TEXT: 1
  Warrior Prestige Archetype  
  Swordlord
  Carl Cramér
  
  2
  Introduction
  A prestige archetype is a prestige class turned into a 
  normal 20-level class, similar to an archetype or alternate 
  class. 
     The goal when making these prestige archetypes has 
  been to capture the flavor of the prestige class rather 
  than to make an exact copy of how it would normally 
  be. Attack bonuses, hit dice, class skills, spells, and class 
  features have been unified and spread evenly over lev-
  els. This means that most prestige archetypes have their 
  prestige abilities spread over the entire 20 level spread. 
  Unlike how prestige classes normally work, these ar-
  chetypes have a few complete class abilities rather than 
  many abilities limited to a low level. In some cases, you 
  get the choice of one of several class abilities rather than 
  stymied versions of all the abilities. 
     A prestige archetype generally has elements of one or 
  more regular character classes, to represent how prestige 
  prerequisites were met and character development after 
  the prestige class has ended. Sometimes there is more 
  than one class that naturally leads itself to a particular 
  prestige class, which can lead to several different pres-
  tige archetypes for different combinations. A few are 
  not built on a regular class, instead expanding the idea 
  behind the prestige class to a full 20 levels. 
  Prestige vs. Archetype
  One thing about prestige classes is that you grow 
  into them - they can represent special training 
  opportunities that the character did not know ex-
  isted. Prestige archetypes don’t do this; you play 
  a prestige archetype from level one. In this case 
  I’d suggest using the retraining rules - the char-
  acter retrains those abilities that differ between 
  his old class and the new prestige archetype. Or, 
  if this feels cumbersome, simply change the class 
  abilities and say the sudden change is a result of 
  special training. This should generally work fine 
  at lower levels, the more experienced the char-
  acter is and the more abilities it has, the greater 
  the disconnect when those abilities change. GMs 
  wanting this kind of plot are advised to present 
  such options early on in a campaign. 
  Prestige Archetype
  The Swordlord
  Author: Carl Cramér
  Development: Justin Sluder
  Editing: Perry Fehr
  Cover Design: Mark Gedak
  Cover Image: Jacob Blackmon
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Compatibility with the Pathfinder Roleplaying 
  Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.
  com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publish-
  ing, LLC does not guarantee compatibility, and 
  does not endorse this product.
  Prestige Archetype: The Swordlord is copyright 
  2015; Purple Duck Games.
  All text is considered Open Game Content.
  
  3
  Swordlord
  The swordlords are among the deadliest and most feared 
  fighters of the world. They have spent long years master-
  ing the dueling sword, against both other dueling swords 
  and all manner of other weaponry. Their speed and 
  reflexes weave a net of impenetrable steel around them, 
  from which they strike and harry their unfortunate op-
  ponents. They focus on avoiding damage and disarming 
  foes; swordlords prefer wearing light or no armor, trust-
  ing their skill with their blades for protection.
  Role: Swordlords are highly talented melee combatants, 
  and while their true mastery shows itself in dueling situ-
  ations or whenever flashy combat is called for, they can 
  still carry their weight in more conventional battles.
  Alignment: Any.
  Hit Die: d10.
  Starting Gold: 5d6 x 10 gp (175 gp average).
  Table 17.1 - Swordlord
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  Exotic Weapon Proficiency (dueling sword), deft strike, Weapon 
  Finesse
  2nd
  +2
  +3
  +0
  +0
  Bonus feat, bravery +1, Dazzling Display
  3rd
  +3
  +3
  +1
  +1
  Dueling Mastery, steel net
  4th
  +4
  +4
  +1
  +1
  Display weapon prowess
  5th
  +5
  +4
  +1
  +1
  Duel training
  6th
  +6/+1
  +5
  +2
  +2
  Disarming strike
  7th
  +7/+2
  +5
  +2
  +2
  Bravery +2, aggressive defense
  8th
  +8/+3
  +6
  +2
  +2
  Bonus feat
  9th
  +9/+4
  +6
  +3
  +3
  Shatter confidence
  10th
  +10/+5
  +7
  +3
  +3
  Bravery +3, saving slash
  11th
  +11/+6/+1
  +7
  +3
  +3
  Dexterous duelist
  12th
  +12/+7/+2
  +8
  +4
  +4
  Adaptive tactics (swift)
  13th
  +13/+8/+3
  +8
  +4
  +4
  Duel training (proficiency)
  14th
  +14/+9/+4
  +9
  +4
  +4
  Bonus feat, bravery +4
  15th
  +15/+10/+5
  +9
  +5
  +5
  Counterattack
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  Greater saving slash
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  Adaptive tactics (free)
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  Bravery +5, confounding duelist
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  Duel mastery
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  Bonus feat, dueling sword mastery
  Class Skills
  The swordlord’s class skills (and the key ability for each) 
  are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft 
  (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge 
  (nobility) (Int), Perform (Cha), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis) Swim (Str).
