Fort good, Ref good, Will poorBonus feats:
A (name) gains a bonus feat from the fighter list at every odd level. He must meet the prerequisites as normal.Maneuvers:
A (name) gains maneuvers as a warblade of his class level +2. However, his initiator level is normally equal to half his class level (rounded down), and he may not use any maneuvers which a warblade of this level could not (this does not affect his ability to learn maneuvers). His maneuvers refresh automatically at the start of each round.
The (name) gains and uses stances as a warblade of his class level (their initiator level is not reduced).Combo Points:
Whenever a (name) successfully hits an opponent with an attack or damaging effect, he gains 2 combo points against them. If he misses, he gains 1 combo point. In the case of off-hand attacks, he instead gains 1 combo point if he hits and 0 if he misses. Whenever he dodges an attack or succeeds on a saving throw against a damaging effect, he gains 1 combo point against the attacker (he may only gain one point per attack). A (name) can make a special melee touch attack as a move action which deals no damage but can increase his points.
For each combo point, his effective BAB and initiator level against that opponent is increased by 1 (granting him access to more attacks and higher-level maneuvers). He may have a maximum number of combo points equal to 3 + half his class level (rounded down). If he has not gained any combo points against an enemy in one minute, he loses them. Combo points he has gained against one enemy do not grant him any bonuses against others.Rush (Ex):
As a standard action which provokes an attack of opportunity, a (name) may invigorate himself. He may increase his effective Combo Points for his next action by any amount up to his maximum capacity. This ability allows him to use high-level techniques while out of combat. If he is damaged or otherwise hindered while using Rush, he must make a Concentration check as if casting a spell (level = number of combo points gained), or the ability has no effect. He cannot expend these virtual Combo Points to fuel Combo Finish or a similar ability.Combo Finish (Ex):
Once per round, a (name) may expend combo points to gain a bonus action. He must use this action against the source of the combo points in some way. He retains the benefits of his increased BAB and IL until the end of the round.Swift action:
3 pointsMove action:
5 pointsStandard action:
8 pointsFull-round action:
13 pointsGain Action Points for 1 round:
? points per action pointDo not provoke AoOs from target for 1 round:
? pointsCombo Mastery (Ex):
At 20th level, a (name) reduces the point cost of any use of Combo Finish by 2.New FeatsRapid Rush [Fighter]Prerequisites:
Rush class feature, ?Benefit:
You may use the Rush class feature as a move action. It still provokes attacks of opportunity.Normal:
Rush requires a standard action to use.Psychic Rush [Fighter, Psionic]Prerequisites:
Rush class featureBenefit:
When you use the Rush ability you may attempt to gain psionic focus. This does not require an additional action.Delayed Strike [Fighter]Your opponents are already deadPrerequisites:
Combo Finish class featureBenefit:
As an alternate use of Combo Finish, you may deal 2d6 points of damage to an opponent per (Combo Points expended -3). This is a purely mental action which functions at any distance, even across planes.