Subversive followers of the Sublime Way who weave dark ki manipulations alongside the more traditional Martial Disciplines.

Hid die

d8

Skill points

4 + Int

Class Features

All of the following are class features of the Bladewraith.

Weapon and Armor Proficiency: You are proficient with all simple and martial weapons. You are proficient with light armor but not shields.

Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Diamond Mind, Ichor Mannequin, Shadow Hand, 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 bladewraiths 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 but you must meet a maneuver’s prerequisite to learn it. Upon reaching 4th level, and at every even-numbered bladewraith 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 exchange the old maneuver 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. You can swap only a single maneuver at any given level.

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 an expended maneuver each time you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it). It becomes immediately available for use.

Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to bladewraiths. 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 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.

Poison Use (Ex): You never risk accidentally poisoning yourself when applying poison to a weapon.

Sudden Strike (Ex): If you can catch an opponent when it is unable to defend itself effectively from your attack, you can strike a vital spot for extra damage. Whenever your target is denied a Dexterity bonus to Armor Class, you deal an extra 1d6 points of damage with the attack. This extra damage increases by 1d6 points for every four bladewraith levels thereafter (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th). A bladewraith can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC. This damage applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. You can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach. You can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal sudden strike damage. The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.

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, you automatically gain improved uncanny dodge (see below) instead.

Wraith Strike (Ex): Starting at 3rd level, your maneuvers become more effective when used against an unwary foe. You gain a +1 bonus to the maneuver’s save DC when you use a maneuver that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).
At 7th level, your maneuver's damage is treated as magic for the purpose of overcoming the damage reduction of an affected target.
At 11th level, the bonus to your maneuver’s save DC increases to +2.
At 15th level, your maneuver's damage is also treated as evil-aligned for the purpose of overcoming the damage reduction of an affected target.
At 19th level, the bonus to your maneuver's save DC increases to +3.

Wraithwalk (Ex): Starting at 6th level, a bladewraith gains a +2 bonus on Hide, Jump, and Move Silently checks. This bonus increases to +4 at 12th level and +6 at 18th level.

Evasion (Ex): At 8th 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 Uncanny Dodge (Ex): At 10th level and higher, you can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. See the barbarian class feature for more information.

Improved Evasion (Ex): From 16th 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.



Maneuvers
Stances
Level
BAB
Fort
Ref
Will
Special
Level
Known
Readied
Known
1
+0
+0
+0
+2
Poison Use, Sudden Strike +1d6
1
3
3
1
2
+1
+0
+0
+3
Uncanny Dodge
1
4
3
2
3
+2
+1
+1
+3
Wraith Strike (+1 DC)
2
5
3
2
4
+3
+1
+1
+4

2
5
4
2
5
+3
+1
+1
+4
Sudden Strike +2d6
3
6
4
3
6
+4
+2
+2
+5
Wraithwalk +2
3
6
4
3
7
+5
+2
+2
+5
Wraith Strike (Magic)
4
7
4
3
8
+6/+1
+2
+2
+6
Evasion
4
7
4
3
9
+6/+1
+3
+3
+6
Sudden Strike +3d6
5
8
4
4
10
+7/+2
+3
+3
+7
Improved Uncanny Dodge
5
8
5
4
11
+8/+3
+3
+3
+7
Wraith Strike (+2 DC)
6
9
5
4
12
+9/+4
+4
+4
+8
Wraithwalk +4
6
9
5
4
13
+10/+5
+4
+4
+8
Sudden Strike +4d6
7
10
5
4
14
+10/+5
+4
+4
+9

7
10
5
5
15
+11/+6/+1
+5
+5
+9
Wraith Strike (Evil)
8
11
6
5
16
+12/+7/+2
+5
+5
+10
Improved Evasion
8
11
6
5
17
+13/+8/+3
+5
+5
+10
Sudden Strike +5d6
9
12
6
5
18
+13/+8/+3
+6
+6
+11
Wraithwalk +6
9
12
6
5
19
+14/+9/+4
+6
+6
+11
Wraith Strike (+3 DC)
9
13
6
5
20
+15/+10/+5
+6
+6
+12

9
13
7
6
Class Skills: Balance, Climb, Concentration, Craft, Escape Artist, Hide, Intimidate, Jump, Listen, Knowledge (history), Knowledge (local), Martial Lore, Move Silently, Search, Spot, Swim, Tumble.


Related Bladewraith Feats: