None Shall Pass, None Shall Flee, Contingency Plans, Fatal Finish
ABILITIES
Maneuvers: You begin your career with knowledge of
six martial maneuvers. The disciplines available to you are Desert
Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger
Claw.
Once you know a maneuver, you must ready it before you can use it
(see Maneuvers Readied, below). A maneuver usable by swordsages is
considered an extraordinary ability unless otherwise noted in its
description. Your maneuvers are not affected by spell resistance, and
you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on Table
1—2. You must meet a maneuver's prerequisite to learn it. See Table 3—1,
page 39, to determine the highest-level maneuvers you can learn.
Upon reaching 4th level, and at every even-numbered swordsage level
after that (6th, 8th, 10th, and so on), you can choose to learn a new
maneuver in place of one you already know. In effect, you lose the old
maneuver in exchange for the new one. You can choose a new maneuver of
any level you like, as long as you observe your restriction on the
highest- level maneuvers you know; you need not replace the old maneuver
with a maneuver of the same level. For example, upon reaching 10th
level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level
maneuver for a maneuver of 5th level or lower, as long as you meet the
prerequisite of the new maneuver. You can swap only a single maneuver at
any given level.
Maneuvers Readied: You can ready four of your six
maneuvers known at 1st level, and as you advance in level and learn
more maneuvers, you are able to ready more, but you must still choose
which maneuvers to ready. You ready your maneuvers by meditating and
exercising for 5 minutes. The maneuvers you choose remain readied until
you decide to meditate again and change them. You need not sleep or rest
for any long period of time to ready your maneuvers; any time you spend
5 minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended,
regardless of how many times you might have already used them since you
chose them. When you initiate a maneuver, you expend it for the current
encounter, so each of your readied maneuvers can be used once per
encounter (unless you recover them, as described below).
You can recover an expended maneuver by using a fullround action to
quickly meditate. Doing this does not provoke attacks of opportunity. If
you complete your meditation, you can choose one expended maneuver to
refresh. It is now available for use in a subsequent round.
Stances Known: You begin play with knowledge of one
1st-level stance from any discipline open to you. At 2nd, 5th, 9th,
14th, and 20th level, you can choose additional stances. Unlike
maneuvers, stances are not expended, and you do not have to ready them.
All the stances you know are available to you at all times, and you can
change the stance you currently use as a swift action. A stance is an
extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
AC Bonus: Starting at 2nd level, you can add your Intelligence 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.
Sense Magic (Su): Beginning at 7th level, you can
spend 10 minutes focusing upon a weapon or suit of armor. If you
succeed on a level check (DC 10 + the caster level of the weapon or
armor), you can identify the properties of that item, including its
enhancement bonus and special abilities. This ability does not reveal
the properties of artifacts or legacy weapons, though it does indicate
that such items are significantly powerful.
Evasion (Ex): At 9th level, you can avoid even
magical and unusual attacks with great agility. If you make a
successful Reflex saving throw against an attack that normally deals
damage on a successful save, you instead take no damage. Evasion can be
used only if you are wearing light armor or no armor. If you are
helpless, you do not gain the benefit of evasion.
Improved Evasion (Ex): From 17th level on, you gain
the benefit of improved evasion. You still take no damage if you make a
successful Reflex save against an attack, and even if you fail the
Reflex save, you take only half damage from the attack. If you are
helpless, you do not gain the benefit of improved evasion.
Dual Boost (Ex): When you reach 20th level, you can
use two boost maneuvers simultaneously. whenever you initiate a boost
maneuver, you can also initiate any other boost maneuver that you know
as a free action. Both boosts you initiate are expended normally. You
can use this ability three times per day.
