Prinzessin:Warblade
Contents
Warblade
Lvl Class Feature Known Ready Stances 1 Battle Clarity(Ex), School 3 3 1 2 Uncanny Dodge 4 3 1 3 Battle Ardour(Ex) 5 3 1 4 Weapon Aptitude(Ex) 5 4 2 5 Bonus Feat 6 4 2 6 Improved Uncanny Dodge(Ex) 6 4 2 7 Battle Cunning(Ex) 7 4 2 8 - 7 4 2 9 Bonus Feat 8 4 2 10 - 8 5 3 11 Battle Skill(Ex) 9 5 3 12 - 9 5 3 13 Bonus Feat 10 5 3 14 - 10 5 3 15 Battle Mastery(Ex) 11 6 3 16 - 11 6 4 17 Bonus Feat 12 6 4 18 - 12 6 4 19 Battle Instincts(Ex) 13 6 4 20 Stance Mastery(Ex) 13 7 4
Class Features
School: Legionnaire Commander or Eisenherz.
Battle Clarity(Ex): Add Int i to RD, no more than level.
Uncanny Dodge(Ex):
Battle Ardour(Ex): Int i co confirm crits, no more than level.
Weapon Aptitude(Ex): Treat your Fighter level as Warblade - 2 for purposes of prerequisites and effects.
Bonus Feat: Blade Meditation, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Run, Legionnaire's Defence.
Improved Uncanny Dodge(Ex):
Battle Cunning(Ex): +Int i on flat-footed and flank damage, no more than level.
Battle Skill(Ex): + Int i against bull rush, disarm, feint, overrun, sunder or trip.
Battle Mastery(Ex): +Int i AoO attack and damage.
Battle Instincts(Ex): +Int i on init.
Stance Mastery(Ex): May use two stances simultaneously.
Class Variants
Berserker
School: Change to Berserker Warrior.
Battle Clarity(Ex), Battle Ardour(Ex), Battle Cunning(Ex). Battle Skill(Ex) and Battle Mastery(Ex) are keyed to Wis, not to Int.
Stance Mastery is replaced with Dual Boost(Ex): You may use two Boost manoeuvres simultaneously. 3/day.
Combat Schools
Legionnaire Commander
School Skill: Persuasion.
School Weapons: Spears and Lances.
Manoeuvres
1. Douse the Flames[S]: IT=S, if you hit opponent is not able to make AoO for 1 r.
1. Leading the Attack[S]: IT=S, if you hit your opponent your allies gain +4 m on attacks against him for 1 r.
2. Battle Leader's Charge[S]: IT=FR, make a charge attack. Your charge movement do not provoke AoO and you gain +10 damage.
2. Tactical Strike[S]: if you hit you deal +d6 damage per IL (max 5d6) and each ally adjacent to target may make free 1sq step.
3. Lion's Roar[B]: IT=s, A=12, must drop opponent below 0. You and allies gain +5 m on damage for 10 r.
3. Order Forged from Chaos: IT=M, A=6. Allies gain extra move action to move.
4. Covering Strike[B]: IT=s, if you hit opponent is not able to make AoO for 3 r.
4. Legion's Strike[S]: IT=S, if you hit you deal +d6 damage per IL (max 10d6) and opponent is flat-footed for 1 r.
5. Flanking Manoeuvre[S]: IT=S, if you hit opponent any ally who flanks him gain extra attack against this opponent.
6. Legion's Tactics[B]: IT=s, R=2. Ally initiative count becomes 1 lesser than your.
6. War Leader's Charge[S]: IT=FR, make a charge attack. Your charge movement do not provoke AoO and you gain +35 damage.
7. Clarion Call[B]: IT=s, A=12, must drop opponent below 0. All allies make extra attack or may move up to their move.
7. Swarming Assault[S]: IT=S, if you hit any ally who threatens the target gain extra attack against it resolved in the order of your choice.
