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LordErebus12
2014-10-29, 12:00 AM
Im curious where to go with this build of mine and if there are any useful prestige classes out there for me. Im playing a raptoran warblade 5, who wishes to become a champion/hero of the civilized people living in this region of the world. I know for a fact that my next level is in binder.

We are currently slaying brutal orc tribes in the mountains, while doing research on a unique artifact. This artifact is a seven-part staff, currently divided into seven 'wands'. We have 2 of the wands and have combined them into a single 'wand'. The wands seem to act like a compass, directing us towards the next piece when hung from a string and let to orient itself on the nearest piece.


Build Goals:
moderate to high damage
useful tanking abilities
flight with heavy medium armor


Eros Arrowhide

Male Raptoran Warblade 5th
CG Medium humanoid (Raptoran)
Initiative +3; Spot +4, Listen +2
Languages Auran, Common, Orcish, Tuilvilanuue
Experience Points 10,000 / ________ / 15,000

AC 18, touch 13, flat-footed 15
(+5 Armor, +3 Dex) (+2 dodge bonus if you move 40 ft. or more, lasting until the beginning of your next turn)
HP 65 (5d12+15)
Fort +7, Ref +6*, Will +3

Speed 30 ft.; Flight 40 ft. (Average) In Armor: Speed 20 ft.; Flight 30 ft. (Average)
Base Atk +5; Grp +8
Atk Options Dive Attack (x2 damage, 30 ft. forward, 10 ft. down)
Special Actions Maneuvers (6 Known, 4 Readied), Stances (2 known), Battle Ardor (+2 on confirming criticals), Battle Clarity (*+2 insight bonus on reflex, unless flat-footed)

Melee: +1 Adamantine Warhammer +9 (1d8+5/20x3) (Ignores hardness less than 20)
Melee: Mwk Handaxe +9 (1d6+1/20x3)
Melee (10 ft. reach): +1 Illuminating Ranseur +9 (2d4+5/20x3) (+2 on disarm)
Ranged (110 ft.): (+1 Str) Composite Longbow +8 (1d8+1/20x3)


Abilities Str 16 (+3), Dex 16 (+3), Con 16 (+3), Int 14 (+2), Wis 14 (+2), Cha 13 (+1)
Feats Reinforced Wings, Expeditious Dodge, Ironheart Aura
Skills (-4 ACP Breastplate)
Balance 7 ranks (+10), Climb 5 ranks (+10), Concentration 5 ranks (+8), Diplomacy 5 ranks (+6), Intimidate 4 ranks (+5), Jump 6 ranks (+19), Knowledge (History, Local, Martial Lore) 1 rank each (+3), Swim 5 ranks (+8), and Tumble 7 ranks (+10).

Combat Gear
Breastplate (350 gp), +1 Adamantine Warhammer (5312 gp), +1 Illuminating Ranseur (2310 gp), Mwk Handaxe (306 gp), Composite Longbow (+1 Str) (200 gp)


Other Gear

Wealth
1 pp ________________ 10 sp ________________
10 gp ________________ 100 cp ________________


Wing-Aided Movement:
Raptorans can use their wings to help with movement even if they can't fly yet. The extra lift from her wings gives a raptoran a +10 racial bonus on Jump checks.


Gliding (Ex):
A raptoran can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Raptorans glide at a speed of 40 feet (average maneuverability). Even if a raptoran's maneuverability improves, she can't hover while gliding. A raptoran can't glide while carrying a medium or heavy load. If a raptoran becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The raptoran descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.


Flight (Ex):
When a raptoran reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A raptoran can't fly while carrying a medium or heavy load or while fatigued or exhausted. Raptorans can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Raptorans are likewise fatigued after spending a total of more than 10 minutes per day flying. Because raptorans can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).


When they reach 10 Hit Dice, raptorans have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running.


A raptoran with flight can make a dive attack. A dive attack works like a charge, but the raptoran must move a minimum of 30 feet and descend at least 10 feet. A raptoran can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A raptoran with flight can use the run action while flying, provided she flies in a straight line.


Pact with Wind Lords:
Because of the ancient bargain raptorans made with powerful air elementals, raptoran spellcasters cast spells with the air descriptor at +1 caster level.


Unerring Direction:
Raptorans have an instinctive sense of which direction is north, even when they are underground or otherwise unable to see the sky or other visual cues. Beyond the Material Plane, this ability doesn't function.


Low-Light Vision:
A raptoran can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A raptoran retains the ability to distinguish color and detail under these conditions.


Weapon Familiarity:
Raptorans treat the footbow as a martial weapon rather than as an exotic weapon.


Avian Traits:
+2 racial bonus on Climb and Spot checks. Raptorans have strong grips with both hands and feet, and their eyes are unusually keen.


