Reshar

==Summary==
In his youth, Reshar came to study at the hobgoblin monastery of Ur-Thaldaar. Passing through the swordmasters' cruel tests, he impressed them, and was allowed to learn the secrets of the Iron Heart, the most fierce and difficult school of bladework in the world. When he had mastered the Iron Heart, Reshar took his leave and went next to the Great Golden Desert, where he presented himself to the Wind Dervishes of Andrama, and mastered their Desert Wind school. In the space of only three years, Reshar did what no one else has ever been able to do: He mastered all nine of the martial disciplines.
In the days of Reshar, the individual schools, philosophies, and traditions now known as the Sublime Way were scattered haphazardly across the world. Adherents of the various disciplines were the fiercest of rivals, each seeking to prove the superiority of his own school over all the others. But having mastered all nine disciplines, Reshar set out to end this rivalry. He returned to each place where he had studied and took its single most promising student as his own apprentice, then led them to the Sunspire Mountains, where he founded the Temple of the Nine Swords. For many years, Reshar and his Nine Masters sought the path to perfection, walking farther down the road of the Sublime Way than anyone had before—or since. Hundreds of students came to them and learned much from their temple. After a century of study and teaching, Reshar called his masters together and told them he was leaving to travel the world again. Age had never touched him, other than to whiten his hair and line his face. No one ever saw him again, and in the following decades, the Temple of Nine Swords began to fall apart, thanks to the trickery of the Rakshasa lord Kaziir-Thet, but it is still said that someday the Nine Swords will be brought together again, Reshar will return from his wandering, and harmony will be restored to the world.
==Powers and Stats==
Tier: At least , possibly , higher with Sublime Way and Nine Swords
Name: Reshar
Origin: Dungeons and Dragons
Gender: Male
Age: Multiple centuries
Classification: Human, Sublime Way Master
Powers and Abilities:<tabber>|-|Inherent= Superhuman Physical Characteristics, Genius Combat Intelligence, Weapon Mastery and Martial Arts, Accelerated Development (Reshar mastered all nine paths of the Sublime Way, a feat that has never been replicated, in just three years), Longevity (Reshar founded the Temple of Nine Swords in adulthood, then taught there for over a century before leaving to wander the world again. This was lifetimes ago, but people still believe that he may one day return), Supernatural Willpower (Steely Resolve's supreme dedication and intense focus allows him to set aside his pain and delay the effect of most injuries. Zealous Surge and Mettle let one withstand otherwise detrimental effects. Mind Over Body lets one overpower sickness or poison through sheer will), Extrasensory Perception and Enhanced Senses (Hearing the Air enhances Reshar's hearing to the point of being effectively capable of seeing nearby invisible foes. Can Sense Magic within objects. With Battle Clarity, he enters a state of extreme awareness in battle. Blind-Fight allows Rethar to fight opponents he cannot see. Hunter's Sense grants one the ability to detect creatures by smell), Acrobatics (Capable of avoiding attacks with great agility. Has access to the Acrobatic, Agile and Athletic featsDungeons & Dragons: Player's Handbook (3.5e). Can easily execute Dancing Blade Form, which would cause less acrobatic foes to fall flat on their face. Can leap as if he had a running start even in enclosed spaces with the Leaping Dragon Stance), Blessed (A Crusader's maneuvers are caused by sudden bouts of divine inspiration), Instinctive Action (Uncanny Dodge allows one to react to danger before his senses would normally allow. Action Before Thought lets one act at incredible speeds and dodge attacks before they even perceive them), Empowerment (Battle Ardor lets one's sheer love of battle manifest in greater damage. White Raven Defense allows one to draw strength from proximity to their allies in battle), Information Analysis (Battle Mastery allows one to spot the subtlest openings and cues in a fight. Stance of Clarity lets one analyze one enemy so thoroughly that they can read their stance, their favored attacks and even the method they used to train. Can recognize an entire fighting style just by witnessing one attack as soon as it's initiated with Martial Lore. Distant Horizon allows one to view their enemy's weaknesses in the present and future. Thicket of Blades lets one spot and punish the tiniest gap in an enemy's defense. The Nightmare Blade techniques focus around striking at the single fatal flow within a foe's guard, while Emerald Razor can spot such a flaw in just a moment. Insightful Strike spots any flow in an enemy's armor), Precognition (Battle Skill lets one anticipate his enemies' ploys and tactics ahead of time), Social Influencing (White Raven techniques revolve around being a great leader to allies, whether in small groups or all-out warfare, inspiring them, commanding them efficiently and setting up the perfect opportunities for them to shine. Can crush his opponents' will with Duel of Wills, not just by intimidating them but also simply by maintaining a state of Unnerving Calm. Proficient in Intimidation and Diplomacy. Ironheart Aura passively inspires nearby allies. Capable of rendering attacks aimed at nearby allies worse with just an Iron Guard's Glare. Foes that fail to get through the Pearl of Black Doubt Stance will grow more and more frustrated at it. Possibly capable of bardic music), Damage Boost (Stone Dragon offensive techniques focus on drawing the earth's power to inflict crippling damage all the way down to the opponent's insides. Moves such as Avenging Strike allow one to inflict extra damage to creatures of specific alignment. Desert Fire boosts damage upon following the movement patterns of desert winds), Stealth Mastery (Shadow Hand practitioners are proficient in Hiding, and those who know Gloom Razor tactics especially so. Stalker in the Night allows them to leap out of hiding to attack then dive right back into hiding), possibly limited Life Manipulation and Soul Manipulation (May be capable of turning or rebuking undead, a technique that channels positive energy to scare or control undead), Healing (Abilities such as Divine Spirit and Iron Heart Endurance allow one to immediately regain HP. Can restore maneuvers and health alike by taking a brief Vital Recovery. Crusader's/Revitalizing/Rallying Strike heals upon landing against an enemy of different alignment), Pressure Points (Falling Sun Attack lets one identify the precise spots on opponents' bodies to deliver Stunning Attacks with any unarmed blow. Superior Unarmed Strike aims at the foe's most vulnerable areas. Dazing Strike strikes the right parts of a foe's anatomy to stun them. Death in the Dark is an instantly lethal critical hit strike. Hand of Death inflicts full-body paralysis by tapping a single nerve. Stone Dragon's Fury allows one to spot flaws in objects to destroy them easily), Illusion Creation (Ghost Blade creates an illusion right as the user attacks, tricking the foe into reacting to it instead. Capable of casting unknown illusion spells and enhancing them with Shadow Trickster), Magic, Non-Physical Interaction (Magic is capable of interacting with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entitiesDragon Magazine #8, page 4), Reality Warping (All magic is the result of manipulating The Weave, a multiversal construct personified by the Goddess Mystra, which in turn refines the raw power of the entity known as The Serpent), Statistics Reduction (Lasting Weak Spot allows one to cause an enemy to suffer extra damage for the next minute. Drain Vitality saps an opponent's fortitude upon landing a blow, while Strength Draining Strike cuts away at the enemy's might), Chi Manipulation (The Sublime Way employs many different uses of ki, ranging from shooting cones of fire with Dragon's Flame to manipulating the foe's perception with Gloom Razor), Darkness Manipulation (Child of Shadow coats the user in shadows that conceal them even under bright sunlight, as long as they keep moving, Clinging Shadow Strike transforms one's weapon into darkness and Shadow Garrote/Noose strangle the foe with living darkness), Perception Manipulation (Child of Shadow coats the user in shadows that conceal them even under bright sunlight, as long as they keep moving. Gloom Razor lets the user manipulate their ki to impede their foe's combat skill, with Lingering Gloom allowing Reshar to temporarily become invisible to one specific enemy upon hiding from their attacks and Moving Shadows and Shadow Slip letting him move around foes in combat unperceived), Awakened Power (Perfect Clarity of Body and Mind allows one to draw upon superhuman reserves of mental and physical strength and perform incredible feats with brief preparation), Fire Manipulation (Many Desert Wind techniques focus around projecting and controlling fire in various ways, and Scorching Sirocco ones can even wreathe all of the user's movements in flames), Damage Reduction Negation (Moves such as Shards of Granite or Foehammer let one ignore a target's hardness or damage reduction), Light Manipulation (Blistering Flourish allows one to release a dazzling flash from their blade), Weapon Control (Moves such as Burning Brand, Inferno Blade and Clinging Shadow Strike briefly transform one's blade into fire, magma or darkness), Explosion Manipulation (Death Mark allows one to unleash an explosion within the opponent with a successful strike), Statistics Amplification (Time Stands Still increases the user's speed to such a degree that their attacks take just a tiny fraction of the time they normally would. Flashing Sun lets one's attack accelerate to impossible speeds. Time seems to flow slower for a Diamond Mind initiate. Moment of Alacrity lets one act again after their turn at an unnatural speed. Stance of Alacrity increases overall combat speed), Energy Projection (Can shoot or wield energy with moves such as Hatchling's Flame, which lets one shoot a torrent of energy from their weapon), Magma Manipulation (Inferno Blade briefly transform one's weapon into magma), Teleportation (Leaping Flame lets one teleport right next to an attacking foe, while the Shadow Jaunt/Stride/Blink series of attacks allows free teleportation), Summoning (Distracting Ember briefly summons a Small Elemental), Temperature Manipulation, Air Manipulation and Fire Manipulation (Rising Phoenix lets one summon a current of superheated air to carry them, while maneuvers and stances such as Searing Charge and Balance on the Sky directly grant flight), Aura (Devoted Spirit stances focus around projecting an aura tied to the user's alignment. May have levels as a Cleric, which would grant him a passive Aura correspondent to his alignment), Chaos Manipulation (Aura of Chaos adds a chaotic randomized aura to the user's attacks), Law Manipulation (Aura of Perfect Law guarantees a certain level of effectiveness for the user's actions if he wishes), Absorption (Aura of Tyranny can drain HP from allies. Enervating Shadow Strike drains temporary HP from the victim), Regeneration and Healing Negation (Low-Mid. Foehammer causes injuries that even magical defenses cannot mend, with regeneration in Dungeons & Dragons being easily capable of reattaching limbs or body partsDungeon's Master Guide 3.5e), Vibration Manipulation (Exorcism of Steel sends shockwaves through the foe's weapon to weaken their arms. Earthstrike Quake unleashes a localized earthquake underneath the foes' feet), Attack Reflection (Fool's Strike redirects an enemy's melee attack back at them, while Manticore Parry and Scorpion Parry deflect it on to another), Precognition (Baffling Defense sees the user relying completely on their ability to predict the foe's attacks to avoid harm), minor Power Mimicry (Can perfectly replicate all of a foe's movements as they commit them with Mirrored Pursuit), Free Movement (Can intuitively pick steady spots in rough and unstable terrain, moving across it as if it were perfectly normal with Step of the Wind, and strike foes atop it with the perfect timing and positioning to collapse it underneath them. Step of the Dancing Moth summons shadows to carry the user even over materials such as lava, water and difficult terrain), Invisibility (Cloaks of Deception briefly renders the user invisible. One with Shadow briefly turns the user invisible and incorporeal), Surface Scaling (Dance of the Spider allows one to move across walls and ceilings like a spider), Soul Manipulation and Death Manipulation (Enervation attacks inflict necrotic damage, which is comprised of negative energy, the cosmic-stuff that annihilates soul-energy on contact), Biological Manipulation and Paralysis Inducement (Five-Shadow Creeping Ice Enervation Strike injects the foe with a creeping shadows that paralyzes their body parts if they survive. Hand of Death inflicts full-body paralysis by tapping a single nerve), Sense Manipulation (Obscuring Shadow Veil temporarily blinds a target), Incorporeality (One with Shadow briefly turns the user invisible and incorporeal), Weapon Creation and Temperature Manipulation (Shadow Blade Technique creates a double of the user's weapon that strikes alongside its matrix, inflicting cold damage), Body Control (The Stone/Iron/Adamantine Bones techniques allow Reshar to briefly render his body nearly invulnerable), Status Effect Inducement (Moves such as the Mountain Strike series, Stone Vise and Mind Strike can stun or daze foes), Damage Reduction (Roots of the Mountain anchors the user to their location and grants them damage reduction), Rage Power and Berserk Mode (Blood in the Water lets one enter an ever-growing frenzy upon drawing blood, and various other Tiger Claw techniques allow one to tap into a feral, primitive fighting style to tear foes apart. Furious Counterstrike allows to counter with extreme force upon having suffered damage), Extreme Resistance to Fire Manipulation (Flame's Blessing grants Reshar immunity to flames as long as he remains within it), Willpower Manipulation (Moment of Perfect Mind allows one to steel themselves against effects that try to erode their willpower)
|-|With the Nine Swords=
Abilities that Reshar already possesses, such as all martial maneuvers or Uncanny Dodge, are not listed.
