Class: Leonin Warblade 9 (White Raven Greatsword)
Medium Monstrous Humanoid (Feline)
Hit Dice: 9d12 (Max 126hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 26 (+7 Armor, +3 Dex, +3 natural), touch 15, flat-footed 20
Base Attack/Grapple: +9/+4 /+14
Attack: +16 Frozen Dragon Fang (9+2d6+1d6cold, +1d10 cold on critical 19-20/x2) +14 Bite (1d8+5), or +12 Claws (1d4+5)
Full Attack: +16/+11 Frozen Dragon Fang (9+2d6+1d6cold, +1d10 cold on critical 19-20/x2) and +14 Bite (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Roar
Special Qualities: Low-Light Vision, Battle Clarity (Reflex Saves), Weapon Aptitude, Improved Uncanny Dodge, Battle Ardor (Critical Confirmation), Bonus Feat x2, Battle Cunning (Damage)
Saves: Fort +8, Ref +9, Will +4
Abilities: Str 20, Dex 17, Con 14, Int 12, Wis 10, Cha 13
Skills: Concentration 13(+15), Diplomacy 13(+14)Intimidate 13(+14), Martial Lore 6(+6), Tumble 10(+13), Swim 10 (+15)
Feats: Multiweapon Fighting, Weapon Focus, Sudden Recovery, White Raven Defense, Quick Draw
Challenge Rating: 11
Maneuvers Known: 8, (Readied 4)
(R)Leading the Attack: Strike—Allies gain +4 bonus on attacks against foe you strike.
(R) Battle Leader’s Charge: Strike—No attacks of opportunity while charging, deal +10 damage.
(R) Tactical Strike: Strike—Deal +2d6 damage, adjacent allies move 5 feet.
(R)White Raven Strike: Strike—Deal +4d6 damage, target becomes flat-footed.
Lion’s Roar: Boost—Defeat enemy, allies deal +5 damage.
Exorcism of Steel: Strike—Strike opponent’s weapon, it deals –4 damage.
Covering Strike: Boost—Every opponent you strike cannot make attacks of opportunity for 3 rounds.
Dazing Strike: Strike—Melee attack dazes opponent.
Stances Known: 2 Leading The Charge - Allies deal +9 damage on charge attacks.
Dancing Blade Form - Stance—+5-ft. reach during your turn.
Equipment: Frozen Dragon Fang +2 Icy Burst Illuminating Greatsword (Deals +1d6 cold damage, +1d10 extra cold damage on critical hit, Sheds bright blue light in 20 ft, dim light in 40 ft.), +2 Improved Agility Ghost Ward Mithral Chainmail (+7 AC, Max Dex +4, AC -3), Bracers of Lightning (+1d6 Electricity on Attacks), pg 206, Boots of Desperation (Gain movement and dodge bonus when half health), Ring of Communication, 3x Potion of Cure Critical Wounds.
White Raven Defense: Gain +1 to AC when adjacent to allies, allies gain +1AC when wielding Greatsword.
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.
Uncanny Dodge (Ex): You retain your Dexterity bonus to AC (if any) even if you are caught fl at-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized.
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.
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.
Battle Cunning (Ex): Your instinct for seizing the moment gives you a signifi cant 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.
Low-Light Vision: A Leonin can see twice as far as a normal human in low-light conditions.
Skills: +2 Racial bonus on Listen and Move Silently checks.
Natural Armor: +3 Natural Armor bonus to AC.
Special Attack: Pounce (Ex): When a Leonin makes a charge, it can follow with a full attack.
Special Attack: Roar (Su): The Leonin is a proud and noble creature, a born leader, and so it can bellow forth a ferocious roar which inspires courage in allies and fear in it's enemies. Allies within 30 feet of the roar gain a +1 morale bonus to atk and damage, and enemies in a 30 ft. cone in front of the Leonin are affected as if being under a doom spell.
Automatic Languages: Common, Feline.
Bonus Languages: Draconic, Gnoll, Infernal, Giant, Elven, Drow
base Leonin
Class: Leonin Fighter 1 (Unequipped)
Medium Monstrous Humanoid (Feline)
Hit Dice: 1d10 (6hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 13 (+2 Dex, +3 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+3
Attack: +3 Bite (1d8+2), or +1 Claws (1d4+2), or Weapon
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Roar
Special Qualities: Low-Light Vision
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 18, Dex 17, Con 14, Int 10, Wis 12, Cha 13
Skills: Listen +3, Move Silently +4, Hide +3, Jump +5
Feats: Multiweapon Fighting, Weapon Focus
Environment: Warm Jungle
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Low-Light Vision: A Leonin can see twice as far as a normal human in low-light conditions.
Skills: +2 Racial bonus on Listen and Move Silently checks.
Natural Armor: +3 Natural Armor bonus to AC.
Special Attack: Pounce (Ex): When a Leonin makes a charge, it can follow with a full attack.
Special Attack: Roar (Su): The Leonin is a proud and noble creature, a born leader, and so it can bellow forth a ferocious roar which inspires courage in allies and fear in it's enemies. Allies within 30 feet of the roar gain a +1 morale bonus to atk and damage, and enemies in a 30 ft. cone in front of the Leonin are affected as if being
Automatic Languages: Common, Feline.
Bonus Languages: Draconic, Gnoll, Infernal, Giant, Elven, Drow