8. Legion's Hammer[S]: IT=S, if you hit you deal +d6 damage per IL (max 20d6) and opponent is stunned for 1 r.
9. War Master's Charge[S]: IT=FR, make a charge attack. Your charge movement do not provoke AoO and you gain +50 damage. Also each ally within 6 may charge with you without provoking AoO as i and gain +25 damage. Each charger provides +2 cumulative bonus on attack rolls to all allies and target hit by two chargers is stunned for 1 r.
Stances
1. Bolstering Voice: A=12. Allies gain +2 m on Will and +4 m against fear.
1. Leading the Charge: A=12. Allies gain your IL on charge damage.
3. Tactics of the Wolf: You and allies who flank a opponent whom you threaten gain +1/2 IL on damage.
5. Press the Advantage: You may make extra 1sq step per round.
8. Swarm Tactics: A=12. Your allies gain +5 on attack against creatures adjacent to you.
Berserker Warrior
School Skill: Athletics.
School Weapons: Axes.
School DC: 1/2 IL + Str
Manoeuvres
1. Sudden Leap[B]: IT=s, Make Athletics check and divide it by 5. Resulting number determines jump distance you move as a part of this action.
1. Wolf Fang Strike[S]: IT=S, make one attack at -2 with two weapons against one target.
2. Claw at the Moon[S]: IT=S, Make Athletics check equal to target's AC. If you succeed you gain +d6 damage per IL (max 5d6) and +4 on crit confirmation.
2. Rabid Wolf Strike[S]: IT=S, You gain +4 attack and +d6 damage per IL (max 5d6), but receive -4 AC after this strike resolved until your next turn.
3. Flesh Ripper[S]: IT=S, If opponent fail FC save it gain -4 on attacks and AC for 1r. Creatures immune to critical hits are immune to this manoeuvre.
3. Soaring Raptor Strike[S]: IT=S, Make Athletics check equal to target's AC. If you succeed you gain +4 attack and +d6 damage per IL (max 10d6).
4. Death from Above[S]: IT=S, Make DC 20 Athletics check. If you succeed you gain +d6 damage per IL (max 10d6) and opponent is flat-footed against your attack. After that you may move to any square within 4 that is adjacent to your opponent.
4. Fountain of Blood[B]: IT=s, activate when you reduce opponent below Con. You deal extra die damage to this opponent and enemies within 6 must make WW save or become shaken for 1 m.
5. Pouncing Charge[S]: IT=FR, you may make full attack at the end of charge.
5. Raging Wolf[B]: IT=s, you may make one extra attack at highest bonus with each your weapon.
6. Rabid Bear Strike[S]: IT=S, You gain +4 attack and +d6 damage per IL (max 15d6), but receive -4 AC after this strike resolved until your next turn.
6. Wolf Climbs the Mountain[S]: AT=S, Enter opponents space without AoO, your attack gain +d6 damage per IL (max 15d6) and you gain cover against this opponent until you still in his place.
7. Hamstring Attack[S]: IT=S, opponent takes d8 Dex damage an his speed reduced by 2 for 1 m, FC save halves both damage and speed reduction.
7. Swooping Dragon Strike[S]: IT=S, make Athletics check equal to target's AC. If you succeed you move to opponent's opposed side, your opponent looses Dex to AC against this attack, it deals +d6 damage per IL (max 20d6) and opponent must succeed at Athletics DC FC save or be stunned for 1 r.
8. Raging Bear[B]: IT=s, you may make two extra attacks at highest bonus with each your weapon.
8. Windmill Flesh Rip[B]: IT=s, if you hit your opponent more than once per turn you deal additional 4d6 +2d6 per hit (max 16d6) damage after all your attacks was resolved. AoO are not counted.
9. Feral Death Blow[S]: IT=FR, Make Athletics check equal to target's AC. If you succeed you gain +25d6 damage and target dies if it fail FC save. Creatures immune to crits are immune to death effect.
