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Yo.

I looked and can't find this in the rules or on the boards.

Do aging effects change CR? I mean, in the absence of a rule I would just estimate this by rule of thumb (similarly to the simple templates in the bestiary), but I wanted to know if there's a rule somewhere.

Failing that, does anyone have any instructive anecdotes? It seems like it would be very situational and I'm curious to see what people think.

Obviously an old fighter would be less of a threat (unless old = high-level), but an assassin (increased DC for instant-death effect), a wizard fireballing the party from the balcony of his tower, etc.

Mainly I guess the biggest danger, from a PC's standpoint, would be increased DCs on instant-death effects. Higher DCs on damaging spells, charm spells, etc. would be dangerous on average but probably not enough to change the encounter drastically. All three mental ability scores can influence instant-death attacks from casters, but Intelligence (assassin) and Wisdom (quivering palm) at least can have that effect on more martial-oriented classes as well. Monks, in particular, age very well, even if they haven't hit 17th level yet.

Further, what happens if a character qualifies for a feat with a physical ability score prerequisite when younger, but the required physical ability score decreases below the prerequisite threshold with age? Normally I believe the feat would become useless (and I can see that both from a mechanics and flavor point of view - "when I was your age, I could Power Attack with the best of 'em) but I could imagine a special case. Some feats, like Double Slice, would become useless with a too-low Strength score no matter how you rule that.

What do people think?


Hi all,

I am writing a campaign. While it is nowhere near finished yet, I think it is pretty cool and that other people would enjoy it, and so I want to publish it online as a free pdf.

I am writing it using Pathfinder rules because (1) they are what my group uses, (2) I like those rules better than alternatives I am familiar with, such as D&D 4E, and (3) the OGL is, well, open, and therefore there are a lot fewer legal hurdles to go through.

Now, the issue is that one of the central plot elements heavily involves a specific WotC Product Identity monster. Whoops.

So I can do that in my own personal campaign, but as I understand it, not in any form of distributed publication, even a free one. To address four possible objections to that:

1) "Just use a non-PI monster." Unfortunately I really can't. The specific monster is the illithid...any monster that could replace them would have to be psionic, would have to steal brains, and would have to be from the future. (I tried to think of a way to say that without spoilers, but I couldn't. :) Those three elements sort of lay the groundwork for a lot of the campaign's plot. In principle I could probably write a monster that does that...but mind flayers bring up all kinds of associations with anyone who has any exposure to "the world's oldest role-playing game" and exploiting and playing to those expectations is also a large part of why I chose them.

2) "It's impossible, WotC will never let you." This could certainly be true. I hope not. Part of the reason I made this thread is because after reading the OGL and having some unsatisfying exchanges with WotC staff I wanted to get advice from people who know more than me about this.

3) "Talk to a lawyer." Funny you should say that...they said the same thing. This seems like a logical first step.

4) "Try submitting it to WotC as a 4E product." They don't seem very interested in outside submissions these days, and even if they were I kind of really hate 4E. I would still do it if that were the only way, but...

So...

I wrote WotC a letter (which I will post next, along with their response). It wasn't very helpful. My questions are basically:

"What constitutes Product Identity?"

"How do I tell if something is Product Identity or not?" (It's not always obvious, to me at least, and there's no master list of what is and isn't.)

"What is the correct way to approach WotC about that kind of license in order to have a nonzero chance of success?"

"Does anyone have any other advice?"

Anyway, thanks to anyone who answers. I'm sure I'm not the first person to have these kind of questions, but I spend an hour wading through the Paizo messageboards and couldn't find a similar thread.


Want to see what people do with the oft-overlooked Rule 0: that the DM is the final arbiter of rules, period. He can change, make up, and remove any rule at any time.

Like any great power (of which being a DM is one of the greatest), you must exercise responsibility.

Responsibility means not abusing it to screw with your players or advance your own agenda. Responsibility means making any changes to rules 1+ very clear and staying consistent. Responsibility means working with your players if they want you to change or allow something, or if you want to change something. Responsibility means going back every so often to ask, "is the change I made too powerful? Do I need to change it again?"

