PDA

View Full Version : Gallant



Stratovarius
2017-07-29, 06:35 AM
Gallant

"We shall dance, you and I."
– Relak Traven, Human Gallant

Flash and flamboyance make up the hallmarks of the Gallant, for they are always ready with a quick word and an even quicker blade. All too often, the one is needed to save them from trouble the other has gotten them into. But just to keep them that little bit safer, they have a small amount of magic upon which they can draw when both fail them.


Making a Gallant
Gallants are most usually the children of what few remaining aristocrats there are, but others are merely those who attempt to make a living by the glibness of their tongue.

Abilities: A Gallant uses Charisma to determine what level of spell the Gallant can cast. If he has less than 11 Charisma, he cannot cast any spells.

Races: Gallants can be found among any race, although they tend to be more common amongst the flamboyant and vivacious ones.

Alignment: Gallants tend towards the chaotic end of the spectrum, their love of life not falling in line with laws.

Starting Gold: As Bard.

Starting Age: As Bard.


Table 1: The Gallant
Hit Die: d6


Level BAB Ref Fort Will Abilities
–––––––––––––––––––––––––––––––––––––––––––––––––– ––––––––––––––––––––––––––
1 +1 +2 +0 +2 Bard Song, Insulting Tongue
2 +2 +3 +0 +3 Skirmish +1d6, +0 AC, Skirmish Casting
3 +3 +3 +1 +3 Evasion, Fast Feet, Gallant Movement
4 +4 +4 +1 +4 Skirmish +1d6, +1 AC, Motion Begets Motion
5 +5 +4 +1 +4 Flippant Dodge, Improved Flanking
6 +6 +5 +2 +5 Skirmish +2d6, +1 AC, Dazzling Smile
7 +7 +5 +2 +5 Motion Begets Motion, Voice of Confusion
8 +8 +6 +2 +6 Skirmish +2d6, +2 AC, Distracting Hands
9 +9 +6 +3 +6 Dazzling Smile
10 +10 +7 +3 +7 Skirmish +3d6, +2 AC, Motion Begets Motion
11 +11 +7 +3 +7 More Enemies, More Targets
12 +12 +8 +4 +8 Skirmish +3d6, +3 AC, Dazzling Smile
13 +13 +8 +4 +8 Motion Begets Motion
14 +14 +9 +4 +9 Skirmish +4d6, +3 AC, Harder They Fall
15 +15 +9 +5 +9 Master of Glibness
16 +16 +10 +5 +10 Skirmish +4d6, +4 AC, Just the Right Spot
17 +17 +10 +5 +10 What's One More?
18 +18 +11 +6 +11 Skirmish +5d6, +4 AC, Stunning Brilliance
19 +19 +11 +6 +11 Stop the World
20 +20 +12 +6 +12 Skirmish +5d6, +5 AC, Perfect Grace
Class skills (6 + Int modifier per level, x4 at first level): Appraise, Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble

Class Features
Your wit is the centre of your being and the focus of your character.

Weapon and Armour Proficiency: Gallant are proficient with all simple and martial weapons and light armours. They suffer arcane spell failure in armour above light.
Gallant Casting: As bard in all aspects.
Trapfinding: Gallant can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Gallant can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An Gallant who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Gallant Music: Once per day per Gallant level, a Gallant can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Gallant music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Gallant level and a minimum number of ranks in the Perform skill to qualify; if a Gallant does not have the required number of ranks in at least one Perform skill, he does not gain the Gallant music ability until he acquires the needed ranks. Starting a Gallant music effect is a standard action. Some Gallant music abilities require concentration, which means the Gallant must take a standard action each round to maintain the ability. Even while using Gallant music that doesn’t require concentration, a Gallant cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Gallant has a 20% chance to fail when attempting to use Gallant music. If he fails, the attempt still counts against his daily limit. This counts as bardic music for all prerequisites.

