The Dashing Swordsman Home Brew Draft
Requirements:
Skills: Perform 4 Ranks, Sense Motive 5, Bluff 8 Ranks
Feats: Improved Feint, Combat Expertise
Hit Dice: d8
Skill Points Per Level: 6+ Intelligence modifier
Class Skills: Balance (Dex), Bluff (Cha), Disguise (Chr), Escape Artist (Dex), Handle Animal (Chr), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and
Use Rope (Dex).
LVL AB F R W
1st +0 0 2 2 Flashy Defense, Flair
2nd +1 0 3 3 Dramatic Entrance
3rd +2 1 3 3 Biting Banter
4th +3 1 4 4 Heroic Heart
5th +3 1 4 4 Improvise
6th +4 2 5 5
7th +5 2 5 5 Thespian’s Luck
8th +6 2 6 6 Greater Flair
9th +6 3 6 6 Fancy Footwork
10th +7 3 7 7 Better Lucky Than Skilled
Flashy Defense: When not wearing medium or heavy armor, a Dashing Swordsman adds 1 point of Charisma bonus (if any) per Dashing Swordsman class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Flair: A dashing swordsman may make a flair check with a bonus equal to his dashing swordsman level plus his charisma bonus. The Dashing swordsmen may add half of his base ranks in Perform (Theatrics) to the roll. Dashing swordsmen may only make a number of flair checks per day equal to their charisma score plus 4.
Biting Banter: Dashing swordsmen are adept at using witty banter to distract and discourage opponents. While feinting, a dashing swordsman may make an attack with his attack bonus plus his charisma modifier. The swordsman may add his dashing swordsman level in addition to his Strength bonus to the damage he deals on that attack, this only works when the Dashing Swordsman hits a foe with a weapon to which you can apply the Weapon Finesse feat. Dashing swordsmen may only use this ability once per day per dashing swordsman level. Special: Even if the feinting does not succeed in causing a character to be Flat-Footed, they are still susceptible to the extra damage.
Heroic Heart: The Dashing Swordsman now receives a bonus equal to his Dashing Swordsman class levels on saves vs. any mind-affecting effect originating from an evil source.
Dramatic Entrance: Dashing Swordsman have incredible timing, and can arrive at a battle in the nick of time. They are given a surprise round upon entering the battle, upon a successful flair check. This gives them a bonus to their initiative on the 1st round of battle if they beat a flair check of 10 + the challenge CR. They gain an initiative bonus of +1 per 3 ranks in a skill which could be used for the entrance, such as climb, jump, or tumble.
Greater Flair (Ex): The Dashing Swordsman's Feinting Flair ability now adds his full ranks in Perform.
Fancy Footwork: When the Dashing Swordsman is fighting Multiple villains, he may make a Flair check instead of a tumble check for the purposes of moving through combat. Furthermore, he may attack while tumbling, and can move as if he had the Spring attack feat. This effect can be used at will.
Improvise (Ex):Using the Flair ability, The Dashing Swordsman may use any skill trick, even ones he does not know. However, he must have the prerequisites for it. The Dashing Swordsman may add his Charisma bonus to any prerequisite skills in order to qualify, and may use his Charisma bonus in place of the skill trick's normal key ability score, if it has one. This will use up one of the daily allowed Flair Checks. (Skill Tricks are part feat, part skill. They can be found in Complete Scoundrel.)
Thespian’s Luck(Su): By using up one of your allotted flair abilities, the dashing swordsman can dodge unavoidable blows through sheer force of will and luck. As an immediate action, you may grant yourself a luck bonus to AC equal to your Cha modifier for a number of rounds equal to your Cha modifier.
Better Lucky Than Skilled (Su): At 10th level, Fate bestows her favors upon you. Once per day, you may choose to draw upon supernatural luck. For the number of rounds equal to your Charisma Modifier, whenever you make an attack roll, skill check, ability check, or saving throw, you may roll two dice, and choose which die roll to use. However, after using this ability, you become drained. You are exhausted, and cannot use any of the spell-like or supernatural class features of the Dashing Swordsman class until the end of the encounter.