Maneuvers Readied:
You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise 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 practice, 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 (until you recover them, as described below). You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known:
You begin play with knowledge of one 1st level stance from any discipline open to warblades. At 5th, 11th, and 17th 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 are currently using 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.

Battle Clarity (Ex):
You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.

Weapon Aptitude (Ex):
Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level –2.

Uncanny Dodge (Ex):
At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized. If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.


Battle Ardor (Ex):
The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.

Bonus Feat:
At 5th level, you gain a bonus feat from the list given below. You must meet the prerequisite for the feat you select. Every four levels thereafter (at 9th, 13th, and 17th level), you choose another bonus feat from the list.

Bonus Feat List:
Acrobatic, Agile, Athletic, Blade Meditation 1, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Ironheart Aura1, Lightning Reflexes, Quick Draw, Run, Stone Power 1, Tiger Blooded 1, Unnerving Calm 1, White Raven Defense 1.
1 New feats described in Chapter 2.


Maneuvers and Stances


Sapphire Nightmare Blade
Diamond Mind (Strike)
Level: Swordsage 1, Warblade 1
Casting Time: 1 standard action
Range: Melee attack
Target: One creature


Your study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance.


The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses.


You attempt a Concentration check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver.


If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a –2 penalty and deals normal damage.

(Tome of Battle: The Book of Nine Swords, p. 65)


Steel Wind
Iron Heart (Strike)
Level: Warblade 1
Casting Time: 1 standard action
Range: Melee attack
Target: Two creatures


You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow.
Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents.


As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.


(Tome of Battle: The Book of Nine Swords, p. 69)


Absolute Steel
Iron Heart (Stance)
Level: Warblade 3 (One Iron Heart maneuver)
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Stance


You shift your weight to the back of your feet and hold your blade carefully forward at the ready. Your muscles twitch slightly as you prepare to dodge the next attack you face.

The absolute steel stance allows you to enhance your mobility and speed. You move quickly, keep a sharp eye on your enemies, and are ready to instantly sidestep any incoming attacks.


While you are in this stance, you gain a +10-foot enhancement bonus to your speed. If, during your turn, you move at least 10 ft. away from where you started your turn, you gain a +2 dodge bonus to AC until the beginning of your next turn.


(Tome of Battle: The Book of Nine Swords, p. 66)


While you are in any Iron Heart stance, adjacent allies gain a +2 morale bonus on saving throws


Iron Heart Surge
Iron Heart
Level: Warblade 3 (One Iron Heart maneuver)
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text


By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you.


Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies.


When you use this maneuver, select one spell, effect, or other condition currently affecting you and with a duration of 1 or more rounds. That effect ends immediately. You also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus on attack rolls until the end of your next turn.


(Tome of Battle: The Book of Nine Swords, p. 68)


Clarification
Iron Heart Surge is capable of removing any one of the following conditions each time it is initiated:


Blinded, Confused, Dazzled, Deafened, Energy Drained, Entangled, Exhausted, Fatigued, Flat-Footed, Frightened, Immobilized, Knocked Down, Nauseated, On Fire, Prone, Shaken, Sickened, Slowed, Staggered, Turned.
Any spell/power, spell-like/psi-like ability or supernatural ability with a duration lasting longer than one round, provided you are either being targeted by the spell or are within the spell's radius.
Any racial trait currently affecting the initiator (such as Light Sensitivity or a vampire's weakness to sunlight). The source of this detriment is not removed, only the condition caused by the racial trait.
Any extraordinary ability currently affecting the initiator (such as the Frenzy ability of a Frenzied Berserker, or the "Bleeding Wounds" inflicted by certain creatures).
Any ability hindering the initiator caused by an item (alchemical, mundane, magical, or otherwise), such as a caltrop wound.
Any effect not listed above is outside of Iron Heart Surge's range of influence. These conditions cannot be removed, even if their source is a spell's effect or similar ability (such as being dazed by a psionic power, or being affected by a bard's Fascinate ability).



Additionally, some effects can be reinstated at any point during the rest of the round, after you have initiated Iron Heart Surge (for example, a vampire's weakness to sunlight will reinstate its effects at the end of the vampire's turn, unless he uses his move action to exit the sunlight. The move action would be possible immediately after initiating Iron Heart Surge).


In case of Iron Heart Surge affecting a spell or other ability that affects an area (such as the web spell), the entire effect is ended for everyone involved when Iron Heart Surge resolves.


Stance of Clarity
Diamond Mind (Stance)
Level: Swordsage 1, Warblade 1
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Stance


You focus your efforts on a single opponent, studying his moves and preparing an attack. Your other opponents fade from sight as your mind locks onto your target.

