InfinityArts
2014-09-05, 01:37 PM
Trueblades
TL;DR
1. Make lots of attacks.
2. Get better at making lots of attacks as you make lots of attacks.
3. Reduce your enemy to fine red mist.
4. DON'T GET KILLED.
5. Repeat.
http://old.serenesforest.net/media/fe10illust/e/zihark_en.png
Because Zihark is the best darn swordfighter ever created by Nintento (not me, Nintendo).
"If I teach you any more than this... Then I will have to cut you down where you stand. I would cleave you in two before you could take a single breath. - Karel (to Guy)
Kittens(!): Because I'm bad at fluff.
Role: A mobile striker adept at singling out squishy priority targets. Combines Iaijutsu, relentless attack, and powerful criticals to quickly take down adversaries (read: not Power Attack). High mobility, relies almost exclusively on movement to stay alive. Low-to-mid T4. Has sporadic progression, with huge power spikes at certain levels (trying to replicate a promotion system reminiscent of FE).
Shortcomings: Dice rolls for days.
Alignment: The Sacaean plains from which these fighters hail encourages a nomadic lifestyle and fosters great freedom of spirit. Strong-willed and not easily swayed, trueblades are usually of chaotic alignment.
Hit Die: d6
Starting Gold: As fighter.
Class Skills
The Trueblade's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Knowledge (geography) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Ranks per Level: (4 + Int modifier) (x4 at first level)
Trueblade
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+0
+2
+2
Free Spirit, Steps of the Wind, Sworn to the Blade
2nd
+2
+0
+3
+3
Thousand Cuts +1, Vermillion Gusts
3rd
+3
+1
+3
+3
Iaido
4th
+4
+1
+4
+4
Evasion
5th
+5
+1
+4
+4
Astra, Echo Blade, Thousand Cuts +2
6th
+6/+1
+2
+5
+5
Improved Steps of the Wind
7th
+7/+2
+2
+5
+5
Bonus Fighter Feat, Iaido (Strike from the Void)
8th
+8/+3
+2
+6
+6
Improved Free Spirit
9th
+9/+4
+3
+6
+6
Uncanny Dodge, Parity Duel
10th
+10/+5
+3
+7
+7
Improved Astra, Improved Sworn to the Blade, Thousand Cuts +3
11th
+11/+6/+1
+3
+7
+7
Greater Steps of the Wind
12th
+12/+7/+2
+4
+8
+8
Improved Vermillion Gusts
13th
+13/+8/+3
+4
+8
+8
Bonus Fighter Feat
14th
+14/+9/+4
+4
+9
+9
Iaido (Sudden Death)
15th
+15/+10/+5
+5
+9
+9
Greater Astra, Thousand Cuts +4
16th
+16/+11/+6/+1
+5
+10
+10
Greater Sworn to the Blade
17th
+17/+12/+7/+2
+5
+10
+10
Greater Vermillion Gusts
18th
+18/+13/+8/+3
+6
+11
+11
Parity Duel (Nihil)
19th
+19/+14/+9/+4
+6
+11
+11
Bonus Fighter Feat
20th
+20/+15/+10/+5
+6
+12
+12
Trueblade, Thousand Cuts +5
Class Features
All of the following are class features of the Trueblade.
Weapon and Armor Proficiency: Trueblades are proficient with all simple weapons, as well as the short sword, longsword, and the bastard sword (katana). They are not proficient with any armor or shield.
Free Spirit (Ex): The nomads of Sacae are born free and remain so for their entire lives. Bonds such as family and kinship hold little significance to one whose only constant companion are blade and solitude, and whose judge lies only within. Such freedom can only be defended by self and self alone. Anytime the Trueblade is subject to an effect that would inhibit his movement (such as the spell slow, or a grapple attempt) or a mind-affecting/compulsion effect, he adds half his class level (min 1) to the respective save or skill check to prevent such an effect. He also receives the same bonus to escape from such an effect, should subsequent rolls be allowed (such as escaping bonds via the Escape Artist skill). This does not grant the Trueblade additional saving throws or skill checks where none such checks are allowed.
At level 8, once a day, if the Trueblade were to succumb to a mind-affecting/compulsion effect or one that would inhibit his movement, he immediately gain the benefits of a Freedom of Movement or Mindblank as appropriate to escape his predicament (both at CL = his class level). This power manifests without conscious decision from the Trueblade and continues to function for a time period appropriate to the CL it was cast. The Trueblade cannot benefit from both effects simultaneously.
