Blademaster

Alignment: Any
Hit Die: d10
Starting Age: As Cleric
Starting Gold: 5d4x10 GP



Table 1-1: The Blademaster
Level Base Attack Bonus Fortitude Save Reflex Save Will Save AC Bonus Special Maneuvers Known Maneuvers Readied Stances Known
1 +0 +0 +0 +2 +0 Chosen Weapon, Weapon Focus, Quick Draw 5 3 1
2 +1 +0 +0 +3 +0 Uncanny Dodge, Parry +1 6 3 2
3 +2 +1 +1 +3 +1 AC Bonus, Steadfast 6 4 2
4 +3 +1 +1 +4 +1 Weapon Specialization 7 4 2
5 +3 +1 +1 +4 +1 --- 8 4 2
6 +4 +2 +2 +5 +2 --- 8 5 2
7 +5 +2 +2 +5 +2 Improved Uncanny Dodge,
Parry +2
9 5 2
8 +6/+1 +2 +2 +6 +2 Weapon Mastery (damage) 10 6 3
9 +6/+1 +3 +3 +6 +3 Greater Weapon Focus 10 6 3
10 +7/+2 +3 +3 +7 +3 Weapon Bond 11 6 3
11 +8/+3 +3 +3 +7 +3 --- 12 7 3
12 +9/+4 +4 +4 +8 +4 Parry +3 (All Opponents) 12 7 3
13 +9/+4 +4 +4 +8 +4 --- 13 8 3
14 +10/+5 +4 +4 +9 +4 Greater Weapon Specialization 14 8 4
15 +11/+6/+1 +5 +5 +9 +5 --- 14 8 4
16 +12/+7/+2 +5 +5 +10 +5 --- 15 9 4
17 +12/+7/+2 +5 +5 +10 +5 Parry +4 16 9 4
18 +13/+8/+3 +6 +6 +11 +6 --- 16 10 4
19 +14/+9/+4 +6 +6 +11 +6 Weapon Supremacy 17 10 4
20 +15/+10/+5 +6 +6 +12 +6 Weapon Mastery (critical) 18 10 5


Class Skills (6+Int Modifier per level, x4 at 1st level): Balance, Climb, Concentration, Intimidate, Jump, Knowledge (History), Listen, Martial Lore, Ride, Sense Motive, Sleight of Hand, Spot, Swim, Tumble

Class Features
The follwing are class features of the Blademaster.
Weapon and Armor Proficiency The Blademaster is proficient with light armor but not with shields and with all simple melee weapons (even those that can be used as thrown weapons) as well as any one martial melee weapon.

Maneuvers Known: The Blademaster begins his career with knowledge of 5 martial maneuvers from the disciplines of Diamond Mind, Iron Heart, Setting Sun, and Stone Dragon. Once you know a maneuver you must ready it (See Below). Any maneuver used by a Blademaster is considered to be an extraordinary ability unless otherwise noted in its description. These maneuvers are not subject to spell resistance or provoke attacks of opportunity unless otherwise noted.

The Blademaster learns additional maneuvers at higher levels as specified on Table 1-1. The Blademaster must meet all the prequisites of a maneuver in order to learn it. Upon reaching 4th level and every even numbered level beyond that, a Blademaster can elect to learn a new maneuver in place of one already known; in effect losing the old one in exchange for the new. A maneuver of any level can be chosen so long as the prerequsites are still meet. Only one maneuver per level can be replaced.

Maneuvers Readied: At 1st level a Blademaster may ready 3 of their five known maneuvers and as he gains in experience the Blademaster can ready more maneuvers as outlined on Table 1-1. The readied maneuvers can be changed by meditating and exercising for 5 minutes. Maneuvers remain readied until changed.

A Blademaster begins every encounter with all readied maneuvers unexpended regardless of how many times he may have used them since he originally chose them. When he initiates a maneuver it is expended for the current encounter unless recovered.

To recover a maneuver the Blademaster must stand still and concentrate for several seconds on the maneuver he wishes to recover. This takes a standard action that does not provoke attacks of opportunity. It is then available for use in the subsequent round.

Stances Known: The Blademaster beings play with knowledge of one 1st level stance from any discipline open to him. He gains knowledge of another stance at 2nd level and every six levels beyond that (8, 14, and 20). Unlike maneuvers stances are not expended and do not need to be readied. All the stances a Blademaster knows are available to him at all times and he can change between stances using a swift action. A stance is an extraordinary ability unless otherwise stated in the description. Unlike maneuvers a Blademaster cannot learn a new stance in place of an old one.