  Skill Ranks Per Level: 2 + Int modifier.
  Class Features
  The following are class features of the swordlord.
  Weapon and Armor Proficiency: A swordlord is pro-
  ficient with all simple weapons, with martial melee 
  weapons, and with light armor, but not with any kind of 
  shield.
  Dueling Mastery: A swordlord gains the following feats 
  at the indicated levels, ignoring the prerequisites. If 
  the swordlord already has one of the indicated feats, he 
  can select a combat feat he fulfills the prerequisites for 
  instead.
  
  4
  1. Exotic Weapon Proficiency (dueling sword), 
  Weapon Finesse
  2. Dazzling Display
  3. Dueling Mastery
  Deft Strike (Ex): A swordlord can add his Dexterity bo-
  nus (if any) on damage rolls made with a dueling sword 
  instead of his Strength bonus. This bonus on damage 
  rolls applies whether the swordlord is wielding a dueling 
  sword one-handed or two-handed, though the swordlord 
  does not apply 1-1/2 times his Dexterity bonus on dam-
  age rolls while fighting two-handed. A swordlord cannot 
  use this ability if he is wielding a shield or an off-hand 
  weapon, including armor spikes, unarmed strikes, or 
  natural weapons.
  Bonus Feats: The swordlord can take fighter-only feats, 
  counting swordlord levels as fighter levels for feat pre-
  requisites. At level 2, and every 6 levels thereafter (level 
  8, 14, 20), the swordlord gains a combat feat as a bonus 
  feat. The swordlord needs to fulfill all prerequisites for 
  these feats.
  Bravery (Ex): Starting at 2nd level, a swordlord gains a 
  +1 bonus on Will saves against fear. This bonus increases 
  by +1 for every four levels beyond 2nd.
  Steel Net (Ex): At 3rd level, when a swordlord makes a 
  full attack with a dueling sword, he gains a +1 bonus to 
  AC against melee attacks until the beginning of his next 
  turn. This bonus increases by +1 every four levels after 
  3rd.
  Display Weapon Prowess (Ex): At 4th level, a sword-
  lord adds a bonus equal to ¼ his class level on Intimi-
  date checks made while using Dazzling Display with a 
  dueling sword. He also gains a +1 competence bonus on 
  these Intimidate checks for each of the following feats he 
  possesses with the dueling sword: Greater Weapon Spe-
  cialization, Improved Critical, Weapon Specialization.
     When involved in a duel, a swordlord’s mastery of 
  elaborate strokes and stances grants a bonus equal to 
  1/2 his class level on performance combat checks. These 
  tricks are not merely for show, however, and are of great 
  help in countering an enemy during a duel, granting a 
  bonus equal to 1/2 his class level on rolls to make a duel-
  ing parry or use dueling resolve. For rules on duels and 
  performance combat, see Pathfinder Roleplaying Game 
  Ultimate Combat.
  Duel Training (Ex): Starting at 5th level, a swordlord 
  gains additional benefits when fighting with a dueling 
  sword. Whenever he attacks with such a dueling sword, 
  he gains a +1 bonus on attack and damage rolls.
     Every four levels thereafter (9th, 13th, and 17th), the 
  bonus increases by +1. A swordlord also adds this bonus 
  to any combat maneuver checks made with a dueling 
  sword. This bonus also applies to the swordlord ‘s Com-
  bat Maneuver Defense when defending against disarm 
  and sunder attempts when he wields a dueling sword.