* All: Non-Physical Interaction (All of the Nine Swords are enchanted, and therefore capable of interacting with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entities), Magic (The Nine Swords can be used to cast certain spells), Reality Warping (All magic is the result of manipulating The Weave, a multiversal construct personified by the Goddess Mystra, which in turn refines the raw power of the entity known as The Serpent), Statistics Amplification (All of the Nine Swords provide different bonuses to the wielder's statistics), Power Bestowal (The Nine Swords can all allow the users to perform certain martial maneuvers even if they do not know them, though this is of no use to Reshar)
* Desert Wind: Temperature Manipulation (Desert Wind always emits a warm breeze, and glows white-hot when wielded in combat), Fragrance Manipulation (Desert Wind releases the pleasant smells of a desert bazaar when unsheathedWeapons of Legacy, 3.5e), Fire Manipulation (Can spray a fan of flames with Fiery Slash), Air Manipulation (Can be used to cast Gust of WindWeapons of Legacy, 3.5e), Deconstruction and Energy Projection (Can be used to cast DisintegrateWeapons of Legacy, 3.5e), Resistance to Temperature Manipulation (Desert Child provides protection from temperatures between -45 and 60 °C when held) 
* Faithful Avenger: Minor Light Manipulation (Faithful Avenger glows when landing a critical hit), Extrasensory Perception (Faithful Avenger can either Detect Evil or Detect Good), Purification (Can be used to cast Lesser Restoration, which can undo reduction to one's statistics), limited Invulnerability (Resiliency allows the user to negate any kind of damage once a day)
* Supernal Clarity: Perception Manipulation (Whenever drawn, Supernal Clarity appears to slow down time for the briefest moment), Memory Manipulation (Supernal Clarity shares some of its previous wielders' memory with the user), Body Control (Supernal Clarity hones one's mental clarity to the point that it can be used to control one's movements), Statistics Amplification (Can be used to cast Haste, which increases the target's speed and Time Stop, which actually enhances the user's speed to such a level that everything else appears to be frozen), Free Movement and Extreme Resistance to Thread Manipulation, Statistics Reduction and Paralysis Inducement (Can be used to cast Freedom of Movement, which allows one to fight unimpeded by many kinds of restriction)
* Kamate: Limited Sound Manipulation (Whenever Kamate is drawn, its name can be heard chanted four times), Electricity Manipulation (Kamate can attack using electricity with Shocking Grasp, Lightning Bolt and Chain Lightning), Homing Attack (With Accurate Strike, Kamate will strike true against any enemy, even if they are concealed, invisible or intangible)
* Eventide's Edge: Light Manipulation (Eventide's Edge summons light when unsheathed and swung), Size Manipulation (Eventide's Edge shrinks to fit a small wielder's hands), Damage Boost (Eventide's Edge inflicts greater damage against foes large than the user), Invisibility (Dance into the Sun renders the user invisible for a time)
* Umbral Awn: Darkness Manipulation (Umbral Awn does not reflect light, and draws a shadow upon the user's face), Stealth Mastery (Shadowcloak improves the user's stealth), Invisibility (Can be used to cast Invisibility at will), Incorporeality (Shadowstep can be utilized to become incorporeal)
* Unfettered: Density Manipulation (Unfettered feels heavier when it should, until it's used in battle, during which it's perfectly balanced), Size Manipulation (Unfettered grows bigger in the hands of someone with a build powerful enough to wield it. Additionally, it can be utilized to cast Enlarge Person), Fusionism (Can be utilized to cast Meld Into Stone, which lets the user fuse themselves and their possessions with a large enough stone), Damage Reduction (Can be utilized to cast Stoneskin, which grants resistance to most forms of damage), Weapon Control and Transmutation (Disembodied Blade transforms Unfettered into a flying blade of pure force that hovers and attacks following the user's whim), Resistance to Pressure Points (Unfettered provides partial resistance to critical hits)
* Tiger Fang: Healing (Battle Fever lets the user heal as they fight), Statistics Amplification (Can be used to cast Haste, which increases the target's speed), Pressure Points (Tiger Fang both inflicts great damage with and has a higher chance of scoring critical hits)
* Blade of the Last Citadel: Limited Blood Manipulation (The Blade weeps blood if used to harm an innocent), Probability Manipulation (Can be utilized to cast Prayer, which brings favor onto the user and their allies, and disfavor upon their enemies), Empathic Manipulation (Can be used to cast Remove Fear, which emboldens one target with courage), Healing and Purification (Can be used to cast Cure Critical Wounds and Heal, with both healing wounds and the latter removing most afflictions), Weapon Control (Blade Barrier morphs the Citadel Blade into a ring-shaped barrier that orbits around the caster, harming nearby foes)</tabber>Attack Potency: At least Multi-Continent level (While Reshar's exact power is unknown, he likely reached a total level of at least 60 [See Note], which would mark him as far stronger than a Phaethon), possibly Low Multiverse level (Being known to be the absolute greatest swordsman to wield at least two of them, Reshar is likely at least comparable to the other greatest wielders of the Nine Swords, who were possibly capable of fighting those such as Orcus), higher with Sublime Way (Various stances and maneuvers in the Sublime Way inflict far more damage than normal attacks, with Stone Dragon offensive techniques in particular dealing crushing damage even to comparable foes) and Nine Swords (The Nine Swords are extremely powerful weapons of legacy that grant great power to their wielder. Faithful Avenger was instrumental in the destruction of Orcus' wand and the fall of Acererak)
Speed: At least FTL (Superior to those who can dodge light based attacks and react to solar beams) with FTL+ reaction speed (Can tag people with the Great Cat's Dodge ability), possibly Infinite, higher with Sublime Way (Various maneuvers and stances increase the user's speed, with Time Stands Still in particular increasing the user's speed to such a degree that their attacks take just a tiny fraction of the time they normally would) and Nine Swords (Some of the Swords are capable of casting Haste, and in particular Supernal Clarity can cast Time Stop, which actually enhances the user's speed to such a level that everything else appears to be frozen)
Lifting Strength: At least Class 1, likely higher (While Reshar's Ability Scores are not known, the Stone Power feat requires an absolute minimum of 13 strength, which as a medium humanoid would allow him to push 630.38 kg in the air)
Striking Strength: At least Multi-Continent level, possibly Low Multiverse level, higher with Sublime Way
Durability: Likely at least Multi-Continent level, possibly Low Multiverse level, higher with Sublime Way (Some stances and maneuvers temporarily render Reshar more durable or difficult to harm)
Stamina: Superhuman. Even much lesser combatants than Reshar can fight for hours on end or after grievous injury. Steely Resolve's supreme dedication and intense focus allows him to set aside his pain and delay the effect of most injuries. Die Hard lets Reshar fight through wounds that would fell most. Zealous Surge and Mettle let one withstand otherwise detrimental effects. Endurance lets him perform amazing feats of stamina. The Immortal Fortitude stance allows Reshar to repeatedly withstand lethal damage. Iron Heart Endurance lets him fight past mortal limits, while Iron Heart Focus and Iron Heart Fortitude respectively allow him to summon reserves of mental fortitude to throw off an otherwise successful effect or end one currently affecting him prematurely.
Range: Varies from Standard Melee Range to Extended Melee Range with weaponry, up to Several Meters with Dancing Blade Form which extends attack range by 5 ft (1.52 m), up to Tens of Meters with ranged/thrown weaponry and maneuvers.
