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"Looks can be deceiving, and if you don't pay attention…well…too bad for you."

A master of martial maneuvers, the swordsage is a physical adept—a blade wizard whose knowledge of the Sublime Way lets him unlock potent abilities, many of which are overtly supernatural or magical in nature. Depending on which disciplines he chooses to study, a swordsage might be capable of walking through walls, leaping dozens of feet into the air, shattering boulders with a single touch, or even mastering the elements of fire or shadow. Whatever his specific training, a swordsage blurs the line between martial prowess and magical skill.


Hit Die

Class Skills

Acrobatics, Athletics, Craft, Stealth, Intimidate,  Knowledge, Perception, Martial Lore, Profession, Ride, Sense Motive.
Skill Points at Each Level
6 + Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialManeuvers KnownStances Known
1st+0+0+2+2Quick to act +1, discipline focus (Weapon Focus)61
2nd+1+0+3+3AC bonus72
4th+3+1+4+4Discipline focus (insightful strike)92
5th+3+1+4+4Quick to act +2103
7th+5+2+5+5Sense magic123
8th+6/+1+2+6+6Discipline focus (defensive stance)133
10th+7/+2+3+7+7Quick to act +3154
12th+9/+4+4+8+8Discipline focus (insightful strike)174
15th+11/+6/+1+5+9+9Quick to act +4205
16th+12/+7/+2+5+10+10Discipline focus (defensive stance)215
17th+13/+8/+3+5+10+10Improved evasion225
20th+15/+10/+5+6+12+12Dual boost 3/day, quick to act +5256

Weapon and Armor Proficiency: As a swordsage, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons), and light armor, but not with shields.

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 the above table. You must meet a maneuver’s prerequisite to learn it. See details on Blade Magic or the bottom of this page, 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 Per Encounter: You may use as many maneuvers per encounter as you know at your level.  

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 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. Mithril Medium armour does not count as light armour for purposes of this ability.

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.

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 Refl ex 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 benefi t of evasion.

Improved Evasion (Ex): From 17th level on, you gain the benefi t 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 benefi t 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.