It's the most important rule, and is in fact RAW according to the Core Book.

A lot of people forget about it. I just wrote a rant over in some mystic theurge thread. Some poor soul was asking how to play a theurge...90% of the posts boiled down to "MYSTIC THEURGE SUX DONT TAKE IT." A better solution is for him to work with his DM to make changes so it is less underpowered, to not make it overpowered, and to monitor any balance issues that may arise on an ongoing basis.

So...not just related to the topic of mystic theurges...what do other DMs and players have to say about this?


OK, so I have read all the threads on simulacra I can find on this site, used the search function, and looked elsewhere on the internet. As far as I know this is something that hasn't been asked before:

As written, the simulacrum spell creates a simulacrum of ice etc. etc. Then there's this:

"At all times, the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner."

So, what happens if someone impersonates the creator? Say the creator is an evil NPC wizard. One of the PCs is his good wizard twin brother. They kill the evil dude and the good brother puts on his clothes and tries to order his (the evil one's) simulacra around. What happens?

Taking this further, what about Disguise/alter self/etc.?

Or, what about written instructions?

What if there are two apparently identical creatures giving the orders (say, from the creator and his evil clone from a mirror of opposition)?

I would adjudicate this with a Disguise check vs. the simulacrum's Perception to see through the ruse, with a Bluff check vs. a Sense Motive check if you order it to do something too out of character (prompting it to check in, but not necessarily be too suspicious, depending on a variety of factors). In the case of written instructions there would be opposed Linguistics checks with Bluff if the orders are out of character, or if the simulacrum is suspicious of orders that come through such channels. If the creator gives the simulacrum a passcode that it has to hear every time it receives orders, fine, but that's above-average paranoia. Then the simulacrum would have to make a Bluff check if it wanted to conceal that it knew the orders were false, etc. In the case of the two opposing sets of orders there would be opposed Diplomacy or Bluff checks vs. the simulacrum's Sense Motive.

Simulacra are intelligent so this could lead to an Isaac Asimov-style moral quandary.

This can sort of go all over the map, so I would like to see if there are any "official" rulings, but I think the above is pretty reasonable and covers most circumstances. What do people think?


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Hello everyone! This is V's Savage Tide Campaign Log. I'm V, the DM.

I kept promising and promising my players I'd put this online...so, here we go. There are 2.5 installments worth of backlog to go, so it'll be awhile before I get it up to the present, but it should be fun anyway.

Please don't write any spoilers for the campaign, as I want my PCs to be able to read this. Thanks!

Two of my players are veterans of my Age of Worms campaign (what a blast that was - thanks, Paizo!), while one started as a rookie but has been gaining experience as we go along. As of right now there are three players, with a fourth to join us sometime this summer after we finish "The Sea Wyvern's Wake."

We play with Pathfinder rules in the Forgotten Realms (1372ish DR, basically out of the excellent 3E FRCS bible). In general, I don't fudge die rolls and follow the rules strictly, but not slavishly. I also enjoy making them work for victory, both in and out of combat. Enough about me.

For today's installment I'll describe our party and their first encounter. All the PCs are good-aligned.

The party consists of:

The Scholar: Veerga Wasserkind, an aquatic elf druid/wizard going on mystic theurge, Veerga was adopted by an aquatic elf warrior taking part in a raid on a tribe of sahuagin. The infant Veerga was found in the hatching chamber, surrounded by eggs about to hatch, and rescued in the nick of time.

A wild, free-willed child, she was curbed from naturally rebellious tendencies only with extreme difficulty by her adoptive family, but her intelligence and inquisitive nature led her to be naturally curious about both the natural world and the supernatural. She became acquainted with D'razul Endlekind (see below) and got into a variety of scrapes with him, the most recent of which involved stealing a ship with several of their friends and sailing it (more by luck than anything else) from the Sea of Fallen Stars all the way to Tashluta - I mean, Sasserine, where they abandoned it and entered the city. Since then she's tried life out of water, trying to scrape up enough gold to safely make her way back home.