Countersong (Su): A Gallant with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Gallant (including the Gallant himself) that is affected by a sonic or language-dependent magical attack may use the Gallant’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Gallant’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Gallant may keep up the countersong for 10 rounds.
Fascinate (Sp): A Gallant with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Gallant, and able to pay attention to him. The Gallant must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Gallant attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a Gallant makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Gallant cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Gallant continues to play and concentrate (up to a maximum of 1 round per Gallant level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Gallant to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su): A Gallant with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Gallant sing. The effect lasts for as long as the ally hears the Gallant sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Gallant levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su): A Gallant of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Gallant. The Gallant must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Gallant’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Gallant concentrates, up to a maximum of 2 minutes. A Gallant can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp): A Gallant of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Gallant’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a Gallant’s daily limit on Gallant music performances. A Will saving throw (DC 10 + 1/2 Gallant’s level + Gallant’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Inspire Greatness (Su): A Gallant of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Gallant attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Gallant must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Gallant sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Song of Freedom (Sp): A Gallant of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Gallant level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Gallant can’t use song of freedom on himself.
Inspire Heroics (Su): A Gallant of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Gallant levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Gallant must sing and an ally must hear the Gallant sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Gallant sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Gallant of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Insulting Tongue (Ex): The Gallant has a flashy blade, but his tongue is almost as dangerous. By successfully making a diplomacy check targeting a single creature with a DC of 10 + (2 × the creature’s CR), the Gallant entices that creature to attack him during its next round. If the creature cannot do so because it would cause the creature to be the target of an attack of opportunity, the ability fails to affect it. For creatures that don’t have Challenge Ratings, such as player characters, use a DC of 10 + (2 × the creature’s HD). This is a swift action mind-affecting ability. If the Gallant succeeds at a bluff check at the same DC as the diplomacy check, the creature takes a -2 penalty on all attacks against the Gallant.
Skirmish (Ex): A Gallant relies on mobility to deal extra damage and improve her defense. He deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the Gallant’s turn. This extra damage increases by 1d6 for every four levels gained above 2nd (6th, 10th, 14th, 18th). Gallants can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 4th level, a Gallant also gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the Gallant has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 4th (8th, 12th, 16th, 20th). A Gallant loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Skirmish Casting (Ex): In any round in which the gallant has activated his skirmish ability but not yet attacked, he may choose to forgo the benefits of skirmish for that round. Instead, he may choose between a bonus on the DC of his next spell or a bonus to caster level equal to half (rounded down, minimum 1) of what his armour bonus from skirmish would have been. If he would later gain the benefits of skirmish in the same round as he has used this ability, he forgoes those benefits.
Evasion (Ex): An Gallant can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Gallant is wearing light armor or no armor. A helpless Gallant does not gain the benefit of evasion.
Fast Feet (Ex): A Gallant may expend one use of his Gallant Music ability to take a 10 ft step. This replaces his 5 ft step for the round, and all restrictions and regular rules apply. He may only use this ability once a round as a free action, even if he gains a second 5 ft step.
Gallant Movement (Ex): A Gallant’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor and not carrying a heavy load. Apply this bonus before modifying the Gallant’s speed because of any load carried or armor worn.
Motion Begets Motion (Ex): In any round in which the gallant has activated his skirmish ability, but not yet attacked or been attacked, he may choose to forgo the benefits of skirmish for that round. Instead, he gains an additional swift action. At 7th level, he may choose to gain a move action. At 10th level, he may choose to gain a standard action. At 13th level, he may choose to gain a full-round action. If he would later gain the benefits of skirmish in the same round as he has used this ability, he forgoes those benefits.
Flippant Dodge (Ex): Sometimes, a distracting shout is all that it takes to send an attack in the wrong direction. By succeeding on a Bluff check with a DC equal to the attack roll of the creature targeting him, the Gallant is able to slip out of the way of the attack, rendering it wasted. If the Gallant succeeds at the check by 10 or more and has an enemy creature adjacent to him, he may have the attack instead target that creature instead of being wasted. This is an immediate action.
Improved Flanking (Ex): A Gallant of 5th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks.
Dazzling Smile (Ex): Charm can delay enemy actions just enough. At 6th level, the Gallant can act normally during a surprise round, even if he is the one surprised. At 9th level, he adds his Charisma modifier to his Initiative check. At 12th level, if he is the first to act in an encounter, he gains a +1 bonus on all rolls made during that encounter.
Voice of Confusion (Ex): By successfully making a bluff check targeting a single creature with a DC of 10 + (2 × the creature’s CR), the Gallant entices that creature to attack the creature's nearest ally during its next round. If the creature cannot do so because it would cause the creature to be the target of an attack of opportunity, the ability fails to affect it. For creatures that don’t have Challenge Ratings, such as player characters, use a DC of 10 + (2 × the creature’s HD). This is a swift action mind-affecting ability.
Distracting Hands (Ex): The gallant is a spellcaster, but sometimes, he just doesn't want it to be known. At least not until the opportune moment. By successfully making a sleight of hand check as part of casting a spell, all creatures target by the spell take a -2 penalty on any save against it. The sleight of hand check has a DC of 10 + (2 × the highest targeted creature’s CR). For creatures that don’t have Challenge Ratings, such as player characters, use a DC of 10 + (2 × the creature’s HD). If the Gallant succeeds at a bluff check at the same DC as the sleight of hand check, the target creatures believe that another member of the gallant's party cast the spell. This only works if the gallant is within 10 feet of an ally capable of casting a spell with verbal and somatic components.
More Enemies, More Targets (Ex): Sometimes, being surrounded is the best place to be. By expending a use of his Gallant Music ability, the gallant gets an attack at his highest base attack bonus against every enemy within melee range. He recieves a +2 bonus on this attack for each enemy. This is a swift action to activate.
Harder They Fall (Ex): Whenever the gallant successfully strikes an enemy, he can make a Sleight of Hand check with a DC of 25 + (2 × the creature’s CR). If he succeeds at the check, he knocks the struck enemy prone. For creatures that don’t have Challenge Ratings, such as player characters, use a DC of 25 + (2 × the creature’s HD).
Master of Glibness (Su): By expending a use of his Gallant Music ability, the gallant makes every enemy within 90 ft who can hear him target the gallant. The affected creatures will avoid Attacks of Opportunity, but will otherwise do their utmost to chase and attack the gallant. The gallant receives a +5 ft bonus to his movement speed and a +1 bonus to tumble and jump checks for every enemy affected. This is a swift action to activate.
Just the Right Spot (Ex): Whenever the gallant successfully attacks a creature with damage reduction that would affect his attack, twice the damage reduced is added to the damage dealt. The gallant must be under the effects of skirmish for this ability to work. In addition, the gallant ignores any immunity to critical hits.
What's One More? (Su): Sometimes, a gallant just needs to affect everyone in the room. By successfully making a bluff check, the next spell the gallant casts affects all enemies within 30 ft. of the gallant. The bluff check has a DC of 15 + (2 × the highest targeted creature’s CR). For creatures that don’t have Challenge Ratings, such as player characters, use a DC of 15 + (2 × the creature’s HD). This is a swift action.
Stunning Brilliance (Ex): By successfully making a diplomacy check, the gallant causes all enemies within 60 ft. of the gallant to become stunned for one round. The check has a DC of 15 + (2 × the highest targeted creature’s CR). For creatures that don’t have Challenge Ratings, such as player characters, use a DC of 15 + (2 × the creature’s HD). This is a swift action.
Stop the World (Su): Even the fastest tongue can't always save the gallant. In which case, he cheats. By expending a use of his Gallant Music ability, the gallant stops time, as per the spell, for one round. This is a swift action.
Perfect Grace (Su): The gallant has become the talk of all Arhosa. Even peasants who do little more than scrape a living from barren soil have heard his name. Any sentient creature automatically has its reactions improved by one step. When the gallant successfully makes a skirmish attack, he can cast a spell as a free action, once per round. The spell may only target the Gallant or the target he attacked.

