Hit Die: d10
Skills per level: 4 + Int modifier
Skills: Acrobatics, Craft, Diplomacy, Intimidate, Knowledge(History), Knowledge(Religon), Perception, Ride

==============Information on Maneuvers=============

Maneuvers : Maneuvers are martial abilities, each maneuver is a special technique, most are only useful in combat. Though some may have other utility as well.

Maneuvers fall into four categories: Strikes, Boosts, Counters and Stances.

Strikes are generally attacks of one form or another, and usually take a Standard action to use. Though some may vary.

Boosts are generally enhancements or quick movements, and take a Swift Action.

Stances are passive bonuses, that are always on. Changing stances is a Swift action.

Counters are reactive abilities, you can only use them when some condition is met. They’re generally an Immediate action.

The exact details of maneuver, it’s effects, the action it takes, it’s range (if any) are noted in the maneuvers entries.

Maneuvers aren’t spells (though they are structured similarly), and so aren’t magical unless noted.

A few maneuvers, particularly those used by Crusaders and Rangers (who tap divine energy), and Swordsages (who tap inner energy) may be magical in nature and are noted as such. Otherwise they’re just extraordinary feats performed by very capable warriors.

Learning Maneuvers:
Look at the class chart above. At each level it states a number of maneuvers known, and stances known. This exactly what it sounds like, at 1st level you start with the number shown in that column and each time the number increases you pick one or more new maneuvers.

The same is true of stances, which are learned and tracked separately from others. The stances you know don’t count against your maximum maneuvers known. Though they do count towards meeting prerequisites.

When you are eligible to learn new maneuvers, there is a limit on the maximum level you can select. This depends on your Initiator Level. This is equal to your level in that class, plus 1/2 your levels in all other classes! So a Warblade 3/Sorcerer 2 would have an Initiator level of 4 (3 + 2*.05).

1st Level Maneuvers: Must be at least Initiator Level 1.
2nd Level Maneuvers: Must be at least Initiator Level 3.
3rd Level Maneuvers: Must be at least Initiator Level 5.
4th Level Maneuvers: Must be at least Initiator Level 7.
5th Level Maneuvers: Must be at least Initiator Level 9.
6th Level Maneuvers: Must be at least Initiator Level 11.
7th Level Maneuvers: Must be at least Initiator Level 13.
8th Level Maneuvers: Must be at least Initiator Level 15.
9th Level Maneuvers: Must be at least Initiator Level 17.

Also at 4th level, and every even level thereafter you may replace one Maneuver you know (of any level) with another maneuver you can learn (of any level) meaning you can “Trade Up” lower level maneuvers if you want.

Some maneuvers have prerequisites to learn! They’re listed in their entry!

Using Maneuvers as a Crusader (or ranger):

Crusaders may choose between the Devoted Spirit, Stone Dragon and White Raven schools.

NOTE: Since this is originally 3.5 material it contains some references to skills that aren’t in pathfinder. Replace any references to these skills with their following equivalents:
Tumble, Jump or Balance: Acrobatics
Hide: Stealth
Concentration: Perception

You select a number of “Readied” maneuvers as noted in the class chart above. These are the maneuvers you can actually use, the others are inactive. You may choose to change which maneuvers you have readied with 5 minutes of Prayer (for a crusader) or meditation (for a ranger).

Unlike the Warblade or Swordsage, Crusaders and Rangers can’t use their readied maneuvers at will: Note the second number in parenthesis () in the readied maneuvers column. At the start of each encounter, randomly select that many maneuvers from your readied maneuvers. You may use these normally, you can’t use the others.

Whenever you use maneuver it is considered and can’t be expended and can’t be used again, until all your maneuvers have been granted to you and they reset (this is described in the paragraph below)

At the start of each of your turns you gain access to one more of your readied maneuvers randomly. When you have no more readied maneuvers unavailable, at the end of that turn you lose access to all maneuvers and select another two randomly. In this way you effectively never run out of maneuvers during an encounter, but you don’t have total control over what abilities are available to you.

NOTE: It can be helpful to put maneuvers on index cards or something similar. You simply turn them face down and shuffle them, this lets you select your maneuvers randomly simply by turning them face up! To restart just put them face down again.
Class Features:
Armor and Weapon Proficiency: Light, Medium & Heavy Armor, all simple weapons, all martial weapons, all shields.

Steely Resolve: Whenever you would take damage you may choose to not take a portion of that damage immediately and instead have it count towards this ability. The maximum damage you can delay in this fashion is noted in the class chart above, starting at 5 damage at level 1.

At the end of each of you turns any damage in this delayed damage pool is applied to your hit point total normally.

Furious Counterstrike: You gain a bonus to your attack rolls if you currently have any damage being held in reserve by steely resolve. This is bonus is +1 if you have 1 to 5 damage in the delayed damage pool. For each 5 points beyond that the bonuses increases by 1. +2 at 10 and +3 at 15 and so on to a maximum of +6 at 30 points of damage.

Indomitable Soul: You add your Charisma modifier to your will save.

Zealous Surge: Once per day you may re-roll any failed save.

Smite: A number of times per day indicated on the class chart above you may declare a attack to be a smite (this can be used in conjunction with a maneuver). Add your Charisma bonus to the attack roll and your crusader level to the damage.

Diehard: You gain Diehard as a bonus feat, even if you don’t meet the prerequisites.

Mettle: If you succeed see on a Will or Fortitude save that would only partially reduce the effects of the spell or ability, you negate the effect on you entirely instead.


Iron Kingdoms Mercs - Fall 2011 Blarmb