Stances
1. Blood in the Water: +1 on attack and damage rolls after each confirmed crit. Bonus fades away after 1m without crits.
1. Hunter's Sense: You gain Scent(Ex).
3. Leaping Dragon Stance: All your jumps are treated as running jumps and gain +2 enh on distance.
3. Bear's Stance: You may use one-handed weapons in grapple, do not receive -4 on attacks during grapple and if your opponent is larger you gain +4 damage.
7. Prey on the Weak: When opponent within 2 is dropped, you gain AoO against any opponent.
8. Wolf's Pack Tactics: Each time you hit opponent you may move 1sq. Total movement via this stance may not exceed your speed.
Eisenherz
School Skill: Acrobatics.
School Weapons: Heavy Blades.
School DC: 1/2 IL + Str
Manoeuvres
1. Steel Wind[S]: IT=S, make two melee attacks against different opponents.
1. Steely Strike[S]: IT=S. Make attack with +4 bonus, opponents except the one you attacked gain +4 on attacks against you for 1r.
2. Disarming Strike[S]: IT=S. Make an attack. If you hit you gain free disarm attempt against opponent, and opponent get no chance to disarm you if you fail.
2. Wall of Blades[C]: IT=i, you may use result of attack roll instead of AC against melee or ranged attack.
3. Eisenherz Surge: IT=S. When you use this manoeuvre, select one spell or effect that causes the following conditions: blinded, confused, dazzled, deafened, exhausted, fatigued, paralysed, shaken, sickened or slowed, - affecting you and with a duration of 1 or more rounds. This effect ends immediately. The action is purely mental, so you can use it even while unable to move.
3. Exorcism of Steel[S]: IT=S. Make an attack, if it hit your opponent takes -4 on damage rolls for 1m.
4. Lightning Recovery[C]: IT=i, reroll failed melee attack roll with +2 bonus.
4. Mithril Tornado[S]: IT=S. Make melee attack against each adjacent enemy, these attacks gains +2 bonus.
5. Dazing Strike[S]: IT=S. Make an attack. If you hit opponent is dazed.
5. Eisenherz Focus[C]: IT=i, reroll a saving throw.
6. Eisenherz Endurance[B]: IT=s, must be below half hp. You heal IL*2 hp.
6. Manticore Parry[C]: IT=i, make an attack roll. If your attack roll is higher than opponents then you redirect his attack to any target adjacent to you.
7. Finishing Move[S]: IT=S, Make an attack. It gain +5d6 damage against opponents in full hp, +10d6 damage against wounded opponents and +20d6 damage against opponents below half hp.
7. Scything Blade[B]: IT=s. If you hit opponent with melee attack you may initiate this manouvre to make extra melee attack at highest AB.
8. Adamantine Hurricane[S]: IT=S. Make two melee attacks against each adjacent enemy, these attacks gains +4 bonus.
8. Lightning Throw[S]: IT=S, A=6line, damage = melee damage + d6 per IL (max 20d6), RD +1/2 IL +Str half.
9. Strike of Perfect Clarity[S]: IT=S, make an attack, it gain +100 damage.
Stances
1. Punishing Stance: +die damage, -2 AC.
3. Absolute Steel: +2 move. If you move at least 2 during your turn you gain +2 dodge AC.
5. Dancing Blade Form: +1 reach during your turn.
8. Supreme Blade Parry: DR 10/- while not flat-footed.
Unique Feats
Eisenherz Aura: P: Eisenherz Stance. B: Adjacent allies gain +2 on saves when you are in Eisenherz stance.
Legionnaire's Defence: P: Legionnaire Commander's Stance. B: You gain +1 AC and if you wielding Legionnaire Commander weapon adjacent allies gain +1 AC.
Tiger-Blooded: P: Rage or Shift. B: While you're raged or shifted and in Berserker Warrior stance your Berserker Warrior manoeuvres push target 1sq back if it fail +1/2 IL +Str FC save.
Song of the Legion: P: Bardic Music:Inspire Courage, Legionnaire Commander's Stance. B: While you're in the Legionnaire Commander's stance you may activate Inspire Courage as a s action. Your Warblade and Bard levels stack for purpose of Inspire Courage.