Swordsage

Swordsage
Hit Die: d8
Swordsage
Skills per level: 6 + Int Modifier
Class Skills: Acrobatics, Climb, Craft, Heal, Intimidate, Knowledge(History), Knowledge(Local), Knowledge(Nature), Knowledge(Royalty & Nobility), Perception, Stealth, Profession, Ride, Sense Motive

Maneuvers : Maneuvers are martial abilities, each maneuver is a special technique most are only useful in combat though some may have other utility as well.

Maneuvers fall into four categories: Strikes, Boosts, Counters and Stances.

Strikes are generally attacks of one form or another, and usually take a Standard action to use. Though some may vary.

Boosts are generally enhancements or quick movements, and take a Swift Action.

Stances are passive bonuses, that are always on. Changing stances is a Swift action.

Counters are reactive abilities, you can only use them when some condition is met. They’re generally an Immediate action.

The exact details of maneuver, it’s effects, the action it takes, it’s range (if any) are noted in the maneuvers entries.

Maneuvers aren’t spells (though they are structured similarly), and so aren’t magical unless noted.

A few maneuvers, particularly those used by Crusaders and Rangers (who tap divine energy), and Swordsages (who tap inner energy) may be magical in nature and are noted as such. Otherwise they’re just extraordinary feats performed by very capable fighters.

Learning Maneuvers:
Look at the class chart above. At each level it states a number of maneuvers known, and stances known. This exactly what it sounds like, at 1st level you start with the number shown in that column and each time the number increases you pick one or more new maneuvers.

The same is true of stances, which are learned and tracked separately from others. The stances you know don’t count against your maximum maneuvers known. Though they do count towards meeting prerequisites.

When you are eligible to learn new maneuvers, there is a limit on the maximum level you can select. This depends on your Initiator Level. This is equal to your level in that class, plus 1/2 your levels in all other classes! So a Warblade 3/Sorcerer 2 would have an Initiator level of 4 (3 + 2*.05).

1st Level Maneuvers: Must be at least Initiator Level 1.
2nd Level Maneuvers: Must be at least Initiator Level 3.
3rd Level Maneuvers: Must be at least Initiator Level 5.
4th Level Maneuvers: Must be at least Initiator Level 7.
5th Level Maneuvers: Must be at least Initiator Level 9.
6th Level Maneuvers: Must be at least Initiator Level 11.
7th Level Maneuvers: Must be at least Initiator Level 13.
8th Level Maneuvers: Must be at least Initiator Level 15.
9th Level Maneuvers: Must be at least Initiator Level 17.

Also at 4th level, and every even level thereafter you may replace one Maneuver you know (of any level) with another maneuver you can learn (of any level) meaning you can “Trade Up” lower level maneuvers if you want.

Some maneuvers have prerequisites to learn! They’re listed in their entry!

Using Maneuvers as a Swordsage

Swordsages may choose between the Tiger Claw, Stone Dragon, Desert Wind, Shadow Hand, Setting Sun and Diamond Mind schools.
http://www.wizards.com/default.asp?x=dnd/we/20061225a

NOTE: Since this is originally 3.5 material it contains some references to skills that aren’t in pathfinder. Replace any references to these skills with their following equivalents:
Tumble, Jump or Balance: Acrobatics
Hide: Stealth
Concentration: Perception

You select a number of “Readied” maneuvers as noted in the class chart above. These are the maneuvers you can actually use, the others are inactive. You may choose to change which maneuvers you have readied with 1 minute of focus.

Each time you use a maneuver it is considered it expended. It can’t be used again until you refresh your maneuvers. Doing so requires you spend a full-round action focusing. You regain all your readied maneuvers by doing this.
=====================

Class Features:

Weapon & Armor Proficiency: Light Armor, All Simple Weapons, Martial melee weapons

Unarmed Damage :(Not on class chart). Starting at 1st level, a Swordsage deals extra damage with unarmed attacks. The damage progression is exactly the same as the monk’s.

Sublime Combat:(not on class chart). Starting at 1st level, a Swordsage may use their initiator level in place of their base attack bonus when determining their combat Manuever bonus.

Quick to Act: You gain the bonus indicated on the class chart to your initiative checks.

Discipline Focus:

==(Weapon Focus): Select one of the schools you know at least one maneuver or stance from you. You gain weapon focus as a bonus feat with each of the weapons associated with that school:
Shadow Hand – dagger, sai, siangham, short sword, spiked chain, unarmed strike
Tiger Claw – kama, kukri, Hand Axe, Natrual Weapons, Great Axe, unarmed strike
Setting Sun – Short Sword, nunchaku, unarmed strike, quarterstaff,
Diamond Mind – Rapier, Short spear, trident, bastard sword,
Desert Wind – Scimitar, Light Mace, Light Pick, Spear, Falchion
Stone Dragon – Greatsword, Great Axe, Heavy Mace, unarmed strike

==(Insightful Strikes): Select one of the schools you know at least one maneuver or stance from. Whenever you use a strike from that school add your wisdom modifier to the damage roll. Choose a new school each time you gain this ability.

==(Defense Stance): Select one of the schools you know at least one maneuver or stance from. So long as you’re using a stance from that school you get a +2 bonus to your AC. Choose a new school each time you gain this ability.

AC Bonus : When wearing light or no armor a sword sage adds their wisdom modifier to their AC. If wearing no armor they also get the “AC Bonus” of a monk of equivalent level.

Sense Magic: You may attempt to identify the magic properties of a weapon or piece of armor (as the identify spell) by rolling 1d20+Character Level. If it exceeds the caster level used to make the item you determine all the magical properties of the item. This takes 10 minutes and can be tried once per item, per level.

Evasion: If you succeed on a reflex roll that would halve damage, you avoid all damage instead.

Improved Evasion: You take 1/2 damage from an ability that allows a reflex save, even if you fail the save.

Dual Boost: You may use two boosts at one time, with the same action 3 times per day.

Swordsage

Iron Kingdoms Mercs - Fall 2011 Blarmb