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| miragefox04-24-07, 07:39 PM | The idea came from OotS as you may have noticed, though I used the Master of Masks (Complete Scoundrel) as a base for the design The "Dashing" Swordsmen "I hope you get my point" -- Avan the dashing swordsmen Entry Requirements: Skill: Perform (Comedy) 8 ranks, Bluff 8 ranks Special: Must have verbally insulted someone in combat. Alignment: chaotic, Class Features Bab Fort Ref Will Special Quips known +1 +0 +2 +2 Quips, lucky defense 2 +2 +0 +3 +3 Bragging rights 3 +3 +1 +3 +3 Free quip 4 +4 +1 +4 +4 4 +5 +1 +4 +4 Taken 2 ways 5 +6 +2 +5 +5 Staggering insults 5 +7 +2 +6 +6 6 +8 +2 +6 +6 Seduction 6 +9 +3 +6 +6 7 +10 +3 +7 +7 Multipurpose quip 7 Class Skills: (6+int mod) Bluff, Diplomacy, Disguise, Escape Artist, Hide, Intimidate, Jump, Knowledge (local) Perform, Sleight of Hand, Tumble. Class Abilities Weapon and armor profiecency: no changes from base class Quips (ex): A quip is a quick insult this swordsmen uses in battle to gain an edge, or just annoy the opponent. When you use this power the Player must make a joke that fits in with the insult (ex: Find the quip: "I hope you get my "POINT"' To use a quip you must be wearing light or no armor, and not using a shield Quips one quip/round unless otherwise noted by a special ability, Distracting Quip: Your jokes make it hard for your opponent to focus You can use a perform (comedy) to intimidate your opponent. Select one target, and make a perform(comedy) check your opponent makes an opposed concentration check, if your result wins your opponent is flatfooted for the rest of the round or until he takes another turn. and lose any spells they were casting that round, this quip is usable as a immediate action Coup de Quip: You make jokes even as you attack your opponent. you can only activate this quip when you reduce your opponent to zero or less hp. when this happens you can activate this quip to reduce all enemies AC within 5ft+5ft/character level by an amount =your charisma modifier but not greater than your class level, this penalty lasts for 1d4 rounds usable as move action Quiplash: You make insulting jokes that hurt the other character's feelings. select 1 target, They must make a will save (DC10+class levels+cha) if they fail the save they take charisma damage = your charisma modifier up to a max of your class level Standard action Find the Quip: your quip throws the enemy off guard select one target, make a perform comedy check, (DC10+enemy AC) if it succeeds add your charisma modifier to your attack role. You get a +1 bonus on the check and the attack modifier for every 2 levels (+5 at 10th level) Swift Action Devastating Quip: Your quips go just a little too far select a target Make a perform (comedy) check (dc10+enemyAC) if it succeeds make another perform (comedy) check, add this check to all damage you deal on your next attack against this target. Move Action Quip de grace: you make a comment about your opponent under your breath, Add your charisma to saving throws until your next turn unlike other quips this is effective against all opponents at once. Swift Action Dequip: Your insult makes opponent throw items in frustration, when your opponent misses an attack, or you make a succesful save against them, make a perform(comedy) check opposed by their concentration check if you win they throw one item in their hands. If they don't have an item in either hand they grab one item and throw it, the thrown item has a range increment of 5ft and they make a ranged attack roll with it against the nearest target. (walls count as targets.) Standard action Quip Speed: you brag about how much faster than them you are Make a perform check, DC25. For every 5 points (round down) you beat this by you get a 5ft bonus to movement this round. Swift action Quiplike Reflexes: You move like you talk, fast and without thinking. make a perform check (dc25) if you succeed you gain the Evasion ability (see rogue) this ability does not count towards anything that has the prerequisite Evasion in addition if you pass the check by 10 or more you gain improved Evasion instead. Move or standard action (players choice) QuipMissile: Your quips can now physically harm your opponents. make a perform (comedy) check (DC=10+enemies AC) if you succeed make a ranged touch attack. Add your charisma instead of your dexterity to this attack. if you hit deal (cha modifier)d4 damage to the opponent Range 5ft+5/level: if you have 18 cha (a +4modifier) you do 4d4 nonlethal damage with this quip. Standard action Shield of Quips: make a perform(comedy) check (dc20) if you succeed add your charisma score to your AC for 1 round. Lucky Defense: replace your +10 base AC with a d20 roll, if you have 1 or more luck feats (Complete Scoundrel) you can reroll the d20 at the cost of 1 luck reroll. roll the d20 everytime someone attacks you. You cannot take 10 on this roll. Bragging Rights: Add your charisma modifier to any skills you have class ranks in equal to or greater than your character level. Free Quip: 1/day/3 character levels you can use a quip as a free action instead of a immediate action. Staggering Insults: everytime you succeed to hit an opponent with a quip, they take an accumulative -1 to skill checks this lasts for. They can spend a full round action to medititate and remove these penalties. Taken 2 Ways: once/encounter you can use one action (the longer action of the 2 quips EX: move is longer than swift, but standard is longer than move) to use 2 quips at once this ability lets you use 2 quips in one round (ignoring the 1 quip/round rule as noted above Seduction: as the Swashbucklers dead levels bonus (looking for the URL) Multipurpose Quip: 1/day you can use 1 action to use the benefit of any 3 quips these quips take up Help i can't get it to line up correctly :embarrass |