Standard Equipment: Reshar was a master of many weapon types, but he illustrated typically wielding swords, daggers, bows and staffs, though in his old age he chose to wander alone, on foot and unarmed, as he feared nothing in the world. He was the one to collect the Nine Swords that the Temple of Nine Swords took its name from, and gift each of them to one of his students. While it is unknown for how long he used them, he nonetheless reached an acute level of mastery in them, having been the greatest wielder of at least one of them, being considered their rightful inheritor before even laying his hands on them and having a great deal of knowledge of their secrets and effects.
Each of the Nine Swords embodies the principles, skills, and philosophy of one of the Sublime Way's disciplines and grants the wielder supreme power and artistry in its style. Note that while most of them grant the user the ability to use maneuvers from their respective discipline, those will not be listed to avoid repetition, as Reshar is already capable of performing them.<tabber>
|-|Desert Wind (DW)= 
Desert Wind is a slender and graceful scimitar crafted of shining steel, lustrous ivory, and polished gold. Its hilt is set with brilliant blue sapphires and fiery red rubies. A soft, warm breeze briefly surrounds the wielder when he grasps Desert Wind’s hilt. The blade grows very hot when wielded in battle, glowing red or even white, even inflicting some heat damage with every hit. 
* Desert Child: You take to the heat of the desert days and the bitter chill of the desert nights as though born to that environment. You constantly benefit from the effect of an endure elements spell. 
* Fiery Slash: You can cause Desert Wind to spray a fan of flame (like that produced by the burning hands spell) by slashing the blade in a broad arc. This ability is usable three times per day. 
* Dance of Flame and Wind: You gain an enhancement bonus to Dexterity.
* Desert Draw: You are treated as if you possessed the Quick Draw feat when unsheathing Desert Wind. 
* Howling Wind: Three times per day by forcefully pointing the scimitar in the desired direction, you can use gust of wind as the spell. 
* Fan the Flames: Once per day by placing the tip of Desert Wind into any flame, you can use fireball as the spell. The fireball explodes from the tip of the scimitar, and you are unharmed by the resulting fire damage. 
* Dust of the Desert: Once per day when you issue the command word and gesture with Desert Wind, you cause its tip to emit a thin green ray that can destroy one creature utterly, as the disintegrate spell.
|-|Faithful Avenger (DS)= 
Faithful Avenger is a cold iron falchion with a dull steel blade. Its hilt is inlaid with ivory and onyx. Whenever Faithful Avenger scores a critical hit while wielded by a good-aligned creature, it flashes with a yellow-white light. If the bearer is evil, the flash is a sickening green color. 
* Dual Legacy Properties: Faithful Avenger carries two legacies, one of evil and one of good. Upon completing the first legacy ritual, you must choose which legacy to unlock. If you choose the legacy of good, the falchion will eventually grant you the ability to detect evil, and it will become a holy weapon. If you choose the evil legacy, you can instead detect good, and the weapon eventually becomes unholy. 
* Faithful Strike: Unlocking the legacy of Faithful Avenger grants you knowledge of the Devoted Spirit discipline. You gain a bonus on attack rolls and damage rolls against opponents of diametrically opposed alignments. Your bonuses from this ability are halved against an enemy that has only one alignment component diametrically opposed to yours.
* Blessing of Faith: Your affiliation with the legacy of Faithful Avenger makes you hardier. You gain an enhancement bonus to your Constitution score.
* Detect Evil/Good: You can use detect evil/good, as the spell, at will.
* Lesser Restoration: You can use lesser restoration, as the spell, three times per day. 
* Restoration: You can use restoration on yourself once per day as a swift action. 
* Resiliency: You gain the ability to ignore damage from a single source once per day.
|-|Supernal Clarity (DM)= 
Supernal Clarity is a perfectly balanced rapier made of glistening mithral. Its grip is tightly wrapped with dark blue leather. Each time Supernal Clarity is drawn, time seems to slow for a split second. This momentary trick of perception doesn’t provide any benefit or hindrance to the wielder. 
* Diamond Strike: You gain a small fraction of the insight shared by all Supernal Clarity’s previous wielders. You gain an insight bonus on any attack roll made as part of a Diamond Mind strike delivered with Supernal Clarity. 
* Psychic Poise: Supernal Clarity hones your mental clarity to such an extent that it can actually guide your physical movements. You can choose to make a Concentration check in place of a Balance check three times per day. You must make this choice before attempting the check.
* Haste: You can tap into the inherent speed held within Supernal Clarity. You can use haste (self only) for 1 round as a swift action. This ability is usable up to five times per day. 
* Uncanny Dodge: As a wielder of Supernal Clarity, you learn to be ready for battle at all times. You cannot be caught flatfooted, and you react to danger before your senses would normally allow you to do so.
* Freedom of Movement: Losing control of his own body is every warrior’s worst nightmare, but Supernal Clarity grants you respite from that fear. You can cast freedom of movement on yourself once per day as an immediate action. This ability functions as the spell, except that the duration is 1 minute. 
* Time Stop: When you unlock the final legacy power of Supernal Clarity, you gain the ability to move so quickly that time seems to halt in place. Once per day on command, you can use time stop as the spell.
|-|Kamate (IH)= 
Kamate is a bastard sword of simple, but not crude, construction. Its hilt and pommel are unadorned with decoration or filigree of any sort, and neither rune nor image mars its perfectly smooth, razor-sharp blade. Each time the wielder draws Kamate, he hears a faint voice that sounds like a goblin chanting the sword’s name four times, each time slightly louder than the previous. 
* Shocking Grasp: You can use Kamate to deliver a shocking grasp effect with a normal or touch attack once per day. If you miss, the weapon remains charged. Activating this power is a swift action. 
* Accurate Strike: You can cause Kamate to strike true against a foe three times per day. Once you activate this power (a swift action), the weapon’s next attack automatically ignores any concealment the target might have. If the target is invisible, you must still attack its space. If the target is incorporeal, you ignore its 50% chance to take no damage from your hit. Furthermore, if your attack roll threatens a critical hit, you gain a bonus on the attack roll to confirm. 
* Stance Agility: You gain an insight bonus on Reflex saves as long as you are in an Iron Heart stance. 
* Lightning Bolt: You gain the ability to use lightning bolt as the spell three times per day, on command.
* Chain Lightning: You can cause Kamate to emit a blast of lightning that arcs to other targets, as if produced by the chain lightning spell. To produce this effect, you must speak the command word and gesture with Kamate. This ability is usable once per day.
* Perfect Strike: While you are holding Kamate, you can gain a massive competence bonus on a single attack roll. You must choose to activate this ability (an immediate action) before you make the attack roll it is to modify. This ability is usable once per day.
|-|Eventide's Edge (SS)= 
The mithral blade known as Eventide’s Edge is faceted and highly reflective—so much so that it sends shards of light scattering about the room when it swings through the air. Whenever Eventide’s Edge is unsheathed, a bright yellow light shines within the blade. This glow quickly fades to orange, then to red, before it finally extinguishes. This process takes about 1 minute. Initially, the light is about as bright as a torch, and a wielder who has performed the least legacy ritual for the blade can suppress its glow with a thought. Unlike most other magic weapons, Eventide’s Edge shrinks to fit the hands of a Small creature. 
