Hit Points: 1d12

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Swim (Str)

Skill Points per Level: 4 + Int

Level Base Attack Fort Reflex Will Special Maneuvers Known Maneuvers Readied Stances Known
1 +1 +2 +0 +0 Battle Clarity (Reflex Saves), Weapon Aptitude 3 3 1
2 +2 +3 +0 +0 Uncanny Dodge 4 3 1
3 +3 +3 +1 +1 Battle Ardor (Critical Confirmation) 5 3 1
4 +4 +4 +1 +1 Bonus Feat 5 4 1
5 +5 +4 +1 +1 - 6 4 2
6 +6 +5 +2 +2 Improved Uncanny Dodge 6 4 2
7 +7 +5 +2 +2 Battle Cunning (Damage) 7 4 2
8 +8 +6 +2 +2 Bonus Feat 7 4 2
9 +9 +6 +3 +3 - 8 4 2
10 +10 +7 +3 +3 Weapon Training 1 8 5 2
11 +11 +7 +3 +3 Battle Skill (CMD) 9 5 3
12 +12 +8 +4 +4 Bonus Feat 9 5 3
13 +13 +8 +4 +4 - 10 5 3
14 +14 +9 +4 +4 Weapon Training 2 10 5 3
15 +15 +9 +5 +5 Battle Mastery (Attacks of Opportunity) 11 6 3
16 +16 +10 +5 +5 Bonus Feat 11 6 3
17 +17 +10 +5 +5 - 12 6 4
18 +18 +11 +6 +6 Weapon Training 3 12 6 4
19 +19 +11 +6 +6 - 13 6 4
20 +20 +12 +6 +6 Stance Mastery, Bonus Feat 13 7 4

Weapon and Armor Proficiency: You are proficient with Simple and Martial melee weapons, Light Armor, Medium Armor and Shields (Except Tower Shields).

Maneuvers: You begin your career with the knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven.

Once you know a maneuver, you must ready it before you can use it. A maneuver usable by warblades is considered an extraordinary ability unless otherwise noted. Your maneuvers are not affected by Spell Resistance and you do not provoke an attack of opportunity for initiating a maneuver.

You learn additional maneuvers as listed on the table above. You must meet the maneuver's prerequisite before you can learn it.

Upon reaching 4th level, and every even level thereafter (6, 8, 10, 12, 14, 16, 18, 20) you can choose to learn a new maneuver in place of one that you already know. You may choose the new maneuver from any level you like, so long as you meet the prerequisites, it does not have to be the same level as the one you replaced. You may swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, however as you gain levels and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising and training for five minutes. The maneuvers you choose remain readied until you decided to spend another 5 minutes changing them. You do not need to sleep or rest before readying maneuvers.

You begin an encounter with all of your readied maneuvers unexpended. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can only be used once per encounter.

Stances Known: You begin play with knowledge of one 1st level stance from any discipline available to warblades. At 5th, 11th and 17th level, you can choose one additional stance to know. Unlike maneuvers, stances are not expended and you do not need to ready them. All of 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 noted.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Battle Clarity: You can enter a state of almost mystical awareness of the battle around you. As long as you are not flat-footed, you gain an insight bonus equal to your intelligence bonus on reflex saves.

Weapon Aptitude: You qualify for feats as if you were a Fighter of 2 levels lower than your level. Additionally, by spending one hour in practice, you may change any feat that is tied to a specific type of weapon to a different type of weapon. (Such as changing Weapon Focus (Longsword) to Weapon Focus (Battle Axe)).

Uncanny Dodge: At 2nd level, a warblade gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A warblade with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

Battle Ardor: 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: Starting at 4th level, and every 4 levels thereafter, you gain a bonus feat. This feat can be any [Combat] feat that you meet the prerequisites for.

Improved Uncanny Dodge: At 6th level and higher, a warblade can no longer be flanked. This defense denies a rogue the ability to sneak attack the warblade by flanking her, unless the attacker has at least four more rogue levels than the target has warblade levels.

Battle Cunning: Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. Starting at 7th level you gain an insight bonus equal to your intelligence bonus on melee damage rolls against flanked or flat-footed foes.

Battle Skill: You anticipate your opponents ploys and tactics. Starting at 11th level, you gain an insight bonus equal to your intelligence bonus to your CMD.

Battle Mastery: You notice the most subtle cues and openings offered by your opponents. At 15th level you gain an insight bonus on attack rolls and CMB as well as melee damage rolls when you take an attack of opportunity.

Stance Mastery: At 20th level you can have two stances active simultaneously. When you use a swift action to change or initiate a stance, you can change or initiate one or both stances.

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