Es folgt meine neueste Prestigeklasse, die ich erstellt habe, weil mir die Regelmechaniken des Swashbucklers nur teilweise gefallen. Meinungen vor allem zum Balancing sind erwünscht. Wer Rechtschreib- oder sonstige Fehler entdeckt darf das natürlich auch verraten.
The Dashing Scoundrel"So you value a fair fight, my friend? Well, that's quite an applaudable attitude, but I for
my part would prefer to live through the night, savvy?"The dashing scoundrel is an adventurer who has made an attitude of swashbuckling lightheartedness his meaning of life. The members of this prestige class are expert swordsmen, mashers and floozies, never staying one place for too long, as their careless attitudes attract trouble like a campfire attracts moths. If there is any serious ideal that most dashing scoundrels really value, than this would have to be personal freedom – an outlook that does not go well with rigid laws and restraining rules.
BECOMING A DASHING SCOUNDRELAlmost all dashing scoundrels have some level as rogues before they take up the prestige class because this is the easiest way to meet the entry requirements. In addition to this, many dashing scoundrels have fighter levels the bonus feats of which enable them to take up the prestige class earlier than would be possible for single-classed rogues. Although this is the most obvious way to becoming a dashing scoundrels, there are other possibilities as well. Ranger/rogue might be a reasonable choice, for example. If you have access to Complete Warrior, you might find that the swashbuckler base class published in this book would make a good dashing scoundrel as well.
Hit Die: d6.
Entry Requirements- Alignment: Any nonlawful
- Base Attack Bonus: +6 or higher
- Skills: Balance 8 ranks, Bluff 11 ranks, Sense Motive 5 ranks, Sleight of Hand 5 ranks, Tumble 8 ranks
- Feats: Acrobatic, Combat Expertise, Improved Feint, Dodge, Mobility, Spring Attack
- Special: Sneak Attack +3d6
TABLE: The Dashing ScoundrelLevel | BAB | Fort | Ref | Will | Special |
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1st | +1 | +0 | +2 | +0 | Taunt 1/day |
2nd | +2 | +0 | +3 | +0 | Acrobatic Charge |
3rd | +3 | +1 | +3 | +1 | Sneak Attack +1d6, Taunt 2/day |
4th | +4 | +1 | +4 | +1 | Daring Equilibrium |
5th | +5 | +1 | +4 | +1 | Reckless Abandon, Taunt 3/day |
6th | +6 | +2 | +5 | +2 | Sneak Attack +2d6 |
7th | +7 | +2 | +5 | +2 | Dirty Trick, Taunt 4/day |
8th | +8 | +2 | +6 | +2 | - |
9th | +9 | +3 | +6 | +3 | Sneak Attack +3d6, Taunt 5/day |
10th | +10 | +3 | +7 | +3 | Swift Feint |
Class Skills (4 + Int modifier skill points): Balance, Bluff, Climb, Disguise, Escape Artist, Jump, Sense Motive, Sleight of Hand, Swim, Tumble
CLASS FEATURESAll the following are class features of the dashing scoundrel.
Weapon and Armor Proficiencies: The dashing scoundrel is proficient with all simple and martial weapons, as well as with light armor.
Taunt (Ex): You may try to taunt an enemy into attacking you. You can use this ability once per day at 1st level and one additional time for every two levels thereafter. The victim must have an intelligence score of at least 3 and you must be able to communicate with the victim for this ability to work. The victim must succeed at a will save with a DC of 10 + your class level + your Charisma modifier or it is compelled to focus its attacks and other harmful abilities on you. Whether or not the victim succeeds on this save, it is afterwards immune against your taunt ability for 24 hours.
The victim must use its most powerful abilities in order to defeat you. While it apparently forgets about your allies, the victim may still employ area effect abilities that also might also harm your companions. Anyway, the victim is so enraged that it does not defend itself effectively, suffering a -2 penalty to AC. The effects of the taunt wear off after 1d4 rounds. This is a mind-affecting, language dependant-compulsion effect.
