Difference between revisions of "Princess:Warblade"

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(Eizenherz and minor fix)
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=== Class Features ===
 
=== Class Features ===
  
School: Legionnaire Commander or Eizenherz.
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School: Legionnaire Commander or Eisenherz.
  
 
Battle Clarity(Ex): Add Int i to RD, no more than level.
 
Battle Clarity(Ex): Add Int i to RD, no more than level.
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8. Wolf's Pack Tactics: Each time you hit opponent you may move 1sq. Total movement via this stance may not exceed your speed.
 
8. Wolf's Pack Tactics: Each time you hit opponent you may move 1sq. Total movement via this stance may not exceed your speed.
  
=== Eizenherz ===
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=== Eisenherz ===
  
 
'''School Skill:''' Acrobatics.
 
'''School Skill:''' Acrobatics.
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2. Wall of Blades[C]: IT=i, you may use result of attack roll instead of AC against melee or ranged attack.
 
2. Wall of Blades[C]: IT=i, you may use result of attack roll instead of AC against melee or ranged attack.
  
3. Eizenherz Surge: IT=S. When you use this manoeuvre, select one spell or effect that causes the following conditions: blinded, confused, dazzled, deafened, exhausted, fatigued, paralysed, shaken, sickened or slowed, - affecting you and with a duration of 1 or more rounds. This effect ends immediately. The action is purely mental, so you can use it even while unable to move.
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3. Eisenherz Surge: IT=S. When you use this manoeuvre, select one spell or effect that causes the following conditions: blinded, confused, dazzled, deafened, exhausted, fatigued, paralysed, shaken, sickened or slowed, - affecting you and with a duration of 1 or more rounds. This effect ends immediately. The action is purely mental, so you can use it even while unable to move.
  
 
3. Exorcism of Steel[S]: IT=S. Make an attack, if it hit your opponent takes -4 on damage rolls for 1m.
 
3. Exorcism of Steel[S]: IT=S. Make an attack, if it hit your opponent takes -4 on damage rolls for 1m.
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5. Dazing Strike[S]: IT=S. Make an attack. If you hit opponent is dazed.
 
5. Dazing Strike[S]: IT=S. Make an attack. If you hit opponent is dazed.
  
5. Eizenherz Focus[C]: IT=i, reroll a saving throw.
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5. Eisenherz Focus[C]: IT=i, reroll a saving throw.
  
 
6. Eisenherz Endurance[B]: IT=s, must be below half hp. You heal IL*2 hp.
 
6. Eisenherz Endurance[B]: IT=s, must be below half hp. You heal IL*2 hp.
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== Unique Feats ==
 
== Unique Feats ==
  
Eizenherz Aura: P: Eizenherz Stance. B: Adjacent allies gain +2 on saves when you are in Eizenherz stance.
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Eisenherz Aura: P: Eisenherz Stance. B: Adjacent allies gain +2 on saves when you are in Eisenherz stance.
  
 
Legionnaire's Defence: P: Legionnaire Commander's Stance. B: You gain +1 AC and if you wielding Legionnaire Commander weapon adjacent allies gain +1 AC.
 
Legionnaire's Defence: P: Legionnaire Commander's Stance. B: You gain +1 AC and if you wielding Legionnaire Commander weapon adjacent allies gain +1 AC.

Latest revision as of 22:58, 4 February 2011

Warblade

Lvl	Class Feature			Known	Ready	Stances
1	Battle Clarity(Ex), School	3	3	1
2	Uncanny Dodge			4	3	1
3	Battle Ardour(Ex)		5	3	1
4	Weapon Aptitude(Ex)		5	4	2
5	Bonus Feat			6	4	2
6	Improved Uncanny Dodge(Ex)	6	4	2
7	Battle Cunning(Ex)		7	4	2
8	-				7	4	2
9	Bonus Feat			8	4	2
10	-				8	5	3
11	Battle Skill(Ex)		9	5	3
12	-				9	5	3
13	Bonus Feat			10	5	3
14	-				10	5	3
15	Battle Mastery(Ex)		11	6	3
16	-				11	6	4
17	Bonus Feat			12	6	4
18	-				12	6	4
19	Battle Instincts(Ex)		13	6	4
20	Stance Mastery(Ex)		13	7	4

Class Features

School: Legionnaire Commander or Eisenherz.

Battle Clarity(Ex): Add Int i to RD, no more than level.

Uncanny Dodge(Ex):

Battle Ardour(Ex): Int i co confirm crits, no more than level.

Weapon Aptitude(Ex): Treat your Fighter level as Warblade - 2 for purposes of prerequisites and effects.

Bonus Feat: Blade Meditation, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Run, Legionnaire's Defence.

Improved Uncanny Dodge(Ex):

Battle Cunning(Ex): +Int i on flat-footed and flank damage, no more than level.

Battle Skill(Ex): + Int i against bull rush, disarm, feint, overrun, sunder or trip.

Battle Mastery(Ex): +Int i AoO attack and damage.

Battle Instincts(Ex): +Int i on init.

Stance Mastery(Ex): May use two stances simultaneously.

