All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. Unlike maneuvers, stances are not expended, and you do not have to ready them. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. It is now available for use in a subsequent round. If you complete your meditation, you can choose one expended maneuver to refresh. Doing this does not provoke attacks of opportunity. You can recover an expended maneuver by using a fullround action to quickly meditate. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below). You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. You need not sleep or rest for any long period of time to ready your maneuvers any time you spend 5 minutes in meditation, you can change your readied maneuvers. The maneuvers you choose remain readied until you decide to meditate again and change them. You ready your maneuvers by meditating and exercising for 5 minutes. Maneuvers Readied: You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You can swap only a single maneuver at any given level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest- level maneuvers you know you need not replace the old maneuver with a maneuver of the same level. In effect, you lose the old maneuver in exchange for the new one. Upon reaching 4th level, and at every even-numbered swordsage level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. See Table 3-1, page 39, to determine the highest-level maneuvers you can learn. You must meet a maneuver's prerequisite to learn it. You learn additional maneuvers at higher levels, as shown on Table 1-2. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. A maneuver usable by swordsages is considered an extraordinary ability unless otherwise noted in its description. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw. Maneuvers: You begin your career with knowledge of six martial maneuvers. Weapon and Armor Proficiency: As a swordsage, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons), and light armor, but not with shields. Whatever the occasion, a swordsage is able to contribute, often in completely unexpected ways. In still another fight, he might tear an enemy apart with his bare hands, matching a barbarian's ferocity with his own distinctive style of bloodthirstiness. In another, he might be scorching enemies with area attacks, much like a wizard. In one battle, a swordsage might fulfi ll the role of the rogue, lurking in shadows and striking when foes are least prepared. This advantage gives them unparalleled versatility in a given encounter. Of all three martial adept classes, swordsages learn and can ready the most maneuvers.
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