Battlefield CommanderLevel: 1st
Gains: You can learn and project minor auras similar to a
marshal of your class level, using your Intelligence modifier in place of your Charisma modifier. You know 2 minor auras at 1st level and learn a new one at each of 3rd, 7th, 11th, 15th, and 20th level.
Loses: You do not gain any of the Battle Clarity, Battle Ardor, Battle Cunning, Battle Skill, and Battle Mastery class features. In addition, you know and can ready one fewer maneuver than normal.
Special: You cannot combine this alternative class feature with other warblade variants and alternative class features that remove your access to the White Raven discipline.
Glory SeekerLevel: 1st
Gains: Perform (weapon drill) is a warblade class skill for you. You can use your Intelligence modifier in place of your Charisma modifier on all Diplomacy, Intimidate, and Perform (weapon drill) checks.
Loses: Weapon Aptitude
Instinctive CombatantLevel: 1st
Gains: Your Battle Clarity, Battle Ardor, Battle Cunning, Battle Skill, and Battle Mastery abilities use your Charisma in place of your Intelligence when determining their effects.
Iron Body TrainingLevel: 1st
Gains: You gain an armor bonus to your Armor Class equal to the lesser of your Strength bonus and your Intelligence bonus. While you are in an Iron Heart stance or have initiated an Iron Heart maneuver since the beginning of previous turn, this armor bonus increases by the level of the highest-level Iron Heart maneuver or stance you know. This armor bonus does not apply while you are helpless.
Loses: Light and medium armor proficiency
Special: You cannot combine this alternative class feature with other warblade variants and alternative class features that remove your access to the Iron Heart discipline or that grant you heavy armor proficiency.
Second WindLevel: 2nd
Gains: Each day, you can heal a number of hit points equal to 2x your warblade level. You can divide this healing as you choose among multiple uses. Activating this ability is a standard action, or a free action if you recovered one or more maneuvers earlier in the same turn. Beginning at 6th level, you can use this ability even when you would normally be prevented from taking actions, and whenever you spend at least 5 points of your allotment of healing (regardless of whether or not you need that full amount of healing), you can also either remove one of the fatigued or sickened conditions from yourself or heal 1 point of ability damage to one of your ability scores per 5 points spent. If you spend at least 10 points of your healing allotment, you can also select from the exhausted or nauseated conditions to remove.
Loses: Uncanny Dodge, Improved Uncanny Dodge
Healing Surges Variant
If playing with the
Healing Surges variant, use the following ACF instead.
Second Wind RecoveryLevel: 2nd
Gains: When attempting to recovery your warblade maneuvers, you can take a second wind instead of spending a standard action to do nothing.
You can select Surge feats for your warblade bonus feats.
Beginning at 6th level, when you rest and recovery healing surges, you gain a temporary healing surge. This temporary healing surge lasts until spent or you rest and would regain it. (Temporary healing surges function like normal healing surges in most ways. They are not subject to your normal limit of healing surges, and are spent first when you spend healing surges. Temporary healing surges do not stack.)
Loses: Uncanny Dodge, Improved Uncanny Dodge
Uncanny WarcraftLevel: 2nd
Gains: Once per day as a free action, you can change one of your readied, unexpended warblade maneuvers, replacing it with another unreadied warblade maneuver you know. The new maneuver is unexpended and is available for use immediately. It remains readied until you change it. Starting at 6th level, you can instead use this ability once every five minutes.
Loses: Uncanny Dodge, Improved Uncanny Dodge