==================
Maneuvers Readied: You can ready all three of the
maneuvers you know at 1st level, but as you advance in level and learn
more maneuvers, you must choose which maneuvers to ready. You ready your
maneuvers by exercising for 5 minutes. The maneuvers you choose remain
readied until you decide to exercise again and change them. You need not
sleep or rest for any long period of time to ready your maneuvers; any
time you spend 5 minutes in practice, you can change your readied
maneuvers. You begin an encounter with all your readied maneuvers
unexpended, regardless of how many times you might have already used
them since you chose them. When you initiate a maneuver, you expend it
for the current encounter, so each of your readied maneuvers can be used
once per encounter (until you recover them, as described below). You
can recover all expended maneuvers with a single swift action, which
must be immediately followed in the same round with a melee attack or
using a standard action to do nothing else in the round (such as
executing a quick, harmless flourish with your weapon). You cannot
initiate a maneuver or change your stance while you are recovering your
expended maneuvers, but you can remain in a stance in which you began
your turn.
Stances Known: You begin play with knowledge of one
1st level stance from any discipline open to warblades. At 4th, 10th,
and 16th level, you can choose additional stances. Unlike maneuvers,
stances are not expended, and you do not have to ready them. All the
stances you know are available to you at all times, and you can change
the stance you are currently using as a swift action. A stance is an
extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels
in place of one you already know.
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.
Bonus Feat: At 5th level, you gain a bonus feat.
Battle Cunning (Ex): Your instinct for seizing the
moment gives you a significant 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.
==================
Knight's Challenge: Your dauntless fighting spirit
plays a major role in your fighting style, as important as the strength
of your arm or the sharpness of your blade. In battle, you use the force
of your personality to challenge your enemies. You can call out a foe,
shouting a challenge that boosts his confidence, or issue a general
challenge that strikes fear into weak opponents and compels strong
opponents to seek you out for personal combat. By playing on your
enemies' ego, you can manipulate your foes.
You can use this ability a number of times per day equal to 1/2 your
class level + your Charisma bonus (minimum once per day). As you gain
levels, you gain a number of options that you can use in conjunction
with this ability.
Even if you and your foes lack a shared language, you can still
effectively communicate through body language, tone, and certain oaths
and challenges you learn from a variety of different tongues.
Fighting Challenge (Ex): As a swift action, you can issue a
challenge against a single opponent. The target of this ability must
have an Intelligence of 5 or higher, have a language of some sort, and
have a CR greater than or equal to your character level minus 2. If it
does not meet these requirements, a use of this ability is expended
without effect.
If the target does meet the conditions given above, you gain a +1
morale bonus on Will saves and a +1 morale bonus on attack rolls and
damage rolls against the target of this ability. You fight with renewed
vigor and energy by placing your honor and reputation on the line. If
your chosen foe reduces you to 0 or fewer hit points, you lose two uses
of your knight's challenge ability for the day because of the blow to
your ego and confidence from this defeat.
The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).
If you are capable of issuing a knight's challenge more than once
per day, you can use this ability more than once in a single encounter.
If your first chosen foe is defeated or flees the area, you can issue a
new challenge to a different foe. You cannot switch foes if your
original target is still active.
At 7th level, the bonus you gain from this ability increases to +2.
At 13th level, it rises to +3. At 19th level, it increases to +4.
Test of Mettle (Ex): Starting at 4th level, you can shout a
challenge to all enemies, calling out for the mightiest among them to
face you in combat. Any target of this ability must have a language of
some sort and an Intelligence score of 5 or higher. Creatures that do
not meet these requirements are immune to the test of mettle. You must
have line of sight and line of effect to the targets of this ability.
As a swift action, you can expend one use of your knight's challenge
ability to cause all your enemies within 100 feet with a CR greater
than or equal to your character level minus 2 to make Will saves (DC 10 +
1/2 your class level + your Cha modifier). Creatures that fail this
save are forced to attack you with their ranged or melee attacks in
preference over other available targets. If a foe attacks by casting a
spell or using a supernatural ability, he must target you with the
attack or include you in the effect's area.