| Dead_Weasel04-26-07, 03:39 AM | I went through and edited the entire thing in an effort to make it work "better"; I like the spirit of the class and think that it would be a lot of fun to play. All of the changes made are my opinions and not to be taken as the last word, divine approval, or anything else except the word of some guy on the internet. Even if you hate all of my changes, the class needs a Hit Die. In order to line things up inside a code block, you need to space them out - the "Preview Post" button helps with this. Ordinarily a post ignores whitespace, but inside a code block it prints the whitespace, which is how you make things into tables: one space at a time. Or several, if you use copy/paste, which I recommend. Dashing Swordsman Requirements: Skill: Bluff 8 ranks, Intimidate 4 ranks, Perform (Comedy) 8 ranks. Special: Must have verbally insulted someone in combat. Alignment: Any chaotic. Bab Fort Ref Will Special Quips known +1 +0 +2 +2 Quips, canny foe 2 +2 +0 +3 +3 Bragging rights 3 +3 +1 +3 +3 Wagging tongue 4 +4 +1 +4 +4 5 +5 +1 +4 +4 Taken 2 ways 5 +6 +2 +5 +5 Staggering insults 5 +7 +2 +6 +6 6 +8 +2 +6 +6 Seduction 6 +9 +3 +6 +6 Relentless humor 7 +10 +3 +7 +7 Multipurpose quip 7 Hit Die: d8. Class Skills: (6+int mod) Bluff, Diplomacy, Disguise, Escape Artist, Hide, Intimidate, Jump, Knowledge (local), Perform, Sleight of Hand, Tumble. Quips (Ex): A quip is a quick insult this swordsmen uses in battle to gain an edge, or just annoy the opponent. To use a quip you must be wearing light or no armor. No more than one quip can be used by a creature in a round unless otherwise noted. In order to be used, the creature attempting a quip must make a joke, pun, double-entendre, insinuation, "your mother" joke, or other verbal taunt that is appropriate both to the enemy and to the type of quip being attempted. The joke does not have to be funny, but the same joke cannot be used more than once in a single encounter; the DM has the last word on whether or not a joke is original enough to work. You must threaten an enemy to use quips that target other creatures. Quips are language-dependent, mind-affecting effects that do not work within a field of magical silence or when the user is muted; they suffer a 20% failure chance when the user is deafened. Coup de Quip: Using this quip is an immediate action that can only be taken after dropping an opponent. This quip gives all enemies you threaten a morale penalty to AC equal to your Charisma modifier but no greater than your class level. This penalty lasts for 1d4 rounds. Cutting Repartee: Using this quip is a move action. Make a Perform(comedy) check with your target's AC as the DC. If you succeed, you receive a circumstance bonus equal to your class level to your attack rolls against this target for the duration of the encounter. Dequip: This quip may be used only during the opposed rolls phase of a disarm; you make a Perform(comedy) check instead of an attack roll to determine success. This quip does not require an action. Distracting Quip: Using this quip is an immediate action that can be used against any opponent engaged in an activity that requires concentration; make a Perform(comedy) check. Your target must make a Concentration check with your check result as the DC or have their activity disrupted; interrupted spells are lost. Find the Quip: Using this quip is a swift action. Make a Perform(comedy) check; the target must make a Will save with your check result as the DC or become flat-footed until their next turn. Quadruple Entendre: Using this quip is a standard action. During your next turn, the quip you use either receives a +5 circumstance bonus or affects twice as many targets; you may select which result you want, although not all quips will benefit from either use of this quip. If choose not to use a quip on your next turn, this quip does nothing. This quip only affects one quip, if used with Multipurpose Quip. Quell Quippersnapper: This quip may only be selected by a dashing swordsman of 6th level or higher who has already selected Quiplash. Using this quip is a standard action; you must select a target and make a Perform(comedy) check. Subtract your target's AC from the result of this check; your target takes that much damage, which ignores DR, so long as it is 0 or greater. If this attack deals damage, the target must make a Fortitude save with the DC equal to your check result before their AC was subtracted or be unable to speak or cast spells with verbal components for the duration of this encounter. This quip may not be used with Multipurpose Quip. Quip de la Resistance: Using this quip is an immediate action, usable only after you make a save against an enemy's spell or spell-like effect. Add your Charisma bonus to all your saves for the duration of the encounter. Quip Speed: Using this quip is a move action; make a Perform(comedy) check. As