Dashing Swordsman (3.5 Prestige Class)

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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).

Dashing Stats 3.jpg


Class Features


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: The Dashing swordsman's key ability is presentation, if it looks good, then it works, at least for the Dashing swordsman. Whether in combat or in a social setting, the ability to add a flair to the situation can mean a victory or defeat. This ability may only be used equal to their charisma modifier plus 4.

Flair Check: At level 1 when making a check involving a skill in which you have at least 1 rank, you can spend 1 allotted use of the flair ability to gain a bonus on the check equal to your Dashing swordsman level. You can use this ability once per day for a particular skill. The flair ability also serves other class features.

Dramatic Entrance: Dashing Swordsman have incredible timing, and can arrive at a battle in the nick of time. A dashing swordsman may use the flair ability and make a d20 roll with a bonus equal to half of the dashing swordsman level plus his base ranks in perform as a free action. If the result equals or exceeds the highest Initiative rolled for the current encounter, you may choose anywhere in the Initiative order in which to act. This ability may only be used once an encounter.

Biting Banter: Dashing swordsmen are adept at using witty banter to distract and discourage opponents. After successfully feinting, a dashing swordsman may make an attack equal to 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 a number of times equal to his Charisma Modifier plus half his dashing swordsman level per day. At Level 6, the Dashing swordsman has become so witty that he may feint as a free action. Special: Even if the feinting does not succeed in causing a character to be Flat-Footed, they are still susceptible to the extra damage, but not Sneak Attack Damage.

Heroic Heart: The Dashing Swordsman now receives a bonus equal to his Charisma modifier to all saves.

Thespian’s Luck(Su): As a readied action, the dashing swordsman parries the first attack from a designated melee or ranged attacker.

Thespian’s Reposite(Su): If the attacker is within melee range, after using Thespian’s Luck to parry and attack, the Dashing Swordsman may now get one counter attack at a -2 penalty for free. This penalty increases cumulatively by -2 each time it is used on the same attacker.

Fancy Footwork: The Dashing Swordsman uses a flair attempt and tumbles at full speed, provoking no attacks of opportunity while doing so. At any point during the tumble, the swordsman may make one attack with his melee weapon at a -4 penalty against a target that is in range. For every 5 points he beats the tumble DC by, the attack penalty is reduced by 1 (to a minimum of zero). He may continue moving after the tumble has ended as long as he has not moved his maximum move speed this turn. The Dashing Swordsman may attack using this ability a number of times per round equal to the number of attacks he receives from his BAB. 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.)

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.