nonsi
2017-07-29, 08:22 AM
"If the creature cannot do so because it would cause the creature to be the target of an attack of opportunity, the ability fails to affect it"


Dump this clause. When someone succumbs to taunting, things like potential AoOs won't hold him back. That's what succumbing to taunting means.





Skirmish Casting (Ex): In any round . . .


1. What spells?
2. CL boosting should be noted as an 8th level class feature.





For creatures that don’t have Challenge Ratings . . .


1. Don't do that. The same DC should be applied to all targets.
2. No such thing as opponent w/o CR.





More Enemies, More Targets (Ex): Sometimes, being surrounded is the best place to be . . .


So, this is basically Whirlwind attack on steroids.





Harder They Fall (Ex): Whenever the gallant . . .


The DC is nuts.





Just the Right Spot (Ex): Whenever the gallant successfully attacks . . .


There's no precedence for an opponent's DR acting against it.

Stratovarius
2017-07-31, 10:10 AM
Dump this clause. When someone succumbs to taunting, things like potential AoOs won't hold him back. That's what succumbing to taunting means.

Not necessarily, since it's possible to be irritated enough to hack your way through enemies to get to someone without being an idiot about it. There's plenty of that in heroic sagas, fantasy, and elsewhere.



1. What spells?
2. CL boosting should be noted as an 8th level class feature.

The part where it says "Casts as bard?"



1. Don't do that. The same DC should be applied to all targets.
2. No such thing as opponent w/o CR.

Tell WotC that. It's a direct quote from Truenaming.



So, this is basically Whirlwind attack on steroids.

Which Whirlwind needs because it's a crap ability - lightly wound a lot of enemies instead of killing one is the normal result.


There's no precedence for an opponent's DR acting against it.

And there was no precedence for maneuvers existing until Tome of Battle created it. No precedence means it's an area to explore.