The Cereblade"My blade reads you like a book. Like a very poorly written book..." - Dias Flac, Eladrin Cereblade.HD: d8
Saves: Poor Fort, Good Ref, Good Will
LV Base Attack Bonus Class Features M. Known M. Ready Stances
1. +1 Clever Positioning, Tactical Strike 3 3 0
2. +2 Advanced Placement 4 4 0
3. +3 Cunning Opportunist 5 4 1
4. +4 Fool Me Once 6 4 1
5. +5 7 5 1
6. +6/+1 Cunning Advantage 8 5 2
7. +7/+2 9 5 2
8. +8/+3 10 6 2
9. +9/+4 Cunning Skill 11 6 2
10. +10/+5 12 6 2
11. +11/+6/+1 Psychic Swordplay 13 7 3
12. +12/+7/+2 Fool Me Never 14 7 3
13. +13/+8/+3 15 7 3
14. +14/+9/+4 16 8 3
15. +15/+10/5 Cunning Mastery 17 8 3
16. +16/+11/+6/+1 18 8 4
17. +17/+12/+7/+2 19 9 4
18. +18/+13/+8/+3 Cunning Erosion 20 9 4
19. +19/+14/+9/+4 Not Now, Not Ever 21 9 4
20. +20/+15/+10/+5 Psychic Crusher 22 10 4Class Skills (2+Int): Appraise, Climb, Craft, Jump, Knowledge (History), Knowledge (Local), Profession, Swim.
Proficiencies: All simple and martial weapons, light armor, all shields.
Maneuvers: You have access to the Diamond Mind, Iron Heart, Setting Sun, and White Raven disciplines, and ready and learn them in the same way a Warblade would. You recover all of your maneuvers by spending a full round action. When you recover your maneuvers, you may instead ready a full new set of maneuvers. A Cereblade determines the saving throw DC of all maneuvers he uses with his Intelligence modifier rather than any ability score specified by the maneuver.
Clever Positioning (Ex): A Cereblade knows how and when to strike, and how and when to dodge. Instead of his Strength or Dexterity he may add his Intelligence modifier to attack rolls when making melee or ranged attack. Instead of his Dexterity he may add his Intelligence modifier to AC and Reflex saves, as long as he wears nothing heavier than Light armor. However, he may add no more than 2 points of Intelligence modifier per Cereblade class levels he possesses.
Tactical Strike (Ex): Whenever you ready a standard action you may ready to use any unexpended maneuver with an initiation time of 1 standard action or less, and you do not need to specify which maneuver. In addition, if you take your action, it does not change your initiative placement. Finally, after readying any type of action, if you do not take your readied action, you gain a +2 bonus to attacks, AC, and saving throws during your next round, as well as a +10ft bonus to speed.
Advanced Placement (Ex): A Cereblade of 2nd level and higher adds his Intelligence modifier to damage rolls when attacking a flanked creature.
Cunning Opportunist (Ex): Whenever a Cereblade of 3rd level or higher makes an attack of opportunity he adds his Intelligence modifier to the attack and damage roll. This bonus stacks with the Clever Positioning and Advanced Placement bonuses.
Fool Me Once (Ex): A Cereblade of 4th level and higher adds his Intelligence modifier to AC and saving throws against special attacks and supernatural abilities if the same special attack or supernatural ability has been used this encounter. This bonus stacks with his normal bonus to AC and Reflex saves granted by Clever Positioning.
Cunning Advantage (Ex): A Cereblade of 6th level or higher adds his Intelligence modifier to his Initiative score.
Cunning Skill (Ex): A Cereblade of 9th level or higher adds his Intelligence modifier in addition to his Strength when he makes any Bull Rush, Disarm, Overrun, Sunder or Trip attempts. A Cereblade adds his Intelligence modifier, in addition to his Strength, to all grapple checks.
Psychic Swordplay (Ex): Starting at 11th level, a Cereblade's foresight is so uncanny that he can detect the surface thoughts of creatures he deals damage to with any attack as the spell Detect Thoughts (Will negates, DC 10+1/2Cereblade level+Cereblade's Int mod).
Cunning Mastery (Ex): Starting at 12th level, reduce any bonuses of foes who attack you, or who you attack, derived from combat expertise, dodge, mobility, or power attack, or other circumstance bonuses to AC, attack rolls or damage rolls, by a number equal to your Intelligence modifier.
Fool Me Never (Ex): A Cereblade of 15th level and higher adds his Intelligence modifier to AC and saving throws against all special attacks and supernatural abilities. This supercedes his 4th level Fool Me Once ability, and still stacks with the bonus granted by Clever Positioning.
Cunning Erosion (Ex): A Cereblade of 18th level and higher may take a -5 penalty to his roll when making an attack during his turn. If he does, his attack instead deals ability damage to the target, to the ability score of the Cereblade's choice. The struck foe gets a Fort save to halve this damage (DC 10+1/2Cereblade level+Cereblade's Int mod). This attack gains no bonuses to damage; it deals strictly the normal weapon damage.
Not Now, Not Ever (Ex): Starting at 19th level, whenever you a foe provokes an attack of opportunity from you, your attack resolves before their provoking action. Additionally, whenever you deal damage to a foe with a readied action attack, or with an attack of opportunity, the action you readied the attack against or that provoked your attack is wasted.
Psychic Crusher (Ex): Starting at 20th level, the unyielding intellect of a Cereblade can collapse the lesser minds of his foes. Whenever the Cereblade deals damage to a foe with an attack, if he is detecting the surface thoughts of that foe he can duplicate the effects of the Suggestion spell on the struck foe if he chooses (Will negates, DC 12+1/2Cereblade level+Cereblade's Int mod).