Acrobatic Charge (Ex): Beginning at 2nd leve, you may move over difficult terrain and need not move in a straight line when charging as long as you wear light armor or no armor. You may even incorporate special move actions in your charge, such as balancing, climbing, jumping, or tumbling.
Sneak Attack (Ex): At 3rd and again at 6th and at 9th level, the bonus damage you inflict when performing a sneak attack increases by 1d6.
Daring Equilibrium (Ex): Beginning at 4th level, you are no longer considered flat-footed while balancing or climbing if you wearing armor no heavier than light. In addtion, you gain a +4 competence bonus on skill checks made to avoid balance or fall when you take damage during one of these two actions.
Reckless Abandon (Ex): Your flashy combat style is distracting for your enemies. At 5th level, you may add your Charisma bonus as a dodge bonus to your armor class.
Dirty Trick (Ex): On reaching 7th level, you gain the ability to employ a dirty trick against an enemy once per encounter. To use this ability, you must successfully feint your designated target. If you manage to do so, you may then immediately attempt to disarm or trip the target as a free action without provoking an attack of opportunity.
Swift Feint (Ex): At 10th level, you perfect the art of feinting in combat. You may from now on feint as a swift action instead of a move action.
PLAYING A DASHING SCOUNDRELYou are an expert swordsman, a traveller, explorer, adventurer, soldier of fortune, people-person, womanizer, femme fatale – or shorter, a dashing scoundrel. Your outlook is that life is short and you never know if you will live through the night to see the sun rise one more time. Consequently you live life to its fullest – you visit foreign countries, strange countries and seek the enlightening thrill of adventure wherever you go. If asked for your maxims, you might say that you should never engage in anything that can't be left behind within a minute.
CombatTo be done...
AdvancementTo be done...
ResourcesTo be done...
DASHING SCOUNDRELS IN THE WORLDIf the dashing scoundrel's place in the world can be described, than this description would say, that he is an individual who is always searching for that place. The dashing scoundrel is a loner who travels around, looking for niche to carve out for himself. The paradox about this is that the scoundrel is not really fond of residing in an established state, so if he ever found his niche he would be very likely to leave soon thereafter.
OrganizationThere is no such thing as an organization of dashing scoundrels. The reason for this is that most members of the prestige class feel uncomfortable in any form of institution because institutions never go without obligations – and obligations are to be avoided at all cost – at least that is the dashing scoundrel's point of view.
NPC ReactionsMost dashing scoundrels are enigmatic personalities with a high Charisma score, so naturally, they are good at interacting with NPCs. In contrast to this, dashing scoundrels really are scoundrels most of the time, so they tend to be untruthful and unreliable which might cause problems after a NPC has discovered the scoundrels true demeanor. Character that adhere to a strict code of conduct such as paladins, monks or clerics of lawful gods often find the dashing scoundrel's lightheartedness unsettling and meet him with suspicion.
DASHING SCOUNDREL LOREThe following bits of information can be learned by a successful bardic knowledge or Knowledge (History) check.
DC | Information |
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10 | There are many adventurers, rogues and other dawdlers who take pride in calling themselves dashing scoundrels, but actually there are a few highly skilled warriors who truly deserve this title. |
15 | Dashing scoundrels are lightly-armored warriors, often employing elegant weapons such as the rapier or the scimitar. They sport a fancy combat style that involves verbal provocation and acrobatic maneuvers. |
20 | Dashing scoundrels are scoundrels, indeed, for they value their own life higher than any concept of honor. If a dirty trick might save a scoundrel's skin, he will definitely not be reluctant to use it. |
30 | The most experienced among the dashing scoundrels rightfully claim to be expert fencers for they learn to use a lightning-fast style based on clever feinting to mislead their opponents and strike them where it hurts most. |
CHANGE HISTORY- Hit Die: d8 ==> d6
- Sneak Attack: 3rd, 8th ==> 3rd, 6th, 9th
- Dirty Trick: Überarbeitung der Funktionsweise