Played by one of the veterans.

The Noble Rogue: D'razul Endlekind, a rogue, the scion of a noble aquatic elf family, was groomed to succeed his father, liaison to surface governments for their city. Unbeknownst to his parents, however, he interspersed his studies of above-water culture and language with uncouth adventures shared with his good friend, Veerga Wasserkind, who his very traditional father would certainly have disapproved of.

D'razul did not share her free-spirited, spontaneous nature, instead preferring to plan his villainy where he could. Organizing several of their other friends, he masterminded the theft of a surface sailing vessel, which he and Veerga crashed on the rocks near Sasserine while squabbling over whose turn it was to be Captain. Sobered by the experience, he has been attempting to plan a way for himself and Veerga to get home.

Played by the newb. His weapon of choice is the harpoon.

The Hadozee Messiah: Ismat "Izzy" Madu, a witch, is the adoptive patriarch/matriarch of the hadozee citizens of Sasserine, having taken the position when his/her adoptive mother, "Mama 'Dozee," left on the Rage and never returned from the voyage. Izzy works tirelessly to better the lot of his/her flock, sadly downtrodden by the evil Lord Dracktus, Dawn Council representative for Shadowshore, where most of them live.

(If I didn't mention it yet, Izzy's true gender is a closely-guarded secret. Not even the DM knows which it is...yet.)

Played by the other veteran. His/her familiar is a thrush named Sie (pronounced "Zee") and s/he acts in a supporting role to everyone else. Also somewhat of a xenophobe, due to the way hadozee are treated as second-class citizens by some of Sasserine's more bigoted citizens.

What are hadozee, you ask? Big, bipedal monkeys with glidey wing-flaps and no homeland, they sail from port to port as crew on a ship. They're excellent sailors.

The Reformed Pirate: Eroknar B'kir, a half-orc axe-kensai (see this thread for the kensai base class I wrote - the version we're using is slightly different, but essentially the same in most respects). He used to work for Cap'n Harliss Javell of the Crimson Fleet corsair Wavereaper, feared scourge o' the seas. For reasons known only to himself, Eroknar renounced the Crimson Fleet and the worship of Garagos (his previous god) and took up the faith of the Red Knight. In fleeing retribution, he lost his ancestral axe and his honor, and he is working to find the one so he can regain both.

Played by everyone. We have a walnut shell we give to the person in charge of him at a given session. Also, he's QUITE the ladies' man, despite having 9 Cha. Wait 'til "The Sea Wyvern's Wake."


Does anyone know which Dungeon adventures have featured a malenti as primary antagonist? I know there was at least one...I specifically remember a picture in the adventure of a malenti priestess beating some adventurers with her fists. Other than that I don't remember anything, and I can't find it in my issues or the index (presumably I'm overlooking it). Any help would be appreciated. :)


I'm a DM trying to convert various versions of the kensai into a decent base class. It's pretty hard not to go overboard, so I'd like some feedback from the community to make sure I haven't made it something horribly over- or underpowered.

I started with the rough concept of a monk with more of a focus on a single particular weapon (not restricted to the monk weapons), then added in various of the abilities from the kensai magus archetype somewhere on here, followed by roughly equal parts fighter, duelist, and Oriental Adventures kensai (mostly overlaps with the magus kensai). Lastly, I like the idea of a personal imbued weapon a la Complete Warrior kensai or paladin bonded weapon. I fooled around with various ways to do that, starting with the bladebound magus archetype and eventually moving back towards the Complete Warrior version.

A couple of things are thrown in there just from anime (mostly Ruroni Kenshin, I guess) and some of those old samurai movies...or new ones, now that I think about it - what was that recent movie about the assassin in the wild west?

