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Warblade

(Tome of Battle: The Book of Nine Swords variant, p. 20)

The warblade was born for conflict. Swift, strong, enduring, and utterly confident in his martial skills, he seeks to test himself against worthy foes.

Hit die

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d12

Starting gold

Set

5d4 x 10

Skill points

4 + Int

Class Features

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 learn additional maneuvers at higher levels, as shown on Table 1?3. You must meet a maneuver?s prerequisite to learn it. See Table 3?1, page 39, to determine the highest-level maneuvers you can learn. 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.

Highest-Level Maneuvers Known
Initiator Level Maneuver Level
1st-2nd 1st
3rd-4th 2nd
5th-6th 3rd
7th-8th 4th
9th-10th 5th
11th-12th 6th
13th-14th 7th
15th-16th 8th
17th+ 9th

Maneuvers Readied: 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 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.

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): Your 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 ?2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you?re 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 don?t have to adjust them all in the same way. However, you can?t 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?t 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 1, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Ironheart 1, Lightning Reflexes, Quick Draw, Run, Stone Power 1, Tiger Blooded 1, Unnerving Calm 1, White Raven Defense 1.
1 New feats described in Chapter 2.

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 enemy?s bull rush, disarm, feint, overrun, sunder, or trip attempt.

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.

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. See the barbarian class feature (PH 26) for more information.

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 st

Advancement

Level BABFort Ref Will Special Maneuvers Known Maneuvers Readied Stances Known
1st +1 +2 +0 +0 Battle clarity (Reflex saves), weapon aptitude 3 3 1
2nd +2 +3 +0 +0 Uncanny dodge 4 3 1
3rd +3 +3 +1 +1 Battle ardor (critical confirmation 5 3 1
4th +4 +4 +1 +1 5 4 2
5th +5 +4 +1 +1 Bonus feat 6 4 2
6th +6/+1 +5 +2 +2 Improved uncanny dodge 6 4 2
7th +7/+2 +5 +2 +2 Battle cunning (damage) 7 4 2
8th +8/+3 +6 +2 +2 7 4 2
9th +9/+4 +6 +3 +3 Bonus feat 8 4 2
10th +10/+5 +7 +3 +3 8 5 3
11th +11/+6/+1 +7 +3 +3 Battle skill (opposed checks) 9 5 3
12th +12/+7/+2 +8 +4 +4 9 5 3
13th +13/+8/+3 +8 +4 +4 Bonus Feat 10 5 3
14th +14/+9/+4 +9 +4 +4 10 5 3
15th +15/+10/+5 +9 +5 +5 Battle mastery (attacks of opportunity) 11 6 3
16th +16/+11/+6/+1 +10 +5 +5 11 6 4
17th +17/+12/+7/+2 +10 +5 +5 Bonus feat 12 6 4
18th +18/+13/+8/+3 +11 +6 +6 12 6 4
19th +19/+14/+9/+4 +11 +6 +6 13 6 4
20th +20/+15/+10/+5 +12 +6 +6 Stance mastery 13 7 4

Class skills

Skill nameKey abilityTrained onlyArmor check penalty
BalanceDEX
ClimbSTR
ConcentrationCON
CraftINT
DiplomacyCHA
IntimidateCHA
JumpSTR
Knowledge (history)INT
Knowledge (local)INT
Martial LoreINT
SwimSTR
TumbleDEX

Spells for Warblade

Warblade
Publication information
PublisherWildstorm Comics (DC Comics)
First appearanceWildC.A.T.S. #1 (August 1992)
Created byBrandon Choi, Jim Lee
In-story information
Alter egoReno Bryce
Team affiliationsWildC.A.T.S.
AbilitiesCan alter his molecular structure, allowing him to reshape parts of his body at will, simultaneously turning those parts into a kind of organic steel

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[edit]

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Warblade is the special codename picked by Reno Bryce, a long-green-haired artist. In his youth, Reno's parents were killed by the alien Daemonites. Reno survived and swore vengeance against them, dedicating his life to the martial arts to avenge them.

He was kidnapped by the organization known as Cyberdata, brainwashed and transformed into a member of their strike team, the S.H.O.C.s. His teammate Misery used her powers to make him think that he was in love with her and quickly changed the focus of her manipulations to Ripclaw. She was revealed to be a traitor and Warblade killed her. After this, Ripclaw attacked Reno, thinking that he was the traitor, as well for his feelings for Misery, and almost killed him.

Reno was found bleeding in Gamorra by Jacob Marlowe. He was saved by Jacob, and joined his Daemonite hunting team, the WildC.A.T.s. Like many of the WildC.A.T.s, Reno turned out to be half human and half Kherubim, (also known as a 'Gifted One' for his match of human/Kherubim parents) a race of aliens that had fought the Daemonites for millennia.

