Bearer - +4d6, +8 Atk against Chaotic, +5 Saves/AC
                + Radiant Charge - +6d6 vs Evil, DR 10/-
                + Tide of Chaos - Charge deals extra damage vs law, grants conceal
          o Diamond Mind
                + Disrupting Blow - Foe cannot act for 1 round
                + Hearing the Air - Blindsense 30', +5 listen
                + Rapid Counter - Strike foe provokes attack from you
          o Iron Heart
                + Dancing Blade Form - +5 reach
                + Dazing Strike - Daze opponent
                + Iron Heart Focus - Reroll 1 save
          o Setting Sun
                + Mirrored Pursuit - Match opponent's move
                + Shifting Defense - 5' step with each miss against you
                + Soaring Throw - Throw enemy
                + Stalking Shadow - Move into foe's space as he tries to retreat
          o Shadow Hand
                + Bloodletting Strike - 4 Con dam
                + Shadow Stride - Teleport 50' as Move Action
                + Step of the Dancing Moth - Ignore terrain, walk on water
          o Stone Dragon
                + Elder Mountain Hammer - +6d6, ignore DR
                + Giant's Stance - Size Category +1
                + Mountain Avalanche - Trample foes.
          o Tiger Claw
                + Dancing Mongoose - 1 extra attack per weapon
                + Pouncing Charge - Gain pounce on charge attack
          o White Raven
                + Flanking Maneuver - Hit flanked foe, allies gain extra attack vs foe
                + Press the Advantage - +5 feet on 5' step, move in difficult terrain

    * [size=16]Level 6[/size]
          o Desert Wind
                + Desert Tempest - Attack as you move
                + Fiery Assault - Melee Attacks deal +1d6 Fire
                + Ring of Fire - Surround foes with fire
          o Devoted Spirit
                + Aura of Chaos - Reroll and add max dice
                + Aura of Perfect Order - Treat d20 as 11
                + Aura of Triumph - You and allies heal 4 points per attack against evil
                + Aura of Tyranny - Drain HP from allies
                + Rallying Strike - heals +3d6 + level in 30' burst.
          o Diamond Mind
                + Greater Insightful Strike - Use Double Conc Check to determine damage
                + Moment of Alacrity - Gain +20 Init
          o Iron Heart
                + Iron Heart Endurance - Heal hp 2 * level
                + Manticore Parry - Deflect attack, redirect at foe
          o Setting Sun
                + Ballista Throw - Throw foe 60' line, deal 6d6 to all in area
                + Scorpion Parry - Parry attack into second opponent
          o Shadow Hand
                + Ghost Blade - Target flatfooted
                + Shadow Noose - RTA 8d6 dam, chance of Stun
                + Stalker in the Night - Move and Attack while hidden
          o Stone Dragon
                + Crushing Vise - +4d6 dam, immobilize creature
                + Iron Bones - Gain DR 10/Adam
                + Irresistable Mountain Strike - +4d6, target loses Standard Action
          o Tiger Claw
                + Rabid Bear Strike - +4 Attack, +10d6, -4 AC
                + Wolf Climbs the Mountain - Enter square of larger foe, +5d6, gain Conceal from foe
          o White Raven
                + Order Forged from Chaos - Allies move their speed during your turn
                + War Leader's Charge - No AoO while charging, +35 dam

    * [size=16]Level 7[/size]
          o Desert Wind
                + Inferno Blade - +3d6 + Level fire damage
                + Salamander Charge - Charge and leave wall of fire
          o Devoted Spirit
                + Castigating Strike - Deal +8d6, Area Burst
                + Shield Counter - Shield bash blocks foe attack
          o Diamond Mind
                + Avalanche of Blades - Each attack that hits, make another at an increased pen.
                + Quicksilver Motion - Use swift Action for move action
          o Iron Heart
                + Finishing Move - Extra damage vs weakened foe
                + Scything Blade - Strike one foe, free attack against another
          o Setting Sun
                + Hydra Slaying Strike - Foe unable to use full attack action
          o Shadow Hand
                + Death in the Dark - +15d6 to surprised target
                + Shadow Blink - Teleport 50' as swift action
          o Stone Dragon
                + Ancient Mountain Hammer - +12d6, ignore DR
                + Colossus Strike - +6d6, foe knocked backwards
          o Tiger Claw
                + Hamstring Attack - 1d8 Dex dam, -10' speed
                + Prey on the Weak - AoO for each foe that dies
                + Swooping Dragon Strike - Jump over foe, deal +10d6, Stun
          o White Raven
                + Clarion Call - If you drop a foe, allies get free attack or move action
                + Swarming Assault - Allies make a free attack against foe you strike

