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|prereqs='''1st level only'''. Cannot already be a martial adept. Also, if a martial discipline is desired that offers psi-like, spell-like, or supernatural maneuvers; then one must have a feat, racial trait, or class feature that already allows tapping into such energies.
|skill0=To further express your aptitude for a favored skill and to add a special flare to your respective class, you join a dojo. Here you begin to study the fundamental postures and philosophies of your chosen discipline. '''Martial Lore ''' ([[SRD:Intelligence|Int]]) becomes a class skill. In addition one can add flavor to their class name by adding their discipline's name before/after their class name. For example a ''Diamond Mind Bard'' or ''Duskblade of the Desert Wind''.
|skill4=You can initiate maneuvers of your respective discipline with an Initiator Level ('''IL'''= ranks in key skill-3). You now have knowledge of as many imaneuvers as half your ranks (rounded down) plus your ability modifier for the key skill. The number of maneuvers per encounter you can ready is equal to your class level divided by 4(minimum 1 rounded up), plus your ability modifier for the key skill. Stances don't not need to be "readied", but do count against the total number of readied maneuvers per encounter. You can also recover an expended maneuver as a "''Swordsage Warblade (ToB)''".
|skill9=When initiating a maneuver with a weapon that is associated with your discipline, your weapon is considered a magic weapon for purposes of overcoming damage reduction.
|skill14=When initiating a maneuver with a weapon associated with your discipline, your weapon's critical threat range is doubled.