This stance allows you to focus on a single opponent to the exclusion of all others. You read your foe’s fighting stance, his favored attacks, and the methods he used to train. By combining these factors into a single analysis of his abilities, you see how to foil his attacks.


While you are in this stance, you must choose a single opponent as your target at the start of your turn. You gain a +2 insight bonus to AC against that foe until you change the target of this stance. You take a –2 penalty to AC against all other opponents while using stance of clarity.


(Tome of Battle: The Book of Nine Swords, p. 66)


Emerald Razor
Diamond Mind (Strike)
Level: Swordsage 2 (One Diamond Mind maneuver), Warblade 2 (One Diamond Mind maneuver)
Casting Time: 1 standard action
Range: Melee attack
Target: One creature


You stare at your enemy, studying his every move. You mentally probe his defenses in search of a weakness. A lesser warrior could spent long minutes pondering this problem, but you see an opening and seize upon it in an instant.

Your understanding of combat, your keenly honed mind, and your capability to read your opponents make you a deadly combatant. When you focus your mind, even the most elusive opponent becomes an easy target.


As part of this maneuver, make a single melee attack against an opponent. This is a touch attack rather than a standard melee attack. If you hit, you deal normal melee damage.


(Tome of Battle: The Book of Nine Swords, p. 63)


Steely Strike
Iron Heart (Strike)
Level: Warblade 1
Casting Time: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round; see text


You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault.

The Iron Heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. Your other enemies mean nothing to you as you press your attack.


You make a single melee attack as part of this strike. You gain a +4 bonus on the attack roll. All opponents other than the one you attacked gain a +4 bonus on attack rolls against you for 1 round.


(Tome of Battle: The Book of Nine Swords, p. 69)


Mountain Hammer
Stone Dragon (Strike)
Level: Crusader 2, Swordsage 2, Warblade 2
Casting Time: 1 standard action
Range: Melee attack
Target: One creature or one unattended / carried object


Like a falling avalanche, you strike with the weight and fury of the mountain.


As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.


This maneuver deals full damage to objects in addition to ignoring hardness. You may use this maneuver to make a Sunder attempt. Doing so does not provoke an attack of opportunity.


(Tome of Battle: The Book of Nine Swords, p. 84)




Effective
Character
Level
Class
Taken
Feat(s)
Taken


1st
Warblade 1st
Reinforced Wings


2nd
Warblade 2nd
---


3rd
Warblade 3rd
Expeditious Dodge


4th
Warblade 4th
---


5th
Warblade 5th
BF: Ironheart Aura


6th
Warblade 6th
Flyby Attack


7th
Fighter 1st
BF: Power Attack


8th
Barbarian 1st



9th
Fighter 2nd
BF: Cleave, Destructive Rage


10th
Warblade 7th



11th
Warblade 8th



12th
Warblade 9th
BF: Quick Draw, Intimidating Rage


13th
Frenzied Berserker 1st
BF: Diehard


14th
Frenzied Berserker 2nd



15th
Warblade 10th
Mobility


16th
Frenzied Berserker 3rd



17th
Frenzied Berserker 4th



18th
Frenzied Berserker 5th
Spring Attack


19th
Warblade 11th



20th
Warblade 12th

A_S
2014-10-29, 02:38 AM
You REALLY want the Flyby Attack feat for this build. It lets you take a standard action in the middle of a move action (i.e., fly part of your movement, use a ToB strike, then fly the rest of your movement).

Unlike most melee classes, ToB classes remain pretty good for longer than a dip. You could do worse than just going straight back to more Warblade after your Binder dip. You could also pick up more Binder levels for a few more interesting vestiges, or head into something like Master of Nine.

If you want to do tanking (in the "protect your party" sense, rather than just the "be hard to bring down" sense), you'll probably want to grab some Crusader levels (maybe on your way to Master of Nine). The best "tanking" maneuvers are all in Devoted Spirit.

Andezzar
2014-10-29, 03:34 AM
I'm not sure what you need the Binder level (and the Improved Binding Feat) for. Everyone with a fly speed can fly in heavy armor. Unless explicitly stated otherwise creatures only cannot fly if they exceed their light load. So unless your armor and other gear weighs more than your light load, you can already fly. Interestingly enough your fly speed isn't affected by armor either.

Fly By Attack is a good idea as is Improved Maneuverability and/or (greater) Pectoral of maneuverability, to get to perfect maneuverability ASAP.

Warblade 20 is not a bad choice.

Tanking, as in "I will not let you attack the squishy wizards" is best accomplished with a lockdown build.

For increasing your damage output the Charger route might be an option. Especially with flight and bounding assault (maneuver) you have a good chance of getting the charge.

Also Eros (http://en.wikipedia.org/wiki/Eros), seriously?