Class Variants

Berserker

School: Change to Berserker Warrior.

Battle Clarity(Ex), Battle Ardour(Ex), Battle Cunning(Ex). Battle Skill(Ex) and Battle Mastery(Ex) are keyed to Wis, not to Int.

Stance Mastery is replaced with Dual Boost(Ex): You may use two Boost manoeuvres simultaneously. 3/day.

Combat Schools

Legionnaire Commander

School Skill: Persuasion.

School Weapons: Spears and Lances.

Manoeuvres

1. Douse the Flames[S]: IT=S, if you hit opponent is not able to make AoO for 1 r.

1. Leading the Attack[S]: IT=S, if you hit your opponent your allies gain +4 m on attacks against him for 1 r.

2. Battle Leader's Charge[S]: IT=FR, make a charge attack. Your charge movement do not provoke AoO and you gain +10 damage.

2. Tactical Strike[S]: if you hit you deal +d6 damage per IL (max 5d6) and each ally adjacent to target may make free 1sq step.

3. Lion's Roar[B]: IT=s, A=12, must drop opponent below 0. You and allies gain +5 m on damage for 10 r.

3. Order Forged from Chaos: IT=M, A=6. Allies gain extra move action to move.

4. Covering Strike[B]: IT=s, if you hit opponent is not able to make AoO for 3 r.

4. Legion's Strike[S]: IT=S, if you hit you deal +d6 damage per IL (max 10d6) and opponent is flat-footed for 1 r.

5. Flanking Manoeuvre[S]: IT=S, if you hit opponent any ally who flanks him gain extra attack against this opponent.

6. Legion's Tactics[B]: IT=s, R=2. Ally initiative count becomes 1 lesser than your.

6. War Leader's Charge[S]: IT=FR, make a charge attack. Your charge movement do not provoke AoO and you gain +35 damage.

7. Clarion Call[B]: IT=s, A=12, must drop opponent below 0. All allies make extra attack or may move up to their move.

7. Swarming Assault[S]: IT=S, if you hit any ally who threatens the target gain extra attack against it resolved in the order of your choice.

8. Legion's Hammer[S]: IT=S, if you hit you deal +d6 damage per IL (max 20d6) and opponent is stunned for 1 r.

9. War Master's Charge[S]: IT=FR, make a charge attack. Your charge movement do not provoke AoO and you gain +50 damage. Also each ally within 6 may charge with you without provoking AoO as i and gain +25 damage. Each charger provides +2 cumulative bonus on attack rolls to all allies and target hit by two chargers is stunned for 1 r.

Stances

1. Bolstering Voice: A=12. Allies gain +2 m on Will and +4 m against fear.

1. Leading the Charge: A=12. Allies gain your IL on charge damage.

3. Tactics of the Wolf: You and allies who flank a opponent whom you threaten gain +1/2 IL on damage.

5. Press the Advantage: You may make extra 1sq step per round.

8. Swarm Tactics: A=12. Your allies gain +5 on attack against creatures adjacent to you.

Berserker Warrior

School Skill: Athletics.

School Weapons: Axes.

School DC: 1/2 IL + Str

Manoeuvres

1. Sudden Leap[B]: IT=s, Make Athletics check and divide it by 5. Resulting number determines jump distance you move as a part of this action.

1. Wolf Fang Strike[S]: IT=S, make one attack at -2 with two weapons against one target.

2. Claw at the Moon[S]: IT=S, Make Athletics check equal to target's AC. If you succeed you gain +d6 damage per IL (max 5d6) and +4 on crit confirmation.

2. Rabid Wolf Strike[S]: IT=S, You gain +4 attack and +d6 damage per IL (max 5d6), but receive -4 AC after this strike resolved until your next turn.

3. Flesh Ripper[S]: IT=S, If opponent fail FC save it gain -4 on attacks and AC for 1r. Creatures immune to critical hits are immune to this manoeuvre.

3. Soaring Raptor Strike[S]: IT=S, Make Athletics check equal to target's AC. If you succeed you gain +4 attack and +d6 damage per IL (max 10d6).

4. Death from Above[S]: IT=S, Make DC 20 Athletics check. If you succeed you gain +d6 damage per IL (max 10d6) and opponent is flat-footed against your attack. After that you may move to any square within 4 that is adjacent to your opponent.

4. Fountain of Blood[B]: IT=s, activate when you reduce opponent below Con. You deal extra die damage to this opponent and enemies within 6 must make WW save or become shaken for 1 m.

5. Pouncing Charge[S]: IT=FR, you may make full attack at the end of charge.

5. Raging Wolf[B]: IT=s, you may make one extra attack at highest bonus with each your weapon.

6. Rabid Bear Strike[S]: IT=S, You gain +4 attack and +d6 damage per IL (max 15d6), but receive -4 AC after this strike resolved until your next turn.

6. Wolf Climbs the Mountain[S]: AT=S, Enter opponents space without AoO, your attack gain +d6 damage per IL (max 15d6) and you gain cover against this opponent until you still in his place.