Chosen Weapon: At first level the Blademaster choses any manufactured melee weapon he is proficient with; this becomes his chosen weapon. Once made this choice cannot later be changed. In addition to th benefits he gains in later levels, starting at first level, the Blademaster can use the better of their Strength or Dexterity Modifiers for melee attack rolls made with their chosen weapon.

Weapon Focus: At 1st level the Blademaster gains the Weapon Focus feat for his Chosen Weapon even if he doesn't meet the prerequistes.

Quick Draw: From 1st level on, the Blademaster may draw his Chosen Weapon as a free action at any point during combat even if it is not his turn. A Blademaster who is immobilized may not use this ability nor can a Blademaster who is wearing medium or heavy armor, carrying a shield, or carrying a medium or heavy load. Note, this is not the same as the Quick Draw feat but does count as the feat for purposes of qualifying for feats and prestige classes.

Uncanny Dodge (Ex): At second level the Blademaster gains the ability to retain his Dexterity Bonus to their AC even when flat-footed or struck by an invisilbe opponent. They still lose their Dexterity Bonus if immobilized. If the Blademaster has Uncanny Dodge from another class he immediately gainst Improved Uncanny Dodge (see below). A Blademaster who is wearing medium or heavy armor, carrying a shield, or carrying a medium or heavy load cannot use this ability.

Parry (Ex): Starting at second level whenever he is armed with his chosen weapon, the Blademaster can designate any opponent he is in melee combat with as his Parry opponent. Against that opponent he gets a +1 Parry bonus to his AC. He can change his opponent as a swift action once per round. This bonus increases by +1 for every 5 levels after 2nd (at 7th level, 12th level, 17th level). At 12th level this ability improves and the bonus to Armor Class applies against all opponents the Blademaster threatens in melee. A Blademaster who is wearing medium or heavy armor, carrying a shield, or carrying a medium or heavy load cannot use this ability.

AC Bonus (Ex:) The Blademaster gains a bonus to their AC when fighting in light armor starting at +1 at 3rd level and increasing by +1 every three levels afterwards. This is in addition to the bonus from worn armor and in addition to Dexterity. This bonus applies even when the Blademaster is flat-footed and against touch attacks though not when the Blademaster is held immobile, helpless, when he is carrying a shield or a medium or heavy load.

Steadfast (Ex): Beginning at 3rd level the Blademaster's drive and willpower is strong enough to let him push past the weaknesses of his body; he may now add his Charisma modifier as a bonus on all Fortitude saves. This ability doesn't stack with the Paladin's Divine Grace ability.

Weapon Specialization: At 4th level the Blademaster gains the benefit of the Weapon Specialization feat for his chosen weapon even if he doesn't meet the prerequisites.

Improved Uncanny Dodge (Ex): At 7th level the Blademaster cannot be flanked and this ability denies a Rogue their sneak attack the Blademaster by flanking them. The execption to this is a rogue four or more levels higher than the Blademaster is still able to flank him. If a character already has uncanny Parry (see above) from a second class, the character automatically gains Improved Uncanny Dodge instead, and the levels from the classes that grant Uncanny Dodge stack to determine the minimum level a rogue must be to flank the character. A Blademaster who is wearing medium or heavy armor, carrying a shield, or carrying a medium or heavy load cannot use this ability.

Weapon Mastery (Ex): At 8th level the damage done by the Blademaster's chosen weapon increases by one step, as though it were one size category larger. At 20th level, the Blademaster has learned to place his blows with telling accuracy. The critical multiplier of his Chosen weapon increases by +1 (from x2 to x3 for example). The weapon, however, is unchanged; in the hands of anyone but the Blademaster is functions as a normal weapon of its type.

Weapon Bond (Ex): At this point in the Blademaster's career, he has learned every nuance of his Chosen Weapon and when using that weapon, gains a +4 bonus on any resisted attempt to sunder the weapon or to disarm him of it. Additionally, whenever he uses his chosen weapon the Blademaster is able to put more force behind his blows; with a one handed weapon he now adds double his strength modifier to damage and with a two handed weapon he now adds triple his strength modifier to damage.

Greater Weapon Focus: At 9th level the Blademaster gains the benefit of the Greater Weapon Focus feat for his Chosen Weapon even if he doesn't meet the prerequisites.

Greater Weapon Specialization: By now, the Blademaster is approaching the true pinnacle of his skills. As such, he gains the benefit of the Greater Weapon Specialization feat for his Chosen Weapon at 14th level even if he doesn't meet the prequisites.

Weapon Supremacy: At 19th level the Blademaster has reached the pinnacle of his skills and gains the Weapon Supremacy Feat for his Chosen Weapon even if he does not meet the prerequisities.