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ToB:Bo9S Cha-fighting Prestige class
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<blockquote data-quote="ByteRynn" data-source="post: 3259483" data-attributes="member: 30980"><p><u><strong>The Dashing Swordsman</strong></u></p><p></p><p><em>"The Dashing Swordsman class will teach you to harness your natural charm to turn you into a real bonifide wisecracking, swashbuckling, damsel-saving action hero!"</em></p><p>-Julio Scoundrel, TOWNSPEOPLE Weekly's sexiest man alive</p><p></p><p>A friend of mine is getting bored with his Rogue/Swashbuckler character, and has been unable to find a prestige class that doesn't do all of the things he already can do, only worse, or breaks the flavor he has so carefully built up. In combat, he sneaks, he gets INVIS cast on him, and he sneak attacks the heck out of people. He wants more out of his swashbuckler. I suggested looking in ToB for interesting combat maneuvers. He liked some things, but the Crusader was too religous for his character, the Warblade too unskilled and uncouth, and the Swordsage relied far too much on Wisdom. Just taking the feats left him with a sour, dead-end taste in his mouth. I offered to cook him up a PrC that might bring life back into his character, and give him a variety of maneuvers to throw off in big flashy ways. When making PrC's, I like input from this fine community!</p><p></p><p><strong>PreReqs:</strong> BAB +7, Combat Expertise, Bluff 4 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks, Must know one Counter maneuver of at least 2nd level, must be proficient with a one-handed sword (such as a rapier, longsword, or scimitar).</p><p></p><p><strong>HD:</strong> d8</p><p><strong>Skills</strong>: 6+Int; Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Intimidate, Jump, Martial Lore, Ride, Sense Motive, Sleight of Hand, Swim, Tumble, and Use Rope.</p><p><strong>10 levels</strong></p><p><strong>Base Attack Bonus</strong> as fighter</p><p><strong>Saves</strong> Good Reflex, poor Fort and Will</p><p><strong>Maneuvers</strong> At each odd numbered level, you gain a new maneuver known from the Desert Wind, Iron Heart, Setting Sun, or White Raven discipline. You must meet a maneuver's prerequisites to learn it. You add your full Dashing Swordsman levels to your initiator level to determine your total initiator level and you highest level maneuvers known.</p><p>At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.</p><p><strong>Stances Known</strong> At 5th level you learn a new martial stance from the Desert Wind, Iron Heart, Setting Sun, or White Raven disciplines. You must meet a stance's prerequisites to learn it.</p><p><strong>1. Flashy Swordplay</strong>: When fighting in light or no armor and wielding a 1-handed sword (such as a rapier, longsword, or scimitar) in one hand, you may use your Charisma modifier in place of (not in addition to) you Strength modifier for purposes of determining your attack bonus and damage. In addition, when you gain your first level in Dashing Swordsman, you may select either the Desert Wind, Iron Heart, Setting Sun, or White Raven disciplines to be your "Flashy" discipline. The saving throws for any maneuver that has a save determined by an ability score may be determined by Charisma instead. This ability only works when wielding a 1-handed sword in 1-hand and when the Dashing Swordsman is wearing light or no armor. </p><p><strong>2. Laugh in the Face of Danger:</strong> When fighting in light or no armor and wielding a 1-handed sword (such as a rapier, longsword, or scimitar) in one hand, a Dashing Swordsman gains a luck bonus to AC equal to his Charisma modifier. You lose this bonus when flat-footed.</p><p><strong>3. Disarming Personality</strong> When fighting in light or no armor and wielding a 1-handed sword (such as a rapier, longsword, or scimitar) in one hand, a Dashing swordsman gains a +4 to all Disarm rolls.</p><p><strong>4. Master of Counters</strong> You may regain one expended maneuver whenever you initiate a Counter maneuver successfully. You may not regain the Counter you expend to activate this ability.</p><p><strong>5. Elegant Swordsman</strong> When fighting in light or no armor and wielding a 1-handed sword (such as a rapier, longsword, or scimitar) in one hand, you may add both your Strength Bonus and Charisma bonus to your attack roll, instead of one or the other, whenever performing an attack as part of a maneuver.