| Level | Passives | Actives |
| 1 | Twist the Knife | Between the Ribs |
| 2 | Subtle Blades | Quick Stow |
| 3 | Gutting Slice | Vital Thrust |
| 4 | Set Up | Follow Up |
| 5 | Savage Wound | Kidney Shot |
| 6 | Bloodlust | Precision Strikes |
| 7 | Through the Guard | False Strike |
| 8 | Ruthless Precision | Memorable Scar |
| 9 | ||
| 10 | ||
| 11 |
Light Blade Martial Abilities
Between the Ribs – 1
You may spend 2 Stamina to cause damage dealt by a light blade to be Precision damage until the end of their turn.
Twist the Knife – 1
You add your Rank bonus in Light Blades to any Precision damage dealt with a light blade.
Quick Stow – 2
You may spend 1 Stamina to stow a light blade as a Free Action, the weapon may be put in a concealed position, utilizing Sleight of Hand as normal.
Subtle Blades – 2
You add your Rank bonus in Light Blades to the DC to notice concealed items on your person.
Gutting Slice – 3
When you deal a Strong Critical with a weapon that deals multiple types of damage, the target takes the critical effect of all damage types dealt.
Vital Thrust – 3
You may spend 2 Stamina to lower the Critical Threat of Light Blades by 2 on your next Attack action.
Follow Up – 4
Whenever you would successfully defeat an enemy, you may spend 1 Stamina to make a Thrown Weapon Attack at a different enemy in range. This attack is made at no Iterative penalty.
Set Up – 4
You may retrieve any thrown weapons that hit your target as a Free Action upon making a successful melee attack against that target.
Kidney Shot – 5
You may spend 2 Stamina as an Immediate Action on a Strong Critical to increase the critical effect by 1 step.
Savage Wound – 5
Whenever you would successfully hit a hostile creature with a Strong Critical, any duration-based effects of the critical have their duration increased by your Rank bonus in Light Blades. If the critical effect does not have a duration, it instead gives a bonus to the base damage of your attack equal to your Rank bonus in Light Blades.
Bloodlust – 6
Each attack you successfully make adds 1 to the Critical Threat of any attack made thereafter, resetting at the end of your next turn.
Precision Strikes – 6
You may spend 1 Stamina for all attacks made against the same target, with a Light Blade, until the start of your next turn to count as a single attack for the purposes of bypassing DR and Resistance. This also affects any on hit effects applied by the weapon.
False Strike – 7
When an attack you make with a Light Blade would be Parried you may spend 1 Stamina to make a Sleight of Hand check, if this check beats the Parry check you may redirect the attack to a different valid target within range. The new target of this attack is considered Flat-Footed.
Through the Guard – 7
When attacking a hostile creature with a light blade who is Fighting Defensively or Total Defensing, you treat their bonus to AC and Parry checks as 2 lower, this increases by 1 when you reach Grandmaster rank.
Memorable Scar – 8
You may spend 2 Stamina to cause the critical effects of any Strong Critical you apply with a Light Blade to be permanent unless a Heal check, DC 10 + Rank bonus in Light Blades + Weapons Critical Rating, is made to remove the effect.
Ruthless Precision – 8
Precision damage you deal with a light blade can be multiplied depending on the source of Precision damage being applied. All Precision damage from any source is now multiplied on a Strong Critical as appropriate. Flat bonuses to Precision damage are also increased by the Attribute Damage Multiplier of the weapon and any talents or abilities that do similar effects.