a part of this action, you may move up to your speed, +5 feet for every 5 points by which your check result is greater than 25. This movement provokes attacks of opportunity as normal. Quiplash: Using this quip is a standard action. Make a single normal melee attack; if it hits, you add your Charisma modifier to damage dealt. This damage is not subject to DR, regeneration, or fast healing; it must be healed magically or through rest. Quiplike Reflexes: Using this quip is an immediate action; if you succeed on a DC 30 Perform(comedy) check, you gain the benefits of Evasion. Alternatively, you can attempt a DC 40 Perform(comedy) check to gain the benefits of Improved Evasion; you do not gain Evasion if you attempt to gain Improved Evasion and get a result equal to or above 30. The benefits of this quip last for 1d4 rounds. Shield of Wit: Using this quip is a move action; if you succeed on a DC 20 Perform(comedy) check you add your Charisma modifier, but not more than your class level, as a deflection bonus to your AC against one enemy for 1d4 rounds. For every 10 points your result beats the DC, this bonus lasts an additional 1d4 rounds. Shock Sensibilities: Using this quip is an swift action; you may use Perform(comedy) to move without provoking attacks of opportunity from enemies that threaten you when your turn starts as though using the Tumble skill for this round only. If only one enemy threatens you at the beginning of your turn and you successfully move without provoking attacks of opportunity, you gain a +5 competence bonus to attacks against that creature until the end of your next turn. Canny Foe (Ex): You may spend 2 skill points to have a level of dashing swordsman stack with bard levels for the purpose of bardic knowledge or a similar ability; you must spend these skill points when you gain the level of dashing swordsman that you want to increase bardic knowledge. This ability also allows you to make bardic knowledge checks against enemies; if you succeed on a bardic knowledge check with DC 20+ the target's HD, you gain a +2 bonus on Perform(comedy) checks against that individual. If you succeed by 10 or more on this check you gain a +2 dodge bonus to AC against that creature's attacks. Bragging Rights: You may add your Charisma modifier instead of the relevant ability modifier to dashing swordsman class skills. Wagging Tongue (Ex): Once per day per three character levels you may use a quip as a free action instead of an immediate action. Staggering Insults (Ex): Every time you affect an enemy with a quip, you may choose to gain a permanent +1 bonus to Perform(comedy) attempts against that creature. You may not have more than 5 of these bonuses at a time, meaning that you can have a +5 bonus against one creature or a +1 bonus against five creatures, or any other combination. You choose which bonus to lose when you gain a new one. Taken 2 Ways (Ex): Once per day you may use two quips at once, as part of the same action, which is always the longer action. These quips must have the same target(s) (i.e. you may use two quips that both target a single enemy, yourself, or multiple enemies, but not a quip that targets yourself and a quip that targets a single enemy). Always Funny (Ex): Quips are no longer a language-dependent effect. Seduction (Ex): At 4th level, a dashing swordsman has a lascivious way of acquiring knowledge through less than diplomatic channels. A dashing swordsman gains an additional use of the Bluff skill called seduce to learn secret. The dashing swordsman can use charm, flirtation, or seduction to learn a coveted secret that is known by a nonplayer character. In order for this iteration of the Bluff skill to work, the nonplayer character must find the dashing swordsman physically attractive and be in a position to actually know the secret in question. There are five kinds of secrets that can be learned with a seduce to learn secret check. The fewer people that know a secret, the greater their loyalty to keep that secret. Secret DC* Example Common 10 Password told to the city guard, known by 16 or more people Uncommon 20 Identity of thieves' guild leader, known by 9 to 16 people Valuable 30 A merchant ship hauling exotic goods, known by 5 to 8 people Deadly 40 Plans to invade a foreign land, known by 3 to 4 people Unutterable 50 The mental disability of a king, known by 3 or less people *The DC assumes that the nonplayer character is indifferent. The Bluff check is modified by -20 if the NPC is hostile, -10 if the NPC is unfriendly, +5 if the NPC is friendly, and +10 if the NPC is helpful. A typical seduce to learn secret check takes 1d4+1 hours and requires seduction. If the check succeeded by 10 or more, the attempt takes 1d4+1x10 minutes and only requires flirtation. If the check succeeded by 20 or more, the attempt takes 1d4+1 minutes and merely requires charm. Retries are not possible as the target becomes too suspicious. At 9th level, a dashing swordsman gains a +1 bonus on seduce to learn secret checks. This bonus increases by +1 at 13th, 15th, 18th, and 19th level. Relentless Humor (Ex): Quips now affect enemies that are immune to mind-affecting effects, including enemies without Intelligence scores. Multipurpose Quip: Once per day you can use up to three quips in a single round; this does not give you the ability to take multiple immediate/swift actions in a round. |