| Post/Author/DateTime | Post |
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| Rakasha#504-05-07, 02:09 PM | (Note: A work in progress) Dashing Swordsman prestige class: Inspired by Order of the Stick #390 “Remember it doesn’t matter if you win or lose, as long as you look really cool doing it!” Julio Scoundrel, Dashing Swordsman Prequisites: 7 Ranks in Tumble 7 ranks in Bluff or Intimidate Improved Trip or Improved Disarm or Improved Feint BAB +4 Combat Reflexes Proficiency with the Rapier Alignment: Any non-evil Skills 6+int modifier: Balance, Bluff, Climb, Craft, Disguise, Diplomacy, Escape Artist, Gather Information, Intimidate, Jump, Listen, Perform, Profession, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Robe. HD: D8 BAB: Full Fort: Good Reflex: Good Will: Bad Level 1: Razor Wit: As long as you are wielding a rapier you can apply your charisma modifier (up to the number of dashing swordsman levels you have) to your attack and damage bonus as long as you utter at least a single one-liner each encounter. (The last condition may be waived by the DM for the mental health of the group, or the physical health of the player.) Should he be rendered shaken, frightened, panicked, or demoralized (such as by the use of the Intimidate skill or spells such as crushing despair) he loses the benefit of this ability. Level 2: Charming: You may charm one person of the opposite sex (as charm person) once a day for each 3 dashing swordsman levels you have. (DC= 10+Dashing Swordsman level+ charisma modifier, duration=1 hours per dashing swordsman level) Uncanny Dodge (Ex): Starting at 2nd level, a dashing swordsman can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a dashing swordsman already has uncanny dodge from a different class (a rogue with at least two levels of barbarian, for example), he automatically gains improved uncanny dodge (see below) instead. Level 3: Silver-Tongued: You may use the "glibness" spell 3/day. Too Cool To Die: You add your charisma bonus to your saving throws. Should he be rendered shaken, frightened, panicked, or demoralized (such as by the use of the Intimidate skill or spells such as crushing despair) he loses the benefit of this ability. Level 4: Cutting Remark: Once per day per 3 Swordsman levels as a swift action you may make a charisma check (opposed by a charisma check by your opponent), you’re opponent becomes angry and more careless gains a -2 to both AC and checks to resist feints and trips. Level 5: Mark of the Swordsman: As a full round action 3 times per day you may make a single attack with a rapier against an sentient creature (above 3 int) as you carve your symbol (often a letter such as maybe possibly a Z) into your opponent causing them to take a -4 penalty to all rolls until they get at least one point of magical healing. Acrobatic Charge (Ex): A dashing swordsman of 3rd level or higher can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over terrain. Should he gain this ability from another class, the dashing swordsman instead gains a +2 bonus on any movement related checks made during an Acrobatic Charge (Jump and Tumble checks in particular). Level 6: Only a Scratch: Once a day (twice at level 10) you may negate a critical hit made against you. Level 7: Dashing Entrance: If you make and succeed on a tumble or jump check in the first round of an encounter you gain a morale bonus to attack rolls equal to the DC/10 (it lasts for a number of rounds= to the DC/10) (rounded down in both cases) Level 8: Opportunity Knocks: You are good at exploiting opportunities: You get +4 bonus to attack rolls when making an attack of opportunity. Level 9: Improved Uncanny Dodge Improved Uncanny Dodge (Ex): A dashing swordsman of 9th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attack Level 10: Extraordinary Luck: You may use the “Moment of Prescience” once per day as though you were a spell caster equal to your level. Fluff to come. |
| smeagol_lied04-05-07, 02:49 PM | Been done... although i like the look of this one. |
| Rakasha#504-05-07, 07:45 PM | I know it's been done, I'd be suprised if it hadn't be, I just wanted to make my own and see how it was. |
| Karzach04-05-07, 11:19 PM | You might want to take a look at my incomplete take on it here (http://boards1.wizards.com/showthread.php?t=818415). Otherwise, your requirements are high (7th level rogue/bard, 13th level fighter unless you pick up tumble as a class skill, 5th-6th level swashbuckler) and you really don't get all that much from it. 1st, 2nd, 6th, and 10th are ok for class features (1st being the most powerful one here, I think). +2 to a bunch of skills really isn't worth it at 8th-10th level, and cutting remark helps more foes than it hurts. Mark of the Swordsman is cool flavor wise, but I think it needs to do more. Dashing Entrance: Same as mark of the swordsman. Not to mention, a DC 30 jump/tumble check only nets you a +3 bonus. I'd say bump it up to DC/5, with a cap (like +7 or something). Opportunity knocks: 13th-15th level is way too late for this thing. Try something lower. Rapier Specialist: make this stack with weapon specialization (rather than giving you the feat) and lower the level on it. Extraordinary Luck: Sooo basically a more versatile version of truestrike, once a day. Well, I suppose if you absolutely need it you can use it. Seems to be a bit of a letdown for an 8th level spell equivalent though....other than the fact that it gives you a decent chance at tripping/bull rushing/disarming a larger than you creature. |
| Archmage_of_Blood04-05-07, 11:23 PM | Okay...I agree on all fronts with Karzach. And please, for the love of Evening Glory, set up a table. |
| Rakasha#504-07-07, 11:53 AM | 1. Changed mark of swordsman as well 2. I upped a few of the things. 3. Changed sliver tongued 4. Lowered requirements 5. Why is moment of precisence bad? It's an 8th level spell and can essentially make it so you automattically succeed on almost any roll, and against death effects, that's pretty frigging useful. 6. Also your idea for dashing entrance, do you know how overpowered that is? get a 30 and you have +6 attack, that's pretty powerful, maybe per like 7 or 8? 7. Made adjustments to make it easier to read 8. Added "too cool to die" and uncanny dodge and improved uncanny dodge. 9. Thanks for the help guys! |
| Archmage_of_Blood04-07-07, 02:11 PM | A little better. I can still see at least. |
| Karzach04-08-07, 12:19 AM | I see you copy and pasted from me a bit heh. No worries about it. My only problem with moment of prescience is that it only works once, and that's about it. Flavor wise, the nature of how the spell works fits well. I'm just not a fan of one shot abilities. a +6 is enough to make your first attack to hit almost every time, make your second attack hit for most of the time, and give your other attacks a respectable chance to hit. You can keep calculating your duration as is (check divided by 10), but I'm not really seeing it as overpowered. Especially considering your PrC here doesn't add much to your offensive ability, beyond the CHA bonus thing. Reread Rapier Wit, you might want to switch out the attack bonus benefit to allow you to replace your dex or str mod with your charisma bonus (with no cap, of course), but keep the cap on the bonus to damage. This also helps keep down the front loading a bit (though the level cap thing did that as well). On mark of the swordsman, you might want to have that specify attack rolls, ability checks, skill checks, saving throws, and caster level checks, rather than just all rolls. since that would include damage rolls, and I could see someone trying to argue against it by taking a 10 and claiming he doesn't take the penalty since he's not rolling. Also, for the spell-like abilities, you might want to consider allowing the uses per day to scale in level, rather than just gain 3 and leave it at that. Adds more incentive to keep gaining levels in the class. |
| Rakasha#504-10-07, 11:34 AM | interesting Ideas but what i need is some kind of a better 10th level ability, do you know what I could do for that? |
| Garonak04-11-07, 03:40 AM | I like the Use Robe skill, sounds nice...:P |
| Rakasha#504-13-07, 01:06 PM | bumperoo |