As always I will save you from a wall of unwanted Txt
A warblade is a front-line melee combatant, much like a barbarian or fighter. He engages his enemies toe to toe and defeats them through skill at arms.
Abilities: Pure physical perfection is a warblade's ideal, so Str, Dex an Con are all vital to him. Because mastering a bewildering variety of martial maneuvers is dificult, Int is also important to a warlade, because he appreciates the bonus skill points, and many of his class features reward a high Int bonus. Given the choice between Wis or Cha, a warblade is more likely to boost the latter - the better to wear the mantle of glore he hopes to win with his deeds on the battlefield.
Alignment: A warblade can choose any alignment, though many prefer chotic over lawful. After all, a warblade seeks to win glory though individual deeds of prowess, so he is unlikely to adopt a personal code emphasizing obedience over freedom to improvise. Good warblades are chamipons of the weak and down trodden; evil ones are vicious warlords who exult i the defeat of humiliation of their foes.
Hit Die:D12
Skill Points Per Level: 4+Int mod
The warblade’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local)(Int), Martial Lore (Int), Perception (Wis), and Swim (Str).
Base | Fort | Ref | Will | |||||||
Level | Attack Bonus | Save | Save | Save | Special | |||||
1st | +1 | +2 | +2 | +0 | Battle clarity (Ref saves), Weapon aptitude | |||||
2nd | +2 | +3 | +3 | +0 | Uncanny dodge | |||||
3rd | +3 | +3 | +3 | +1 | Battle Ardor (crit confirmation) | |||||
4th | +4 | +4 | +4 | +1 | Bravery | |||||
5th | +5 | +4 | +4 | +1 | Bonus Feat | |||||
6th | +6/+1 | +5 | +5 | +2 | Improved Uncanny dodge | |||||
7th | +7/+2 | +5 | +5 | +2 | Battle Cunning (Damage) | |||||
8th | +8/+3 | +6 | +6 | +3 | Evasion | |||||
9th | +9/+4 | +6 | +6 | +3 | Bonus Feat | |||||
10th | +10/+5 | +7 | +7 | +4 | Stalwart | |||||
11th | +11/+6/+1 | +7 | +7 | +4 | Battle Skill (opposed checks) | |||||
12th | +12/+7/+2 | +8 | +8 | +5 | ??? | |||||
13th | +13/+8/+3 | +8 | +8 | +5 | Bonus Feat | |||||
14th | +14/+9/+4 | +9 | +9 | +6 | Exploit Weakness | |||||
15th | +15/+10/+5 | +9 | +9 | +6 | Battle Mastery (Attacks of Opportunity) | |||||
16th | +16/+10/+6/+1 | +10 | +10 | +7 | Improved Evasion | |||||
17th | +17/+11/+7/+2 | +10 | +10 | +7 | Bonus Feat | |||||
18th | +18/+12/+8/+3 | +11 | +11 | +8 | Improved Stalwart | |||||
19th | +19/+13/+9/+4 | +11 | +11 | +9 | Bonus Feat | |||||
20th | +20/+14/+10/+5 | +12 | +12 | +10 | Stance Mastery |
Maneuvers | Maneuvers | Stances | Highest Level | |||||
Level | Known | Readied | Known | Maneuver Known | ||||
1st | 3 | 3 | 1 | 1st | ||||
2nd | 4 | 3 | 1 | 1st | ||||
3rd | 5 | 3 | 1 | 2nd | ||||
4th | 5 | 4 | 2 | 2nd | ||||
5th | 6 | 4 | 2 | 3rd | ||||
6th | 6 | 4 | 2 | 3rd | ||||
7th | 7 | 4 | 2 | 4th | ||||
8th | 7 | 5 | 2 | 4th | ||||
9th | 8 | 4 | 2 | 5th | ||||
10th | 8 | 5 | 3 | 5th | ||||
11th | 9 | 5 | 3 | 6th | ||||
12th | 9 | 5 | 3 | 6th | ||||
13th | 10 | 5 | 3 | 7th | ||||
14th | 10 | 5 | 3 | 7th | ||||
15th | 11 | 6 | 3 | 8th | ||||
16th | 11 | 6 | 4 | 8th | ||||
17th | 12 | 6 | 4 | 9th | ||||
18th | 12 | 6 | 4 | 9th | ||||
19th | 13 | 6 | 4 | 9th | ||||
20th | 13 | 7 | 4 | 9th |
Class Features
When fighting, you rely on an ever-incressing repetoire of spectacular martial maneuvers. 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 in battle. Your maneuvers are the signature moves that serve to define your character.
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.
Weapon and Armor proficiency: You are proficiend with simple and martial melee weapons, light and medium armor, and all shields exept tower shields.
Maneuvers: Upon reaching 4th level, and at every even numbered level after that you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like as long as you observe the restrictions on the highest level maneuvers you kow; you need not replace the old maneuver with a maneuver of the smae level. You can swap only a single maneuver at any given level
Battle Clarity: You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equial to your intelligence bonus on your reflex saves.(Maximum equal to your warblade level)
Weapon Aptitude: Your training with a wide range of weapondry and tatics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels as if you had a fighter level equal to your warblade level -2.
You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon. You must have the newly designated weapon available during your practice session to make this change. You can adjust any number of your feats in this way, and you dont have to adjust them all in the same way. However, you cant change the weapon choices in such a way that you no longer meet the prerequisites for some other feat you possess. Example: If you have weapon focus long sword and weapon specialization long sword, you cant change the designated weapon for weapon focus unless you also change the weapon for weapon specialization in the same way.
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, even 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 Int bonus on rolls made to confirm critical hits.
Bravery:Starting at 4th level, a warblade gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 4th.
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. At 7th level, you gain an insight bonus equal to your Int bonus on melee damage rolls against flat-footed or flanked opponents.
Evasion:At 8th level and higher, a warblade can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the warblade is wearing light armor, medium armor or no armor. A helpless warblade does not gain the benefit of evasion.
Stalwart:At 10th level, a warblade can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Battle Skill: You anticipate your enemies' ploys and tactics. At 11th level, you gain an insight bonus equal to your Int bonus on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder or trip attempts.
12th level ability ????
Exploit Weakness:At 14th level, the warblade learns to take advantage of any opportunity that presents itself. Whenever the warblade scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round (if the creature’s regeneration can be bypassed). Finally, if the warblade deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
Battle Mastery: You notice the most subtle openings and cues offered by your opponents. At 15th level, you gain an insight bonus equal to your Int bonus son melee attack rolls and melee damage rolls made when you make an attack of opportunity.
Improved Evasion:At 16th level, a warblades's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless warblade does not gain the benefit of improved evasion.
Improved Stalwart: At 18th level, a warblade's stalwart ability improves. He still avoids the effects entirely on a successful save, but henceforth he suffers only half of the duration/effect on a failed save. A helpless warblade does not gain the benefit of improved stalwart.
Stance Mastery: At 20th level, you can have two stances active simultaneously. When you use a swift action to initiate or change your stance, yo can initiate or change one or both stances.
I actually got a little ahead of my self and started posting this in the Converted Class section .. sorry birds