An opponent compelled to act in this manner is not thrown into a
mindless rage and does not have to move to attack you in melee if doing
so would provoke attacks of opportunity against him. In such a case, he
can use ranged attacks against you or attack any opponents he threatens
as normal. If anyone other than you attacks the target, the effect of
the test of mettle ends for that specific target.
If you are reduced to 0 or fewer hit points by an opponent forced to
attack you due to this ability, you gain one additional use of your
knight's challenge ability for that day. This additional use comes from
increased confidence and the knowledge that you have proved your mettle
as a knight against your enemies by calling out foes even against
overwhelming odds. This additional use disappears if you have not used
it by the start of the next day. You can only gain one additional use of
your knight's challenge ability in this manner per day.
The effect of a test of mettle lasts for a number of rounds equal to
5 + your Charisma bonus (if any). Whether a creature fails or succeeds
on its save against your test of mettle, it can only be targeted by this
effect once per day.
Call to Battle (Ex): Starting at 8th level, you become an
inspiring figure on the battlefield. When all seems lost, you are a
beacon of hope who continues to fight on despite the odds. No cause is
yet lost when a knight still battles on its name.
As a swift action, you can expend one use of your knight's challenge
ability to grant an ally another save against a fear effect. The target
gains a bonus on this save equal to your Charisma bonus (if any). If
the target succeeds on this save, he gains the benefit for a successful
save against the attack or spell. This ability reflects your talent to
inspire your allies in the face of a daunting foe. For example, Lidda
fails her save against a lich's fear spell. On his next action, Sir
Agrivail uses his call to battle ability to grant Lidda another save. If
she succeeds, she immediately shrugs off the effect of the fear spell.
Daunting Challenge (Ex): Starting at 12th level, you can
call out opponents, striking fear into the hearts of your enemies. In
this manner you separate the strong-minded from the weak-willed,
allowing you to focus on opponents that are worthy foes.
As a swift action, you can expend one use of your knight's challenge
ability to issue a daunting challenge. This ability affects all
creatures within 100 feet of you that have a CR less than your character
level minus 2. Targets must be able to hear you, speak or understand a
language of some sort, and have an Intelligence score of 5 or more. All
targets who meet these conditions must make Will saves (DC 10 + 1/2 your
class level + your Cha modifier) or become shaken.
Whether a creature fails or succeeds on its save against your
daunting challenge, it can only be targeted by this effect once per day.
Bond of Loyalty (Ex): Starting at 16th level, your loyalty
to your comrades endures even in the face of powerful magic. You can
expend one use of your knight's challenge ability to make an additional
saving throw against a mind- affecting spell or ability. You can use
this ability once per round as a free action and can continue to use it
even if an opponent is controlling your actions with a mind-affecting
spell or ability.
Loyal Beyond Death (Ex): At 20th level, if you are reduced
to 0 or fewer hit points by an effect that otherwise leaves your body
intact, you can expend one use of your knight's challenge ability to
remain conscious and continue to act for 1 more round before dying. You
can use this ability even if your hit point total is —10 or lower. If
your body is somehow destroyed before your next action (such as by
disintegrate), then you cannot act. You can continue to expend uses of
your knight's challenge ability to survive from round to round until you
run out of uses. If you receive healing that leaves you with more than
—10 hit points, you survive (or fall unconscious, as appropriate to your
new hit point total) when you stop using this ability. Otherwise, death
overtakes you when you run out of uses of your knight's challenge
ability.
The Knight's Code: You fight not only to defeat
your foes but to prove your honor, demonstrate your fighting ability,
and win renown across the land. The stories that arise from your deeds
are just as important to you as the deeds them- selves. A good knight
hopes that her example encourages others to lead righteous lives. A
neutral knight wishes to uphold the cause of his liege (if he has one)
and win glory. An evil knight seeks to win acclaim across the land and
increase her own personal power. The knight's code focuses on fair play:
A victory achieved through pure skill is more difficult, and hence wins
more glory, than one achieved through trickery or guile.