Here are the stats, written up kind of like the classes in the Core Rulebook are. (Anyone who could tell me how to format tables on this site would have my thanks as you can see below :)
**********************************************************************
Kensai

The kensai, or sword saint, is the ultimate master of a single weapon, using that weapon to find the quickest end to any combat – preferably with a single, perfectly-timed blow. Their singleminded focus on a specific, blood-drenched weapon gives it a supernatural life of its own, augmenting the kensai's formidable combat skills. Some kensai walk the earth, forever seeking worthy opponents, while others bind themselves to a lord or cause, living and dying in someone else's name. Disciplined and versatile, the kensai is a master of single combat and an artist on the battlefield.

Role: Kensai are deadly melee combatants, able to react instantaneously to their enemies' actions and strike with pinpoint accuracy during an instant of vulnerability. Mobile and quick, the kensai can outmaneuver opponents before finishing a battle with a single, decisive strike.
Alignment: Any lawful
Hit Die: d10

Class Skills
Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
_______________________________________________________________________
Class Features

All of the following are class features of the kensai.

Weapon and Armor proficiency: A kensai is proficient with a single simple, martial or exotic melee weapon.

Kensai are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a kensai loses his AC bonus, fast movement, any abilities requiring ki points, and all of the following abilities: (improved) evasion, high jump, superior reflexes, deflect arrows, iaijutsu, weapon guard, critical perfection, counterstrike, iaijutsu focus, and iaijutsu master.

Weapon of Choice (Ex): Kensai dedicate their lives to the study of a single melee weapon. A kensai gains the benefit of item breaker, perfect strike, deflect arrows, weapon guard, critical perfection, counterstrike, wind slash, and any attacks during a flash step only when wielding his weapon of choice. Once he has selected a weapon of choice, a kensai cannot later change that weapon. A kensai's class levels count as fighter levels for the purpose for qualifying for feats (if he has levels in fighter, these levels stack). However, the kensai can only use this ability to qualify for feats with his weapon of choice.

If a kensai takes the feat Improved Unarmed Strike or levels in a class that provides other weapon proficiencies or the benefit of Improved Unarmed Strike, he may choose not to gain those proficiencies. (Gaining proficiency with any weapon other than his weapon of choice causes him to become an ex-kensai, as described below.)

Ki Pool (Su): At 1st level, a kensai gains a pool of ki points, supernatural energy that he can use to accomplish amazing feats. The number of points in a kensai's ki pool is equal to 1/2 his kensai level + his Wisdom modifier (minimum 1).

By subtracting 1 point from his ki pool, a kensai can make one additional attack at his highest base attack bonus when making a full attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a kensai can spent 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A kensai gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Weapon Bond (Su): Kensai bond spiritually with a single, specific masterwork or magical weapon of the type of their weapon of choice. The weapon contains part of the kensai's spirit and retains a fragment of spiritual essence from every creature killed with it. A kensai who loses possession of his bonded weapon gains a negative level (see Core Rulebook, p. 562). This negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. It cannot be overcome in any way (including restoration spells) while the weapon is wielded.

The kensai's weapon bond can be transferred to another weapon of the correct type through a special ritual that costs 200 gp per kensai level and takes 24 hours to complete. This ritual requires the kensai's previous bonded weapon to be sacrificed (consumed by the new bonded weapon), and so is impossible to perform if the kensai's bonded weapon is not in his possession.

If the kensai's bonded weapon is damaged, it is restored to full hit points the next time the kensai recovers his ki pool, even if it is not in his possession. If it is destroyed, he can recreate it after one week by means of the same ritual used to transfer the bond. Until he does so he suffers two permanent negative levels that cannot be overcome in any way.

The kensai's bonded weapon gains additional abilities as the kensai gains class levels.

The kensai gains the benefit of the Alertness feat when carrying or wielding his bonded weapon.

The kensai's bonded weapon is immune to the broken status.

AC Bonus (Ex): When unarmored and unencumbered, the kensai adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a kensai gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four kensai levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the kensai is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Weapon Focus (Ex): At 1st level, a Kensai gains the Weapon Focus with his chosen weapon as a bonus feat.

Evasion (Ex): At 2nd level or higher, a kensai can avoid damage from many area-of-effect attacks. If a kensai makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a kensai is wearing light armor or no armor. A helpless kensai does not gain the benefit of evasion.