*Crux of Balance: You have an easier time adjusting your position and balance when affected by another creature. You gain a +4 bonus on checks made to execute a bull rush, overrun, or trip, and to resist those maneuvers.
*Sting Like a Bee: You deal extra damage when you use Eventide’s Edge to make a melee attack against a foe of a larger size category than yours.
*AC Bonus: You add your Wisdom bonus to your AC when you are unarmored, unencumbered, and wielding Eventide’s Edge. This bonus applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless, or if you wear any armor or carry a shield.
*Evasive Defense: You can automatically succeed on your Sense Motive check when using baffling defense against an opponent of a larger size category than yours. This ability is usable three times per day.
*Dance into the Sun: When you are in just the right position, you can become lost in the glare of the setting sun. The final legacy ability of Eventide’s Edge allows you to disappear into the glare of your sword with a dazzling flash of light. This ability functions like greater invisibility and is usable two times per day.
|-|Umbral Awn (SH)= 
Umbral Awn is a simple-looking dagger of the sort that a young martial adept might take to his first academy. But although it appears relatively ordinary, closer observation reveals that it never seems to reflect light of any sort. Using Umbral Awn causes a shadow to fall across the wielder’s face. 
* Shadowcloak: In the first round of an encounter, you can use the Hide skill to hide from any flat-footed creatures as an immediate action, provided you have cover or concealment available within 10 feet of you. You cannot use this ability to hide from creatures that are not flat-footed unless you have some ability that allows you to hide in plain sight.
*Sneak Attack: You deal extra damage with Umbral Awn when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. The extra damage from this ability stacks with that of sneak attack from other sources.
*Shadowhand: You are a deadly foe even when Umbral Awn is not in your hand. If you are unarmed and an opponent provokes an attack of opportunity, you can draw Umbral Awn as an immediate action and take that attack. The opponent that provoked the attack is considered flat-footed against it.
*Shadowstrike: Your connection to Umbral Awn and your mastery of the Shadow Hand discipline let you take greater advantage of flanking positions. If you are maintaining a Shadow Hand stance when you flank a target with an ally, you gain a greater bonus on your attack rolls against that target
*Invisibility: Umbral Awn lets you meld into your own shadow. You can use invisibility at will, as the spell.
*Shadowstep: The final legacy power of Umbral Awn grants you the ability to move as a shadow. Three times per day, as a swift action, you can become incorporeal until the beginning of your next turn. Because Umbral Awn is a ghost touch weapon, you can still attack corporeal foes.
|-|Unfettered (SD)= 
Although clearly functional, this greatsword appears strangely unfinished. Its blade, though sharp, lacks any sheen or polish, and the leather-wrapped pommel and handguard appear crude and blocky. No gem or ornamentation of any kind adorns this weapon. Until battle begins, Unfettered feels unusually heavy to anyone holding it. Once a threat presents itself, however, the blade feels as if it were an extension of the wielder’s arms. In the hands of a goliath or other Medium character with a powerful build, Unfettered expands in size, becoming a Large greatsword. 
*Strength Enhancement: You gain a great enhancement bonus to your Strength score as long as you hold Unfettered.
*Enlarge: You can increase your size as if you had cast enlarge person on yourself. This effect works regardless of your creature type and is usable once per day on command.
*Meld into Stone: Beginning at 12th level, you can meld your body and possessions into a single block of stone, as if you had cast the meld into stone spell on yourself. During the first round after you step out of the stone, you gain a bonus on attack rolls made as part of any Stone Dragon strike. This ability is usable once per day.
*Light Fortification: Any critical hit or sneak attack scored on you while you hold Unfettered has a 25% chance to be negated. The damage is instead rolled normally in this case.
*Stoneskin: You gain the ability to use stoneskin on yourself once per day while you are in a Stone Dragon stance. The damage reduction granted by this effect replaces any damage reduction normally granted by the stance. The effect ends as soon as you are no longer in a Stone Dragon stance, or whenever its duration would normally expire, whichever comes first.
* Disembodied Blade: You can transform Unfettered into a shimmering blade of pure force that hovers in the air. This effect is the equivalent of Mordenkainen’s sword, except that the blade uses your base attack bonus + your Strength bonus + its own enhancement bonus on attack rolls. Unfettered remains in this form for up to 17 rounds, though you can dismiss the effect earlier as a swift action, thereby returning the blade to your hands, or to your feet if your hands are full. This ability is usable once per day.
|-|Tiger Fang (TC)= 
Tiger Fang’s steel blade is etched with a stylized tiger whose claws and fangs mark its keen edge. The hilt of this razor-sharp kukri is wrapped in alternating colors of leather—black and brown —to emulate a tiger’s stripes. When Tiger’s Fang is swung through the air, a faint roar accompanies its passing instead of the usual whistling sound a weapon makes. 
*Claw of the Tiger: Tiger Fang becomes an extension of your own hand when you wield it. So long as you are conscious, you cannot be disarmed of Tiger Fang unless you will it. You automatically succeed on checks made to resist disarm attempts, and you do not drop Tiger Fang if you become panicked or stunned.
*Tiger Leap: You find more spring in your step, gaining a bonus on Jump checks whenever you wield Tiger Fang.
* Battle Fever: You are invigorated whenever you use Tiger Fang in melee. Five times per day, you can use a swift action to heal yourself of some damage, so long as you have used Tiger Fang to make an attack against a living foe during that same round. Using this ability does not provoke attacks of opportunity.
* Sharp Claw: You find that Tiger Fang is perfectly balanced for use with Tiger Claw maneuvers. As long as you have a Tiger Claw stance active, you deal an extra 1 point of damage with all your melee attacks, including strikes, made with Tiger Fang.
*Haste: Tiger Fang speeds up your perception of time, granting you a flurry of motion. While you are holding, wearing, or wielding the blade, you can use haste for 1 round as a swift action, as though you were wearing boots of speed. This ability is usable up to five times per day.
*Vicious Attack: The kukri’s keen edge finds the softest places to cut, and Tiger Fang can cut even deeper. The critical multiplier of Tiger Fang increases to ×3.
*Power Critical: You gain a bonus on attack rolls made to confirm critical hits with Tiger Fang.
*Devastating Attack: Tiger Fang ultimately becomes a devastating weapon, capable of dropping a foe with a single, well-placed slice. When you attain 20th level, the critical multiplier of Tiger Fang increases to ×4.
|-|Blade of the Last Citadel (WR)= 
The Blade of the Last Citadel (sometimes called simply Citadel’s Blade) is an adamantine longsword. The pommel is bound in white leather, and the crossguard resembles a crenellated wall, with the white enameled crenellations facing the blade. If used to injure an innocent sentient being, it weeps blood until the wielder receives an atonement or gives up the blade to another. 
