Logion
2008-08-14, 12:56 AM
Yeah, I know it's long, but come on, evaluate me!
P.S.: Very tired, adding italics and colour tomorrow.
The Swashbuckler
“Your father was a gnoll and your mother was a kobold. Seems to me you got his mind and her courage.” -Eldin Silverstep, addressing a demon.
Class Traits
Role: Defender. You make an elusive target that confounds and angers foes with cutting witticisms and lightning-quick swordplay.
Power Source: Martial. Your talents depend on your natural grace and poise, your exacting swordplay, and your sharp tongue.
Key abilities: Dexterity, Charisma, Intelligence
Armor Proficiencies: Cloth
Weapon Proficiencies: All light blades (except shuriken)
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Acrobatics and Bluff. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha)
Build Options: Duelist, Charming Knave
Class Features: Biting Remark, Dramatic Entry, Infuriating Target, Rapier Flair, Trained Finesse
Swashbucklers are daring swordsmen with a flair for the dramatic. They dress in silks, charm the ladies, and often get in over their heads. Constant experience with well-trained adversaries and curious situations have honed the survival instinct of the swashbuckler to a rapier point, one that is often found in the heart of their enemies.
As a Swashbuckler, you might be tagged with the archetype of a foolhardy daredevil, after all, who else would be stupid enough to brave the front lines of any combat wearing only a padded doublet and a smile? Your own motivation could be as simple as an adrenaline rush, or you might be a disposed noble, a seeker of vengeance, or a cunning agent of the kingdom.
With a narrow blade and a winning manner, you challenge the world to single combat, and do it with one hand behind your back.
Creating a Swashbuckler
Swashbucklers are divided into two builds: The duelist, a peerless swordsman, and the charming knave, who lives as much by his insults as by his blade. Dexterity, Charisma, and Intelligence are the swashbuckler’s key traits.
Duelist
No one can match your swordplay, and few try. Your exploits are all about overwhelming opponents with your superior skill. Your grace with the blade is tied to your Dexterity, so make that your best score. In order to make best use of your Infuriating Target feature, and to further your prowess, make intelligence your second best. You still need Charisma for your Biting Remark ability, as well as picking up some powers from the other build, so that should be third. Look for powers that showcase your brilliant fighting style.
Suggested Feat: Weapon Focus (Light Blade) (Human Feat: Human Perseverance)
Suggested Skills: Acrobatics, Bluff, Athletics, Perception, Stealth
Suggested At-Will Powers: Exact Strike, Agile Lunge
Suggested Encounter Power: Fence of Nettles
Suggested Daily Power: Dance of Iron
Charming Knave
You may not be as versed in swordplay as your counterpart, but you are still more than a match for the common cutthroat. You augment your sharp blade with your sharp tongue, infuriating opponents and forcing them to make mistakes in their haste to get at you and prove what kind of a woman their mother really was. Dexterity is still your primary ability, so treat it as such. Your Charisma comes in second, since it fuels some powers and makes your taunts all that much more effective. Intelligence is tertiary, but it’s still important. Look for powers that frustrate your foes through use of your wit.
Suggested Feat: Skill Focus (Bluff) (Human Feat: Human Perseverance)
Suggested Skills: Acrobatics, Bluff, Diplomacy, Perception, Streetwise
Suggested At-Will Powers: Blade Flourish, One Against Many
Suggested Encounter Power: Blade Taunt
Suggested Daily Power: Knave’s Gambit
Swashbuckler Overview
Characteristics: You are of virtually no use at a range, so close in on your targets quickly and punish them with your melee superiority. Don’t be afraid to hang out with your more heavily armored compatriots and enemies, you have plenty of tricks to make up for your lack of armor.
Religion: Many swashbucklers worship Avandra, the goddess of luck and freedom. Others pay casual homage to whatever god they were brought up with, mostly too uninterested to pay much attention to the divine. Swashbucklers who have some connections to a royal court worship whatever god is popular there, often with more fervor than freelance members of the class.
Race: Eladrin make excellent duelists, their long lifespan increasing their skill of arms; however, most Eladrin lack the proper attitude to be swashbucklers, and those who choose this path are generally outcasts among their race. Halflings also make brilliant swashbucklers, and it is a class many without the patience to be effective rogues follow. Humans, elves, and half-elves are also found among the numbers of the swashbuckler path. Among the savage races, dopplegangers, drow, and Shadar-Kai who deviate from their race make excellent swashbucklers.
Swashbuckler Class Features
Biting Remark
Swashbucklers are masters of the insult, and can use it to goad targets to rash actions. Swashbucklers have the use of the following At-Will power.
Biting Remark
Your pithy insult infuriates your foe, goading him to action against you.
At-Will*Martial
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target (save ends). The target remains marked until you use this power against another target or it succeeds in a saving throw against this effect. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While the target is marked, it takes a -2 penalty to attack rolls for any attack that does not include you as a target. Also, you gain a +2 bonus to attack rolls against the target and it gains a +4 bonus on damage rolls against you.
Special: If the target cannot understand a language you speak, this power has no effect.
Dramatic Entry
If you act during a surprise round, you have combat advantage against all enemies who did not act in the surprise round for one additional round.
