EMV Software: Home. Warblade in 9th spot in the USA! 17/7/2012 Comments. Warblade is now in 9th place on the Mac AppStore arcade games chart!!! Warblade is a comic book character from DC Comics/Wildstorm. Warblade starred in two of his own miniseries, Warblade: Endangered Species in 1995 and The Razors Edge: Warblade in 2004/2005. Fictional character biography. Warblade v1.0 Demo. Warblade is a PC arcade shoot'em up game with focus on very good playability. Warblade is a PC arcade shoot'em up game with focus on very good playability. An alien race is invading the earth and you must try to save humanity. That's the simple plot of the game.

  1. Warblade v1.0 Demo. Warblade is a PC arcade shoot'em up game with focus on very good playability. Warblade is a PC arcade shoot'em up game with focus on very good playability.
  2. Today I posted a bonus feature on Chainmail Bikini describing the writing process. In there, I talk about how hard it is to find good gaming stories of bad gaming. I’ve exhausted a lot of the stories relating to my own experience playing tabletop games, and now I rely on the misfortune of others to provide the fodder my our gaming comic.
WarbladeWarblade
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The warblade was born for conflict. Swift, strong, enduring, and utterly confident in his martial skills, he seeks to test himself against worthy foes.

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Alignment: Any

Hit Die: d12

Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (History, Local), Martial Lore, Swim and Tumble.

Skill Points at First Level: (4 + Int Mod) x 4

Skill Points Per Level: 4 + Int Mod

Class LevelBABFort SvRef SvWill SvSpecial
11200 Battle Clarity (Reflex Saves), Weapon Aptitude
22300 Uncanny Dodge
33311 Battle Ador (Critical Confirmation)
44411
55411 Bonus Feat
66/1522 Improved Uncanny Dodge
77/2522 Battle Cunning (Damage)
88/3622
9633 Bonus Feat
1010/5733
1111/6/1733 Battle Skill (Opposed Checks)
1212/7/2844
1313/8/3844 Bonus Feat
1414/9/4944
1515/10/5955 Battle Mastery (Attack of Opportunity)
1616/11/6/11055
1717/12/7/21055 Bonus Feat
1818/13/8/31166
1919/14/9/41166
2020/15/10/51266 Stance Mastery
Maneuvers Progression
Class LevelManeuvers KnownManeuvers ReadiedStances KnownMax Level Known
13311
24311
35312
45422
56423
66423
77424
87424
98425
108535
119536
129536
1310537
1410537
1511638
1611648
1712649
1812649
1913649
2013749

Weapon and Armor Proficiency: 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.

Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by warblades is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You must meet a maneuvers prerequisite to learn it. 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. 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 your restriction on the highest level maneuvers you know; you need not replace the old maneuver with a maneuver of the same 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 swap only a single maneuver at any given level.

Maneuvers Readied: ou 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 ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change 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. 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. 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 can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to warblades. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

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Battle Clarity (Ex): 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 equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.

Weapon Aptitude (Ex): our training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level minus 2. For example, as a 6th level warblade, you could take Weapon Specialization, since you are treated as being a 4th level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. 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 (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you do not have to adjust them all in the same way. However, you can not change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can not change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

Uncanny Dodge (Ex): At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized. If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.

Battle Ardor (Ex): The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.

Bonus Feat: At 5th level, you gain a bonus feat from the list given below. You must meet the prerequisite for the feat you select. Every four levels thereafter (at 9th, 13th, and 17th level), you choose another bonus feat from the list. Bonus Feat List: Acrobatic, Agile, Athletic, Blade Meditation, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Ironheart, Lightning Reflexes, Quick Draw, Run, Stone Power, Tiger Blooded, Unnerving Calm, White Raven Defense.

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Battle Cunning (Ex): 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 Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.

Battle Skill (Ex): You anticipate your enemies ploys and tactics. At 11th level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemys bull rush, disarm, feint, overrun, sunder, or trip attempt.

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Battle Mastery (Ex): You notice the most subtle openings and cues offered by your opponents. At 15th level, you gain an insight bonus equal to your Intelligence bonus on melee attack rolls and melee damage rolls made whenever you make an attack of opportunity.

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Improved Uncanny Dodge (Ex): At 6th level and higher, you can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker.

Stance Mastery (Ex): At 20th level, you can have two stances active simultaneously. When you use a swift action to initiate or change your stance, you can initiate or change one or both stances.

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Source Material: Tome of Battle: Book of Nine Swords

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