*Prayer: You can use prayer once per day.
*Remove Fear: You gain the ability to use remove fear as an immediate action, though it affects only a single creature up to 50 feet away, and you can’t use it on yourself. This ability is usable three times per day.
*Cure Critical Wounds: You can use cure critical wounds on yourself once per day as a swift action.
*Blade Barrier: You can transform Blade of the Last Citadel into a ring-shaped blade barrier centered on you. While the sword is in blade barrier form, you can add its enhancement bonus to your AC as if using the defending property of the weapon. At any time during the duration, you can dismiss the effect as a swift action, which returns Blade of the Last Citadel to your hand (or to a spot at your feet if your hands are full). This ability is usable three times per day.
*Heal: You can use Heal on yourself once per day as a swift action.</tabber>Intelligence: Likely Gifted. Reshar was a wise master who founded a highly esteemed temple of martial arts. While his Ability Scores are not known, he must have had a minimum of 13 Intelligence, which already marks him as well above average in that regard. Extraordinary Genius in combat. Reshar mastered all nine paths of the Sublime Way, a feat that has never been replicated, in just three years, and in history nobody has ever been capable of matching his expertise in even just a single one of its paths other than his Nine Blades, his greatest apprentices.
Weaknesses: Maneuvers cannot be used repeatedly at will in the same fight. A brief respite of some sort is needed. Reshar can passively regain a random maneuver each turn (Crusader), meditate for one turn (6 seconds) to regain one (Swordsage) or recover all of them with a brief swift action followed by an attack (Warblade), and regardless all maneuvers are instantly regained at the end of a fight, overall rendering this limitation little more than an annoyance. Stone Dragon maneuvers can be initiated only if Reshar is in contact with the ground. Many of Reshar's techniques have some form of limitation: for example, most Invisibility effects end when performing an attack, and Time Stop cannot be used to harm or move enemies.
Notable Attacks & Techniques:<tabber>
|-|Sublime Way= 
Reshar is a master of the Sublime Way, a martial art that teaches a fighting character how to meld his inner strength, training, and discipline into the perfect weapon. The Sublime Way is not magical—at least, not in a normal sense. It is a fighting system that harnesses a student’s discipline and determination through knowledge, practice, and study. A master of the Sublime Way can perform martial exploits that are nearly superhuman—and, in fact, some of them actually transcend the natural. The maneuvers of a Sublime Way master represent small moments of clarity, self-knowledge, piety, or perfection. A fighter uses Power Attack to strike harder, but a student of the Sublime Way who wants to accomplish the same goal performs a very specific mental and physical exercise that results in a mighty blow—if it is executed just right. 
Some believe that a practitioner of the Sublime Way creates the power for his maneuvers by invoking a cosmic principle of perfection. This theory holds that if the student moves in a precise pattern while calling to mind the very specific mental images or analogies corresponding to that maneuver, he forges a brief connection with a source of power that lends strength and precision to his strike. Others believe that followers of the Sublime Way draw the necessary power from their own souls by harnessing ki—the energy of life. But whatever the truth of the matter, the results are spectacular. Few can match the agility, strength, and skill of a master of the Sublime Way. At the heart of the Sublime Way lies one simple precept: The warrior who knows himself perfectly cannot be defeated. You cannot predict where you will fight, or what weapons you will find close at hand, or how your enemies will strike at you. But you can prepare yourself for that moment through constant practice, study, and reflection. Conquer your own body, mind, and spirit, and you cannot help but be victorious over your enemies. 
Originally, the Sublime Way was nine different rival schools of combat scattered across the entire world. Reshar was the one to unite them into one: he mastered all nine disciplines, taught one of them each to nine great apprentices of his, and founded the Temple of Nine Swords, where the Sublime Way would be taught to all: 
|-|Tactical Feats=
A collection of nine tactical feats, one per martial discipline, that each allow the user to perform various powerful maneuvers.
*Clarion Commander (White Raven): On the battlefield, you are a natural leader. You issue orders and coordinate your allies, but you also learn to take advantage of their actions and maximize the fruits of teamwork. When you attack a foe with your allies, the combined result of your efforts can be devastating.
**Following Up: To use this option, you must make a successful Diplomacy check after hitting your target with a melee attack. If you hit that target again on your next turn, the target provokes an attack of opportunity from an ally of your choice.
**Perpetual Flank: To use this option, you make an Intimidate check against an opponent. If this check succeeds and you make a successful melee attack against the same foe on your next turn, you and your allies can treat that enemy as flanked for 1 minute.
**Pile On: To use this option, you must use the aid another action to grant an ally a bonus on his next attack roll against an opponent both of you threaten. If your ally attacks and hits that enemy, you can make an immediate attack of opportunity against that target.
*Distant Horizon (Setting Sun): An initiate of the Setting Sun sometimes learns a set of combat maneuvers that combine to create the Distant Horizon fighting form. This form teaches you how to recognize an opponent’s weaknesses in the current moment, as well as in the future. A blow struck now ruins an opponent’s defenses against your next volley of attacks.
**Continued Push: To use this option, you must move an opponent at least 5 feet with a bull rush attack or a Setting Sun strike. On your next turn, you gain a +4 bonus on any Strength, Dexterity, or grapple checks you make against that foe.
**Turn the Tables: To use this option, a foe must charge you and either miss you with his charge attack or be unable to attempt the attack (perhaps because of your use of a maneuver). On your next turn, you can make a charge attack against that foe even if you cannot move more than 5 feet. You can also make a charge attack against that enemy even if you cannot charge in a straight line.
**Lasting Weak Spot: To use this option, you must hit a foe that you flank with at least two melee attacks on your turn. On your next turn, as a standard action, you can make a single melee attack against your foe with a –2 penalty. If this attack hits, your foe takes an extra 1 point of damage from every melee attack that hits him for the next minute.
*Faith Unswerving (Devoted Spirit): The initiate of the Devoted Spirit knows that his fanaticism and devotion to a cause are enough to carry him through almost anything. This tactical feat allows you to draw on this reservoir of energy. As your foes injure you, you become a more daunting foe.
**Keep Up the Pressure: To use this option, you must make a charge attack against a foe. If you hit, at any time before the start of your next turn you can take an immediate action to move up to your speed immediately after that foe moves, as long as you end your movement adjacent to that target.
**Take One for the Team: To use this option, you must hit an opponent with a melee attack. At any time before the start of your next turn, you can take an immediate action to block a melee attack made by that opponent if he targets one of your allies. You must be adjacent to the ally to use this ability, and you must decide to use this ability before you know the result of the enemy’s attack roll. If the attack hits your ally, roll 1d20 and add your AC to the result. If the result of this roll is greater than the opponent’s attack result, he hits you instead, even if the attack roll’s result wouldn’t normally be high enough to hit you.
