deavid
2013-09-29, 10:37 AM
Hello fellow dungeoncrawlers,
I'm currently trying to build a Unarmed Swordsage/Shadow Sun Ninja only discovered I've got no idea how to do this properly and would love some help from the experts here.
My DM has allowed me to ignore alignment restrictions and the monk multiclass restricions if I'd like to dip and its likely i'm getting an extra starting feat if it works out fluffwise.
We have a 32 point buy and I'm a human variant with +1 Dex and -1 Con, the human bonus feat and bonus skill.
Unarmed and Shadow Sun are both because I like the flavor and I don't expect we'll be having a party with much min-maxing (with one exception) which allows for some freedom.
The first main problem is that there are to many options and to little levels ( I was looking at master of Nine and Shiba defender for multiclass options) this is especially the case feat wise.
A small look at the feats I came across
Sudden Recovery [ToB]
recover a maneuver as a swift action
Shadow Blade [ToB]
DEX on damage with shadow hand maneuvers
Adaptive Style [ToB]
change readied maneuvers as a full round action.
Improved Natural ATtack [Eberron, MM]
Unarmed damage of one size larger.
Superior Unarmed Strike [ToB]
Higher unarmed damage/ 4 monk levels higher
Versatile Unarmed Strike [PhB II]
Swift action to change the type of damage your unarmed attacks do (Piercing slashing or bludgeoning)
Sense Weakness [Draconomicon]
ignore 5 points damage reduction/hardness with weapon focus weapon (was considering this because of overlap with Master of nine requirements)
Snap Kick [ToB]
extra attack for -2 on all other attacks
Travel Devotion (Complete Champion)
Once per day move half your speed as a swift action for 1 minute
And there was a 3.0 feat in complete feats that added wis to damage on unarmed strikes
The other thing is I'm new to Tome of Battle and though I think I understand the maneuvers I don't know how things will work out in game so i'm slightly at a loss for seeing whats good.
Basically everything except for psionics is allowed as long as it isn't game breaking (DMs discretion ofcourse) and we'll be doing a campaign that focusses more on the low levels and with a decreased availability of high level magic items when we eventually get there.
I hope this was somewhat informative instead of just a post of me rambling on. Any advice would be greatly appreciated =).
I'm currently trying to build a Unarmed Swordsage/Shadow Sun Ninja only discovered I've got no idea how to do this properly and would love some help from the experts here.
My DM has allowed me to ignore alignment restrictions and the monk multiclass restricions if I'd like to dip and its likely i'm getting an extra starting feat if it works out fluffwise.
We have a 32 point buy and I'm a human variant with +1 Dex and -1 Con, the human bonus feat and bonus skill.
Unarmed and Shadow Sun are both because I like the flavor and I don't expect we'll be having a party with much min-maxing (with one exception) which allows for some freedom.
The first main problem is that there are to many options and to little levels ( I was looking at master of Nine and Shiba defender for multiclass options) this is especially the case feat wise.
A small look at the feats I came across
Sudden Recovery [ToB]
recover a maneuver as a swift action
Shadow Blade [ToB]
DEX on damage with shadow hand maneuvers
Adaptive Style [ToB]
change readied maneuvers as a full round action.
Improved Natural ATtack [Eberron, MM]
Unarmed damage of one size larger.
Superior Unarmed Strike [ToB]
Higher unarmed damage/ 4 monk levels higher
Versatile Unarmed Strike [PhB II]
Swift action to change the type of damage your unarmed attacks do (Piercing slashing or bludgeoning)
Sense Weakness [Draconomicon]
ignore 5 points damage reduction/hardness with weapon focus weapon (was considering this because of overlap with Master of nine requirements)
Snap Kick [ToB]
extra attack for -2 on all other attacks
Travel Devotion (Complete Champion)
Once per day move half your speed as a swift action for 1 minute
And there was a 3.0 feat in complete feats that added wis to damage on unarmed strikes
The other thing is I'm new to Tome of Battle and though I think I understand the maneuvers I don't know how things will work out in game so i'm slightly at a loss for seeing whats good.
Basically everything except for psionics is allowed as long as it isn't game breaking (DMs discretion ofcourse) and we'll be doing a campaign that focusses more on the low levels and with a decreased availability of high level magic items when we eventually get there.
I hope this was somewhat informative instead of just a post of me rambling on. Any advice would be greatly appreciated =).