Infuriating Target
If you are wearing no armor or cloth armor and not using a shield, add both your Intelligence modifier and your Dexterity modifier to your AC, instead of only the highest score.
Rapier Flair
You may critical hit on one additional number while wielding a rapier. (i.e. if you can critical hit on a 20, you critical hit on a 19-20. If you can critical hit on a 19-20, you critical hit on a 18-20, etc.)
Trained Finesse
Your basic attack is calculated off of Dexterity instead of Strength.
Swashbuckler Powers
Level 1 At-Will Exploits
Exact Strike
You carefully target an enemy’s weak spot, attacking with surgical precision.
At-Will*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC (can score a critical hit on a roll of 19-20)
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
Agile Lunge
You make a twisting leap towards your target, skewering him on your blade.
At-Will*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Special: You may shift two squares before the attack if you end your move adjacent to a target.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Blade Flourish
You make a showy, unusual maneuver that slips past your opponent’s guard.
At-Will*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Dexterity modifier + Charisma modifier damage.
Increase damage to 2[W] + Dexterity modifier + Charisma modifier damage at 21st level.
One Against Many
The thing is, they get in each other’s way.
At-Will*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. You gain a +1 Power bonus to AC, +1 additional for every 2 adjacent enemies.
Increase to 2[W] +Dexterity modifier damage at 21st level.
Level 1 Encounter Exploits
Blade Taunt
You execute a nimble strike punctuated with a canny witticism.
Encounter*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Charisma modifier damage. Make a secondary attack.
Attack: Charisma vs. Will
Hit: The target takes a penalty on its attack rolls and a bonus on its damage rolls equal to your Charisma modifier until the end of your next turn.
Fence of Nettles
You fight cautiously, weaving your blade about you in dazzling patterns, ready to strike anywhere.
Encounter*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: Deal damage equal to your Dexterity modifier. You gain a bonus to your AC equal to half your Dexterity modifier, rounded down, and any opponent adjacent to you provokes opportunity attacks when shifting until the end of your next turn. Your opportunity attacks deal extra damage equal to your Dexterity modifier.
Canny Feint
You throw your enemy off with a series of false attacks.
Encounter*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Charisma vs. Will
Hit: You gain combat advantage against the target until the beginning of your next turn. If the target begins its turn adjacent to you, you may make a basic melee attack against the target with a bonus on damage rolls equal to your Charisma modifier. If the target ends its turn adjacent to you, you may make a basic melee attack against it with a bonus on damage rolls equal to your Charisma modifier.
Mosquito Bite
You strike your opponent with incomparable speed. He won’t even know he was hit until he tries to use that arm.
Encounter*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: At the end of the target’s next turn, it takes 2[W] + Dexterity modifier damage.
Special: The target is unaware that it has been hit. This attack does not trigger any powers related to being attacked, and you do not lose invisibility or concealment.
Level 1 Daily Powers
Rebound Lunge
You leap into the fray, driving your blade deep into a foe before rolling to a safe distance.
Daily*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Special: You must charge as part of this attack.
Hit: 3[W] + Dexterity modifier damage and you may shift 3 squares after the attack, as long as you end your move in a square you moved through during your charge.
Knave’s Gambit
When you strike, you leave yourself seemingly open. A foe that moves to take advantage of you is sorely rebuked by your blade.
Daily*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Dexterity modifier damage, and the next time you are attacked, roll a bluff check against an opposed insight check. If you win the roll, the attack is negated and you may make a basic melee attack against the attacker.
Dance of Iron
You move with uncanny grace, unleashing a flurry of blows on an unsuspecting enemy or three.
Daily*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One, two, or three creatures
Attack: Dexterity vs. AC, three attacks
Hit: 1[W] + Dexterity modifier per attack
Level 2 Utility Exploits
Charming Manner
With a smile and a complement, you ingratiate yourself in your host’s good graces.
Encounter*Martial
Free Action Personal
Effect: You gain a bonus equal to your Charisma modifier on the next Diplomacy or Bluff check you make this encounter.
Grin and Bear it
You can barely move your arm, but there’s no need for your adversary (or any young maidens) to know that.
Encounter*Healing, Martial
Minor Action Personal
Effect: You gain temporary hit points equal to your Charisma modifier.
Ventriloquist
Because bar fights are great entertainment.
Encounter*Martial
Minor Action Close Burst 5
Target: One creature or object in the burst
Effect: Make a Bluff check against the passive insight checks of any observers. If you succeed, you throw your voice to the target, making it seem as if they are speaking. You can make a separate check as part of this power to disguise your voice.
Diving Roll
You end your movement in an acrobatic tumble, rolling under your enemy’s feet, and spring up behind him, ready to fight.
Daily*Martial
Minor Action Personal
Effect: You can shift two spaces, including through occupied squares. You must end your move in an unoccupied square. If you move during the turn in which you use this ability, you take a -2 penalty to your AC and Reflex defense until the end of your next turn.
Level 3 Encounter Exploits
Ego Puncture
You follow up your taunt with a well-aimed thrust, shaking your enemy’s confidence.
Encounter*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature that you marked
Attack: Charisma vs. AC
Hit: 2[W] + Dexterity modifier + Charisma modifier damage and the target is no longer marked.
Stiletto Strike
You slip your blade between your foe’s armor, rendering all that metal useless.
Encounter*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Intelligence + Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier + Intelligence modifier damage.
Arterial Strike
You target your opponent’s vital organs, dealing him a crippling, bleeding wound.
Encounter*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Intelligence vs. AC
Hit: You deal damage equal to your Intelligence modifier plus 5 ongoing damage, and the target is slowed (save ends both).
Goad
You mock an adversary into attacking you, then repay the blow.
Encounter*Martial, Weapon
Standard Action Ranged 3
Requirement: You must be wielding a light blade.
Target: One creature
Effect: The target must shift 2 and end adjacent to you, if possible. The target then makes a basic melee attack against you with a penalty to the attack roll and a bonus to the damage roll equal to your Charisma modifier. You may then attack the target.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Special: If the target hit you with its attack, this attack does 2[W] + Dexterity modifier damage instead.
Level 5 Daily Exploits
Overextend
You put everything you’ve got into a single attack against your foe, leaving yourself dangerously exposed.
Daily*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity modifier damage and you are dazed until the end of your next turn.
Miss: You are dazed.
Blind Man’s Bluff
You stumble around the battlefield, provoking attacks from unsympathetic foes. Unfortunately for them, you accidentally impale them upon your blade as you reel away.
Daily*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Effect: You move your movement across the battlefield, provoking opportunity attacks. If an enemy chooses not to make an opportunity attack, you may make an opposed bluff check. If you win the check, the enemy must make an opportunity attack. You gain a bonus to your AC against opportunity attacks equal to your Charisma modifier provoked during this movement. If you are missed by an opportunity attack during your movement, you may make an attack against the target. You may take up to six attacks in this manner.
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier + Reflex modifier damage.
Total Defense
You shroud yourself in steel, repelling and repaying each blow with ruthless skill.
Daily*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Effect: Until the end of your next turn, when a creature adjacent to you makes an attack roll, make an attack roll based on Dexterity. If your total is higher, the attack of the target is negated and it takes damage equal to your Dexterity modifier + your Intelligence modifier.
Sustain Standard: You sustain the effect until the end of your next turn. If you become bloodied, you cannot sustain power.
Level 6 Utility Exploits
Lucky Dodge
You narrowly avoid an explosion, dropping beneath it. Actually, you tripped, but no one has to know that.
Encounter*Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack against your Reflex defense
Effect: Gain a +2 power bonus to your Reflex defense against the triggering attack.
Tables Turned
A hapless bandit believes he’s caught you unawares, until you flip the table over on him.
Daily*Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack during a surprise round
Effect: the attacker takes a penalty to his attack roll equal to you Charisma modifier or your Intelligence modifier, whichever is higher. You can take a standard action or a move action after the attacker finishes their turn.
Daring Rescue
You spot an ally in danger and dash across the battlefield, shoving them out of the way and taking the attack yourself.
Encounter*Martial
Immediate Interrupt Personal
Trigger: a creature attacks your ally
Effect: You can move up to your speed to reach the target while provoking opportunity attacks. Slide the ally one square and shift into the vacated square. The triggering attack now targets you.
Brilliant Footwork
Utilizing your superior martial training, you maneuver through the battlefield with exceptional grace.
Daily*Martial, Stance
Minor Action Personal
Effect: Once per turn, as a free action, you may shift 1 square.
Level 7 Encounter Exploits
Unorthodox Attack
You combine formal training with street brawler style, stabbing one enemy and delivering a snap kick to another.
Encounter*Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Make a secondary attack against another creature adjacent to you.
Attack: Dexterity vs. Reflex
Hit: Deal damage equal to your Strength modifier (minimum one) and the target is dazed until the end of your next turn.
Baffling Defense
You make a quick strike and shift into an unusual fighting stance, baffling opponents as to how to approach you.
Encounter*Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Dexterity modifier + Charisma modifier damage. You gain a bonus to all defenses equal to your Charisma modifier until the end of your next turn. Any opponent can spend a minor action to make an insight check opposed by your bluff check to negate this bonus.
Unerring Strike
You thrust your rapier with uncanny skill into a vulnerable part of your adversary’s body.
Encounter*Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC (can score a critical hit on a roll of 19-20)
Hit: 2[W] + Dexterity modifier + Intelligence modifier damage and the target is dazed until the end of your next turn.
Desperate Stand
You turn your desperation into a glorious last stand, laying about you with abandon and reaching for your reserves of strength.
Encounter*Martial, Weapon
Standard Action Close Burst 1
Requirement: You must be wielding a light blade.
Target: Each enemy in burst
Attack: Dexterity vs. AC
Hit: 1[W] +Dexterity modifier damage and you may spend a healing surge. Gain extra hit points equal to twice your Charisma modifier.
Special: You may only use this attack when bloodied and adjacent to at least three enemies. If you have no healing surges remaining, this attack does 2[W] + Charisma modifier damage instead.
Level 9 Daily Exploits
Skewer
You bury your weapon in your enemy to the hilt, also impaling his friend just behind him.
Daily*Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex (can score a critical hit on a roll of 19-20)
Hit: 3[W] + Dexterity modifier damage. Any creature standing behind your target takes the same amount of damage.
Storm of Steel
You strike with lightning speed, making swift attacks that dazzle the eye.
Daily*Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One, two, or three creatures
Attack: Dexterity vs. AC, three attacks
Hit: 2[W] + Dexterity modifier damage per attack.
Menacing Strike
You twist your blade with a sneer, uttering an ominous threat against your enemy.
Daily*Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature you have marked
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. Make a secondary attack against the target.
Secondary Attack: Charisma vs. Will
Hit: The target moves its speed away from you and cannot attack (save ends). The target takes a penalty on saving throws against this effect equal to your Charisma modifier.
Level 10 Utility Powers
Adroit Recovery
Sometimes, you miss the chandelier. Luckily, you’re really, really fast.
Encounter*Martial
Free Action Personal
Trigger: You roll an Acrobatics check and dislike the result
Effect: Reroll the Acrobatics check. You decide whether to make the reroll before the DM announces the result.
Acrobatic Stand
You flip back to your feet, frustrating opportunistic enemies.
Encounter*Martial
Free Action Personal
Trigger: You fall prone
Effect: You stand up without provoking opportunity attacks.
Canny Athletics
You use your training to augment your strength with the right application of strength and agility.
Encounter*Martial
Free Action Personal
Effect: You gain a bonus to your next Athletics check equal to your Intelligence modifier.
Underwater Combat
You learned effective aquatic combat techniques from pirates.
Encounter*Martial
Minor Action Personal
Effect: Negate the penalty to attack rolls while using a light blade in water. You gain a +5 bonus to Endurance checks against suffocation until the end of the encounter.
Paragon Paths: Blade Wizard, Fencer, Gambler, Cunning Knave
Blade Wizard
“Those people think I can do magic. Maybe they’re right…”Prerequisite: Swashbuckler class
The very most talented of duelists are sometimes referred to as Wizards, but you take the title a little more literally, adding a dash of magic to your repertoire of dangerous tricks.
Blade Wizard Path Features
Dilettante’s Action (11th Level): When you spend an action point to take an extra action, your attacks deal extra fire, lightning, or cold damage equal to your Intelligence modifier until the end of your next turn.
Arcane Sheathe (11th Level): You gain access to an extra-dimensional space capable of storing one light blade. You may call the blade to your hand or make it vanish at any time as a free action.
Mind Stab (16th Level): The first time your Will defense is targeted each Encounter, gain a bonus to your Will defense equal to half your Intelligence modifier, and the attacker takes psychic damage equal to your Intelligence modifier.
Blade Wizard Exploits
Shock Blade
You stab your opponent and then charge your blade with electricity, convulsing the enemy in pain.
Encounter*Martial, Arcane, Weapon, Lightning
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Intelligence modifier lightning damage, and the target is stunned until the end of your next turn.
Arcane Parry
When a blade isn’t enough to defend you, you fall back on your arcane gifts.
Daily*Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a bonus to the defense the attack targets equal to your Intelligence modifier until the end of your next turn.
Illusion Stab
You draw upon eldritch energy to increase your speed, striking with a combination of martial prowess and arcane power.
Daily*Martial, Arcane, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC, Dexterity vs. Reflex, Intelligence vs. Fortitude, Intelligence vs. Will
Hit: 2[W] + Dexterity damage for the first two attacks, 2[W] + Intelligence modifier psychic damage for the second two.
Fencer
“Thrust, parry, stroke, counterstroke, this is my life, my very essence. What cruel twist of madness makes you believe you can outfight me?”You are the absolute pinnacle of martial prowess, untouchable and unerring. Your blade is more essential than breath; no mere mortal can match your skill.
Fencer Path Features
Fencer’s Action (11th Level): When you use an action point to take an extra action, you may make a basic melee attack against an adjacent target.
Defensive Fighting (11th Level): Whenever you make an attack, you can take a penalty on the attack roll up to your Intelligence modifier. If the attack hits, you gain a bonus to your AC against the target equal to the penalty you took.
Thrust and Parry (16th Level): Whenever an adjacent enemy makes an attack that does not include you, or misses you with a melee attack, they take damage equal to your Dexterity modifier.
Fencer Exploits
Superior Fighting
You slip past your opponent’s guard, drawing blood, then knocking his weapon from his hand with a flick of your wrist.
Encounter*Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, and the target drops one weapon it is holding. You can choose to catch the dropped weapon in a free hand, or push it up to three squares away from you.
Sudden Reversal
You reverse your failed attack, catching your foe by surprise.
Encounter*Martial
Immediate Interrupt Personal
Trigger: You make a failed attack roll
Effect: Gain combat advantage against the target of the failed attack until the end of your next turn. Reroll the attack roll, and take the second result, even if it is lower.
Master Stroke
You make a calculatedly devastating strike, leaving your opponent helpless from pain and blood loss.
Daily*Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Intelligence + 2 vs. Reflex
Hit: 3[W] + Dexterity modifier damage and the target is stunned (save ends).
Special: If the target is bloodied, they take a penalty to saving throws against the effect equal to half your Intelligence modifier, rounded down.
P.S.: Very tired, adding italics and colour tomorrow.
The Swashbuckler
“Your father was a gnoll and your mother was a kobold. Seems to me you got his mind and her courage.” -Eldin Silverstep, addressing a demon.
Class Traits
Role: Defender. You make an elusive target that confounds and angers foes with cutting witticisms and lightning-quick swordplay.
Power Source: Martial. Your talents depend on your natural grace and poise, your exacting swordplay, and your sharp tongue.
Key abilities: Dexterity, Charisma, Intelligence
Armor Proficiencies: Cloth
Weapon Proficiencies: All light blades (except shuriken)
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Acrobatics and Bluff. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha)
Build Options: Duelist, Charming Knave
Class Features: Biting Remark, Dramatic Entry, Infuriating Target, Rapier Flair, Trained Finesse
Swashbucklers are daring swordsmen with a flair for the dramatic. They dress in silks, charm the ladies, and often get in over their heads. Constant experience with well-trained adversaries and curious situations have honed the survival instinct of the swashbuckler to a rapier point, one that is often found in the heart of their enemies.
As a Swashbuckler, you might be tagged with the archetype of a foolhardy daredevil, after all, who else would be stupid enough to brave the front lines of any combat wearing only a padded doublet and a smile? Your own motivation could be as simple as an adrenaline rush, or you might be a disposed noble, a seeker of vengeance, or a cunning agent of the kingdom.
With a narrow blade and a winning manner, you challenge the world to single combat, and do it with one hand behind your back.
Creating a Swashbuckler
Swashbucklers are divided into two builds: The duelist, a peerless swordsman, and the charming knave, who lives as much by his insults as by his blade. Dexterity, Charisma, and Intelligence are the swashbuckler’s key traits.
Duelist
No one can match your swordplay, and few try. Your exploits are all about overwhelming opponents with your superior skill. Your grace with the blade is tied to your Dexterity, so make that your best score. In order to make best use of your Infuriating Target feature, and to further your prowess, make intelligence your second best. You still need Charisma for your Biting Remark ability, as well as picking up some powers from the other build, so that should be third. Look for powers that showcase your brilliant fighting style.
Suggested Feat: Weapon Focus (Light Blade) (Human Feat: Human Perseverance)
Suggested Skills: Acrobatics, Bluff, Athletics, Perception, Stealth
Suggested At-Will Powers: Exact Strike, Agile Lunge
Suggested Encounter Power: Fence of Nettles
Suggested Daily Power: Dance of Iron
Charming Knave
You may not be as versed in swordplay as your counterpart, but you are still more than a match for the common cutthroat. You augment your sharp blade with your sharp tongue, infuriating opponents and forcing them to make mistakes in their haste to get at you and prove what kind of a woman their mother really was. Dexterity is still your primary ability, so treat it as such. Your Charisma comes in second, since it fuels some powers and makes your taunts all that much more effective. Intelligence is tertiary, but it’s still important. Look for powers that frustrate your foes through use of your wit.
Suggested Feat: Skill Focus (Bluff) (Human Feat: Human Perseverance)
Suggested Skills: Acrobatics, Bluff, Diplomacy, Perception, Streetwise
Suggested At-Will Powers: Blade Flourish, One Against Many
Suggested Encounter Power: Blade Taunt
Suggested Daily Power: Knave’s Gambit
Swashbuckler Overview
Characteristics: You are of virtually no use at a range, so close in on your targets quickly and punish them with your melee superiority. Don’t be afraid to hang out with your more heavily armored compatriots and enemies, you have plenty of tricks to make up for your lack of armor.
Religion: Many swashbucklers worship Avandra, the goddess of luck and freedom. Others pay casual homage to whatever god they were brought up with, mostly too uninterested to pay much attention to the divine. Swashbucklers who have some connections to a royal court worship whatever god is popular there, often with more fervor than freelance members of the class.
Race: Eladrin make excellent duelists, their long lifespan increasing their skill of arms; however, most Eladrin lack the proper attitude to be swashbucklers, and those who choose this path are generally outcasts among their race. Halflings also make brilliant swashbucklers, and it is a class many without the patience to be effective rogues follow. Humans, elves, and half-elves are also found among the numbers of the swashbuckler path. Among the savage races, dopplegangers, drow, and Shadar-Kai who deviate from their race make excellent swashbucklers.
Swashbuckler Class Features
Biting Remark
Swashbucklers are masters of the insult, and can use it to goad targets to rash actions. Swashbucklers have the use of the following At-Will power.
Biting Remark
Your pithy insult infuriates your foe, goading him to action against you.
At-Will*Martial
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target (save ends). The target remains marked until you use this power against another target or it succeeds in a saving throw against this effect. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While the target is marked, it takes a -2 penalty to attack rolls for any attack that does not include you as a target. Also, you gain a +2 bonus to attack rolls against the target and it gains a +4 bonus on damage rolls against you.
Special: If the target cannot understand a language you speak, this power has no effect.
Dramatic Entry
If you act during a surprise round, you have combat advantage against all enemies who did not act in the surprise round for one additional round.
Infuriating Target
If you are wearing no armor or cloth armor and not using a shield, add both your Intelligence modifier and your Dexterity modifier to your AC, instead of only the highest score.
Rapier Flair
You may critical hit on one additional number while wielding a rapier. (i.e. if you can critical hit on a 20, you critical hit on a 19-20. If you can critical hit on a 19-20, you critical hit on a 18-20, etc.)
Trained Finesse
Your basic attack is calculated off of Dexterity instead of Strength.
Swashbuckler Powers
Level 1 At-Will Exploits
Exact Strike
You carefully target an enemy’s weak spot, attacking with surgical precision.
At-Will*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC (can score a critical hit on a roll of 19-20)
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
Agile Lunge
You make a twisting leap towards your target, skewering him on your blade.
At-Will*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Special: You may shift two squares before the attack if you end your move adjacent to a target.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
Blade Flourish
You make a showy, unusual maneuver that slips past your opponent’s guard.
At-Will*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Dexterity modifier + Charisma modifier damage.
Increase damage to 2[W] + Dexterity modifier + Charisma modifier damage at 21st level.
One Against Many
The thing is, they get in each other’s way.
At-Will*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. You gain a +1 Power bonus to AC, +1 additional for every 2 adjacent enemies.
Increase to 2[W] +Dexterity modifier damage at 21st level.
Level 1 Encounter Exploits
Blade Taunt
You execute a nimble strike punctuated with a canny witticism.
Encounter*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Charisma modifier damage. Make a secondary attack.
Attack: Charisma vs. Will
Hit: The target takes a penalty on its attack rolls and a bonus on its damage rolls equal to your Charisma modifier until the end of your next turn.
Fence of Nettles
You fight cautiously, weaving your blade about you in dazzling patterns, ready to strike anywhere.
Encounter*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: Deal damage equal to your Dexterity modifier. You gain a bonus to your AC equal to half your Dexterity modifier, rounded down, and any opponent adjacent to you provokes opportunity attacks when shifting until the end of your next turn. Your opportunity attacks deal extra damage equal to your Dexterity modifier.
Canny Feint
You throw your enemy off with a series of false attacks.
Encounter*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Charisma vs. Will
Hit: You gain combat advantage against the target until the beginning of your next turn. If the target begins its turn adjacent to you, you may make a basic melee attack against the target with a bonus on damage rolls equal to your Charisma modifier. If the target ends its turn adjacent to you, you may make a basic melee attack against it with a bonus on damage rolls equal to your Charisma modifier.
Mosquito Bite
You strike your opponent with incomparable speed. He won’t even know he was hit until he tries to use that arm.
Encounter*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: At the end of the target’s next turn, it takes 2[W] + Dexterity modifier damage.
Special: The target is unaware that it has been hit. This attack does not trigger any powers related to being attacked, and you do not lose invisibility or concealment.
Level 1 Daily Powers
Rebound Lunge
You leap into the fray, driving your blade deep into a foe before rolling to a safe distance.
Daily*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Special: You must charge as part of this attack.
Hit: 3[W] + Dexterity modifier damage and you may shift 3 squares after the attack, as long as you end your move in a square you moved through during your charge.
Knave’s Gambit
When you strike, you leave yourself seemingly open. A foe that moves to take advantage of you is sorely rebuked by your blade.
Daily*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Dexterity modifier damage, and the next time you are attacked, roll a bluff check against an opposed insight check. If you win the roll, the attack is negated and you may make a basic melee attack against the attacker.
Dance of Iron
You move with uncanny grace, unleashing a flurry of blows on an unsuspecting enemy or three.
Daily*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One, two, or three creatures
Attack: Dexterity vs. AC, three attacks
Hit: 1[W] + Dexterity modifier per attack
Level 2 Utility Exploits
Charming Manner
With a smile and a complement, you ingratiate yourself in your host’s good graces.
Encounter*Martial
Free Action Personal
Effect: You gain a bonus equal to your Charisma modifier on the next Diplomacy or Bluff check you make this encounter.
Grin and Bear it
You can barely move your arm, but there’s no need for your adversary (or any young maidens) to know that.
Encounter*Healing, Martial
Minor Action Personal
Effect: You gain temporary hit points equal to your Charisma modifier.
Ventriloquist
Because bar fights are great entertainment.
Encounter*Martial
Minor Action Close Burst 5
Target: One creature or object in the burst
Effect: Make a Bluff check against the passive insight checks of any observers. If you succeed, you throw your voice to the target, making it seem as if they are speaking. You can make a separate check as part of this power to disguise your voice.
Diving Roll
You end your movement in an acrobatic tumble, rolling under your enemy’s feet, and spring up behind him, ready to fight.
Daily*Martial
Minor Action Personal
Effect: You can shift two spaces, including through occupied squares. You must end your move in an unoccupied square. If you move during the turn in which you use this ability, you take a -2 penalty to your AC and Reflex defense until the end of your next turn.
Level 3 Encounter Exploits
Ego Puncture
You follow up your taunt with a well-aimed thrust, shaking your enemy’s confidence.
Encounter*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature that you marked
Attack: Charisma vs. AC
Hit: 2[W] + Dexterity modifier + Charisma modifier damage and the target is no longer marked.
Stiletto Strike
You slip your blade between your foe’s armor, rendering all that metal useless.
Encounter*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Intelligence + Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier + Intelligence modifier damage.
Arterial Strike
You target your opponent’s vital organs, dealing him a crippling, bleeding wound.
Encounter*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Intelligence vs. AC
Hit: You deal damage equal to your Intelligence modifier plus 5 ongoing damage, and the target is slowed (save ends both).
Goad
You mock an adversary into attacking you, then repay the blow.
Encounter*Martial, Weapon
Standard Action Ranged 3
Requirement: You must be wielding a light blade.
Target: One creature
Effect: The target must shift 2 and end adjacent to you, if possible. The target then makes a basic melee attack against you with a penalty to the attack roll and a bonus to the damage roll equal to your Charisma modifier. You may then attack the target.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Special: If the target hit you with its attack, this attack does 2[W] + Dexterity modifier damage instead.
Level 5 Daily Exploits
Overextend
You put everything you’ve got into a single attack against your foe, leaving yourself dangerously exposed.
Daily*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 5[W] + Dexterity modifier damage and you are dazed until the end of your next turn.
Miss: You are dazed.
Blind Man’s Bluff
You stumble around the battlefield, provoking attacks from unsympathetic foes. Unfortunately for them, you accidentally impale them upon your blade as you reel away.
Daily*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Effect: You move your movement across the battlefield, provoking opportunity attacks. If an enemy chooses not to make an opportunity attack, you may make an opposed bluff check. If you win the check, the enemy must make an opportunity attack. You gain a bonus to your AC against opportunity attacks equal to your Charisma modifier provoked during this movement. If you are missed by an opportunity attack during your movement, you may make an attack against the target. You may take up to six attacks in this manner.
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier + Reflex modifier damage.
Total Defense
You shroud yourself in steel, repelling and repaying each blow with ruthless skill.
Daily*Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a light blade.
Effect: Until the end of your next turn, when a creature adjacent to you makes an attack roll, make an attack roll based on Dexterity. If your total is higher, the attack of the target is negated and it takes damage equal to your Dexterity modifier + your Intelligence modifier.
Sustain Standard: You sustain the effect until the end of your next turn. If you become bloodied, you cannot sustain power.
Level 6 Utility Exploits
Lucky Dodge
You narrowly avoid an explosion, dropping beneath it. Actually, you tripped, but no one has to know that.
Encounter*Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack against your Reflex defense
Effect: Gain a +2 power bonus to your Reflex defense against the triggering attack.
Tables Turned
A hapless bandit believes he’s caught you unawares, until you flip the table over on him.
Daily*Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack during a surprise round
Effect: the attacker takes a penalty to his attack roll equal to you Charisma modifier or your Intelligence modifier, whichever is higher. You can take a standard action or a move action after the attacker finishes their turn.
Daring Rescue
You spot an ally in danger and dash across the battlefield, shoving them out of the way and taking the attack yourself.
Encounter*Martial
Immediate Interrupt Personal
Trigger: a creature attacks your ally
Effect: You can move up to your speed to reach the target while provoking opportunity attacks. Slide the ally one square and shift into the vacated square. The triggering attack now targets you.
Brilliant Footwork
Utilizing your superior martial training, you maneuver through the battlefield with exceptional grace.
Daily*Martial, Stance
Minor Action Personal
Effect: Once per turn, as a free action, you may shift 1 square.
Level 7 Encounter Exploits
Unorthodox Attack
You combine formal training with street brawler style, stabbing one enemy and delivering a snap kick to another.
Encounter*Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Make a secondary attack against another creature adjacent to you.
Attack: Dexterity vs. Reflex
Hit: Deal damage equal to your Strength modifier (minimum one) and the target is dazed until the end of your next turn.
Baffling Defense
You make a quick strike and shift into an unusual fighting stance, baffling opponents as to how to approach you.
Encounter*Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Dexterity modifier + Charisma modifier damage. You gain a bonus to all defenses equal to your Charisma modifier until the end of your next turn. Any opponent can spend a minor action to make an insight check opposed by your bluff check to negate this bonus.
Unerring Strike
You thrust your rapier with uncanny skill into a vulnerable part of your adversary’s body.
Encounter*Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC (can score a critical hit on a roll of 19-20)
Hit: 2[W] + Dexterity modifier + Intelligence modifier damage and the target is dazed until the end of your next turn.
Desperate Stand
You turn your desperation into a glorious last stand, laying about you with abandon and reaching for your reserves of strength.
Encounter*Martial, Weapon
Standard Action Close Burst 1
Requirement: You must be wielding a light blade.
Target: Each enemy in burst
Attack: Dexterity vs. AC
Hit: 1[W] +Dexterity modifier damage and you may spend a healing surge. Gain extra hit points equal to twice your Charisma modifier.
Special: You may only use this attack when bloodied and adjacent to at least three enemies. If you have no healing surges remaining, this attack does 2[W] + Charisma modifier damage instead.
Level 9 Daily Exploits
Skewer
You bury your weapon in your enemy to the hilt, also impaling his friend just behind him.