</p><p><strong>6. Force of Personality</strong> A Dashing Swordsman may use his Charisma bonus as the key ability to his saving throws rather than COnstitution, Dexterity, or Wisdom.</p><p><strong>7. Show of Skill</strong> You may take a full-round action to show your martial skill. You make an attack roll with your 1-handed sword (such as a rapier, longsword, or scimitar). All enemies with-in 30 ft. who can see and hear you must make a saving throw (DC=attack roll) or be shaken. An opponent who sucedes on this save can not be effected for 24 hours by this ability. This is a fear-effect. </p><p><strong>8. Force Concession</strong> If an opponent you threaten in melee and have sucessfully attacked during this combat (through a standard attack, maneuver, etc.) is disabled, prone, or unable to threaten you, you may use a standard action to make a Diplomacy check. If this opponent (who must have at least 3 Intellegence) fails a Will save (DC=Diplomacy Check), he or she stops any efforts to struggle, and will follow your directions for 1 round/class level. This is very limited control. You cannot make people take actions obviously harmful to themselves and this control ends if you or any of your allies attacks the controlled again. They will generally allow you to bind them or will run away if you tell them to.</p><p><strong>9. Rapier Wit</strong>: When fighting in light or no armor and wielding a 1-handed sword (such as a rapier, longsword, or scimitar) in one hand, a Dashing Swordsman may add both his Strength and his Charsima modifier to the damage of any Maneuver he initiates.</p><p><strong>10. Shield of Taunts</strong>: You may taunt an opponent as a move action by making a special Bluff check. For 1 round/class level your AC=your Bluff check against this opponent. You must take this AC even if it is lower than your normal AC. Your AC only changes against that one opponent, otherwise you use your normal AC to resolve attacks againts you. </p><p></p><p></p><p>That's 10 levels of abilities with a fairly narrow focus.</p><p><strong>Job One:</strong> Make Charisma a combat stat for this sort of fighter.</p><p><strong>Job Two:</strong> Show off fancy sword moves through maneuvers and counters.</p><p><strong>Job Three:</strong> Reward good skill use and give mechanics to classic swashbuckling moments.</p><p></p><p>How well did I succede? I am open to any and all comments.</p></blockquote><p></p>
[QUOTE="ByteRynn, post: 3259483, member: 30980"] [U][B]The Dashing Swordsman[/B][/U] [I]"The Dashing Swordsman class will teach you to harness your natural charm to turn you into a real bonifide wisecracking, swashbuckling, damsel-saving action hero!"[/I] -Julio Scoundrel, TOWNSPEOPLE Weekly's sexiest man alive A friend of mine is getting bored with his Rogue/Swashbuckler character, and has been unable to find a prestige class that doesn't do all of the things he already can do, only worse, or breaks the flavor he has so carefully built up. In combat, he sneaks, he gets INVIS cast on him, and he sneak attacks the heck out of people. He wants more out of his swashbuckler. I suggested looking in ToB for interesting combat maneuvers. He liked some things, but the Crusader was too religous for his character, the Warblade too unskilled and uncouth, and the Swordsage relied far too much on Wisdom. Just taking the feats left him with a sour, dead-end taste in his mouth. I offered to cook him up a PrC that might bring life back into his character, and give him a variety of maneuvers to throw off in big flashy ways. When making PrC's, I like input from this fine community! [B]PreReqs:[/B] BAB +7, Combat Expertise, Bluff 4 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks, Must know one Counter maneuver of at least 2nd level, must be proficient with a one-handed sword (such as a rapier, longsword, or scimitar). [B]HD:[/B] d8 [b]Skills[/b]: 6+Int; Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Intimidate, Jump, Martial Lore, Ride, Sense Motive, Sleight of Hand, Swim, Tumble, and Use Rope. [b]10 levels[/b] [b]Base Attack Bonus[/b] as fighter [b]Saves[/b] Good Reflex, poor Fort and Will [b]Maneuvers[/b] At each odd numbered level, you gain a new maneuver known from the Desert Wind, Iron Heart, Setting Sun, or White Raven discipline. You must meet a maneuver's prerequisites to learn