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SPECIAL ABILITIES
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Combo Finisher (Ex): At 3rd level and every odd level thereafter, a blademaster gains a combo finisher that allows him to put the blade techniques into good use by starting and finishing combos. Each combo finisher requires a certain amount of blade techniques used in order and must be completed by the end of his next turn or the blademaster must start over. In addition, once the blademaster is able to use a combo finisher, he must activate it before the end of his next turn or its lost. All combo finishers are swift actions, unless indicated on the ability. At 6th level, a blademaster can substitute, as a free action, any blade technique by spending 5 stamina points per blade technique substituted.
Cross Slash (Ex): (Requires Slash → Slash → Slash) This combo finisher allows the blademaster to slash his opponent multiple times rending unseen cuts onto them. The blademaster makes a single melee attack as part of this combo finisher. If this attack hits, the blademaster deals triple weapon damage.
Blade Techniques (Ex): At 1st level, a blademaster can utilize these techniques to enable combo finishers (see below). Blade techniques are special sword attacks which can be used in place of a normal attack that start a combo. These techniques only function when using a sword-type weapon.
Falling Slash (Ex): A blademaster who uses this blade technique deals normal weapon damage.
Heavy Slash (Ex):A blademaster who uses this blade technique suffers a -2 penalty to this Attack roll and deals normal weapon damage – 2. A foe struck by this, must make a Fortitude save (DC 10 + half of
the sword saint’s level + his Charisma modifier) or be staggered for 1 round.
Rising Slash (Ex): A blademaster who uses this blade technique suffers a -2 penalty to this Attack roll but deals normal weapon damage + 2 and has a chance to knock a foe prone. The blademaster can attempt to trip his opponent as a free action without provoking an attack of opportunity if he hits with this blade technique. If the attempt fails, the blademaster is not tripped in return.
Slash (Ex): A blademaster who uses this blade technique deals normal weapon damage.
Sweeping Slash (Ex): A blademaster who uses this blade technique suffers a -2 penalty to this Attack
roll but deals normal weapon damage + 2 and has a chance to knock a foe prone. The blademaster can attempt to trip his opponent as a free action without provoking an attack of opportunity if he hits with this blade technique. If the attempt fails, the blademaster is not tripped in return.
Thrust (Ex): A blademaster who uses this blade technique suffers a -2 penalty to this Attack roll but deals normal weapon damage and has a chance to sunder armor. The blademaster can attempt to sunder his opponent as a free action without provoking attacks of opportunity if he hits with this blade technique.
Fighter Talents: As a fighter gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, the fighter gains one fighter talent. He gains an additional fighter talent for every 2 levels of fighter attained after 2nd level. Unless specified otherwise, a fighter cannot select an individual talent more than once.
Hardened Fortitude (Ex): A fighter only requires half as much sleep or meditation as normal and can survive twice as long without food and water before needing to make checks. In addition, the fighter gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold his breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. And the fighter may sleep in medium or heavy armor without becoming fatigued.
Desert Runner: Some gria thrive in the deepest deserts, forever roaming across burned and parched lands. Gria with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Dual Minded: The draconic ancestry of some gria makes them resistant to mental attacks. Gria with this racial trait gain a +2 bonus on all Will saving throws.
Athleticism: Gria are naturally fit and nimble. They receive a +2 racial bonus on Acrobatics checks.
Survivalist: Gria receive a +2 bonus on Survival checks.
Destructive: Gria receive a +2 racial bonus on sunder combat maneuver checks.
Low-Light Vision: Gria can see twice as far as humes in conditions of dim light.