The Madcap (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Roelandt

12-01-07, 03:02 AM
MADCAP
Prestige Class


Of all those that take upon themselves the mantle of the adventurer, the madcap stands out in the crowd. The wildly flamboyant madcap is impulsive and adventurous. His skills enable him to dive into action, giving little thought to his own safety. Some may call him foolhardy, others insane. But everyone agrees that he certainly gets the job done, and usually looks good doing it.

The trill of adventure is what drives the madcap. The more dangerous or hair raising the challenge, the better he likes it. Whether for personal gain, fame, or just plain boredom, one thing is certain: the madcap will do it with panache, style, and blood curdling excitement.

While the term, “fools rush in” may seem apropos for the madcap, he knows that it is when danger is at its most extreme, that the rewards are most satisfying. The madcap has the tendency to literally leap into combat. If a flying opponent is escaping, a madcap wouldn’t hesitate to jump off a cliff if he thought he would have even the slightest chance of landing on the creatures back, trusting in his wits, agility and preternatural luck to protect him. In times of repose, the madcap is rarely idle. Like in combat, he revels in being the center of attention and is often found in the middle of the crowd.

Madcaps fancy themselves as epic heroes, prepared to take on any enemy or challenge…as long is its dangerous. The madcap makes impressive scouts, having solid abilities of stealth. He is can perform remarkable acrobatic feats making it child’s play to tumble up or down the sheerest surface, or cross the most dangerous terrain and never skip a beat. His ability to overwhelm his opponents will be a substantial boon to the party.

Adaptation: Generally, rogues, or even bards find the road to madcap the easiest. These classes have the skills needed to achieve the prestige class.

REQUIREMENTS
To qualify to become a madcap, a character must fulfill all the following criteria.
Base Attack Bonus: +4
Alignment: Non-lawful, non-evil.
Skills: Tumble 8 ranks, Perform 6, Jump 8.
Feat: Acrobatic

Hit Die: d6.
Skill Points at Each Level: (6 + Int modifier) x 4.

Table 1–2: The Madcap
Attack Fort Ref Will AC
Level Bonus Save Save Save Bonus Special
1st +0 +2 +2 +0 +0 Acrobatic strike +1/1d6, acrobatic maneuvers +2, luminary
2nd +1 +3 +3 +0 +0 Uncanny dodge
3rd +1 +3 +3 +1 +0 Two weapon fighting
4th +2 +4 +4 +1 +0 Acrobatic movement
5th +2 +4 +4 +1 +0 Acrobatic strike +2/2d6, evasion, acrobatic maneuvers +4
6th +3 +5 +5 +2 +1 Fools rush in
7th +3 +5 +5 +2 +1 Improved uncanny dodge
8th +4 +6 +6 +2 +1 Improved two weapon fighting, +10 speed
9th +4 +6 +6 +3 +1 Acrobatic Strike +3/3d6, acrobatic opportunity
10th +5 +7 +7 +3 +2 Improved evasion, acrobatic manuevers +6

CLASS FEATURES:
All of the following are class features for the madcap prestige class.

Weapon and Armor Proficiencies: Madcap gain no weapon proficiencies, but they become limited (if not already) to light armor.

Acrobatic Strike: The madcap can attack by jumping at least 10 feet toward his opponent, jumping down at least 10 feet onto his opponent or swinging on a rope or similar object into his opponent covering at least a 10 foot distance doing an additional 1d6 and +1 on all attacks.

To perform this attack, the madcap must make a jump check; if the result is less than 10 feet, he cannot use this ability on that attack. If the result is greater than the distance between the madcap and the opponent, the madcap can limit the distance to that between himself and the opponent as a free action. Should the attack be a critical hit, the bonus damage is not multiplied.

Acrobatic Strike damage bonus is not limited to living creatures and can be used against any opponent.

Every 4 levels the madcap gains an additional +1 to the attack roll and 1d6 damage when using this ability (2d6 at 5th level, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). For each 1d6 rolled this way add a +1 bonus to the attack roll made using this ability.

Acrobatic Maneuvers: Madcaps are so adept at movement that they get +2 bonus to balance, climb, escape artist, jump, and tumble checks. This bonus increases to +4 at level 5, and +6 at level 10.

AC Bonus (Ex): A madcap master is highly trained at dodging blows, and he has a sixth sense that lets him avoid even unanticipated attacks. When unencumbered, a madcap adds his Charisma bonus (if any) to his Armor Class. This ability does not stack with the monk’s AC Bonus ability (i.e. a madcap with levels of monk does not add that bonus twice). In addition, the madcap gains +1 bonus to AC at level 5. This bonus increases to +2 at 10th.

These bonuses to AC apply even against touch attacks or when the madcap is flat-footed. The character loses these bonuses when he is immobilized or helpless, when he wears medium or heavier armor, when he carries a shield, or when he carries a medium or heavy load. Unlike monks or madcap, the madcap gets this ability when wearing light armor.

Luminary: Between his hair-raising stunts, the madcap is adept at being an inspiration to others. When entertaining folk with a vocal pieces (comedy, stories, or song), or dance (usually portraying his exploits), the madcap gets a +2 bonus on performance checks. This ability also gives him +2 on diplomacy and gather information checks.

Uncanny Dodge (Ex): Starting at 2nd level, a madcap gains the ability to react to danger before his sense would normally allow him to even be aware of hit. He retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. He still loses any Dexterity bonus to AC if immobilized or helpless.

Two Weapon Fighting: At level 3, the madcap gains two weapon fighting as a bonus feat.

Acrobatic Movement: At level 4, the madcap’s springing step gives him the ability to pass over rough terrain as if using Freedom of Movement. At level 8 the madcap gains a permanent +10 increase to his base land, climb, and swim speed.

Evasion (Ex): At level 5, and higher, a madcap can avoid unusual attacks with great agility. If he makes a successful reflex save against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can only be used if the madcap is wearing light or no armor. A helpless madcap does not gain the benefit of evasion.

Fools Rush In (Ex): At level 6, the madcap is so utterly courageous that he is immune to fear effects. When he initiates an unusually dangerous action, such as diving off a cliff, leaping onto the back of a dragon, or leaping acrobatically off the back of a running horse, the madcap gains 5 + 2 per class level to any rolls resulting in the consequences of his actions. Additionally, should the madcap take any damage as a result of his foolhardy act, he reduces his damage equal to 5 per class level. There is nothing so impossible that a madcap may not attempt it. For example, he could actually attempt to jump off the back of a flying mount onto a flying catapult boulder. Of course, the penalties for such a feat might by –30 ride check and –60 to target the flying boulder, and maybe –30 to maintain his grip. He can attempt anything. That’s not to say he has any real chance of success. This ability can only be used for dangerous acts the madcap initiates, not in response to dangerous events inflicted upon him.

Example: A level 6 madcap wants to dive off the back of his running horse into the window of the tower on the second floor. The DM first determines the difficulty of each stage of the action…say a –5 ride check for jumping off the horse, a –10 to his dex check to successfully target the window, and take 1d6 damage per 10’ move his horse is running (for a total of 6d6), or double that if he misses the window. In this action, the madcap would get +11 to all rolls and checks, so after applying the penalties, he would get +6 to his ride check, +1 to his dex check to target the window. The DM rolls a total of 27 damage for breaking through the window, but while performing a Fools Rush In action, the madcap reduces any damage taken by 30. So in this instance he would take no damage from breaking through the window.

All such effects are the direct results of a single action. So, if a madcap dived into a dark pit and managed to make successful rolls and avoid or reduce damage, these benefits wouldn’t help him if there is a monster at the bottom of the pit that attacks him. However in the same scenario, if the pit had boiling water at the bottom, his damage reduction benefit would function.
A madcap can perform this ability when entering into combat. This action could be as tactically dangerous as trying to skip and swing up the body of a giant to strike him in the head from his shoulders (which would cause him to have to make rolls to succeed in the acrobatic climb), to dive from a great height onto the back of a rampaging dragon, or simply rushing straight at an oncoming or waiting enemy.

When rushing into an attack in this way, the madcap gains his difficulty modifier as a bonus to initiative and attack roll for his first attack, and his damage reduction against his target’s first attack if done in the same round the madcap initiated the attack.

The madcap can only use Fools Rush In to initiate combat (i.e. only once at the beginning of each encounter).

Note that the madcap can use Acrobatic Strike in conjunction with Fools Rush In.

Improved Uncanny Dodge (Ex): At 7th level, a madcap can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the madcap. The exception to this defense is that a rogue at least four levels higher than the madcap can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class (such as a barbarian/rogue), the character automatically gains improved uncanny dodge and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Improved Two Weapon Fighting: At level 8 the madcap gains improved two weapon fighting as a bonus feat.

Acrobatic Opportunity (Ex): At 9th level the madcap’s impulsive combat style becomes so second nature, that whenever he sees an opportunity to strike he takes it. Whenever an opponent takes an action that provokes attacks of opportunity within half the madcap’s movement distance, the madcap may attempt an acrobatic attack against him. In order to do this, the madcap moves from his space up to half his movement speed toward the target ending his movement in an empty space adjacent to him and then attacks. This movement does not provoke attacks of opportunity from anyone the madcap threatens. This ability can only be used once per round regardless of any extra attacks of opportunity the madcap may have. If an enemy provokes an attack of opportunity but has no empty adjacent spaces the madcap cannot make an Acrobatic Opportunity against him.

Improved Evasion (Ex): Gained at 10th level, this ability works like evasion, except that while the madcap still takes no damage on a successful Reflex savings throw against attacks such as a dragon’s breath or fireball, henceforth he takes only half damage on a failed save. A helpless madcap does not gain the benefit of improved evasion.
bkdubs123

12-01-07, 06:36 PM
Acrobatic Strike: The madcap can attack by jumping at least 10 feet toward his opponent, jumping down at least 10 feet onto his opponent or swinging on a rope or similar object into his opponent covering at least a 10 foot distance doing an additional 1d6 and +1 on all attacks.

To perform this attack, the madcap must make a jump check; if the result is less than 10 feet, he cannot use this ability on that attack. If the result is greater than the distance between the madcap and the opponent, the madcap can limit the distance to that between himself and the opponent as a free action. Should the attack be a critical hit, the bonus damage is not multiplied.

Acrobatic Strike damage bonus is not limited to living creatures and can be used against any opponent.

Every 4 levels the madcap gains an additional +1 to the attack roll and 1d6 damage when using this ability (2d6 at 5th level, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). For each 1d6 rolled this way add a +1 bonus to the attack roll made using this ability.

Acrobatic Opportunity (Ex): At 9th level the madcap’s impulsive combat style becomes so second nature, that whenever he sees an opportunity to strike he takes it. Whenever an opponent takes an action that provokes attacks of opportunity within half the madcap’s movement distance, the madcap may attempt an acrobatic attack against him. In order to do this, the madcap moves from his space up to half his movement speed toward the target ending his movement in an empty space adjacent to him and then attacks. This movement does not provoke attacks of opportunity from anyone the madcap threatens. This ability can only be used once per round regardless of any extra attacks of opportunity the highwayman may have. If an enemy provokes an attack of opportunity but has no empty adjacent spaces the madcap cannot make an Acrobatic Opportunity against him.

Emphasis mine.

I'm flattered that you've taken two of my abilities and used them in a PrC of your own. That tells me that I've been doing something right. :) Cool PrC too, although Fools Rush In is so wonky that I'm not sure it can be used right now, although you did an admirable job of trying to outline it specifically.
Roelandt

12-02-07, 04:49 AM
Yep, it was your work that made me think of the idea.


Roelandt
bkdubs123

12-02-07, 03:54 PM
I made up basically a Factotum a loooong time ago, called it the Jack of all Trades. It was terrible, and could hardly do anything (8 skills per level, 1/2 bab, spells starting at 4th level, 1/2 caster level, and some feature mimicking abilities), but I negotiated with my DM for a Fools Rush In sort of bonus. I did all kinds of crazy stuff all the time. I one time used my Noble's Outfit as a parachute/glider (big billowy robes) from 150ft in the air. The only reason I survived was the bonus for doing crazy things, lol.