continuumg
2018-08-19, 02:59 PM
Although not trained with any particular weapons, the slapdash rascal is always ready for a fight. Making use of whatever lies around him, the slapdash rascal makes a cunning adversary. His ability to enthusiastically throw himself into the fray while avoiding injury astounds his fellows.
Improvised Proficiency
A slapdash rascals gets Catch Off-Guard and Throw Anything as bonus feat at 1st level.
This replaces proficiency with martial weapons and bucklers
Panache
A slapdash rascal regains panache when he scores a critical hit or lands a killing blow with an improvised weapon, rather than with a light or one-handed piercing weapon.
This alters Panache
Deeds
A slapdash rascal gains the following deeds, each of which replaces an existing deed.
Suddenly Armed (Ex): At 1st level, as long as the slapdash rascal has at least 1 panache point, he can grab an unattended object within reach to wield as part of an attack or combat maneuver. When he does so he may pay 1 panache point to first make a bluff check to feint against the target of the attack as a free action. This deed replaces dodging panache.
Improvised Versatility (Ex): At 3rd level, the slapdash rascal may pay 1 panache as a free action to treat a held improvised weapon as any melee weapon of the same size for 1 minute. For the duration, the slapdash rascal may change the weapon it is treated as as a swift action. The slapdash rascal is always proficient with any improvised weapon he is modifying with this deed, regardless of what kind of weapon it is being treated as. This deed replaces Menacing Swordplay.
Slapdash Tactics (Ex): At 3rd level, as long as the slapdash rascal has at least 1 panache point, he treats all allies as if they possessed the same teamwork feats as the slapdash rascal for the purpose of determining whether the rascal receives a bonus from his teamwork feats. Additionally, he can pay 1 panache as an immediate action to grant an ally within 30ft a teamwork feat he knows for a number of rounds equal to his Charisma modifier. This deed replaces precise strike.
Ranged Rapscallion (Ex): At 7th level, while he has at least 1 panache point, the slapdash rascal can attempt a dirty trick combat maneuver with a thrown improvised weapon, using a ranged attack roll in place of a combat maneuver check. At the GM’s discretion, other combat maneuvers may be attempted, depending on the improvised weapon used. This deed replaces Superior Feint
Slapdash Flexibility (Ex): At 7th level, as a move action the slapdash rascal can spend 1 panache point to gain the benefits of two combat feats he does not possess for 1 minute. He may use one of these feats to meet a prerequisite of the other. This deed replaces Targeted Strike.
Smash Attack: At 11th level, when the slapdash rascal makes a successful attack with an improvised weapon while he has at least 1 point in his panache pool, he can cause the weapon to gain the broken condition. If he does, he rolls the weapon's damage twice, as if using Vital Strike. He can use this deed with a broken weapon, destroying it, by paying 1 panache. If he does so, he rolls the weapon's damage three times, as if using Improved Vital Strike. This replaces Bleeding Wound.
Fight Fair (Ex): At 11th level, while a slapdash rascal has at least 1 panache point, he gains a bonus to disarm, steal, and sunder combat maneuvers equal to his Charisma modifier. Additionally, by paying 1 panache, he can make such a maneuver as a swift action. This deed replaces Subtle Blade.
Slapdash Reflexes (Ex): At 15th level, a slapdash rascal can make an attack of opportunity against an opponent that is taking a 5-foot-step or using the withdraw action by spending 1 panache point. This deed replaces Perfect Thrust.
Close the Gap(Ex): At 19th level, when an enemy within the slapdash rascal's move speed performs an action that would provoke an attack of opportunity, the slapdash rascal may spend 1 panache as an immediate action to move up to his speed and make an attack of opportunity against that enemy. This deed replaces Deadly Stab
Contingency Plan (Ex): At 19th level, the slapdash rascal can cast Contingent Action as an extraordinary ability with a casting time of a full-round action by spending 1 panache point. He can only target himself with this ability, and its effects last up to an hour. This deed replaces Stunning Stab.
Dirty Fighting Mastery (Ex):
At 1st level, the slapdash rascal gains Dirty Fighting as a bonus feat.
At 5th level, whenever the slapdash rascal makes a successful melee attack against an opponent he is flanking or that is denied its dexterity bonus to AC, he may make any combat maneuver against that opponent as a swift action.
At 9th level, the slapdash rascal gets a +2 luck bonus to CMD.
At 13th level, whenever the slapdash rascal makes a successful combat maneuver check, he gains a number of temporary hit points equal to his Charisma modifier. These last for 1 minute.
At 17th level, whenever a creature fails a combat maneuver check against the slapdash rascal, the slapdash rascal may attempt the same type of maneuver against that creature as an immediate action.
This replaces Swashbuckler Finesse and Swashbuckler Weapon Training
Always Ready (Ex)
At 20th level, the slapdash rascal is always able to use his deeds. This can bring his panache pool below 0. The effects of his deeds that normally require him to have at least 1 panache point in his pool are always active. As long as he has at least 1 panache point, the slapdash rascal is immune to flanking, precision damage, critical hits, and can not be denied his dexterity bonus to AC.