  While a swordlord focuses on the dueling sword, there 
  are also other dueling weapons to consider. The sword-
  lord also learns to apply his training to other weapons 
  required by a formal challenge or duel. Whenever he is 
  wielding a weapon required by the rules or customs of 
  the circumstance, he can use all his class abilities with 
  that weapon as if it was a dueling sword. He cannot use 
  feats this way, nor can he ignore non-proficiency penal-
  ties. At 9th level, the non-proficiency penalty penalty is 
  reduced by 2 in this situation. At 13th level the sword-
  lord is considered proficient with whatever weapon a 
  situation demands.
  Disarming Strike (Ex): At 6th level, when a swordlord 
  successfully disarms an opponent using a dueling sword, 
  the swordlord also deals normal damage to the target, 
  but without the normal Strength (or Dexterity) bonus to 
  damage.
  Aggressive Defense (Ex): A swordlord reduces the at-
  tack roll penalty for fighting defensively and/or using 
  Combat Expertise by 2 at 7th level.
  Shatter Confidence (Ex): At 9th level, a swordlord can 
  make an Intimidate check to demoralize his target as a 
  swift action after he confirms a critical hit or succeeds at 
  a disarm, reposition, or sunder combat maneuver with 
  a dueling sword. If his target is already shaken, he can 
  attempt an Intimidate check to demoralize as a swift ac-
  tion after any successful melee attack or combat maneu-
  ver. If this check is successful, any morale bonuses the 
  target possesses are suppressed for a number of rounds 
  equal to the swordlord’s class level. Suppressed effects are 
  not dispelled, and resume after this time elapses if their 
  duration has not expired. Suppressed morale bonuses 
  include those gained from a barbarian’s rage ability; 
  however, this ability does not actually end rage or sup-
  press any other effects of rage or rage powers that do not 
  provide morale bonuses.
  
  5
  Saving Slash (Ex): At 10th level, when wielding a duel-
  ing sword, a swordlord can use an immediate action to 
  try deflecting a melee critical hit targeting him, reducing 
  its damage to that of a normal hit, with a 25% chance of 
  success. This does not stack with the fortification special 
  ability of magical armor or similar effects.
  Dexterous Duelist (Ex): At 11th level, a swordlord with 
  at least one free hand is not denied his Dexterity bo-
  nus to Armor Class when making Acrobatics or Climb 
  checks. In addition, if he stands from prone he does not 
  provoke attacks of opportunity from any creatures he hit 
  while he was prone earlier on the same turn.
  Adaptive Tactics (Ex): A swordlord learns to adapt his 
  fighting style to counter his enemy’s strengths. At level 
  12, after a swordlord declares an attack with his dueling 
  sword against a creature he attacked during the previous 
  round, as a swift action he can attempt a Sense Motive 
  check (with a DC equal to 10 + the opponent’s base at-
  tack bonus). If the check is successful, the swordlord can 
  choose to gain a +2 circumstance bonus either on attack 
  rolls or to AC against that creature until the beginning 
  of his next turn. At level 17, this becomes a free action 
  that can be used any number of times in a round.
  Counterattack (Ex): At 15th level, a swordlord can 
  make an attack as an immediate action against an op-
  ponent who hits him with a melee attack, so long as the 
  attacking creature is within the swordlord’s reach.
  Greater Saving Slash (Ex): At 16th level, a swordlord’s 
  saving slash has a 50% chance of reducing a melee criti-
  cal hit to a normal hit. In addition, he can attempt a sav-
  ing slash against a ranged critical hit, including those by 
  rays and other ranged touch effects, with a 25% chance 
  of success.
  Confounding Duelist (Ex): At 18th level, a swordlord 
  who successfully uses shatter confidence also suppresses 
  any competence or insight bonuses the target possesses.
  Duel Mastery (Ex): At 19th level, a swordlord gains 
  Damage Reduction 5/— whenever he is wielding a duel-
  ing sword.