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Warblade met Ripclaw (at this time a member of the Cyberforce) again and after quite some fighting between their teams and the two men themselves, Ripclaw finally saw through all the lies and deception upon Misery's defeat and realized that it was Misery who was the traitor. After the realization that Warblade had not been lying at all, and had been trying to help him the entire time, they became friends and allies.

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During his time with the WildC.A.T.s, Reno fought Pike, a half human, half Kherubim assassin. During a Native American ritual, Pike had taken the drug peyote and had a vision of himself killing a WildC.A.T.s member, a goal he would dedicate the rest of his life to. Their first fight ended indecisive.

Reno went with the WildC.A.T.s to Khera, home of the Kherubim, where he met other shapeshifters like himself. He became an apprentice to the ancient shapeshifter Lord Proteus at the Shaper's Guild and learned many new ways to use his powers. He was disappointed when fellow WildC.A.T.s members Voodoo and Spartan uncovered the darker side of Kheran society. The WildC.A.T.s left Khera soon afterwards and returned home.

Back home, Reno stayed with the team and began a relationship with Jules, Emp's assistant. Soon afterwards the team disbanded following the apparent death of their teammate Zealot.

Reno retired and focused on his art. Pike hadn't forgotten his vision though. He attempted to kill Warblade and managed to disperse Warblade's molecules with an explosion that also killed Reno's girlfriend, Jules. Reno was able to literally pull himself back together and wanted revenge. He tracked Pike to Sarajevo, where they fought again. This time Warblade won and he killed Pike and added the final insult to the dying Pike: even if Pike had killed Warblade, he would have failed his quest, because the WildC.A.T.s had been disbanded for months.

Afterwards he fell into a state of depression, that eventually led to the loss of his powers and his hands. After a little soul searching, some violent confrontations that almost led to his death, and an experimental drug given to him by the scientist responsible for suppressing his alien genes, he regained his powers.

Reno returned to New York City and retired as a superhero. He became a full-time artist again, though he still met up with his teammate Grifter from time to time. He was forced to use his powers again during one of his expositions, when the Kherubim Brotherhood of the Sword turned a large part of New York's population into bloodthirsty creatures.

He appeared briefly during the Captain Atom: Armageddon storyline, before the new Void entity Nikola Hanssen rebooted the Wildstorm Universe into WorldStorm.

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WildCats vol. 4[edit]

Warblade is one of the several WildCats that Hadrian has managed to recruit; under the black-ops codename of 'Cutlery Kid,' he is deep in Kaizen Gamorra's extraterrestrial colony, providing intelligence back to Spartan on Earth.

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The New 52[edit]

Warblade has been announced to have a role in the new series, The Ravagers as Rose Wilson's partner.[1] Warblade is one of the chief members of the Ravagers, the personal army for N.O.W.H.E.R.E.. As such, he follows the orders of N.O.W.H.E.R.E.'s leader Harvest. During the Culling, Warblade was among the members of the Ravagers that tested the survivors of the kill-or-be-killed tournament. During the altercation, several test subjects of the Colony escaped. Along with Rose Wilson, Warblade was tasked with tracking down some of the escapees, as well as to kill Caitlin Fairchild. He is killed by Deathstroke.[2]

In other media[edit]

  • Warblade appeared in the Wildcats animated series. His voice was provided by Dean McDermott. Here Warblade discovered his powers when he becomes part of the group, in the first episode. Because of this, he was the group's rookie, a position occupied by Voodoo in the comic book. While still an expert martial artist, he's also a computer expert which becomes useful in the overall plot.
  • Warblade stars in a solo mini-comic series called Warblade: Endangered Species (#1-4). Warblade makes a trip once a year to Japan, to hone his Martial Arts skills, although this time, he's traveling with the intentions of killing his former best friend—One who has been possessed by a Daemonite during their time in Cyberdata together. It is also in this series that he ends up meeting up with his old ally* Ripclaw—the last member of the Cyberdata team—until he joined Cyberforce. (*former ally turned enemy by a telepath (Misery), who used her powers to try to make everyone kill each other. After much fighting and Reno almost losing his life, Misery was defeated. Reno and Robert (Ripclaw) would become friends and allies --> *See WildC.A.T.s/Cyberforce 'Killer Instinct' Crossover for more details*)
  • A Warblade figure from Playmates Toys was released in 1994.[3]

References[edit]

  1. ^JK Parkin (2012-02-13). 'Mackie reveals the Ravagers line-up | Robot 6 @ Comic Book Resources – Covering Comic Book News and Entertainment'. Robot6.comicbookresources.com. Retrieved 2013-10-12.
  2. ^Ravagers #1
  3. ^http://www.figurerealm.com/checklist.php?action=checklist&seriesid=361&figures=wildcats
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