This replaces Swashbuckler Weapon Mastery
Improvised Proficiency
A slapdash rascals gets Catch Off-Guard and Throw Anything as bonus feat at 1st level.
This replaces proficiency with martial weapons and bucklers
Panache
A slapdash rascal regains panache when he scores a critical hit or lands a killing blow with an improvised weapon, rather than with a light or one-handed piercing weapon.
This alters Panache
Deeds
A slapdash rascal gains the following deeds, each of which replaces an existing deed.
Suddenly Armed (Ex): At 1st level, as long as the slapdash rascal has at least 1 panache point, he can grab an unattended object within reach to wield as part of an attack or combat maneuver. When he does so he may pay 1 panache point to first make a bluff check to feint against the target of the attack as a free action. This deed replaces dodging panache.
Improvised Versatility (Ex): At 3rd level, the slapdash rascal may pay 1 panache as a free action to treat a held improvised weapon as any melee weapon of the same size for 1 minute. For the duration, the slapdash rascal may change the weapon it is treated as as a swift action. The slapdash rascal is always proficient with any improvised weapon he is modifying with this deed, regardless of what kind of weapon it is being treated as. This deed replaces Menacing Swordplay.
Slapdash Tactics (Ex): At 3rd level, as long as the slapdash rascal has at least 1 panache point, he treats all allies as if they possessed the same teamwork feats as the slapdash rascal for the purpose of determining whether the rascal receives a bonus from his teamwork feats. Additionally, he can pay 1 panache as an immediate action to grant an ally within 30ft a teamwork feat he knows for a number of rounds equal to his Charisma modifier. This deed replaces precise strike.
Ranged Rapscallion (Ex): At 7th level, while he has at least 1 panache point, the slapdash rascal can attempt a dirty trick combat maneuver with a thrown improvised weapon, using a ranged attack roll in place of a combat maneuver check. At the GM’s discretion, other combat maneuvers may be attempted, depending on the improvised weapon used. This deed replaces Superior Feint
Slapdash Flexibility (Ex): At 7th level, as a move action the slapdash rascal can spend 1 panache point to gain the benefits of two combat feats he does not possess for 1 minute. He may use one of these feats to meet a prerequisite of the other. This deed replaces Targeted Strike.
Smash Attack: At 11th level, when the slapdash rascal makes a successful attack with an improvised weapon while he has at least 1 point in his panache pool, he can cause the weapon to gain the broken condition. If he does, he rolls the weapon's damage twice, as if using Vital Strike. He can use this deed with a broken weapon, destroying it, by paying 1 panache. If he does so, he rolls the weapon's damage three times, as if using Improved Vital Strike. This replaces Bleeding Wound.
Fight Fair (Ex): At 11th level, while a slapdash rascal has at least 1 panache point, he gains a bonus to disarm, steal, and sunder combat maneuvers equal to his Charisma modifier. Additionally, by paying 1 panache, he can make such a maneuver as a swift action. This deed replaces Subtle Blade.
Slapdash Reflexes (Ex): At 15th level, a slapdash rascal can make an attack of opportunity against an opponent that is taking a 5-foot-step or using the withdraw action by spending 1 panache point. This deed replaces Perfect Thrust.
Close the Gap(Ex): At 19th level, when an enemy within the slapdash rascal's move speed performs an action that would provoke an attack of opportunity, the slapdash rascal may spend 1 panache as an immediate action to move up to his speed and make an attack of opportunity against that enemy. This deed replaces Deadly Stab
Contingency Plan (Ex): At 19th level, the slapdash rascal can cast Contingent Action as an extraordinary ability with a casting time of a full-round action by spending 1 panache point. He can only target himself with this ability, and its effects last up to an hour. This deed replaces Stunning Stab.
Dirty Fighting Mastery (Ex):
At 1st level, the slapdash rascal gains Dirty Fighting as a bonus feat.
At 5th level, whenever the slapdash rascal makes a successful melee attack against an opponent he is flanking or that is denied its dexterity bonus to AC, he may make any combat maneuver against that opponent as a swift action.
At 9th level, the slapdash rascal gets a +2 luck bonus to CMD.
At 13th level, whenever the slapdash rascal makes a successful combat maneuver check, he gains a number of temporary hit points equal to his Charisma modifier. These last for 1 minute.
At 17th level, whenever a creature fails a combat maneuver check against the slapdash rascal, the slapdash rascal may attempt the same type of maneuver against that creature as an immediate action.
This replaces Swashbuckler Finesse and Swashbuckler Weapon Training
Always Ready (Ex)
At 20th level, the slapdash rascal is always able to use his deeds. This can bring his panache pool below 0. The effects of his deeds that normally require him to have at least 1 panache point in his pool are always active. As long as he has at least 1 panache point, the slapdash rascal is immune to flanking, precision damage, critical hits, and can not be denied his dexterity bonus to AC.
This replaces Swashbuckler Weapon Mastery