  Dueling Sword Mastery (Ex): At 20th level, a sword-
  lord masters the dueling sword. Any attacks made with 
  a dueling sword automatically confirm all critical threats 
  and have their damage multiplier increased by 1 (×2 
  becomes ×3, for example). In addition, he cannot be 
  disarmed while wielding a dueling sword.
  Alternate Weapon Lords
  The swordlord as described favors the dueling sword, but 
  other cultures have developed dueling traditions based 
  on other weapons. Simply replace all references to the 
  dueling sword with the culturally appropriate weapon, 
  usually an exotic weapon. Here are some examples of 
  alternate dueling weapons: bastard sword, butterfly 
  knife, dagger, elven curve blade, falchion, flambard, 
  great terbutje, greatsword, katana, katar, khopesh, klar, 
  longsword, nine-ring broadsword, nodachi, pata, quad-
  rens, rapier, scimitar, scizore, sica, starknife, sword cane, 
  swordbreaker dagger, temple sword, terbutje, two-bladed 
  sword, wakizashi, and war razor. Not all of these weap-
  ons should have a class devoted to them in each world—
  DMs are encouraged to select one or a few such weapons 
  as appropriate to the setting, or a player character might 
  be allowed to be a pioneer that is developing a fighting 
  technique for a new weapon.
  Favored Class Bonuses
  Instead of receiving an additional hit point or skill rank 
  when gaining a sword lord level, the following races may 
  select the following option.
     Dwarf: Add +1/4 dodge bonus to the sword lord’s 
  Armor Class while flanked by opponents.
     Elf: Add +1/2 bonus on Acrobatics checks to avoid 
  provoking attacks of opportunity from movement.
     Gnome: Treat your Dexterity score as +1/3 higher 
  when fulfilling the prerequisites of combat feats.
     Half-Elf: Gain 1/4 of Skill Focus with one of the fol-
  lowing skills: Acrobatics, Bluff, Sense Motive, or Stealth. 
  Once you have selected this benefit six times for a spe-
  cific skill, you must select a new skill if you continue to 
  gain this benefit.
     Half-Orc: Add +1/2 bonus on Intimidate checks 
  against an opponent when engaged in single combat.
     Halfling: Add +1/2 bonus on Bluff checks against an 
  opponent when engagd in single combat.
     Human: Gain 1/4 of a fighter only combat feat.
  
  6
  Sample Sword Lord Character
  Below is a sample sword lord character created using 
  these rules at levels 1, 5, 10, and 15. Favored class bonus 
  is used to provide additional hit points.
  Alister
  “A well-made blade is a thing of beauty. A skilled warrior is 
  as well. As well as possessing the first, I am also the second. 
  Surrender, run, or fall before me. Your choice.”
  Alister (CR 1/2; XP 200)
  Male human sword lord 1
  LE Medium humanoid (human)
  Init +3; Senses Perception -1
  DEFENSE
  AC 16, touch 14, flat-footed 12
  (+2 armor, +3 Dex, +1 dodge)
  hp 12 (1d10+2)
  Fort +3, Ref +3, Will -1
  OFFENSE
  Speed 30 ft.
  Melee dueling sword +4 (1d8+3/19-20) or dagger +4 
  (1d4+2/19-20)
  Ranged dart +4 (1d4+2) or dagger +4(1d4+2/19-20)
  Special Attacks deft strike
  STATISTICS
  Str 14, Dex 16, Con 12, Int 13, Wis 8, Cha 12
  Base Atk +1; CMB +3; CMD 17
  Feats Dodge, Exotic Weapon Proficiency (dueling 
  sword), Quick Draw, Weapon Finesse
  Skills Acrobatics +7, Climb +6, Intimidate +5, Swim +6
  Languages Common, Elven
  SQ heart of the streets
  Combat Gear potion of shield of faith; Other Gear leather 
  armor, dueling sword, dagger, dart (5), bedroll, belt 
  pouch, cardsUE, diceUE, dominosUE, explorer’s outfit, flint 
  and steel, gear maintenance kitUE, grooming kitUE, mas-
  terwork backpack, sack, shaving kitUE, signet ring, torch 
  (2), trail rations (5 days), waterskin, whetstone, wrist 
  sheathUE, 5 gp, 6 sp, 6 cp
  Alister (CR 4; XP 1,200)
  Male human sword lord 5
  LE Medium humanoid (human)
  Init +3; Senses Perception -1
  DEFENSE
  AC 17, touch 14, flat-footed 13
  (+3 armor, +3 Dex, +1 dodge)
  hp 42 (5d10+10)
  Fort +5, Ref +4, Will +0; +1 vs. fear
  Defensive Abilities bravery +1, steel net +1
  OFFENSE
  Speed 30 ft.