Item breaker (Ex): Beginning at 2nd level, a kensai gains a bonus equal to 1/2 his kensai level when damaging objects, as long as he has at least 1 point remaining in his ki pool.

Fast Movement (Ex): At 3rd level, a kensai gains an enhancement bonus to his land speed, as shown on the table. A kensai in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex): A kensai of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Weapon Bond (enhancement bonus) (Su): Beginning at level 3, the kensai's bonded weapon gains an enhancement bonus of +1. This bonus increases by an additional +1 at 5th level and every 4 levels thereafter. This bonus stacks with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, holy (if the kensai is good-aligned), keen, merciful, speed, or unholy (if the kensai is evil-aligned). Adding these properties consumes an amount of bonus equal to the property's cost (see Core Rulebook, Table 15-9, p. 469). These properties are added to any the weapon already has, but duplicate properties do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties are determined when the kensai replenishes his ki pool, and cannot be changed until the next time he replenishes his ki pool. To change them, the kensai must have his weapon in his possession, but a weapon retains its (unchanged) abilities in any event.

These bonuses apply only when the weapon is wielded by the kensai.

Perfect Strike (Ex): At 4th level, when a kensai hits with his weapon of choice, he can spend 1 point from his ki pool as a free action in order to maximize his weapon damage. Don't roll for damage – the weapon deals maximum damage. This affects only the weapon's base damage dice, not additional damage from sneak attack, magical weapon properties, or critical hits. If the kensai confirms a critical his, he can instead spend 2 points from his ki pool to increase his weapon's critical multiplier by 1.

Bonus Feat: At 4th level, 7th level, and every 5 levels thereafter, a kensai may select a bonus feat. These feats must be taken from the list of combat feats in the Core Rulebook.

High Jump (Ex): At 5th level, a kensai adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a kensai gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Superior Reflexes (Ex): At 5th level, a kensai can make a number of attacks of opportunity in a round equal to his Wisdom modifier (minimum 1). This effect stacks with the Combat Reflexes feat.

Deflect Arrows (Ex): At 6th level, the kensai gains the benefit of the Deflect Arrows feat when wielding his weapon of choice, using the weapon to knock projectiles away.

Iaijutsu (Ex): At 7th level, a kensai applies his Wisdom modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.

Weapon guard (Ex): At 8th level, a kensai learns to parry the attacks of other creatures, causing them to miss. Whenever the kensai takes a full attack action with his weapon of choice, he can elect not to take one of his attacks. At any time before his next turn, he can attempt to parry an attack against him or an adjacent ally as an immediate action. To parry the attack, the kensai makes an attack roll, using the same bonuses as the attack he chose to forgo during his previous action. If his attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the kensai, the kensai takes a -4 penalty on his attack roll. The kensai also takes a -4 penalty when attempting to parry an attack made against an adjacent ally. The kensai must declare the use of this ability after the attack is announced, but before the roll is made.

Improved Evasion (Ex): At 9th level, a kensai's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless kensai does not gain the benefits of improved evasion.

Teleport Weapon (Sp): As a free action, a kensai of 9th level or higher can expend 1 point from his ki pool, calling his bonded weapon from as far as 1 mile per kensai level away, causing it to instantaneously teleport to his hand.

Critical Perfection (Ex): At 10th level, a kensai adds his Wisdom bonus (minimum 0) on critical hit confirmation rolls with his weapon of choice.

Counterstrike (Ex): Starting at 11th level, a kensai can make an attack of opportunity against any creature whose attack he successfully parries, so long as the creature he is attacking is within reach.

Wind Slash (Su): Starting at 12th level, a kensai can project the force of his blows through the air. As long as he has at least 1 ki point in his pool, he can treat his attacks as ranged attacks with a range increment of 5 feet Every 3 levels thereafter (15th, 18th ), this range increment increases by 5 feet. The maximum range of this attack is 5x the range increment (as a thrown weapon).

Iaijutsu Focus (Ex): At 13th level, a kensai may always act and may draw his weapon of choice as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Wisdom modifier on damage with his chosen weapon (minimum 0).