LordErebus12
2014-10-29, 04:02 AM
You REALLY want the Flyby Attack feat for this build. It lets you take a standard action in the middle of a move action (i.e., fly part of your movement, use a ToB strike, then fly the rest of your movement).

Unlike most melee classes, ToB classes remain pretty good for longer than a dip. You could do worse than just going straight back to more Warblade after your Binder dip. You could also pick up more Binder levels for a few more interesting vestiges, or head into something like Master of Nine.

If you want to do tanking (in the "protect your party" sense, rather than just the "be hard to bring down" sense), you'll probably want to grab some Crusader levels (maybe on your way to Master of Nine). The best "tanking" maneuvers are all in Devoted Spirit.

Flyby attack is a good choice, yeah.

I only planned on one level in binder. improved binding is for Savnok. I want to be able to bind him for his called fullplate.
its a flavor choice, meaning its essentially a required feat tax/level tax as far as im concerned.

Im gonna be adopting both a skirmishing/flying style of combat and a guarding/defense style favoring adjacent allies.

crusader levels might help for access to devoted spirit, but can it be done without that, via feats? Master of Nine seems pointless...


I'm not sure what you need the Binder level (and the Improved Binding Feat) for. Everyone with a fly speed can fly in heavy armor. Unless explicitly stated otherwise creatures only cannot fly if they exceed their light load. So unless your armor and other gear weighs more than your light load, you can already fly. Interestingly enough your fly speed isn't affected by armor either.

Fly By Attack is a good idea as is Improved Maneuverability and/or (greater) Pectoral of maneuverability, to get to perfect maneuverability ASAP.

Warblade 20 is not a bad choice.

Tanking, as in "I will not let you attack the squishy wizards" is best accomplished with a lockdown build.

For increasing your damage output the Charger route might be an option. Especially with flight and bounding assault (maneuver) you have a good chance of getting the charge.
Also Eros (http://en.wikipedia.org/wiki/Eros), seriously?

Fly speeds are affected by armor. its mentioned in the books, although i cannot remember where.

Heavyweight Wings (Races of the Dragon, p. 100) [General]
Your superior strength allows you to fly while heavily burdened.

Prerequisite: Reinforced Wings (RDr) , STR 15, wings and a glide or fly speed
Benefit: You can fly with heavy armor or a heavy load. Your speed is still reduced by encumbrance due to armor or total weight.
Normal: Flying creatures can't fly in heavy armor or carrying a heavy load.

You cannot fly in medium/heavy armor without the reinforced wings/heavyweight wings feats.

Im using stances and strikes to make myself a bigger target for enemies. I have reach and flight for when i'm in the need of extra damage, via dive attacks.

As for Eros, well, its a reference to Starfox from DC comics (half brother of the supervillain, Thanos). Im also throwing a lot of hawkman at it, with the mace and bird appearance.

Andezzar
2014-10-29, 04:24 AM
Fly speeds are affected by armor. its mentioned in the books, although i cannot remember where.

Heavyweight Wings (Races of the Dragon, p. 100) [General]
Your superior strength allows you to fly while heavily burdened.

Prerequisite: Reinforced Wings (RDr) , STR 15, wings and a glide or fly speed
Benefit: You can fly with heavy armor or a heavy load. Your speed is still reduced by encumbrance due to armor or total weight.
Normal: Flying creatures can't fly in heavy armor or carrying a heavy load.

You cannot fly in medium/heavy armor without the reinforced wings/heavyweight wings feats.
The Primary Source rule says otherwise. The Primary Source for movement modes is the glossary in the Monster manual
Fly: A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load; see Carrying Capacity, page 161 of the Player’s Handbook. (Note that medium armor does not necessarily constitute a medium load.)
The first sentence of the quote above also indicates that there is no speed reduction due to armor. It is a specific exception to the general rule. The fly speed is as indicated or it does not work at all (carrying a medium load or more).

The normal sections of the feats in RotD are simply irrelevant due to the primary source rule (see any Errata document).

Feint's End
2014-10-29, 05:07 AM
I'm not sure if some of your choices were wise. You spend all those ressources to get flying in heavy armor (even being able to summon some) but still have a high dex. You want to focus on mobility but also on being tanky.

It's like you picked some of the things with the least synergy and I can't understand what you want from that. I suggest you focus on either being very mobile (a strategy that works perfectly with raptoran) or running around in heavy armor.

Drop the Heavyweight Wings feat and the Binder Level and just use Breastplates. This saves you quite something in the long run.

If however you are dead set on being a skirmisher as well as a "tank" then I don't really have anything useful to add. It seems you are already pretty sure what you want ..... get Flyby Attack at level 6 maybe?

LordErebus12
2014-10-29, 02:57 PM
dropped the level in binder, heavyweight wings, and improved binding.

but where to take this....?

EDIT: Frenzied Berserker looks nice...