I've not played in about a year, and I have some guys coming over this weekend to play 3.5. This is great, apart from that I have no character. I've been thinking of playing a swordsage but I'm lost on exactly what the hell I'm doing. We're running 3 scenarios at levels 14, 15, and 16, and I can't wrap my head around stances and manoeuvres.
SwordsageSwordsage 3.5 Keep Slots Free Money
Class MenuA master of martial maneuvers, the sword sage is a physical adept, a blade wizard whose knowledge of the Sublime Way lets him unlock potent abilities, many of which are overtly supernatural or magical in nature. Depending on which disciplines he chooses to study, a swordsage might be capable of walking through walls, leaping dozens of feet into the air, shattering boulders with a single touch, or even mastering the elements of fire or shadow. Whatever his specific training, a swordsage blurs the line between martial prowess and magical skill.
Alignment: Any
Hit Die: d8
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Class Skills: Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge (History, Local, Nature, Nobility and Royalty), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Swim and Tumble.
Skill Points at First Level: (6 + Int Mod) x 4
Skill Points Per Level: 6 + Int Mod
Class Level | BAB | Fort Sv | Ref Sv | Will Sv | Special |
---|---|---|---|---|---|
1 | 0 | 0 | 2 | 2 | Quick to Act +1, Discipline Focus (Weapon Focus) |
2 | 1 | 0 | 3 | 3 | AC Bonus |
3 | 2 | 1 | 3 | 3 | |
4 | 3 | 1 | 4 | 4 | Discipline Focus (Insightful Strike) |
5 | 3 | 1 | 4 | 4 | Quick ot Act +2 |
6 | 4 | 2 | 5 | 5 | |
7 | 5 | 2 | 5 | 5 | Sense Magic |
8 | 6/1 | 2 | 6 | 6 | Discipline Focus (Defensive Stance) |
9 | 6/1 | 3 | 6 | 6 | Evasion |
10 | 7/2 | 3 | 7 | 7 | Quick to Act +3 |
11 | 8/3 | 3 | 7 | 7 | |
12 | 9/4 | 4 | 8 | 8 | Discpline Focus (Insightful Strike) |
13 | 10/5 | 4 | 8 | 8 | |
14 | 10/5 | 4 | 9 | 9 | |
15 | 11/6/1 | 5 | 9 | 9 | Quick ot Act +4 |
16 | 12/7/2 | 5 | 10 | 10 | Discipline Focus (Defensive Stance) |
17 | 13/8/3 | 5 | 10 | 10 | Improved Evasion |
18 | 13/8/3 | 6 | 11 | 11 | |
19 | 14/9/4 | 6 | 11 | 11 | |
20 | 15/10/5 | 6 | 12 | 12 | Dual Boost 3/day, Quick to Act +5 |
Class Level | Maneuvers Known | Maneuvers Readied | Stances Known | Max Level Known |
---|---|---|---|---|
1 | 6 | 4 | 1 | 1 |
2 | 7 | 4 | 2 | 1 |
3 | 8 | 5 | 2 | 2 |
4 | 9 | 5 | 2 | 2 |
5 | 10 | 6 | 3 | 3 |
6 | 11 | 6 | 3 | 3 |
7 | 12 | 6 | 3 | 4 |
8 | 13 | 7 | 3 | 4 |
9 | 14 | 7 | 4 | 5 |
10 | 15 | 8 | 4 | 5 |
11 | 16 | 8 | 4 | 6 |
12 | 17 | 8 | 4 | 6 |
13 | 18 | 9 | 4 | 7 |
14 | 19 | 9 | 5 | 7 |
15 | 20 | 10 | 5 | 8 |
16 | 21 | 10 | 5 | 8 |
17 | 22 | 10 | 5 | 9 |
18 | 23 | 11 | 5 | 9 |
19 | 24 | 11 | 5 | 9 |
20 | 25 | 12 | 6 | 9 |
Weapon and Armor Proficiency: As a swordsage, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons), and light armor, but not with shields.
Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by swordsages is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. Upon reaching 4th level, and at every even-numbered swordsage level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest- level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below). You can recover an expended maneuver by using a fullround action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
Swordsage 3.5 Keep Slots Free Play
Discipline Focus (Ex): As a swordsage, you can focus your training to take advantage of each discipline's fighting style. Each time you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change. This focus manifests in the following ways. You gain a +2 bonus on Martial Lore checks made regarding a maneuver in a discipline in which you have discipline focus.
- Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline.
Swordsage 3.5
- Insightful Strikes: At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. At 12th level, you can choose a second discipline to which this ability applies.
- Defensive Stance: At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline. At 16th level, you can choose a second discipline to which this ability applies.
Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.