- A knight does not gain a bonus on attack rolls when flanking. You
still confer the benefit of a flanking position to your ally, but you
forgo your own +2 bonus on attack rolls. You can choose to keep the +2
bonus, but doing so violates your code of honor (see below).
- A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
- A knight never deals lethal damage against a helpless foe. You can
strike such a foe, but only with attacks that deal nonlethal damage.
If you violate any part of this code, you lose one use of your
knight's challenge ability for the day. If your knight's challenge
ability is not available when you violate the code (for example, if you
have exhausted your uses for the day), you take a —2 penalty on attack
rolls and saves for the rest of that day. Your betrayal of your code of
conduct undermines the foundation of confidence and honor that drives
you forward.
While you cleave to your view of honor, chivalry, and pursuit of
glory, you do not force your views on others. You might chide a rogue
for sneaking around a battlefield, but you recognize (and perhaps even
feel a bit smug about) the reality that not everyone is fit to follow
the knight's path.
Mounted Combat: At 2nd level, you gain Mounted Combat as a bonus feat.
Shield Block (Ex): Starting at 2nd level, you excel
in using your armor and shield to frustrate your enemy's attacks.
During your action, designate a single opponent as the target of this
ability. Your shield bonus to AC against that foe increases by 1, as you
move your shield to deflect an incoming blow, possibly providing just
enough protection to turn a telling swing into a near miss.
This shield bonus increases to +2 at 11th level and +3 at 20th level.
Bulwark of Defense (Ex): When you reach 3rd level,
an opponent that begins its turn in your threatened area treats all the
squares that you threaten as difficult terrain. Your strict vigilance
and active defensive maneuvers force your opponents to move with care.
Armor Mastery (Ex): Starting at 4th level, you are
able to wear your armor like a second skin and ignore the standard speed
reduction for wearing medium armor. Starting at 9th level, you ignore
the speed reduction imposed by heavy armor as well.
Bonus Feat: At 5th level, you gain a bonus feat
chosen from the following list: Animal Affinity, Diehard, Endurance,
Great Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited Charge,
Trample, or Weapon Focus (lance). You must still meet any prerequisites
for the feat. You gain an additional bonus feat from this list at 10th
level and again at 15th level.
Vigilant Defender (Ex): Starting at 5th level, you
stand your ground against all enemies, warding the spot where you make
your stand to prevent foes from slipping past and attacking those you
protect. If an opponent attempts to use the Tumble skill to move through
your threatened area or your space without provoking attacks of
opportunity, the Tumble check DC to avoid your attacks of opportunity
increases by an amount equal to your class level.
Shield Ally (Ex): Starting at 6th level, as an
immediate action you can opt to absorb part of the damage dealt to an
adjacent ally. Each time this ally takes damage from a physical attack
before your next turn, you can take half this damage only absorb damage
from physical melee attacks and ranged attacks, such as an incoming
arrow or a blow from a sword, not from spells and other effects.
=====================
Inspiration: The factotum is a dabbler, a
professional explorer who plunders a wide variety of fields to find the
tools he needs to survive. He reads through tomes of arcane magic to
gain a basic understanding of spells. He offers prayers to a variety of
deities to gain their blessings. He observes warrior stances and
exercises to understand the art of fighting. But while a factotum learns
many paths, he masters none of them. Rather than train in a given field,
he masters all the basics and manages to pull out something useful when
the situation is desperate enough.
To represent this seemingly random body of knowledge, a factotum
gains inspiration points that he can spend to activate his abilities. At
the beginning of each encounter, he gains a number of inspiration
points determined by his level (see Table 1–1).
Cunning Insight (Ex): Before making an attack roll,
damage roll, or saving throw, you can spend 1 inspiration point to gain
a competence bonus on the roll equal to your Intelligence modifier.
