A "war monk" very capable of defending himself and others nearby, with a spear, a pair of sai, and his body. He is adept at limiting the movements and options of those within his reach, and also possesses techniques to better defend against and do spell casters additional harm.

Sabaith CR 20-ish (currently under equipped)
LG Medium Humanoid (human)
Classes Rgr 2 / Ftr 2 / Warblade 6 / Witch Hunter 2 / Defiant Defender 6 / Crusader 3 / Unarmed Swordsage 5
Init +17; Senses Auravision, Listen +??, Spot +??;
Languages Common, Undercommon, Draconic, Celestial, Sylvan, Giant;

AC 34, touch 26, flat-footed 34 (+7 Dex, +4 Int, +7 Armor, +5 Deflection)
hp 242 (9d8+5d10+12d12+78+15)
Fort +24, Ref +23, Will +23
Defensive Abilities Evasion, AC Bonus, Battle Clarity (Reflex saves),
Defensive Harrier (-6), Deflect and Parry, Holding Ground (+3), Indomitable Soul,
Impetuous Endurance, Loyalty, Mettle, None Shall Pass, None Shall Flee, Reign of Steel,
Steely Resolve, Uncanny Dodge, Improved Uncanny Dodge, Zealous Surge (1/day);

Speed 30 ft.
Melee +1 shadow striking "ki" longspear
   +31/+26/+21/+16 (3d6+5/x3 plus magebane)
Melee +1 smoking, shadow striking unarmed strike
   +31/+26/+21/+16 (3d6+4/x2 plus magebane plus wounding)
Melee +1 smoking, shadow striking"ki" sai (only has two)
   +31/+26/+21/+16 (3d6+4/x2 plus magebane)
Ranged thrown +1 smoking, shadow striking "ki" sai (only has two)
   +31/+26/+21/+16 (1d6+4/x2 plus magebane)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear);
Base Atk +23; Grp +26;
Special Attacks Fearsome Display, Smite Spirit Sharer (2/day)
Warblade Maneuvers and Stances Known (IL 17th, 4 readied)
    Stances—punishing stance (1st), leading the charge (3rd)
    Strikes—leading the attack (1st), steel wind (1st), douse the flames (1st)
    Boosts—sudden leap (1st), iron heart endurance (6th)
    Other—iron heart surge (3rd)
Crusader Maneuvers and Stances Known (IL 14th, 5 readied, 2 granted)
    Stances—iron guard's glare (1st), thicket of blades (3rd)
    Strikes—foehammer (2nd), vanguard strike (1st), white raven strike (4th)
    Boosts—covering strike (4th), white raven tactics (1st)
Swordsage Maneuvers and Stances Known (IL 15th, 6 readied)
    Stances—assassin's stance (3rd), dance of the spider (3rd), pearl of black doubt (3rd),
    Strikes—crushing vice (6th), death from above (4th), emerald razor (2nd),
        mountain hammer (2nd), pouncing charge (5th)
    Counter—rapid counter (5th),
    Boosts—inferno blade (7th), raging mongoose (8th)
    Other—shadow blink (7th)

Str 16, Dex 24, Con 16, Int 18, Wis 13, Cha 14
Feats Keen Intellect, Multi-Weapon Fighting, Improved Multi-weapon Fighting,
    Improved Combat Expertise, Allied Defense, Kung-Fu Genius,
    Greater Multi-Weapon Fighting, Superior Multi-Weapon Fighting
Feats Superior Unarmed Strike, Improved Natural Weapon (unarmed strike),
    Stand Still, Defensive Sweep
Bonus Feats Unarmed Strike, Track, Combat Expertise, Combat Reflexes,
    Weapon Finesse, Adaptive Style
Skills (yet to be counted and determined)
SQ Active Defense, Battle Ardor (crit confirmation), Battle Tested (+13), Contingency Plans, Combat Intuition, Discipline Focus (weapon focus), Fatal Finish, Furious Counterstike, Favored Enemy (Arcanists +2), Quick to Act +2, Steadiness, Subduing Strikes, Sure Grasp, Weapon Aptitude, Weapon Bond, Trapfinding