  Melee mwk dueling sword +11 (1d8+4/19-20) or dagger 
  +8 (1d4+2/19-20)
  Ranged dart +8 (1d4+2) or dagger +8 (1d4+2/19-20)
  Special Attacks deft strike, duel training +1
  STATISTICS
  Str 14, Dex 16, Con 12, Int 14, Wis 8, Cha 12
  Base Atk +5; CMB +7; CMD 21
  Feats Combat Expertise, Dazzling Display, Dodge, 
  Dueling Mastery, Exotic Weapon Proficiency (dueling 
  sword), Mobility, Quick Draw, Weapon Finesse, Weap-
  on Focus (dueling sword)
  Skills Acrobatics +12, Bluff +9, Climb +10, Intimidate 
  +9, Swim +10
  Languages Common, Dwarven, Elven
  SQ display weapon prowess, heart of the streets
  Combat Gear potion of cure moderate wounds (2), po-
  tion of jump (2), potion of shield of faith (2); Other Gear 
  masterwork studded leather, masterwork dueling sword, 
  dagger (2), dart (5), bandolierUE, bedroll, belt pouch, 
  cardsUE, diceUE, dominosUE, everburning torch, explorer’s 
  outfit, flint and steel, gear maintenance kitUE, grooming 
  kitUE, handy haversack, shaving kitUE, signet ring, trail ra-
  tions (5 days), waterskin, whetstone, wrist sheathUE (2), 
  2 gp, 2 sp, 8 cp
  Alister (CR 9; XP 6,400)
  Male human sword lord 10
  LE Medium humanoid (human)
  Init +4; Senses Perception -1
  DEFENSE
  AC 20, touch 16, flat-footed 15
  (+4 armor, +1 deflection, +4 Dex, +1 dodge)
  hp 79 (10d10+20)
  Fort +8, Ref +7, Will +2; +3 vs. fear
  Defensive Abilities aggressive defense, bravery +3, sav-
  ing slash, steel net +2
  OFFENSE
  Speed 30 ft.
  Melee +1 dueling sword +18/+13 (1d8+7/19-20) or dag-
  ger +14/+9 (1d4+2/19-20)
  Ranged dart +14/+9 (1d4+2) or dagger +14/+9 
  (1d4+2/19-20)
  Special Attacks deft strike, disarming strike, duel train-
  ing +2, shatter confidence
  STATISTICS
  Str 14, Dex 19, Con 12, Int 14, Wis 8, Cha 12
  
  7
  Base Atk +10; CMB +12 (+14 disarm); CMD 28 (30 
  vs. disarm)
  Feats Combat Expertise, Dazzling Display, Dodge, 
  Dueling Mastery, Exotic Weapon Proficiency (duel-
  ing sword), Improved Disarm, Mobility, Quick Draw, 
  Spring Attack, Step Up, Weapon Finesse, Weapon Focus 
  (dueling sword)
  Skills Acrobatics +17, Bluff +14, Climb +15, Intimidate 
  +14, Swim +15
  Languages Common, Dwarven, Elven
  SQ display weapon prowess, heart of the streets
  Combat Gear potion of cure moderate wounds (3), potion 
  of jump (3); Other Gear +1 studded leather, +1 duel-
  ing sword, dagger (2), dart (5), bandolierUE, bedroll, belt 
  of incredible dexterity +2, belt pouch, cardsUE, diceUE, 
  dominosUE, everburning torch, explorer’s outfit, flint 
  and steel, gear maintenance kitUE, grooming kitUE, handy 
  haversack, ring of protection +1, shaving kitUE, signet 
  ring, trail rations (5 days), waterskin, whetstone, wrist 
  sheathUE (2), 3 pp, 21 gp, 12 sp, 8 cp
  Alister (CR 14; XP 38,400)
  Male human sword lord 15
  LE Medium humanoid (human)
  Init +6; Senses Perception -1
  DEFENSE
  AC 24, touch 18, flat-footed 17
  (+6 armor, +1 deflection, +6 Dex, +1 dodge)
  hp 117 (15d10+30)
  Fort +12, Ref +13, Will +6; +4 vs. fear
  Defensive Abilities aggressive defense, bravery +4, sav-
  ing slash, steel net +4
  OFFENSE
  Speed 30 ft.