Skills: Perform 4 Ranks, Sense Motive 5, Bluff 8 Ranks
Feats: Improved Feint, Combat Expertise
Hit Dice: d8
Skill Points Per Level: 6+ Intelligence modifier
Class Skills: Balance (Dex), Bluff (Cha), Disguise (Chr), Escape Artist (Dex), Handle Animal (Chr), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and
Use Rope (Dex).
LVL AB F R W
1st +0 0 2 2 Flashy Defense, Flair
2nd +1 0 3 3 Dramatic Entrance
3rd +2 1 3 3 Biting Banter
4th +3 1 4 4 Heroic Heart
5th +3 1 4 4 Improvise
6th +4 2 5 5
7th +5 2 5 5 Thespian’s Luck
8th +6 2 6 6 Greater Flair
9th +6 3 6 6 Fancy Footwork
10th +7 3 7 7 Better Lucky Than Skilled
Flashy Defense: When not wearing medium or heavy armor, a Dashing Swordsman adds 1 point of Charisma bonus (if any) per Dashing Swordsman class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Flair: A dashing swordsman may make a flair check with a bonus equal to his dashing swordsman level plus his charisma bonus. The Dashing swordsmen may add half of his base ranks in Perform (Theatrics) to the roll. Dashing swordsmen may only make a number of flair checks per day equal to their charisma score plus 4.
Biting Banter: Dashing swordsmen are adept at using witty banter to distract and discourage opponents. While feinting, a dashing swordsman may make an attack with his attack bonus plus his charisma modifier. The swordsman may add his dashing swordsman level in addition to his Strength bonus to the damage he deals on that attack, this only works when the Dashing Swordsman hits a foe with a weapon to which you can apply the Weapon Finesse feat. Dashing swordsmen may only use this ability once per day per dashing swordsman level. Special: Even if the feinting does not succeed in causing a character to be Flat-Footed, they are still susceptible to the extra damage.
Heroic Heart: The Dashing Swordsman now receives a bonus equal to his Dashing Swordsman class levels on saves vs. any mind-affecting effect originating from an evil source.
Dramatic Entrance: Dashing Swordsman have incredible timing, and can arrive at a battle in the nick of time. They are given a surprise round upon entering the battle, upon a successful flair check. This gives them a bonus to their initiative on the 1st round of battle if they beat a flair check of 10 + the challenge CR. They gain an initiative bonus of +1 per 3 ranks in a skill which could be used for the entrance, such as climb, jump, or tumble.
Greater Flair (Ex): The Dashing Swordsman's Feinting Flair ability now adds his full ranks in Perform.
Fancy Footwork: When the Dashing Swordsman is fighting Multiple villains, he may make a Flair check instead of a tumble check for the purposes of moving through combat. Furthermore, he may attack while tumbling, and can move as if he had the Spring attack feat. This effect can be used at will.
Improvise (Ex):Using the Flair ability, The Dashing Swordsman may use any skill trick, even ones he does not know. However, he must have the prerequisites for it. The Dashing Swordsman may add his Charisma bonus to any prerequisite skills in order to qualify, and may use his Charisma bonus in place of the skill trick's normal key ability score, if it has one. This will use up one of the daily allowed Flair Checks. (Skill Tricks are part feat, part skill. They can be found in Complete Scoundrel.)
Thespian’s Luck(Su): By using up one of your allotted flair abilities, the dashing swordsman can dodge unavoidable blows through sheer force of will and luck. As an immediate action, you may grant yourself a luck bonus to AC equal to your Cha modifier for a number of rounds equal to your Cha modifier.
Better Lucky Than Skilled (Su): At 10th level, Fate bestows her favors upon you. Once per day, you may choose to draw upon supernatural luck. For the number of rounds equal to your Charisma Modifier, whenever you make an attack roll, skill check, ability check, or saving throw, you may roll two dice, and choose which die roll to use. However, after using this ability, you become drained. You are exhausted, and cannot use any of the spell-like or supernatural class features of the Dashing Swordsman class until the end of the encounter.