Alignment: Any.
Hit Die: d10.
Starting Wealth 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Local) (Int), Perception(Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis) and Swim(Str).
Skill Ranks per Level: 4 + Int modifier.
Proficiencies :A wandering swordsman is proficient in all simple and martial weapons. He is not proficient with armor or shields.
Flow with the battle
The wandering swordsman can move faster than a normal wandering swordsman and has to be able to see blows coming to dodge them, since a hit could be deadly. A wandering swordsman adds 1+ Wis to his AC at 1st level and an additional +1 at levels 4, 8, 12 & 16 when not wearing any armor and not carrying a medium or heavy load. A wandering swordsman also gets a +10 enhancement bonus to his movement speed at levels 3,6, 9, 12, 15 & 18.
A wandering swordsman must maintain his style of melee combat as his focus. These abilities do not stack with any monk bonuses to AC or movement speed. If a wandering swordsman gains levels in any class which gains spells, he loses these AC movement and speed bonuses.
Live by the Sword
At 1st level, the wandering swordsman selects one weapon from katana, wakizashi or nodachi. He gains Weapon Focus as a bonus feat at level one for this weapon. The wandering swordsman also gains weapon specialization as a bonus feat at 2nd level. The wandering swordsman can use any of these 3 weapons for flurry of blows.
React Quickly
At 2nd level, a wandering swordsman gains evasion. At 9th level, he gains improved evasion.
Focused Sword
At 2nd level, the wandering swordsman gains Perfect Strike as a bonus feat without needing to meet its prerequisites. His wandering swordsman levels count as monk levels for the amount of times per day he can use the feat.
Weapon expertise
At 3rd level, a wandering swordsman gains an unparalleled expertise with the weapon he chose at 1st level. The wandering swordsman can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his wandering swordsman levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Greater Weapon Focus.
Ki Pool
At 4th level, the wandering swordman gains a ki pool equal to ½ his character level + his wisdom modifier. The wandering swordsman can spend 1 ki point as a swift action to make an additional attack at his highest BAB, to move half his speed or to gain a +4 insight bonus to his AC. The ki pool is replenished to its maximum after 8 consecutive hours of meditation. Additionally, when a wandering swordsman confirms a critical hit, he regains 1 ki point.
Resolute
At 5th level, a wandering swordsman gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain.
Tough to Take down
At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level).
A Moving Blur
At 12th level, a wandering swordsman can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the wandering swordsman can expend 6 ki points to gain an additional three standard actions during his turn. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. If a monk hits with any of the attacks granted by a standard action, he can move 10 feet after each attack without provoking an attack of opportunity.
Last second dodge
At 13th level, a wandering swordsman may use the defensive roll advanced rogue talent once per day, plus once per three levels beyond 13th (to a maximum of 3 times a day at 19th level).
Feared Style
After the wandering swordsman makes his first attack in a combat, all enemies within 30 feet must make a will save (DC 10 + ½ the wandering swordsman’s level + Wisdom modifier). If the enemies fail a will save, then they can only take the total defense action (but with a +2 dodge bonus to AC instead of the normal +4). This effect lasts for 1d4 rounds. Enemies immune to fear or with a higher level than the wandering swordsman are immune to this effect.
Greater defensive Roll
At 19th level, a wandering swordsman suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails.
Chosen Weapon Mastery
At 20th level, a wandering swordsman achieves mastery of his chosen weapon. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, his chosen weapon cannot be disarmed