it. You add your full Dashing Swordsman levels to your initiator level to determine your total initiator level and you highest level maneuvers known. At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day. [b]Stances Known[/b] At 5th level you learn a new martial stance from the Desert Wind, Iron Heart, Setting Sun, or White Raven disciplines. You must meet a stance's prerequisites to learn it. [b]1. Flashy Swordplay[/b]: When fighting in light or no armor and wielding a 1-handed sword (such as a rapier, longsword, or scimitar) in one hand, you may use your Charisma modifier in place of (not in addition to) you Strength modifier for purposes of determining your attack bonus and damage. In addition, when you gain your first level in Dashing Swordsman, you may select either the Desert Wind, Iron Heart, Setting Sun, or White Raven disciplines to be your "Flashy" discipline. The saving throws for any maneuver that has a save determined by an ability score may be determined by Charisma instead. This ability only works when wielding a 1-handed sword in 1-hand and when the Dashing Swordsman is wearing light or no armor. [b]2. Laugh in the Face of Danger:[/b] When fighting in light or no armor and wielding a 1-handed sword (such as a rapier, longsword, or scimitar) in one hand, a Dashing Swordsman gains a luck bonus to AC equal to his Charisma modifier. You lose this bonus when flat-footed. [b]3. Disarming Personality[/b] When fighting in light or no armor and wielding a 1-handed sword (such as a rapier, longsword, or scimitar) in one hand, a Dashing swordsman gains a +4 to all Disarm rolls. [b]4. Master of Counters[/b] You may regain one expended maneuver whenever you initiate a Counter maneuver successfully. You may not regain the Counter you expend to activate this ability. [b]5. Elegant Swordsman[/b] When fighting in light or no armor and wielding a 1-handed sword (such as a rapier, longsword, or scimitar) in one hand, you may add both your Strength Bonus and Charisma bonus to your attack roll, instead of one or the other, whenever performing an attack as part of a maneuver. [b]6. Force of Personality[/b] A Dashing Swordsman may use his Charisma bonus as the key ability to his saving throws rather than COnstitution, Dexterity, or Wisdom. [b]7. Show of Skill[/b] You may take a full-round action to show your martial skill. You make an attack roll with your 1-handed sword (such as a rapier, longsword, or scimitar). All enemies with-in 30 ft. who can see and hear you must make a saving throw (DC=attack roll) or be shaken. An opponent who sucedes on this save can not be effected for 24 hours by this ability. This is a fear-effect. [b]8. Force Concession[/b] If an opponent you threaten in melee and have sucessfully attacked during this combat (through a standard attack, maneuver, etc.) is disabled, prone, or unable to threaten you, you may use a standard action to make a Diplomacy check. If this opponent (who must have at least 3 Intellegence) fails a Will save (DC=Diplomacy Check), he or she stops any efforts to struggle, and will follow your directions for 1 round/class level. This is very limited control. You cannot make people take actions obviously harmful to themselves and this control ends if you or any of your allies attacks the controlled again. They will generally allow you to bind them or will run away if you tell them to. [b]9. Rapier Wit[/b]: When fighting in light or no armor and wielding a 1-handed sword (such as a rapier, longsword, or scimitar) in one hand, a Dashing Swordsman may add both his Strength and his Charsima modifier to the damage of any Maneuver he initiates. [b]10. Shield of Taunts[/b]: You may taunt an opponent as a move action by making a special Bluff check. For 1 round/class level your AC=your Bluff check against this opponent. You must take this AC even if it is lower than your normal AC. Your AC only changes against that one opponent, otherwise you use your normal AC to resolve attacks againts you. That's 10 levels of abilities with a fairly narrow focus. [b]Job One:[/b] Make Charisma a combat stat for this sort of fighter. [b]Job Two:[/b] Show off fancy sword moves through maneuvers and counters. [b]Job Three:[/b] Reward good skill use and give mechanics to classic swashbuckling moments. How well did I succede? I am open to any and all comments. [/QUOTE]
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