Steps of the Wind (Ex): Hunting in the tall grasses of the plains sometimes requires subtlety and finesse. In others, it just demands being faster than your prey. 1 + 1/2 class level + DEX mod rounds per day, the Trueblade can gain a bonus to his Base Land Speed equivalent to five times his DEX modifier (minimum +5 ft). On the round that Steps of the Wind is active and the Trueblade moves at least half his total movement speed (base + SotW bonus + other speed enhancing effects such as the haste spell), he gains partial concealment until the beginning of his next round. Activating Steps of the Wind is a free action that occurs at the time of movement.
At level 6, his bonus land speed increases to ten times his DEX modifier, and he no longer provokes attacks of opportunities from movement. While SotW is active, the Trueblade can make a full-round attack as a standard action.
At level 11, the bonus speed granted increases again to fifteen times his Dex modifier. In addition, the Trueblade's roam is now no longer limited to the earth, he can fly at the bonus speed granted (he has no base fly speed), and can maintain his flight as long as he still has rounds of Steps of the Wind remaining (and continues to use it). He has perfect maneuverability while flying and gains total concealment to all attacks, though enemies may still target him, (as per the effects of the spell displacement) while Greater Steps of the Wind is active.
Sworn to the Blade (Ex): At 1st level, the Trueblade gains Weapon Finesse as a bonus feat for free, he does not need to meet the requirements of the feat. However, he can choose only the shortsword, longsword, or bastard sword as the weapon of choice for this feat.
At level 12, the critical damage multiplier for the weapon chosen for the free Weapon Finesse feat granted at level 3 increases by 1 (2x->3x, for example). The Trueblade gains the ability to deal critical damage on foes normally immune to crits, although at a -1 multiplier to damage. The target must also make a Fortitude save at (10 + ½ Trueblade class level + DEX mod) or be dazed for 1 round.
At level 18, the critical multiplier again increases by 1. A failed save bestows the stunned condition instead (or, if the target is immune to stun, still applies the dazed condition).
Thousand Cuts (Ex): The Trueblade's quick and unexpected strikes easily overwhelm slower enemies. For each successful attack on the same enemy, the Trueblade gains a Sword counter. He loses all Sword counters if he switches to a different target or misses an attack. Sword counters can only be gained or lost by standard or iterative attacks (including extra attacks gained through haste or similar effects), with the exception of special interactions with Astra and Vermillion Gusts. For each Sword counter, the Trueblade gains an extra +1 to his attack and damage rolls. In addition, the Trueblade ignores 5% of concealment for every Sword Counter he has on his foe.
At 5th level and every fifth level thereafter, the bonus to attack and damage rolls increases by 1 per Sword counter, to a maximum of +5 at level 20. He can have a maximum number of sword counters equal to his DEX modifier.
Vermillion Gusts (Ex): The wind itself becomes an ally to the Trueblade's furious motion. Once per round as a standard action, the Trueblade may call on the winds to aid him in striking a single, decisive blow. He expends 3 (or all, whichever is fewer, minimum 1) of his remaining rounds of Steps of the Wind for the day and makes a single attack roll with tripled threat range (stacks with Improved Critical or the Keen property for quadruple threat range). The Trueblade adds (1/2 of the current Sword counters + 1) times his DEX modifier to damage, and the attack’s damage type is a magical [force] effect. If this blow would reduce his target’s health to 0 or lower, the Trueblade regains 4 rounds of his Steps of the Wind ability, up to his maximum for the day.
At 12th level, the Trueblade may expend another 3 rounds of Steps of the Wind to increase his Sword counters by 4 for this attack only (this can exceed his maximum number of Sword Counters as permitted by his DEX mod). He regains 8 rounds of SotW if this boosted attack fells his foe.
At 17th level, the Trueblade may perform Vermillion Gusts immediately after an Iaijutsu Focus attack if the latter was executed as a standard action or attack of opportunity.
Regardless of the outcome of the attack, all remaining Sword counters are set to 0.
Iaido (Ex): At 3rd level, If the Trueblade begins his turn with his weapon sheathed, he may draw his weapon as a free action as part of an attack action. Additionally, on making a full-round attack, the Trueblade may choose to forgo any number of iterative attacks and sheath his weapon as a free action. For every attack forfeited this way, he gains a +3 to attack rolls for the next round.