Cunning insight does not require an action, and you can use it as often
as you wish during your turn or others’ turns—provided that you have the
inspiration points to spend. Because this ability provides a competence
bonus, it does not stack with itself.
Cunning Knowledge (Ex): When making a check
involving a skill in which you have at least 1 rank, you can spend 1
inspiration point to gain a bonus on the check equal to your factotum
level. You can use this ability once per day for a particular skill. For
example, if you use cunning knowledge to gain a bonus on a Hide check,
you cannot use the ability to improve other Hide checks for the rest of
the day, though you can use it on different skills.
Trapfinding (Ex): You can use the Search skill to
locate traps with a DC higher than 20, and you can use Disable Device to
bypass a trap or disarm magic traps. See the rogue class feature (PH
50).
Arcane Dilettante (Sp): At 2nd level, you acquire a
vague understanding of magic. You know that with a few weird hand
gestures and an array of grunts and bizarre words, you can conjure up
something that looks like a spell. By spending 1 inspiration point, you
can mimic a spell as a spell-like ability.
At the start of each day, choose a number of spells from the
sorcerer/wizard spell list based on your factotum level. You can choose
one spell at 2nd level, and you gain additional spells as shown on Table
1–1. The maximum level of spell you can use, according to your class
level, is also shown on the table. You can select any sorcerer/wizard
spell up to that level, but you can prepare only one spell of your
maximum level. Your caster level equals your level in this character
class. The Difficulty Class for a saving throw against your spell is 10 +
the spell level + your Int modifier.
Once you have used a spell, you cannot use it again until you have
rested for 8 hours. After resting for this time, you choose new spells
and lose any unused spells from the previous day, though you can select
the same spell on consecutive days. You cannot prepare the same spell
multiple times to use it more than once during the same day.
You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.
If you wish to enhance a spell with a metamagic feat, you must apply
the feat when you prepare the spell. In addition, you must be capable
of using a spell of the modified spell’s level.
Brains over Brawn (Ex): At 3rd level, you gain your
Intelligence bonus as a modifier on Strength checks, Dexterity checks,
and checks involving skills based on Strength or Dexterity, such as
Hide, Climb, and Jump.
Cunning Defense (Ex): You study your opponents and
learn to anticipate their attacks. Starting at 3rd level, you can spend 1
inspiration point to gain your Intelligence bonus as a dodge bonus to
Armor Class against one opponent for 1 round. Using this ability is a
free action. You gain this benefit even while wearing medium or heavy
armor. You can use this ability multiple times to gain a bonus against
different opponents, but you cannot use it more than once during your
turn against a single foe.
===================
Aura of Good (Ex): The power of a paladin’s aura of
good (see the detect good spell) is equal to her paladin level, just
like the aura of a cleric of a good deity.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per day, a paladin may
attempt to smite evil with one normal melee attack. She adds her
Charisma bonus (if any) to her attack roll and deals 1 extra point of
damage per paladin level. For example, a 13th-level paladin armed with a
longsword would deal 1d8+13 points of damage, plus any additional
bonuses for high Strength or magical affects that would normally apply.
If the paladin accidentally smites a creature that is not evil, the
smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may
smite evil one additional time per day, as indicated on Table 3–12: The
Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a
paladin with a Charisma score of 12 or higher can heal wounds (her own
or those of others) by touch. Each day she can heal a total number of
hit points of damage equal to her paladin level × her Charisma bonus.
For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal
21 points of damage per day. A paladin may choose to divide her healing
among multiple recipients, and she doesn’t have to use it all at once.
Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to
deal damage to undead creatures. Using lay on hands in this way
requires a successful melee touch attack and doesn’t provoke an attack
of opportunity. The paladin decides how many of her daily allotment of
points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a
paladin is immune to fear (magical or otherwise). Each ally within 10
feet of her gains a +4 morale bonus on saving throws against fear
effects. This ability functions while the paladin is conscious, but not
if she is unconscious or dead.