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.
Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level –2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you’re treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.
Uncanny Dodge (Ex): At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized. If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.
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.
Defensive Harrier (Ex): As far as a defiant defender sees fit, any number of opponents he threatens suffer a circumstance penalty equal to his class level, on all Concentration and Tumble skill checks, as well as on all attack rolls made against targets other than the defiant defender himself and his gear. Opponents become aware of this effect the moment it affects a roll they make.
  Reduce this penalty by half (rounded down) for any enemy that can't see the defiant defender due to total concealment, or for any enemy that the defiant defender can't see due to total concealment (but can still locate).
Combat Intuition (Ex): A defiant defender gains bonus to initiative equal to his intelligence or wisdom bonus (if any), to a maximum bonus equal to his class level. He may also add the same number to the amount of attacks of opportunity he can make in one round.
Steadiness (Ex): Whenever a defiant defender readies a standard action that entails making a melee attack, he may assume all the benefits and penalties associated with fighting defensively and/or using Combat Expertise (if he has the feat) for the coming round.
Active Defense (Ex): Starting at 2nd level, any penalty a defiant defender suffers on attacks of opportunity due to fighting defensively, is reduced by an amount equal to half his class level (rounded down). When using the total defense action, the defiant defender still threatens the area around himself as normal, and can make attacks of opportunity at a -10 penalty, and may reduce this penalty by an amount equal to his class level.
Holding Ground (Ex): Starting at 2nd level, a defiant defender gains a bonus equal to half his class level (rounded down), on opposed rolls to escape a grapple, avoid a sunder attempt, and to resist bull rush, overrun, disarm and trip attempts made against him. In addition, the defiant defender gains an equal dodge bonus to AC against charge attacks.
Sure Grasp (Ex): Starting at 2nd level, whenever a defiant defender becomes stunned or panicked, he doesn't drop whatever he is holding.
Reign of Steel (Ex): By 3rd level, a defiant defender has improved his ability to hamper foes that try to move around him such that all opponents treat the area he threatens as difficult terrain (movement costs are doubled in those squares).
None Shall Pass (Ex): Starting at 3rd level, whenever a defiant defender deals physical damage to an opponent no more than one size category larger than himself with a melee attack of opportunity that the opponent provoked by moving through the area threatened by the defiant defender, the defiant defender may try and stop that opponent in its tracks.
  If the defiant defender so wishes, the opponent struck must make a Reflex save (DC equals twice the defiant defender's class level + the damage dealt).  The opponent gets a +6 bonus on the save for each size category it holds over the defiant defender or a -6 penalty for each size category the defiant defender holds over it.  If the opponent fails the save, it loses the remainder of its action.
   Alternatively, the defiant defender may attempt a trip attack when using an attack of opportunity that the opponent provoked by moving through the area threatened by the defiant defender.  In this case, the defiant defender may use the opponent's momentum to his advantage, gaining a circumstance bonus equal to his class level on the opposed ability check he makes when trying to trip the opponent.
None Shall Flee (Ex): Also starting at 3rd level, whenever an opponent tries to use a 5-foot step or the withdraw action to try and leave the area which the defiant defender threatens, the defiant defender may attempt a melee attack of opportunity to prevent it from happening.
  In the event that this attack of opportunity would normally hit the opponent, the opponent is entitled to both an opposed attack roll and a Reflex save to try and avoid this attack of opportunity, using the best result as their touch AC against it.
  If this attack of opportunity still hits the opponent, see None Shall Pass for its effect.
Fearsome Display (Ex): Starting at 4th level, whenever a defiant defender uses the Intimidate skill in an attempt to demoralize an enemy, he may use the Perform (weapon drill) skill at the same time and use the better result.  In addition, the defiant defender may attempt to demoralize an enemy as a move action that does not provoke attacks of opportunity.
Loyalty (Ex): By 4th level, a defiant defender may roll his saving throw twice against any mind-affecting attack or effect, and take the better result. Defiant defenders with a natural immunity to mind-affecting effects instead gain turn resistance equal to half their class level (rounded down).
Subduing Strikes (Ex): After reaching 4th level, whenever a defiant defender deals damage to a creature with any melee attack, he may elect to deal an additional 1d6 non-lethal precision damage. This extra damage is not multiplied on a critical hit. Any creature immune to critical hits does not suffer this damage.
Deflect and Parry (Ex): Starting at 5th level, before the defiant defender knows the result of a physical attack that he can see passing through or occurring within the area he threatens, be it melee or ranged, the defiant defender may use a melee attack of opportunity in an attempt to knock it off course. If the incoming attack does not have a natural result of 20, it suffers a circumstance penalty equal to the margin (if any) by which defiant defender's attack of opportunity exceeded it, to a maximum equal to 6 + the defiant defender's intelligence or wisdom modifier.
  Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks that don't involve a solid object or missile can't be affected. Melee and ranged attacks from creatures more than one size category larger than the defiant defender can't be affected. Melee attacks from incorporeal and ethereal enemies can't be affected unless you possess a means of striking them with the attack of opportunity this ability allows, in which case you may suffer a miss chance (or not, if you use a Ghost Touch weapon or force effect modeled after a melee weapon).
Contingency Plans (Ex): By 5th level, a defiant defender has mastered the task of mentally rehearsing the moves he will make should circumstances change at a moment's notice.