At 7th level, the Trueblade adds his CHA modifier to each dice of damage rolled for an Iaijutsu Focus attack, as per the Strike From the Void class feature of the Iaijutsu Master. While his weapon is sheathed, the Trueblade does not threaten any enemy in range with the exception of his current Thousand Cuts target. If the target provokes an attack of opportunity from the Trueblade, he may draw and apply his Iaijutsu Focus skill to the attack.
At 14th level, if the Trueblade is below 30% of his maximum hit points when he makes an Iaijutsu Focus attack, he maximizes the number of Sword Counters before the attack as well as the damage done on all dice rolled. The maximized number of Sword Counters persist after the attack.
If the Trueblade fells an enemy with an Iaijutsu Focus attack, he regains 1 round of his Steps of the Wind ability, up to his maximum for the day.
Evasion (Ex): At 4th level, the Trueblade gains the Evasion extraordinary ability as per the Rogue. If he already has the Evasion class feature from another class, the Trueblade instead receives the Improved Evasion upgrade.
Astra (Ex): At 5th level, anytime the Trueblade makes a full-round attack, he can instead expend 2 rounds of his SotW power to unleash Astra. A rush of wind is accompanied by five quick strikes in place of one. Each of these attacks is made at the Trueblade’s highest attack bonus, though their damage is halved. Calculate all damage and DR effects as normal, and halve the final result. Bonus damage from Iaijutsu Focus, if applicable, is applied only to the first strike, and its damage is not halved.
At 10th level, the Trueblade adds his CHA modifier to the damage each attack inflicts (after being halved).
At 15th level, the Trueblade can make his DEX mod number of attacks, if his DEX mod is greater than 5.
If the Trueblade has Sword Counters on his Astra target, treat all attacks as if he had the same number of Sword Counters. He gains additional Sword Counters after Astra completes equal to the number of attacks landed, and he does not lose Sword Counters on missed Astra attacks, unless all attacks miss.
Echo Blade (Ex): At 5th level, anytime the Trueblade threatens and confirms a critical hit, he may immediately make another attack with the same bonuses. This additional attack gains Thousand Cuts bonuses, but does not affect the number of Sword counters, even if it misses. Echo Blade cannot trigger itself. Vermillion Gusts cannot trigger Echo Blade.
This attack draws from the same pool as the Trueblade's Attacks of Opportunities and is limited to one per round unless he has the Combat Reflexes feat or equivalent.
Bonus Fighter Feat: At 7th level, and every sixth level onward, the Trueblade may select a bonus feat from the list of Fighter Combat Feats. His effective fighter level for this purpose is equal to his class level minus three.
Uncanny Dodge (Ex): At 9th level, the Trueblade can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus if immobilized.
If the Trueblade already has uncanny dodge from a different class he automatically gains Improved Uncanny Dodge instead.
Parity Duel (Su, Mind-Affecting): At 9th level, if the Trueblade and an enemy threatens one another, he may, as a standard action, make a Concentration check opposed by the target's Will save. If he succeeds, he forces the target into a duel. He and his target may only make full-attack actions on one-another on their respective turns. As long as the Trueblade's Concentration check continues to overcome the target's Will save, the Parity Duel continues, this opposed roll is made on the Trueblade's turn on every subsequent turn, and the enemy gains a cumulative +3 to its Will save for each turn after the first. This bonus to Will saves is applicable only towards escaping the Parity Duel and persists for 24 hours. The Trueblade can end the match at any point as an immediate action.
During a Parity Duel, the Trueblade's Sword Counters add to his attack rolls and AC (dodge bonus) as opposed to his attack rolls and damage. If he fells an opponent during a Parity Duel, he regains his CHA mod in rounds of Steps of the Wind, up to his maximum for the day.
At 18th level, the Trueblade can dispel any one magical effect on his enemy (his choice, automatic success) on successfully initiating a Parity Duel and once every round he maintains the Duel. In addition, Parity Duel loses its [Mind-Affecting] descriptor.
Trueblade (Ex): At level 20, the Trueblade gains Weapon Supremacy with his chosen weapon, even if he does not meet the prerequisites for the feat. In addition, a missed standard or iterative attack only decreases his Sword Counters by 1.
Edit 1 (9/9/2014): Updated to remove some needless dice rolling, as well as clarified other skills.
Edit 2 (12/13/2014): Now with 100% more spoilers, reworked Parity (now Parity Duel), reduced Thousand Cuts scaling and capped the number of Sword Counters. Added more synergy between Astra, Iaido, and Vermillion Gusts.
