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.īattle Cunning: Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. Improved Uncanny Dodge: At 6th level and higher, a warblade can no longer be flanked. This feat can be any feat that you meet the prerequisites for. Starting at 3rd level, you gain an insight bonus equal to your intelligence bonus on rolls made to confirm critical hits.īonus Feat: Starting at 4th level, and every 4 levels thereafter, you gain a bonus feat. A warblade with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.īattle Ardor: The sheer love of battle lends uncanny strength to your blows. She still loses her Dexterity bonus to Armor Class if immobilized. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. ![]() Uncanny Dodge: At 2nd level, a warblade gains the ability to react to danger before her senses would normally allow her to do so. (Such as changing Weapon Focus (Longsword) to Weapon Focus (Battle Axe)). 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. Weapon Aptitude: You qualify for feats as if you were a Fighter of 2 levels lower than your level. As long as you are not flat-footed, you gain an insight bonus equal to your intelligence bonus on reflex saves. ![]() Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.īattle Clarity: You can enter a state of almost mystical awareness of the battle around you. A stance is an extraordinary ability unless otherwise noted. 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. Unlike maneuvers, stances are not expended and you do not need to ready them. At 5th, 11th and 17th level, you can choose one additional stance to know. Stances Known: You begin play with knowledge of one 1st level stance from any discipline available to warblades. 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. You begin an encounter with all of your readied maneuvers unexpended. You do not need to sleep or rest before readying maneuvers. The maneuvers you choose remain readied until you decided to spend another 5 minutes changing them. You ready your maneuvers by exercising and training for five minutes. 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 may swap only a single maneuver at any given level. 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. 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 must meet the maneuver's prerequisite before you can learn it. You learn additional maneuvers as listed on the table above. Your maneuvers are not affected by Spell Resistance and you do not provoke an attack of opportunity for initiating a maneuver. A maneuver usable by warblades is considered an extraordinary ability unless otherwise noted. Once you know a maneuver, you must ready it before you can use it. The disciplines available to you are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven. Maneuvers: You begin your career with the knowledge of three martial maneuvers. Weapon and Armor Proficiency: You are proficient with Simple and Martial melee weapons, Light Armor, Medium Armor and Shields (Except Tower Shields). ![]() Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Swim (Str)īattle Clarity (Reflex Saves), Weapon Aptitude
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