7. Hamstring Attack[S]: IT=S, opponent takes d8 Dex damage an his speed reduced by 2 for 1 m, FC save halves both damage and speed reduction.

7. Swooping Dragon Strike[S]: IT=S, make Athletics check equal to target's AC. If you succeed you move to opponent's opposed side, your opponent looses Dex to AC against this attack, it deals +d6 damage per IL (max 20d6) and opponent must succeed at Athletics DC FC save or be stunned for 1 r.

8. Raging Bear[B]: IT=s, you may make two extra attacks at highest bonus with each your weapon.

8. Windmill Flesh Rip[B]: IT=s, if you hit your opponent more than once per turn you deal additional 4d6 +2d6 per hit (max 16d6) damage after all your attacks was resolved. AoO are not counted.

9. Feral Death Blow[S]: IT=FR, Make Athletics check equal to target's AC. If you succeed you gain +25d6 damage and target dies if it fail FC save. Creatures immune to crits are immune to death effect.

Stances

1. Blood in the Water: +1 on attack and damage rolls after each confirmed crit. Bonus fades away after 1m without crits.

1. Hunter's Sense: You gain Scent(Ex).

3. Leaping Dragon Stance: All your jumps are treated as running jumps and gain +2 enh on distance.

3. Bear's Stance: You may use one-handed weapons in grapple, do not receive -4 on attacks during grapple and if your opponent is larger you gain +4 damage.

7. Prey on the Weak: When opponent within 2 is dropped, you gain AoO against any opponent.

8. Wolf's Pack Tactics: Each time you hit opponent you may move 1sq. Total movement via this stance may not exceed your speed.

Eisenherz

School Skill: Acrobatics.

School Weapons: Heavy Blades.

School DC: 1/2 IL + Str

Manoeuvres

1. Steel Wind[S]: IT=S, make two melee attacks against different opponents.

1. Steely Strike[S]: IT=S. Make attack with +4 bonus, opponents except the one you attacked gain +4 on attacks against you for 1r.

2. Disarming Strike[S]: IT=S. Make an attack. If you hit you gain free disarm attempt against opponent, and opponent get no chance to disarm you if you fail.

2. Wall of Blades[C]: IT=i, you may use result of attack roll instead of AC against melee or ranged attack.

3. Eisenherz Surge: IT=S. When you use this manoeuvre, select one spell or effect that causes the following conditions: blinded, confused, dazzled, deafened, exhausted, fatigued, paralysed, shaken, sickened or slowed, - affecting you and with a duration of 1 or more rounds. This effect ends immediately. The action is purely mental, so you can use it even while unable to move.

3. Exorcism of Steel[S]: IT=S. Make an attack, if it hit your opponent takes -4 on damage rolls for 1m.

4. Lightning Recovery[C]: IT=i, reroll failed melee attack roll with +2 bonus.

4. Mithril Tornado[S]: IT=S. Make melee attack against each adjacent enemy, these attacks gains +2 bonus.

5. Dazing Strike[S]: IT=S. Make an attack. If you hit opponent is dazed.

5. Eisenherz Focus[C]: IT=i, reroll a saving throw.

6. Eisenherz Endurance[B]: IT=s, must be below half hp. You heal IL*2 hp.

6. Manticore Parry[C]: IT=i, make an attack roll. If your attack roll is higher than opponents then you redirect his attack to any target adjacent to you.

7. Finishing Move[S]: IT=S, Make an attack. It gain +5d6 damage against opponents in full hp, +10d6 damage against wounded opponents and +20d6 damage against opponents below half hp.

7. Scything Blade[B]: IT=s. If you hit opponent with melee attack you may initiate this manouvre to make extra melee attack at highest AB.

8. Adamantine Hurricane[S]: IT=S. Make two melee attacks against each adjacent enemy, these attacks gains +4 bonus.

8. Lightning Throw[S]: IT=S, A=6line, damage = melee damage + d6 per IL (max 20d6), RD +1/2 IL +Str half.

9. Strike of Perfect Clarity[S]: IT=S, make an attack, it gain +100 damage.

Stances

1. Punishing Stance: +die damage, -2 AC.

3. Absolute Steel: +2 move. If you move at least 2 during your turn you gain +2 dodge AC.

5. Dancing Blade Form: +1 reach during your turn.

8. Supreme Blade Parry: DR 10/- while not flat-footed.

Unique Feats

Eisenherz Aura: P: Eisenherz Stance. B: Adjacent allies gain +2 on saves when you are in Eisenherz stance.

Legionnaire's Defence: P: Legionnaire Commander's Stance. B: You gain +1 AC and if you wielding Legionnaire Commander weapon adjacent allies gain +1 AC.

Tiger-Blooded: P: Rage or Shift. B: While you're raged or shifted and in Berserker Warrior stance your Berserker Warrior manoeuvres push target 1sq back if it fail +1/2 IL +Str FC save.

Song of the Legion: P: Bardic Music:Inspire Courage, Legionnaire Commander's Stance. B: While you're in the Legionnaire Commander's stance you may activate Inspire Courage as a s action. Your Warblade and Bard levels stack for purpose of Inspire Courage.