TL;DR
1. Make lots of attacks.
2. Get better at making lots of attacks as you make lots of attacks.
3. Reduce your enemy to fine red mist.
4. DON'T GET KILLED.
5. Repeat.
http://old.serenesforest.net/media/fe10illust/e/zihark_en.png
Because Zihark is the best darn swordfighter ever created by Nintento (not me, Nintendo).
"If I teach you any more than this... Then I will have to cut you down where you stand. I would cleave you in two before you could take a single breath. - Karel (to Guy)
Kittens(!): Because I'm bad at fluff.
Role: A mobile striker adept at singling out squishy priority targets. Combines Iaijutsu, relentless attack, and powerful criticals to quickly take down adversaries (read: not Power Attack). High mobility, relies almost exclusively on movement to stay alive. Low-to-mid T4. Has sporadic progression, with huge power spikes at certain levels (trying to replicate a promotion system reminiscent of FE).
Shortcomings: Dice rolls for days.
Alignment: The Sacaean plains from which these fighters hail encourages a nomadic lifestyle and fosters great freedom of spirit. Strong-willed and not easily swayed, trueblades are usually of chaotic alignment.
Hit Die: d6
Starting Gold: As fighter.
Class Skills
The Trueblade's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Knowledge (geography) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Ranks per Level: (4 + Int modifier) (x4 at first level)
Trueblade
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+0
+2
+2
Free Spirit, Steps of the Wind, Sworn to the Blade
2nd
+2
+0
+3
+3
Thousand Cuts +1, Vermillion Gusts
3rd
+3
+1
+3
+3
Iaido
4th
+4
+1
+4
+4
Evasion
5th
+5
+1
+4
+4
Astra, Echo Blade, Thousand Cuts +2
6th
+6/+1
+2
+5
+5
Improved Steps of the Wind
7th
+7/+2
+2
+5
+5
Bonus Fighter Feat, Iaido (Strike from the Void)
8th
+8/+3
+2
+6
+6
Improved Free Spirit
9th
+9/+4
+3
+6
+6
Uncanny Dodge, Parity Duel
10th
+10/+5
+3
+7
+7
Improved Astra, Improved Sworn to the Blade, Thousand Cuts +3
11th
+11/+6/+1
+3
+7
+7
Greater Steps of the Wind
12th
+12/+7/+2
+4
+8
+8
Improved Vermillion Gusts
13th
+13/+8/+3
+4
+8
+8
Bonus Fighter Feat
14th
+14/+9/+4
+4
+9
+9
Iaido (Sudden Death)
15th
+15/+10/+5
+5
+9
+9
Greater Astra, Thousand Cuts +4
16th
+16/+11/+6/+1
+5
+10
+10
Greater Sworn to the Blade
17th
+17/+12/+7/+2
+5
+10
+10
Greater Vermillion Gusts
18th
+18/+13/+8/+3
+6
+11
+11
Parity Duel (Nihil)
19th
+19/+14/+9/+4
+6
+11
+11
Bonus Fighter Feat
20th
+20/+15/+10/+5
+6
+12
+12
Trueblade, Thousand Cuts +5
Class Features
All of the following are class features of the Trueblade.
Weapon and Armor Proficiency: Trueblades are proficient with all simple weapons, as well as the short sword, longsword, and the bastard sword (katana). They are not proficient with any armor or shield.
Free Spirit (Ex): The nomads of Sacae are born free and remain so for their entire lives. Bonds such as family and kinship hold little significance to one whose only constant companion are blade and solitude, and whose judge lies only within. Such freedom can only be defended by self and self alone. Anytime the Trueblade is subject to an effect that would inhibit his movement (such as the spell slow, or a grapple attempt) or a mind-affecting/compulsion effect, he adds half his class level (min 1) to the respective save or skill check to prevent such an effect. He also receives the same bonus to escape from such an effect, should subsequent rolls be allowed (such as escaping bonds via the Escape Artist skill). This does not grant the Trueblade additional saving throws or skill checks where none such checks are allowed.
At level 8, once a day, if the Trueblade were to succumb to a mind-affecting/compulsion effect or one that would inhibit his movement, he immediately gain the benefits of a Freedom of Movement or Mindblank as appropriate to escape his predicament (both at CL = his class level). This power manifests without conscious decision from the Trueblade and continues to function for a time period appropriate to the CL it was cast. The Trueblade cannot benefit from both effects simultaneously.
