OK, I got this idea from a comic called the Order of the Stick. It may have already been done, but here's how I see it. Works wonders for Bards!
The Dashing Swordsman
Prerequisites:
Charisma 15+
BAB: +3
Skills: Any Perform at 8 ranks, Bluff 4 ranks, Balance 4 ranks, Jump 4 ranks, Diplomacy 4 ranks, Tumble 4 ranks
Feats: Quick-draw
Special: Proficient with the raipier
Special: Must know at least one non-native language.
Skill points: 6+int
Class skills: Balance, Bluff, Concentration, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (Local), Perform (all skills taken individually), Ride, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble
Class Features:
Charismatic Opponent (Ex): At first level, once per round, you may add your Charisma modifier to any one attack roll, instead of your strength. At 8th level, you may add your Charisma bonus to critical confirmation rolls. At 10th level, you may add your Charisma bonus to your Dexterity bonus when determining your armor class, provided that you are wearing light or no armor.
Sharp Wit (Ex)[/b]: Beginning at second level, whenever you make a successful melee attack against a foe with a raipier or similar weapon, you may make a fitting quip or pun to add 1 point of your Charisma modifier to your damage dealt per class level. In order to make use of this ability, you and the targeted foe must share a language, and they must be vulnerable to precision-based damage.
Combat Expertise: At second level, you gain Combat Expertise as a bonus feat. If you already have Combat Expertise, you may select any other feat for which you qualify, so long as it has Combat Expertise as a prerequisite.
Acrobatic Charge (Ex):At third level, you gain the ability to charge in situations where others cannot. You may charge over difficult terrain that normally slows movement. Depending on the circumstance, you may still need to make appropriate checks to successfully move over the terrain.
Bonus Feat: At fourth, seventh and tenth level, you gain a bonus feat from the following list: Acrobatic, Agile, Improved Critical, Improved Feint, Improved Initiative, Mobility, Spring Attack, Quick Draw, Weapon Finesse
Dramatic Entrance (Ex): At 6th level, when a Dashing Swordsman enters a scene in a dramatic fashion, such as through a window or by bashing down the door, he adds his Charisma modifier to any rolls required to enter, and ignores up to his Charisma modifier in damage that would normally result from such an entrance.
Uncanny Dodge (Ex): At 9th level, a dashing swordsman retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge
The Dashing Swordsman
Prerequisites:
Charisma 15+
BAB: +3
Skills: Any Perform at 8 ranks, Bluff 4 ranks, Balance 4 ranks, Jump 4 ranks, Diplomacy 4 ranks, Tumble 4 ranks
Feats: Quick-draw
Special: Proficient with the raipier
Special: Must know at least one non-native language.
Code:
Level BAB Fort Ref Will Special
1 +1 0 2 0 Charismatic Opponent (attacks)
2 +2 0 3 0 Sharp Wit
3 +3 1 3 1 Acrobatic Charge
4 +4 1 4 1 Bonus Feat
5 +5 1 4 1 Combat Expertise
6 +6 2 5 2 Dramatic Entrance
7 +7 2 5 2 Bonus Feat
8 +8 2 6 2 Charismatic Opponent (critical)
9 +9 3 6 3 Uncanny Dodge
10 +10 3 7 3 Bonus Feat, Charismatic Opponent (AC)
Class skills: Balance, Bluff, Concentration, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (Local), Perform (all skills taken individually), Ride, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble
Class Features:
Charismatic Opponent (Ex): At first level, once per round, you may add your Charisma modifier to any one attack roll, instead of your strength. At 8th level, you may add your Charisma bonus to critical confirmation rolls. At 10th level, you may add your Charisma bonus to your Dexterity bonus when determining your armor class, provided that you are wearing light or no armor.
Sharp Wit (Ex)[/b]: Beginning at second level, whenever you make a successful melee attack against a foe with a raipier or similar weapon, you may make a fitting quip or pun to add 1 point of your Charisma modifier to your damage dealt per class level. In order to make use of this ability, you and the targeted foe must share a language, and they must be vulnerable to precision-based damage.
Combat Expertise: At second level, you gain Combat Expertise as a bonus feat. If you already have Combat Expertise, you may select any other feat for which you qualify, so long as it has Combat Expertise as a prerequisite.
Acrobatic Charge (Ex):At third level, you gain the ability to charge in situations where others cannot. You may charge over difficult terrain that normally slows movement. Depending on the circumstance, you may still need to make appropriate checks to successfully move over the terrain.
Bonus Feat: At fourth, seventh and tenth level, you gain a bonus feat from the following list: Acrobatic, Agile, Improved Critical, Improved Feint, Improved Initiative, Mobility, Spring Attack, Quick Draw, Weapon Finesse
Dramatic Entrance (Ex): At 6th level, when a Dashing Swordsman enters a scene in a dramatic fashion, such as through a window or by bashing down the door, he adds his Charisma modifier to any rolls required to enter, and ignores up to his Charisma modifier in damage that would normally result from such an entrance.
Uncanny Dodge (Ex): At 9th level, a dashing swordsman retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge
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