  As a standard action, he may ready a standard, move action or swift action.
  As a move action, he may ready a move action or swift action.
  As a swift action, he may ready a swift action.
  The defiant defender may have multiple readied actions available at any one time, but only one of them may be allowed to interrupt a single triggering action. Only after one of the readied actions is taken, and its triggering action is resolved (changing the defiant defender's initiative count as normal) may the other readied action(s) be taken at that time to end the defiant defender's turn for that round, or remain readied to possibly be triggered later during the round.
Impetuous Endurance (Ex): A 6th level defiant defender does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to meet or exceed the save's DC.
Battle Tested (Ex): A 6th level defiant defender maintains a number of additional hit points equal to the number of feats he has from the list of fighter bonus feats. Feats gained from temporary sources or non-instantaneous magical effects do not count.
Fatal Finish (Ex): When a 6th level defiant defender reduces an opponent to –1 or fewer hit points using a melee attack that deals at least 1 point of lethal damage, he may force that opponent to succeed at a Fortitude save (DC 15 + damage dealt by the attack) or die. In addition, the defiant defender may perform a coup de grace as a standard action that does not provoke attacks of opportunity.
Steely Resolve (Ex): Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below). Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you. At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level.
Furious Counterstrike (Ex): You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.

Delayed Damage Pool Points & Furious Counterstrike Bonus
1-9 +1
10-14 +2
15-19 +3
20-24 +4
25-29 +5
30+ +6

Indomitable Soul (Ex): Beginning at 2nd level, you draw upon the power of your unwavering faith to steel yourself against the enemies you face. Your personality, energy, and dedication to your faith make it possible for you to shrug off attacks that target your willpower. You add your Charisma bonus (if any) as a bonus on Will saves. This bonus does not stack with that from a paladin’s divine grace ability.
Zealous Surge (Ex): Your boundless energy and dedication to your cause allow you to throw off the effect of a special attack, spell, or other attack that would otherwise hinder or harm you. Once per day, from 3rd level on, you can opt to reroll a single saving throw. You must abide by the result of the new, second saving throw, even if it is lower than the first. This ability does not require an action. You simply decide to use it after seeing the result of your saving throw roll but before the DM tells you if it fails or succeeds.
AC Bonus: Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
Discipline Focus (Ex): As a swordsage, you can focus your training to take advantage of each discipline's fighting style. Each time you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.
This focus manifests in the following ways.
Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline. See the discipline descriptions in Chapter 4.
Insightful Strikes: At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. At 12th level, you can choose a second discipline to which this ability applies.
Defensive Stance: At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline. At 16th level, you can choose a second discipline to which this ability applies.
You gain a +2 bonus on Martial Lore checks made regarding a maneuver in a discipline in which you have discipline focus.
Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.

+1 shadow striking "ki", magebane, adamantine longspear
two +1 shadow striking, "ki", magebane, adamantine sai
+1 shadow striking, wounding, magebane, smoking, bracers of striking
+5 "freemoving" githcraft nightscale robes
two gloves of storing
ring of evasion
+5 ring of protection
shadowmaster's headband (Dark Template + blindsight 60 ft.)


Dark creatures tend to be much duller in color, with more gray and black skin tones and hair highlights, than their Material Plane versions. In general, they also weigh less, as if part of their very substance was mere shadow stuff.
A dark creature has all the base creature's statistics and special abilities except as noted here.
Size and Type: Type and size are unchanged.
Speed: As base creature, +10 feet to all modes of movement.
Special Qualities: A dark creature retains all the special qualities of the base creature and also gains the following.
  • Darkvision 60 ft.
  • Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).
  • Resistance to cold 10.
  • Superior low-light vision.
Skills: Same as the base creature, plus Hide +8 and Move Silently +6.

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