Sense Magic (Ex): Beginning at 7th level, you can spend 10 minutes focusing upon a weapon or suit of armor. If you succeed on a level check (DC 10 + the caster level of the weapon or armor), you can identify the properties of that item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful.
Evasion (Ex): At 9th level, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Improved Evasion (Ex): From 17th level on, you gain the benefit of improved evasion. You still take no damage if you make a successful Reflex save against an attack, and even if you fail the Reflex save, you take only half damage from the attack. If you are helpless, you do not gain the benefit of improved evasion.
Dual Boost (Ex): When you reach 20th level, you can use two boost maneuvers simultaneously. whenever you initiate a boost maneuver, you can also initiate any other boost maneuver that you know as a free action. Both boosts you initiate are expended normally. You can use this ability three times per day.
Source Material: Tome of Battle: Book of Nine Swords
Swordsage Handbook
Class MenuWeeaboo Fightan monks. They have magic martial arts and swords, and are the biggest weeaboos of all, not to be confused with SWORDMAGE, which is a fighter with a magic sword who totally isn't weeaboo because he's in the Forgotten Realms book rather than the Book Which Won't Be Named
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Okay in actuality they rely on 'maneuvers' (read: Martial Magic, hence weaboo status) that they prepare, each with a different effect. Of the three base class initiators, Swordsage has the most disiciplines with explicitly supernatural effects allowing them to walk through walls,rip people in half, and even straight up teleport.
In 3.5 they were considered generalists like Binders; instead of having a class wide gimmick, they rely on their maneuvers to be useful. They have good Reflex and Will saves, light armour proficiency, and 6 skill points per level. Speaking of maneuvers, the Swordsage gets more maneuvers, stances, and disciplines than the Crusader or Warblade, with them more or less getting 3 disciplines to themselves, all supernatural: Setting Sun (focuses on throws and counters), Shadow Hand (lets them be better than the Rogue in every way, just by entering a single stance) and Desert Wind (FIRE). They get Discipline Focus as they level up, which lets them add their Wisdom modifier to damage while using a Strike from that discipline, or a +2 to AC while in a stance from that discipline. They also gain the Weapon Focus feat for free, a bonus to initiative, the ability to take no damage on a successful Reflex save, eventually getting the ability to halve damage on a failed Reflex save, the ability to look at a magic weapon or armour and deduce its properties, and finally, the ability to activate 2 boosts at the same time.
Swordsage 3.5 Handbook
Swordsage has two variants suggested in their home book. Unarmed Swordsage loses light armor in exchange for the Monk's unarmed strike progression. This variant is pretty accepted, and became a bit of a meme in the 3E fandom for being a better monk than monk, albeit still needing some common-sense fixes like Improved Unarmed Strike as a bonus feat and the Wisdom bonus to AC working unarmoured. Arcane Swordsage is a vague idea of allowing spells in place of maneuvers, which is just broken.
Player's Handbook: | Barbarian - Bard - Cleric - Druid - Fighter - Monk Paladin - Ranger - Rogue - Sorcerer - Wizard |
Player's Handbook II: | Beguiler - Dragon Shaman - Duskblade - Knight |
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Complete Arcane: | Warlock - Warmage - Wu jen |
Complete Divine: | Favored Soul - Shugenja - Spirit Shaman |
Complete Psionic: | Ardent - Divine Mind - Erudite - Lurk |
Complete Warrior: | Hexblade - Samurai - Swashbuckler |
Dragon Compendium: | Battle Dancer - Death Master - Jester Mounteback - Savant - Sha'ir - Urban Druid |
Dragon Magazine: | Sha'ir - Deathwalker - Fleshcrafter - Soul Reaper |
Dragon Magic: | Dragonfire Adept |
Dungeonscape: | Factotum |
Eberron Campaign Setting: | Artificer |
Heroes of Horror: | Archivist - Dread Necromancer |
Magic of Incarnum: | Incarnate - Soulborn - Totemist |
Miniatures Handbook: | Favored Soul - Healer - Marshal - Warmage |
Ghostwalk: | Eidolon (Eidoloncer) |
Oriental Adventures: | Samurai - Shaman - Shugenja - Sohei - Wu jen |
Psionics Handbook: | Psion - Psychic Warrior - Soulknife - Wilder |
Tome of Battle: | Crusader - Swordsage - Warblade |
Tome of Magic: | Binder - Shadowcaster - Truenamer |
NPC Classes: | Adept - Aristocrat - Commoner - Expert - Magewright - Warrior |
Second Party: | Mariner - Mystic - Noble - Prophet |
Class-related things: | Favored Class - Gestalt character - Multiclassing Prestige classes - Variant Classes - Epic Levels - Racial Paragon Classes |