    * [size=16]Level 8[/size]
          o Desert Wind
                + Rising Phoenix - Hover on column of air
                + Wyrm's Flame - Cone 10d6 fire
          o Devoted Spirit
                + Greater Divine Surge - +6d8, also gain +1 attack/+2d8 damage per point of Con damage you take
                + Immortal Fortitude - Cannot die from HP damage
          o Diamond Mind
                + Diamond Defense - Save bonus equal to level
                + Diamond Nightmare Blade - 4x damage with Conc Check
                + Stance of Alacrity - +1 Attack per round
          o Iron Heart
                + Adamantine Hurricane - 2 attack vs each adjacent foe, +4 Atk on each
                + Lightning Throw - Use melee attack as a line attack
                + Supreme Blade Parry - Gain DR 5/-
          o Setting Sun
                + Fool's Strike - Redirect foe's attack
                + Ghostly Defense -- Foe's hit target of your choice while you have conceal
          o Shadow Hand
                + Balance on the Sky - Walk on air
                + Enervating Shadow Strike - 1d4 negative levels
                + One with Shadow - Incorporeal, 1 round
          o Stone Dragon
                + Adamantine Bones - DR 20/Adam
                + Earthstrike Quake - Knock enemies prone
                + Strength of Stone - Immune to Crits
          o Tiger Claw
                + Girallon Windmill Flesh Rip - Gain ability to Rend foe
                + Raging Mongoose - 2 extra attacks with each weapon
                + Wolf Pack Tactics - Free 5' step with each attack
          o White Raven
                + Swarm Tactics - Allies gain +5 Attack vs adjacent foes
                + White Raven Hammer - +6d6, Stun

    * [size=16]Level 9[/size]
          o Desert Wind
                + Inferno Blast - Burst, 100 fire damage
          o Devoted Spirit
                + Strike of Righteous Vitality - Heal self
          o Diamond Mind
                + Time Stands Still - Full attack action twice
          o Iron Heart
                + Strike of Perfect Clarity - +100 damage
          o Setting Sun
                + Tornado Throw - Move and throw repeatedly
          o Shadow Hand
                + Five-Shadow Creeping Ice Enervation Strike - Cause HP, ability, other damage/effects
          o Stone Dragon
                + Mountain Tombstone Strike - 2d6 con damage
          o Tiger Claw
                + Feral Death Blow - Leap on foe, slay foe
          o White Raven
                + War Master's Charge - You and allies charge, deal extra damage, stun, no AoO
That is not dead which can eternal lie.
And with strange aeons even death may die.


July 26, 2009, 10:17:32 PM
Reply #1
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Out of curiosity, is there an explanation somewhere about the implementation of these classes for nwn?

I was playing around with them earlier, and I assume you simply ready your maneuvers with the radial feat and then drop the actual maneuvers in the toolbar and click them to use? I had some general issues, one of which was not being able to level to 2. It gave asked me to retake my feats but the feat it wanted me to take was not in the list. At least I think that's what happened, the message appeared so briefly it was hard to read. But it may be an issue from my older version of the PRC; I have 3.3 something, so I'm not too worried. I'll update my version... So I was wondering, are the feats listed as unfinished have been completed for the latest release of 3.3g RC2?
« Last Edit: July 26, 2009, 10:18:45 PM by Tirenel »
"It is one of those lessons that every child should learn: Don't play with fire, sharp objects, or ancient artifacts." -Wardwick Hurog


July 27, 2009, 08:55:40 AM
Reply #2

Nothing has changed on what's implemented. Also, when you get a message like that, it means you took a feat which you didn't meet the requirements for, and will never be able to level that PC.
That is not dead which can eternal lie.
And with strange aeons even death may die.


July 27, 2009, 12:18:32 PM
Reply #3
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"It is one of those lessons that every child should learn: Don't play with fire, sharp objects, or ancient artifacts." -Wardwick Hurog


May 04, 2010, 12:35:27 PM
Reply #4

Any chance that Superior Unarmed Strike might be added as a Feat?  I was thinking of requesting it, so I guess here is the best place.  I don't think it would be too hard to script....

Prerequisite - BAB 3, Improved Unarmed Strike
Benefit - Deal more damage with unarmed strike depending on character level.
3 = 1d4
4-7 = 1d6
8-11 = 1d8
12-15 = 1d10
16-20+ = 2d6

It's from Tome of Battle, and seems to be on the list of feats Stratovarius was planning on implementing, once upon a time...