No, seriously, this is almost as broke as the Wizard. It also brings ranged damage to the table with the Blast, for when you cannot reach your opponent.īard. It also brings a good Will save to the table. For this alone, it makes this combo deadly. You make the Nightmare Blade maneuvers obsolete because it is already a touch attack. Until you get Eldritch Glaive, which you can use with every maneuver in the ToB book. I know, not the first choice, it brings in another stat (Charisma for save DC), and doesn't seem to add much. Warblade/Wizard (particularly if you go Batman) is quite possibly one of the most broken combos I have ever heard of. So that Int synergy we were talking about earlier? Yea. So yes, Rogue is a very powerful class to combo with Warblade. This means you are almost never going to fail a Will save, even if it IS a 'poor' save. Now combine that with Slippery Mind that gives you a second Will Save if you failed the first one. One of the first-level Diamond Mind maneuvers is a Counter that lets you take a Concentration check in place of a Will save. but you get the Rogue's good reflex save! If you are careful about staying in Light armor, you even get Evasion to go along with it, making you immune to 90% of the Evocation college. Furthermore, you have nice Int synergy: Rogues always want Int for their skill points, plus you now get your Int to your Reflex save. You can fill the flavor of 'swashbuckler' without needing to take the class itself. With these two classes, you are able to be both the Party Tank, and the Skillmonkey. It brings additional damage to the table (if you take Clarion Call tactical White Raven feat, you can make a DC20 Intimidate check to declare an opponent Flanked so you get sneak attack dice), double the skill points with a HUGE skill selection, and Trapfinding. It's d6 HD is obviated by the Warblade's d12 HD, and the gestalt also takes the Warblade's full BAB rather than the Rogue's 3/4. So, you want something that does well with skill points, utility, or other abilities, with some Int synergy, that has good will or reflex saves. Other than it's maneuvers, it has little utility. It also has poor Reflex and Will saves (although it gets Int bonus to Reflex save when not flat-footed). It only has 4+Int mod skill points, and a fairly poor skill selection. Decent Int synergy with several key abilities. They're not as built for finesse-fighting as wading in and killing stuff. What are it's important stats: Str, Con, and Int. All melee martial weapon proficencies and armor proficencies. Lastly, I know this concept could probably be done pretty well by gestalting warblade with the knight class from PHB2 but I don't want to deal with the knight's code or build my character around the knight's challenge ability, so please don't suggest that.Okay, the key to successful Gestalting is to minimize overlap and maximize synergy.ĭ12 HD and full BAB. Does all this seem like too much or like a pretty good benchmark? I have a better sense of game balance than the DM so he'll probably just trust whatever I come up with to be balanced rather than work with it himself so I'd like to get things right to begin with. I'm thinking of starting with normal warblade, adding good will save progression and 6 or 8 skill points a level (and probably some more class skills), the mettle ability (maybe around lvl 10?), using the swordsage table for maneuvers known/readied and stances known, adding devoted spirit and iron tortoise () to disciplines (probably with some nerfs to some of the iron tortoise maneuvers, some of them or kind of crazy), and extra bonus feats (I'm thinking of expanding the bonus feat list to include the fighter bonus feat list and giving feats every three or even two levels rather than every four). So I'm going to be playing in a gestalt campaign and rather than combining two classes like normal I wanted to make a sort of super warblade to count as both sides of my progression since my concept (sword and board knight type character) doesn't really need another class to flesh itself out.
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