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 begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose 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. The maneuvers you choose remain readied until you decide to exercise again and change them. You ready your maneuvers by exercising for 5 minutes. 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 can swap only a single maneuver at any given level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know you need not replace the old maneuver with a maneuver of the same level. In effect, you lose the old maneuver in exchange for the new one. Upon reaching 4th level, and at every even-numbered warblade level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. Count your warblade levels in full and one half rounded down your other initiator levels to determine your initiator level for warblade maneuvers. Typically the highest level maneuver you can learn is equal to your one half your total initiator level rounded up. You must meet a maneuver's prerequisite to learn it. You learn additional maneuvers at higher levels, as shown above. Your maneuvers are affected by spell resistance, but you do not provoke attacks of opportunity when you initiate one. A maneuver usable by warblades is considered an extraordinary ability unless otherwise noted in its description. 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 knowledge of three martial maneuvers. Weapon and Armor Proficiency: You are proficient with simple and martial melee weapons (including those that can be used as thrown weapons, but not those used exclusively for ranged), light and medium armor, and all shields except tower shields.Skill Points per Level: 4 + Int modifier.The warblade's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Spellcraft (Int, trained only), and Swim (Str).Levelīattle clarity (Reflex saves), weapon aptitude Regardless of the path you choose, you acquire a modest number of bonus feats that make you quicker, more agile, and more athletic than most other warriors. Your maneuvers are the signature moves that serve to define your character. ![]() Depending on which disciplines you choose to study, you might be a mongoose-swift skirmisher who uses speed as your sword and shield, a fierce master of blades, or a bold commander who leads your allies into battle. When fighting, you rely on an ever-increasing repertoire of spectacular martial maneuvers. Warblades, often called sword princes, live for the chance to test themselves in battle - the stronger the foe, the greater the glory once an enemy is defeated. ![]() But even more important are his athleticism, endurance, daring, recklessness, and joy in the hour of danger. Sheer combat skill is important to a warblade, so he trains intensely with his chosen weapons. Battle is beautiful to him - a perfect moment in which life hangs suspended on the bright edge of a sword. Swift, strong, enduring, and utterly confident in his martial skills, he seeks to test himself against worthy foes.
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