Steps of the Wind (Ex): Hunting in the tall grasses of the plains sometimes requires subtlety and finesse. In others, it just demands being faster than your prey. 1 + 1/2 class level + DEX mod rounds per day, the Trueblade can gain a bonus to his Base Land Speed equivalent to five times his DEX modifier (minimum +5 ft). On the round that Steps of the Wind is active and the Trueblade moves at least half his total movement speed (base + SotW bonus + other speed enhancing effects such as the haste spell), he gains partial concealment until the beginning of his next round. Activating Steps of the Wind is a free action that occurs at the time of movement.
At level 6, his bonus land speed increases to ten times his DEX modifier, and he no longer provokes attacks of opportunities from movement. While SotW is active, the Trueblade can make a full-round attack as a standard action.
At level 11, the bonus speed granted increases again to fifteen times his Dex modifier. In addition, the Trueblade's roam is now no longer limited to the earth, he can fly at the bonus speed granted (he has no base fly speed), and can maintain his flight as long as he still has rounds of Steps of the Wind remaining (and continues to use it). He has perfect maneuverability while flying and gains total concealment to all attacks, though enemies may still target him, (as per the effects of the spell displacement) while Greater Steps of the Wind is active.
Sworn to the Blade (Ex): At 1st level, the Trueblade gains Weapon Finesse as a bonus feat for free, he does not need to meet the requirements of the feat. However, he can choose only the shortsword, longsword, or bastard sword as the weapon of choice for this feat.
At level 12, the critical damage multiplier for the weapon chosen for the free Weapon Finesse feat granted at level 3 increases by 1 (2x->3x, for example). The Trueblade gains the ability to deal critical damage on foes normally immune to crits, although at a -1 multiplier to damage. The target must also make a Fortitude save at (10 + ½ Trueblade class level + DEX mod) or be dazed for 1 round.
At level 18, the critical multiplier again increases by 1. A failed save bestows the stunned condition instead (or, if the target is immune to stun, still applies the dazed condition).
Thousand Cuts (Ex): The Trueblade's quick and unexpected strikes easily overwhelm slower enemies. For each successful attack on the same enemy, the Trueblade gains a Sword counter. He loses all Sword counters if he switches to a different target or misses an attack. Sword counters can only be gained or lost by standard or iterative attacks (including extra attacks gained through haste or similar effects), with the exception of special interactions with Astra and Vermillion Gusts. For each Sword counter, the Trueblade gains an extra +1 to his attack and damage rolls. In addition, the Trueblade ignores 5% of concealment for every Sword Counter he has on his foe.
At 5th level and every fifth level thereafter, the bonus to attack and damage rolls increases by 1 per Sword counter, to a maximum of +5 at level 20. He can have a maximum number of sword counters equal to his DEX modifier.
Vermillion Gusts (Ex): The wind itself becomes an ally to the Trueblade's furious motion. Once per round as a standard action, the Trueblade may call on the winds to aid him in striking a single, decisive blow. He expends 3 (or all, whichever is fewer, minimum 1) of his remaining rounds of Steps of the Wind for the day and makes a single attack roll with tripled threat range (stacks with Improved Critical or the Keen property for quadruple threat range). The Trueblade adds (1/2 of the current Sword counters + 1) times his DEX modifier to damage, and the attack’s damage type is a magical [force] effect. If this blow would reduce his target’s health to 0 or lower, the Trueblade regains 4 rounds of his Steps of the Wind ability, up to his maximum for the day.
At 12th level, the Trueblade may expend another 3 rounds of Steps of the Wind to increase his Sword counters by 4 for this attack only (this can exceed his maximum number of Sword Counters as permitted by his DEX mod). He regains 8 rounds of SotW if this boosted attack fells his foe.
At 17th level, the Trueblade may perform Vermillion Gusts immediately after an Iaijutsu Focus attack if the latter was executed as a standard action or attack of opportunity.
Regardless of the outcome of the attack, all remaining Sword counters are set to 0.
Iaido (Ex): At 3rd level, If the Trueblade begins his turn with his weapon sheathed, he may draw his weapon as a free action as part of an attack action. Additionally, on making a full-round attack, the Trueblade may choose to forgo any number of iterative attacks and sheath his weapon as a free action. For every attack forfeited this way, he gains a +3 to attack rolls for the next round.