Strength Surge (Ex): At 14th level, the kensai can spend 3 points from his ki pool to add his kensai level to one Strength check or combat maneuver check, or to his Combat Maneuver Defense when an opponent attempts a maneuver against him. This power is used as an immediate action.

Flash Step (Ex): At 16th level, the kensai can move and attack faster than the eye can follow. As a swift action, the kensai may move up to his speed, gaining a bonus equal to his level on Acrobatics checks made to move through threatened squares or an enemy's space. Penalties such as the speed decreases for difficult terrain still apply, and the kensai gains no special bonus for moving through obstacles. For example, he cannot move through a wall with this ability, and moving through a fire would still cause normal damage. If the kensai makes any attacks during this round (single attack or the full attack action), he may make any of them at any point during the flash step. This ability costs 2 ki points.

Iaijutsu Master (Ex): At 19th level, a kensai's initiative roll is automatically a natural 20 and he is never surprised. The kensai may also activate as many swift action ki powers as he desires, although they must all be activated as part of the same swift action.

Weapon Mastery (Ex): At 20th level, all critical hits made by the kensai with his weapon of choice are automatically confirmed, and have their damage multiplier increased by 1 (x2 becomes x3, for example). In addition, he cannot be disarmed when wielding his weapon of choice.

Ex-Kensai
A kensai who becomes nonlawful or gains proficiency with a weapon not his weapon of choice loses all class abilities except proficiency with his weapon of choice and cannot progress further in levels as a kensai. A kensai who has lost abilities and advancement potential as a result of becoming nonlawful can regain them by returning to lawful alignment.

Level .... BAB .. Saves ... Special ........ AC Bonus .... Fast Movement
1st ....... +1 .... +2 ... Weapon of choice, ..... +0 ........... +0 ft.
.................................. ki pool, weapon bond,
.................................. Weapon Focus
2nd ....... +2 .... +3 ... Evasion, item breaker +0 ........... +0 ft.
3rd ....... +3 .... +3 ... Fast movement, ........ +0 ........... +5 ft.
.................................. still mind, weapon bond (+1)
4th ....... +4 .... +4 ... Perfect strike, .......... +1 ........... +5 ft.
.................................. bonus feat
5th ....... +5 .... +4 ... High jump, ............... +1 ........... +5 ft.
.................................. superior reflexes, weapon bond (+2)
6th .... +6/(...) . +5 ... Deflect arrows ........ +1 .......... +10 ft.
7th .... +7/(...) . +5 ... Iaijutsu, bonus feat +1 ........... +10 ft.
8th .... +8/(...) . +6 ... Weapon guard ........................ +2 ........... +10 ft.
9th .... +9/(...) . +6 ... Improved evasion ... +2 ........... +15 ft.
.................................. weapon bond (+3), teleport weapon
10th .. +10/(...) . +7 ... Critical perfection . +2 ............ +15 ft.
11th .. +11/(...) . +7 ... Counterstrike ........... +2 ............ +15 ft.
12th .. +12/(...) . +8 ... Wind slash 5 ft., ...... +3 ............ +20 ft.
.................................. bonus feat
13th .. +13/(...) . +8 ... Iaijutsu focus ........... +3 ............ +20 ft.
.................................. weapon bond (+4)
14th .. +14/(...) . +9 ... Strength surge ......... +3 ............ +20 ft.
15th .. +15/(...) . +9 ... Wind slash 10 ft. ...... +3 ............ +25 ft.
16th .. +16/(...) . +10 .. Flash step ................ +4 ............ +25 ft.
17th .. +17/(...) . +10 .. Bonus feat ............. +4 ............ +25 ft.
.................................. weapon bond (+5)
18th .. +18/(...) . +11 .. Wind slash 15 ft. ...... +4 ............ +30 ft.
19th .. +19/(...) . +11 .. Iaijutsu master ........ +4 ............ +30 ft.
20th .. +20/(...) . +12 .. Weapon mastery .... +5 ............ +30 ft.