Daily*Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex (can score a critical hit on a roll of 19-20)
Hit: 3[W] + Dexterity modifier damage. Any creature standing behind your target takes the same amount of damage.
Storm of Steel
You strike with lightning speed, making swift attacks that dazzle the eye.
Daily*Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One, two, or three creatures
Attack: Dexterity vs. AC, three attacks
Hit: 2[W] + Dexterity modifier damage per attack.
Menacing Strike
You twist your blade with a sneer, uttering an ominous threat against your enemy.
Daily*Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature you have marked
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. Make a secondary attack against the target.
Secondary Attack: Charisma vs. Will
Hit: The target moves its speed away from you and cannot attack (save ends). The target takes a penalty on saving throws against this effect equal to your Charisma modifier.
Level 10 Utility Powers
Adroit Recovery
Sometimes, you miss the chandelier. Luckily, you’re really, really fast.
Encounter*Martial
Free Action Personal
Trigger: You roll an Acrobatics check and dislike the result
Effect: Reroll the Acrobatics check. You decide whether to make the reroll before the DM announces the result.
Acrobatic Stand
You flip back to your feet, frustrating opportunistic enemies.
Encounter*Martial
Free Action Personal
Trigger: You fall prone
Effect: You stand up without provoking opportunity attacks.
Canny Athletics
You use your training to augment your strength with the right application of strength and agility.
Encounter*Martial
Free Action Personal
Effect: You gain a bonus to your next Athletics check equal to your Intelligence modifier.
Underwater Combat
You learned effective aquatic combat techniques from pirates.
Encounter*Martial
Minor Action Personal
Effect: Negate the penalty to attack rolls while using a light blade in water. You gain a +5 bonus to Endurance checks against suffocation until the end of the encounter.
Paragon Paths: Blade Wizard, Fencer, Gambler, Cunning Knave
Blade Wizard
“Those people think I can do magic. Maybe they’re right…”Prerequisite: Swashbuckler class
The very most talented of duelists are sometimes referred to as Wizards, but you take the title a little more literally, adding a dash of magic to your repertoire of dangerous tricks.
Blade Wizard Path Features
Dilettante’s Action (11th Level): When you spend an action point to take an extra action, your attacks deal extra fire, lightning, or cold damage equal to your Intelligence modifier until the end of your next turn.
Arcane Sheathe (11th Level): You gain access to an extra-dimensional space capable of storing one light blade. You may call the blade to your hand or make it vanish at any time as a free action.
Mind Stab (16th Level): The first time your Will defense is targeted each Encounter, gain a bonus to your Will defense equal to half your Intelligence modifier, and the attacker takes psychic damage equal to your Intelligence modifier.
Blade Wizard Exploits
Shock Blade
You stab your opponent and then charge your blade with electricity, convulsing the enemy in pain.
Encounter*Martial, Arcane, Weapon, Lightning
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Intelligence modifier lightning damage, and the target is stunned until the end of your next turn.
Arcane Parry
When a blade isn’t enough to defend you, you fall back on your arcane gifts.
Daily*Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a bonus to the defense the attack targets equal to your Intelligence modifier until the end of your next turn.
Illusion Stab
You draw upon eldritch energy to increase your speed, striking with a combination of martial prowess and arcane power.
Daily*Martial, Arcane, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC, Dexterity vs. Reflex, Intelligence vs. Fortitude, Intelligence vs. Will
Hit: 2[W] + Dexterity damage for the first two attacks, 2[W] + Intelligence modifier psychic damage for the second two.
Fencer
“Thrust, parry, stroke, counterstroke, this is my life, my very essence. What cruel twist of madness makes you believe you can outfight me?”You are the absolute pinnacle of martial prowess, untouchable and unerring. Your blade is more essential than breath; no mere mortal can match your skill.
Fencer Path Features
Fencer’s Action (11th Level): When you use an action point to take an extra action, you may make a basic melee attack against an adjacent target.
Defensive Fighting (11th Level): Whenever you make an attack, you can take a penalty on the attack roll up to your Intelligence modifier. If the attack hits, you gain a bonus to your AC against the target equal to the penalty you took.
Thrust and Parry (16th Level): Whenever an adjacent enemy makes an attack that does not include you, or misses you with a melee attack, they take damage equal to your Dexterity modifier.
Fencer Exploits
Superior Fighting
You slip past your opponent’s guard, drawing blood, then knocking his weapon from his hand with a flick of your wrist.
Encounter*Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage, and the target drops one weapon it is holding. You can choose to catch the dropped weapon in a free hand, or push it up to three squares away from you.
Sudden Reversal
You reverse your failed attack, catching your foe by surprise.
Encounter*Martial
Immediate Interrupt Personal
Trigger: You make a failed attack roll
Effect: Gain combat advantage against the target of the failed attack until the end of your next turn. Reroll the attack roll, and take the second result, even if it is lower.
Master Stroke
You make a calculatedly devastating strike, leaving your opponent helpless from pain and blood loss.
Daily*Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Intelligence + 2 vs. Reflex
Hit: 3[W] + Dexterity modifier damage and the target is stunned (save ends).
Special: If the target is bloodied, they take a penalty to saving throws against the effect equal to half your Intelligence modifier, rounded down.