At 7th level, the Trueblade adds his CHA modifier to each dice of damage rolled for an Iaijutsu Focus attack, as per the Strike From the Void class feature of the Iaijutsu Master. While his weapon is sheathed, the Trueblade does not threaten any enemy in range with the exception of his current Thousand Cuts target. If the target provokes an attack of opportunity from the Trueblade, he may draw and apply his Iaijutsu Focus skill to the attack.
At 14th level, if the Trueblade is below 30% of his maximum hit points when he makes an Iaijutsu Focus attack, he maximizes the number of Sword Counters before the attack as well as the damage done on all dice rolled. The maximized number of Sword Counters persist after the attack.
If the Trueblade fells an enemy with an Iaijutsu Focus attack, he regains 1 round of his Steps of the Wind ability, up to his maximum for the day.
Evasion (Ex): At 4th level, the Trueblade gains the Evasion extraordinary ability as per the Rogue. If he already has the Evasion class feature from another class, the Trueblade instead receives the Improved Evasion upgrade.
Astra (Ex): At 5th level, anytime the Trueblade makes a full-round attack, he can instead expend 2 rounds of his SotW power to unleash Astra. A rush of wind is accompanied by five quick strikes in place of one. Each of these attacks is made at the Trueblade’s highest attack bonus, though their damage is halved. Calculate all damage and DR effects as normal, and halve the final result. Bonus damage from Iaijutsu Focus, if applicable, is applied only to the first strike, and its damage is not halved.
At 10th level, the Trueblade adds his CHA modifier to the damage each attack inflicts (after being halved).
At 15th level, the Trueblade can make his DEX mod number of attacks, if his DEX mod is greater than 5.
If the Trueblade has Sword Counters on his Astra target, treat all attacks as if he had the same number of Sword Counters. He gains additional Sword Counters after Astra completes equal to the number of attacks landed, and he does not lose Sword Counters on missed Astra attacks, unless all attacks miss.
Echo Blade (Ex): At 5th level, anytime the Trueblade threatens and confirms a critical hit, he may immediately make another attack with the same bonuses. This additional attack gains Thousand Cuts bonuses, but does not affect the number of Sword counters, even if it misses. Echo Blade cannot trigger itself. Vermillion Gusts cannot trigger Echo Blade.
This attack draws from the same pool as the Trueblade's Attacks of Opportunities and is limited to one per round unless he has the Combat Reflexes feat or equivalent.
Bonus Fighter Feat: At 7th level, and every sixth level onward, the Trueblade may select a bonus feat from the list of Fighter Combat Feats. His effective fighter level for this purpose is equal to his class level minus three.
Uncanny Dodge (Ex): At 9th level, the Trueblade can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus if immobilized.
If the Trueblade already has uncanny dodge from a different class he automatically gains Improved Uncanny Dodge instead.
Parity Duel (Su, Mind-Affecting): At 9th level, if the Trueblade and an enemy threatens one another, he may, as a standard action, make a Concentration check opposed by the target's Will save. If he succeeds, he forces the target into a duel. He and his target may only make full-attack actions on one-another on their respective turns. As long as the Trueblade's Concentration check continues to overcome the target's Will save, the Parity Duel continues, this opposed roll is made on the Trueblade's turn on every subsequent turn, and the enemy gains a cumulative +3 to its Will save for each turn after the first. This bonus to Will saves is applicable only towards escaping the Parity Duel and persists for 24 hours. The Trueblade can end the match at any point as an immediate action.
During a Parity Duel, the Trueblade's Sword Counters add to his attack rolls and AC (dodge bonus) as opposed to his attack rolls and damage. If he fells an opponent during a Parity Duel, he regains his CHA mod in rounds of Steps of the Wind, up to his maximum for the day.
At 18th level, the Trueblade can dispel any one magical effect on his enemy (his choice, automatic success) on successfully initiating a Parity Duel and once every round he maintains the Duel. In addition, Parity Duel loses its [Mind-Affecting] descriptor.
Trueblade (Ex): At level 20, the Trueblade gains Weapon Supremacy with his chosen weapon, even if he does not meet the prerequisites for the feat. In addition, a missed standard or iterative attack only decreases his Sword Counters by 1.
Edit 1 (9/9/2014): Updated to remove some needless dice rolling, as well as clarified other skills.
Edit 2 (12/13/2014): Now with 100% more spoilers, reworked Parity (now Parity Duel), reduced Thousand Cuts scaling and capped the number of Sword Counters. Added more synergy between Astra, Iaido, and Vermillion Gusts.