**One Last Strike: To use this option, you must be the subject of an attack, spell, or ability that reduces you to 0 or fewer hit points. As an immediate action, you can move up to 5 feet and make a single melee attack with a +5 bonus on the attack roll. You gain a bonus on your damage roll equal to your character level. Regardless of the result of your attack, you still take the damage from the attack that triggered this ability. You complete this immediate action before dropping to 0 or fewer hit points
*Gloom Razor (Shadow Hand): The teachings of the Shadow Hand discipline allow you to confuse your enemies. Your attacks and parries are infused with the stuff of shadow. Through careful training and discipline, you learn to use your ki to inhibit a foe’s fighting ability with your shadowy nature.
**Lingering Gloom: To use this option, your opponent must miss you due to concealment. On your next turn, you can make a Hide check opposed by your foe’s Spot check as a swift action. If this check succeeds, you gain the benefit of an invisibility spell against that foe until the end of your turn.
**Moving Shadows: To use this option, you must deal damage to an enemy with a melee attack and move at least 10 feet during your turn. On your next turn, you can treat that enemy as flat-footed against the first melee attack you make in that round.
**Shadow Slip: To use this option, you must make a successful melee attack against an opponent you flank. On your next turn, you can make a DC 20 Tumble check if you are adjacent to your foe. If this check succeeds, as a free action you can move to any square adjacent to your opponent without provoking attacks of opportunity from any opponent
*Perfect Clarity of Mind and Body (Diamond Mind): Your mastery of the Diamond Mind discipline allows you to tap into reserves of spiritual and physical strength that other warriors cannot imagine using. Through focus, dedication, and a heightened awareness of your inner talents, you push yourself beyond your limits.
**Coiled Spring: To use this option, you must use the total defense action and move no more than 5 feet on your turn. On your next turn, you gain a +30-foot bonus to your land speed and a +2 bonus to AC as you burst across the battlefield. You can make a single attack after moving in this round, if you don’t move more than double your modified speed.
**Expert Mind: To use this option, you must first defeat an enemy in a duel of wills. On your next turn, you gain a morale bonus on any roll you make to disarm, feint, or trip that enemy.
**Press the Advantage: To use this option, you must damage, disarm, or trip an opponent. On your next turn, you can make an Intimidate check against your opponent as a free action. If this check succeeds, your foe takes a –2 penalty on attack rolls for 1 round.
*Reaping Talons (Tiger Claws): When fighting with the Tiger Claw discipline’s preferred weapons, you can use a variety of combat options that maximize the benefits of wielding two weapons.
**Focused Assault: To use this option, you must fight defensively, use the total defense action, or use the Combat Expertise feat to gain a +3 bonus to AC in return for a –3 penalty on attack rolls. You must also wield any two preferred weapons of the Tiger Claw discipline and move no more than 5 feet. Keep track of each opponent that attacks you after you take that action. On your next turn, as a full-round action, you can make a single melee attack against each of the opponents that attacked you on the previous round at your highest attack bonus. You must still threaten the enemies you attack with this option.
**Cornered Predator: To use this option, you must hit your foe with two attacks that each use one of the one-handed or light preferred weapons of the Tiger Claw discipline. On your next turn, you gain a +2 bonus on attack rolls against this foe for each opponent that threatens you.
**Talon Shield: To use this option, you must hit the your foe with two attacks that each use one of the preferred onehanded or light weapons of the Tiger Claw discipline. On your next turn, if you fight defensively or use the total defense action, you gain a +2 shield bonus to AC against that foe.
*Scorching Sirocco (Desert Wind): As a student of the Desert Wind, the burning fury of the desert sirocco is at your command. In battle, you call upon its power to burn your enemy and lend you speed.
**Fan the Flames: To use this option, you must deal fire damage to a foe. On your next turn, you can attempt a Tumble check as a move action. You must be adjacent to the target to use this ability. If you succeed, your opponent catches fire.
**Mark of Fire: To use this option, you must deal fire damage to a foe with a Desert Wind strike. On your next turn, you must deal fire damage to that foe again and make a Spellcraft check. If you succeed, the flames spread across your target, granting your allies a bonus on attack rolls against her for 1 round.
**Dance of Flames: To use this option, you must move at least 10 feet and initiate a Desert Wind stance. On your next turn, you gain a bonus on Tumble checks. If you succeed on a Tumble check to avoid an attack of opportunity, the opponent whose attack you avoided takes 1d6 points of fire damage as mystical flames twirl around you.
*Shards of Granite (Stone Warrior): Like the great Stone Dragon, you hammer through your opponents’ defenses using raw, brutal strength. Each blow sunders steel, shatters bone, and cleaves through flesh. With each successive attack you make, you hit with greater force.
**Battering Smash: To use this option, you must make a successful melee attack using one of the preferred weapons of the Stone Dragon discipline (greatsword, greataxe, heavy mace, or unarmed strike) and take a –5 penalty on the attack roll using your Stone Power feat. If you hit, you ignore the target’s hardness.
**Eviscerating Strike: To use this option, you must hit the same creature at least two times in the same round using one of the preferred weapons of the Stone Dragon discipline (greatsword, greataxe, heavy mace, or unarmed strike). On your next turn, you ignore any penalty you take on your attack roll from your Stone Power feat when making a roll to confirm a critical hit.
**Unstoppable Onslaught: To use this option, you must make a successful melee attack using one of the preferred weapons of the Stone Dragon discipline (greatsword, greataxe, heavy mace, or unarmed strike), and take a –5 penalty on the attack roll using your Stone Power feat. If you hit, your melee attacks against that creature on your next turn overcomes its damage reduction.
*Stormguard Warrior (Iron Heart): The Stormguard Warrior feat encompasses a number of the more advanced tactics and techniques you would use as a student of the Iron Heart school. 
**Channel the Storm: To use this option, you must choose to refrain from making one or more available attacks of opportunity against a single opponent. On your next turn, you gain a +4 bonus on attack rolls and damage rolls for each attack that you refrained from making against the same opponent. You gain this bonus only against an opponent that you refrained from making an attack of opportunity against in the previous round.
**Combat Rhythm: To use this option, you can choose to make melee touch attacks in place of normal melee attacks against an opponent. These touch attacks deal no damage. For each melee touch attack that hits, you gain a +5 bonus on melee damage rolls against that same foe on your next turn.
**Fight the Horde: To use this option, you must deal damage to at least two different foes on your turn with melee attacks or Iron Heart strikes. On your next turn, if you fi ght defensively or take a –4 penalty on your attack rolls with your Combat Expertise feat (if you have it), you gain a +2 bonus on attack rolls against any foe you damaged with a melee attack or Iron Heart strike during the previous turn.
|-|Skills and Other Feats=
*Duel of Wills: You can use this skill to participate in a duel of wills before a fight begins.
