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teh_norm17
2007-01-05, 02:56 PM
The blonde hit the ground with a dull thud and a small squeak. A towering and grimy man advanced on her cowering form.

"Thats the last time you cross me wench!" He pulled a long dagger out and raised it high over his head. His arm discended to deal a killing blow but was quickly caught by an interfering hand.

"Didn't your mother ever tell you not to hit girls?" A handsome face with steel blue eys held the daggered hand stayed.

"No! What are you going to do about it pretty b-" the dingy brute's voice was halted by a sharp pain in the stomach followed by a black haze washing over his eyes. He slumped over and gasped for his final breaths. The tall and well-dressed man with steel blue eyes helped the blonde to her feet.

"Thank you! You saved me. I'm Alice."

"I'm Jack. Would you like to get a drink Alice?" Jack flashed a gleaming smile to the blushing blonde.

Dashing Swordsman

Hit Dice: d8

Requirements:

Base Attack Bonus: +5

Feats: Combat Expertise, Improved Feint, Weapon Finesse

Skills: Bluff 10 ranks, Perform 10 ranks, Tumble 10 ranks

Lvl Att Fort Ref Will Special
1st +1 +0 +2 +0 Quick Quip
2nd +2 +0 +3 +0 Smooth Moves
3rd +3 +1 +3 +1 Supreme Feint,Fluid Movement
4th +4 +1 +4 +1 Blinding Charm
5th +5 +1 +4 +1 Set the Stage

Class Skills:
Balance (Dex), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Sleight of Hand (Dex), Tumble (Dex)

Weapon and Armor Proficiencies: The Dashing Swordsman is proficient with simple weapons, martial light and one-handed weapons with a blade, and light armor.

Quick Quip: A Dashing Swordsman adds his or her Charisma modifier (maximum at Dashing Swordsman level) to melee damage rolls.

Smooth Moves: A Dashing Swordsman reduces the armor check penalty for light armor by 1. This effect cannot reduce the penalty below 0.

Supreme Feint: When you feint in combat, if your check succeeds, the target of your feint is denied his or her Dex bonus to AC for all your allies.

Fluid Movement: You double the penalties for being encumbered.

Blinding Charm: You add your Cha modifier to AC (maximum at Dashing Swordsman level). You lose this bonus when flat-footed or denied your Dex bonus to AC.

Set the Stage: If you take a move action every round for one minute (ten rounds) before the start of a battle to explain how you will win the battle and succeed on a DC 25 Cha check (+Dashing Swordsman level), you give yourself and your allies a bonus to and attack and damage equal your check minus 25 (Minimum of 1). This effect lasts for a number of rounds equal to double the bonus once the battle has begun. The bonus is lost if the battle does not begins within 5 minutes of using this ability. Alternatively, you can take a move action every round for five rounds during a battle to make a DC 25 Cha check (+Dashing Swordsman level) to give you and your allies a bonus to attack and damage equal to your number of successful checks. The bonus comes into effect when you make your first successful check and lasts for a number of rounds equal to twice your number of successful checks. If you fail three checks in a row, the effect ends immediately. This ability can be used only once per encounter.