
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. 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. See Table 3–1, page 39, to determine the highest-level maneuvers you can learn. You must meet a maneuver’s prerequisite to learn it. You learn additional maneuvers at higher levels, as shown on Table 1–3. Your maneuvers are not affected by spell resistance, and 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 (see Maneuvers Readied, below). The disciplines available to you are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven. You begin your career with knowledge of three martial maneuvers. You are proficient with simple and martial melee weapons (including those that can be used as thrown weapons), light and medium armor, and all shields except tower shields. 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. Knowledge (history), Knowledge (local), Martial Lore*, Swim, Tumble.īattle clarity (Reflex saves), weapon aptitude Class Skills (4 + Int modifier per level, ×4 at 1st level): Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump,