  Melee +2 dueling sword +27/+22/+17 (1d8+11/17-20) 
  or mwk dagger +22/+17/+12 (1d4+2/19-20)
  Ranged dart +21/+16/+11 (1d4+2) or mwk dagger 
  +22/+17 (1d4+2/19-20)
  Special Attacks adaptive tactics (swift), counterattack, 
  deft strike, disarming strike, duel training +3, shatter 
  confidence
  STATISTICS
  Str 14, Dex 22, Con 12, Int 14, Wis 8, Cha 12
  Base Atk +15; CMB +17 (+19 disarm); CMD 35 (37 
  vs. disarm)
  Feats Combat Expertise, Critical Focus, Dazzling Dis-
  play, Dodge, Dueling Mastery, Exotic Weapon Proficien-
  cy (dueling sword), Improved Critical (dueling sword), 
  Improved Disarm, Mobility, Quick Draw, Spring Attack, 
  Step Up, Tiring Critical, Weapon Finesse, Weapon Focus 
  (dueling sword), Whirlwind Attack
  Skills Acrobatics +21, Bluff +16, Climb +17, Intimidate 
  +16, Sense Motive +17, Swim +17
  Languages Common, Dwarven, Elven
  SQ dextrous duelist, display weapon prowess, heart of 
  the streets
  Combat Gear potion of barkskin, potion of cure serious 
  wounds (3), potion of jump (3); Other Gear +3 studded 
  leather, +2 dueling sword, masterwork dagger (2), dart 
  (5), bandolierUE (2), bedroll, belt of incredible dexter-
  ity +4, belt pouch, cardsUE, cloak of resistance +2, dart, 
  diceUE, dominosUE, everburning torch, explorer’s outfit, 
  flint and steel, gear maintenance kitUE, grooming kitUE, 
  handy haversack, ring of protection +1, shaving kitUE, 
  signet ring, trail rations (5 days), waterskin, whetstone, 
  wrist sheathUE (2), 3 pp, 20 gp, 16, sp, 18 cp
  Alister Acememnon III was the son of a minor noble in 
  the Kingdom of Iffud. Like many in Iffud, his ancestors 
  supported Thulian crusaders and Tulite martyrs against 
  elementalist forces during the NewGod Wars. Dedicated 
  to serve the community and a willingness to sacrifice 
  oneself were lessons taught to a young Alister every day. 
     Now a skilled sword lord and noble in his own right 
  he is quick to impart to his lessers how important it is 
  for them to serve him and sacrifice their well-being for 
  the prestige of his family line. Within the City of Con-
  flict, he owns and operatres of a minor dueling school, 
  the Acememnon Institute, commonly referred to as the 
  Alticorns. 
     When he recruits the right students who are capable 
  following his teachings it won’t be long before his 
  replaces the Drake’s Academy and the Archon Schol-
  arium as the preeminent dueling school in all of Iffud. 
  From their he should be able to an easy matter for one 
  as skilled as he to move into a high-ranking post within 
  the military and then the government itself. It is just a 
  matter of time.
  
  8
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christ-
  offerson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR.
  Pathfinder Campaign Setting: Paths of Prestige © 2012, Paizo Publishing, LLC; 
  Authors: Benjamin Bruck, Jason Bulmahn, Matt Goodall, and Jason Nelson.
  Warrior Prestige Archetype: Class. Copyright 2014, Purple Duck Games; 
  Author Carl Cramér.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfind-
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/WPA Sword Lord.pdf