*Knowledge (Local): You can use the Knowledge (local) skill to answer questions about various martial practitioners and traditions.
*Martial Lore: You can use this skill to identify martial maneuvers and entire fighting styles as soon as they are initiated.
*Adaptive Style: With just a short period of meditation, you can change your maneuvers and tactics to meet the threat you currently face.
*Avenging Strike: Your strength of will and strong sense of justice allow you to smite your foes.
*Blade Meditation: You have learned a meditation that grants you insight into the martial disciplines you have studied.
*Desert Fire: The power of the Desert Wind surges through you, and you find power in the motion of the hot winds and shifting sands that you can channel into your Desert Wind strikes.
*Desert Wind Dodge: Your training in the Desert Wind discipline allows you to dance across the battlefield like a blistering sirocco.
*Devoted Bulwark: Because of your staunch devotion to your cause and your Devoted Spirit training, you can stand your ground even in the face of an enemy’s resounding attack
*Die Hard: You can remain conscious after attacks that would fell others.
*Divine Spirit: The fervor and dedication of the Devoted Spirit discipline, combined with your fanatical adherence to a divine power, turns you into a font of spiritual energy. With only a moment’s focus, you can channel power to enhance your fighting talents.
*Evasive Reflexes: When an opponent gives you an opening in combat, you know exactly what to do: slip away.
*Extra Granted Maneuver: You are especially devout or insightful, and you have more control over which of your martial maneuvers are currently granted than other crusaders.
*Extra Readier Maneuver: You are an unusually perspicacious student of the Sublime Way, and you find it easy to keep a large number of maneuvers ready for use.
*Falling Sun Attack: The discipline of the Setting Sun teaches you how to turn an opponent’s strengths into weaknesses. You can identify precisely the correct spot on your opponent’s body to deliver a stunning attack.
*Instant Clarity: You have sharpened your concentration to the point that you can focus your psionic abilities with just an instant’s thought.
*Ironheart Aura: Your strength of spirit and martial training inspires those around you.
*Psychic Renewal: Your mental strength and psionic abilities allow you to focus your mind on combat and use your most devastating maneuvers more frequently.
*Rapid Assault: Your fighting style emphasizes taking foes down with quick, powerful blows.
*Scribe Martial Script: You know the secret of creating martial scripts—small slips of paper into which you infuse your own martial power and skill. The user of a script you have created gains the ability to use a maneuver you know.
*Shadow Blade: In the course of your training in the Shadow Hand discipline, you learn to use your natural agility and speed to augment your attacks with certain weapons.
*Shadow Trickster: Your mastery of the Shadow Hand discipline lets you augment your illusion spells with the stuff of shadow.
*Song of the White Raven: The White Raven discipline shows you how to rouse dedication and fervor within your allies’ hearts. Such teachings can augment and improve your musical ability.
*Snap Kick: You have continued to hone your unarmed combat skills, and you deal more damage with your unarmed strikes.
*Stone Power: The principles of the Stone Dragon discipline teach you how to gather and focus your raw, physical strength into an attack.
*Sudden Recovery: You can instantly recover your focus, balance, and personal energy after using a martial maneuver.
*Superior Unarmed Strike: Your unarmed strikes have become increasingly deadly, enabling you to strike your foes in their most vulnerable areas.
*Tiger Blooded: The Tiger Claw discipline teaches students to mimic the rampant, feral qualities of a wild animal. When you assume an animal form, or at least descend into a wild, bestial state, you strike with superior strength and accuracy.
*Unnerving Calm: You know that the secret to defeating your enemies lies within the still center of your own mind. When your enemies meet your eyes, they see only calm and certain death awaiting them.
*Vital Recovery: Preparing yourself to execute more of your maneuvers gives you the chance to catch a quick second wind and recover from damage you have sustained in the fight.
*White Raven Defense: The White Raven discipline has taught you to shine as a gleaming beacon of hope and endurance amid the chaos of battle. Not only do you aid your allies, but you also draw strength and support from them.
|-|Class Features= 
*Crusader
**Steely Resolve: Your supreme dedication and intense focus allows him to set aside his pain and delay the effect of most injuries.
**Furious Counterstrike: You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory.
**Indomitable Soul: You draw upon the power of your unwavering faith to steel yourself against the enemies you face. Your personality, energy, and dedication to your faith make it possible for you to shrug off attacks that target your willpower.
**Zealous Surge: Your boundless energy and dedication to your cause allow you to throw off the effect of a special attack, spell, or other attack that would otherwise hinder or harm you.
**Smite: Driven by the courage of your convictions and the ironclad strength of your beliefs, you can strike back at those who dare stand against your cause.
**Mettle: By drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior.
*Swordsage
**Quick to Act: Bonus on initiative checks.
**Sense Magic: You can spend 10 minutes focusing upon a weapon or suit of armor and if successful identify the properties of that item, including its enhancement bonus and special abilities.
**Evasion/Improved Evasion: You can avoid even magical and unusual attacks with great agility.
**Dual Boost: You can use two boost maneuvers simultaneously.
*Warblade
**Battle Clarity: You can enter a state of almost mystical awareness of the battlefield around you.
**Weapon Aptitude: Your training with a wide range of weaponry and tactics gives you great skill with particular weapons.
**Uncanny Dodge: You gain the ability to react to danger before your senses would normally allow you to do so.
**Battle Ardor: The sheer love of battle lends uncanny strength to your blows.
**Bonus Feat: (Feats directly linked to the Sublime Way are listed in the Feats section)
***Acrobatic, Agile, Athletic, Blind-Fight, Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Quick Draw, Run
**Battle Cunning: Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack.
**Battle Skill: You anticipate your enemies’ ploys and tactics.
**Battle Mastery: You notice the most subtle openings and cues offered by your opponents.
**Stance Mastery: You can have two stances active simultaneously.
</tabber>Note: Given that Reshar was the one to master, define and teach the Sublime Way as it known now, with him and his (inferior) students being the greatest practitioners of it in history, it is assumed that he is capable of performing all abilities related to its paths. He is also to be assumed to have mastered the three roads of Sublime Way, Warblade, Crusader and Swordsage, as they also descend from his teachings, and each have disciplines exclusive to them. This includes Bonus Feats associated with said classes can gain, and the ones listed in Tome of Battle that are commonly learned by martial adepts to enhance their combat style, though it is unclear whether he has access to ones that would require levels in Bard, Barbarian/Druid and Cleric. However, most prestige classes listed in Tome of Battle are exclusive to communities that Reshar was never a part of, and he does not gain their abilities.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
All unsourced material comes from Tome of Battle: The Book of Nine Swords (2006).
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