Divine Health: At 3rd level, a paladin gains
immunity to all diseases, including supernatural and magical diseases
(such as mummy rot and lycanthropy).
================
Resistance (Su): At 2nd level, a hexblade gains a
bonus equal to his Charisma bonus (minimum +1) on saving throws against
spells and spell-like effects.
Mettle (Ex): At 3rd level and higher, a hexblade
can resist magical and unusual attacks with great willpower or
fortitude. If he makes a successful Will or Fortitude save against an
attack that normally would have a lesser effect on a successful save
(such as any spell with a saving throw entry of Will half or Fortitude
partial), he instead completely negates the effect. An unconscious or
sleeping hexblade does not gain the benefit of mettle.
================
Weapon Finesse (Ex): A swashbuckler gains
Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Grace (Ex): A swashbuckler gains a +1 competence
bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th
level and to +3 at 20th level. A swashbuckler loses this bonus when
wearing medium or heavy armor or when carrying a medium or heavy load.
Insightful Strike (Ex): At 3rd level, a
swashbuckler becomes able to place her finesse attacks where they deal
greater damage. She applies her Intelligence bonus (if any) as a bonus
on damage rolls (in addition to any Strength bonus she may have) with
any light weapon, as well as any other weapon that can be used with
Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune
to sneak attacks or critical hits are immune to the swashbuckler's
insightful strike. A swashbuckler cannot use this ability when wearing
medium or heavy armor or when carrying a medium or heavy load.
======================
Magical Defense (Ex): An occult slayer's constant
training in countering magic of all types manifests itself as a bonus on
saving throws against spells or spell-like abilities. This bonus is +1
at 1st level, and it increases to +2 at 3rd level and to +3 at 5th
level.
Weapon Bond (Su): An occult slayer must choose a
particular weapon of at least masterwork quality as the focus of her
power. Upon making her selection, she immediately forms a bond with the
chosen weapon that imbues it with the force of her hatred for
spellcasters. Thereafter, any successful attack she makes with that
weapon against a spellcaster or a creature with spell-like abilities
deals an extra 1d6 points of damage. If this particular weapon is lost
or destroyed, the occult slayer loses the ability to deal the extra
damage until she acquires and bonds with another weapon of the same kind
of at least masterwork quality. The occult slayer must spend one day
per character level practicing with the replacement weapon (and doing
very little else—no adventuring) to create a new weapon bond.
Mind over Magic (Su): Starting at 2nd level, an
occult slayer can cause a spell or spell-like ability targeted against
her to rebound onto the originator as a free action. This ability
otherwise functions as the
spell turning
spell (caster level equals the character's occult slayer level + 5). An
occult slayer can use this ability once per day at 2nd level and twice
per day at 4th level.
Vicious Strike (Ex): At 2nd level and higher, an
occult slayer who readies an attack action to disrupt a spellcaster
deals double damage if the attack hits.
Auravision (Su): At 3rd level, an occult slayer
gains the ability to see magical auras at a range of up to 60 feet as a
free action. This ability otherwise functions as the
detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.
Nondetection Cloak (Su): Upon reaching 4th level,
an occult slayer (and any gear she wears or carries) becomes more
difficult to locate through divinations such as
clairaudience/clairvoyance, locate object, and other detection spells.
The occult slayer gains magical protection from divinations equivalent
to a
nondetection
spell (caster level equals the character's occult slayer level), except
that it affects only the occult slayer and her possessions.
Blank Thoughts (Ex): At 5th level, an occult slayer
can induce within herself a state of mental absence, thereby becoming
immune to mind-affecting effects (charms, compulsions, patterns,
phantasms, and morale effects). She can suppress or resume this ability
as a free action.
SOME ITEMS
Dragonsight Goggles
Necklace of Aquatic Adaptation
Superior Gloves of Balanced Hands (Multi-Weapon Fighting Feats)
Cloak of Comfort +5
Ring of Protection +5
Marathon Boots (grant Run and Endurance)