Hit Die: d12

Skils per level: 4 + Int Modifier
Class Skills: Arcobatics, Climb, Diplomacy, Intimidate, Knowledge(History), Knowledge(Local),Perception, Swim

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 fighters.

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 Warblade

Warblades may choose between the Tiger Claw, Stone Dragon, Diamon Mind, Iron Heart 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 1 minute of focus.

Each time you use a maneuver it is considered it expended. It can’t be used again until you refresh your maneuvers. Doing so requires you use a swift action to concentrate, then use a standard action to make a single normal melee attack, if it hits all your maneuvers are restored.

Class Features:

Weapon & Armor Proficiency: Light Armor, Medium Armor, Heavy Armor, All Simple & Martial Weapons, Shields (but not tower shields)

Battle Clarity: As long as you aren’t flat-footed add your int modifier to your reflex save.

Weapon Aptitude: You count as a fighter equal to your level for the purposes of qualifying for fighter-only feats.

Once per day you may choose for any your feats that apply to just a single weapon (such as weapon focus) to apply to any weapon with which you are proficient. Doing so requires 1 hour of practice & concentration. You can change as many feats as you wish in this way.

Uncanny Dodge: You retain your dex bonus to AC even when flat-footed or can’t see your attacker. If you already have this, you gain improved uncanny dodge.

Battle Ardor: You may add your int modifier to your rolls to confirm crits.

Bonus Feat: You may select any bonus feat from the fighter bonus feat list.

Battle Cunning: Add your int modifier to all damage rolls against flat-footed or flanked opponents.

Battle Skill: Add your int modifier to your combat maneuver defense.

Battle Mastery: Add your int modifier to Attack and Damage rolls on attacks of opportunity.

Improved Uncanny Dodge: You can no longer be flanked (see the barbarian class feature).

Stance Mastery: You may choose use two stances at once.


Iron Kingdoms Mercs - Fall 2011 Blarmb