Roshan Suraj von Itzal |
...while his player is eating the most terrible candy imaginable" this weekend?
Hey! I might not buy it, but I have no problem scarfing any free marshmallow and sugar goodness!
Don't forget the dandelion-and-burdock soda (which I quite like).
NO idea what that is, but I'd certainly try it.
...and the liquid nitrogen ice cream.
Hmmmm! Ice cream....
Míril Celegeth |
Sorry I've fallen off the face of the Earth this week. It's been busy here at work (when I normally post), and after hours I've been too busy coordinating my panels for Phoenix ComiCon.
I haven't had a chance to read what's been going on (other than I'm pretty certain I've been missing a battle). But I plan on catching up this weekend.
Again, sorry I've not been posting, but I'm back.
Míril Celegeth |
Dammit. I really need the world to stop so I can catch up.
Somebody apparently decided I don't have enough to do at work, so the avalanche continues. And on top of that the panel deadlines keep coming.
I'll try to get at least my combat rounds in tonight.
Míril Celegeth |
To quote Charlie Brown: Augh!
Every time I say I'm going to post actions, Life has stuff happen just to spite me. Anyhow, I'm at least in this coming fight.
I still have a lot of catch-up reading to do. I've just read back far enough to get the set up of this currently beginning combat. But hopefully things are starting to calm down.
chavamana |
Well, yes. But to clarify a few points:
A natural 1 on a skill check is not an automatic failure - if you are a bad-ass with a really high skill you can succeed even on a 1.
With the exception of very few abilities (most of which are mythic) you can only provoke a single AoO due to movement per creature you are moving past. So the only time you'd need multiple acrobatics rolls is if you are trying to get by multiple creatures.
In that case you choose the order of the creatures you are rolling against - the first one is the standard DC then each subsequent creature has a stacking +2 difficulty.
Natural 20s/natural 1s being auto success or failure are only the case on attack rolls (which does include the 'special' attacks using CMB) and saves.
chavamana |
- Panache: 4
- Mercy: While violence is sometimes necessary to cleanse evil, dervishes rarely revel in a foe's defeat. A whirling dervish does not gain any panache for dropping a foe below 0 hit points unless that foe is an evil outsider or undead, or if the damage she dealt was nonlethal. Additionally, she gains 1 panache point if she causes an evildoer with a number of Hit Dice equal to at least 1/2 her character level to surrender to her. She can gain this benefit no more than once per round, even if multiple enemies surrender.
- Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
- Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewerHit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.
- Deeds
- Derring-Do: At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
- Dodging Panache: At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
- Opportune Parry and Riposte: At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend
10 panache points and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
- Kip-Up: At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
- Meancing Swordplay: At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
- Precise Strike: At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
- Swashbuckler Initiative: At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.
Charmed Life +4 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Dervish Dance Use Dex modifier instead of Str for damage with swashbucker finesse.
Dervish Finesse (Ex) Treat scimitars as one-handed piercing melee weapons for swashbucker's finesse and all abilities that refer to such as weapon.
Míril Celegeth |
For those of you not quite as irredeemably nerdy as I, I'm referring the Star Trek The Next Generation episode "Darmok", wherein the Tamarian race spoke solely in pop culture references to their myths. With such understandable statements as "Darmok and Jalad at Tanagra".