![]()
Search Posts
![]()
Kingmaker Table 1
![]() Good place for questions and comments that are both out of character and are not quick asides easily spliced into the Gameplay thread. ![]()
Kingmaker Table 1
![]() The first of two tables for Kingmaker Part 1: Stolen Land; picked up from a previously abandoned game. ![]()
Kingmaker Table 1
![]() One of the people who farms on your land in the Marid Plains has come to the estate in search of help. "Help!" He cries, "My farm has been overrun by a pack of huge lizards!" Minutes later, a second man runs in crying the same thing! And his farm is elsewhere. GM:
Monitor lizards x8 What do you do? BTW you can and should break up into teams if you want to help both men. Also, rolling isn't necessary for this thread, just take 10 for everything so I can get a feel for how you work on average. ![]()
![]() Family Business The Marid clan is famous throughout Garund, Kelesh, and the Inner Sea for churning out many a famous hero, arcanist, and explorer since their ancestor Nikodi the Victorious brought an end, in the minds of a few, to the longstanding war with Geb four millennia ago. Since then, the Marid clan has lived fairly independently in the vast Marid Plains, to the north of Oenopion in Nex. You are proud to call yourself one of the latest born to uphold this legacy. You remember all this, as well as your name, skills, and education. You don’t remember why you and your family are laid out on the road, or what road it is. You don’t remember why you’re wearing the Black and Gold of the Nexian military. You don’t even remember who these strange people were who lie dead around you. You do have some idea, however, why their eyes have begun to open… Feel free to go on the Pathfinder wiki page and research the history/geography, etc. of Nex and Geb to get familiar with the area. You would’ve known beforehand since one branch of your family or another has resided in Nex for millennia. Players: 3-5 family members. You are all directly related. You can have a 1-3 generation family: anywhere from [grandma, mom, dad, and two adult children] to [five adult siblings]. There must be the equivalent of at least 15 human years between each generation. Young templates should be avoided, but will be allowed if I like the background. Race: Since you’re all directly related, your genetics have to make sense. Your ancestor was a human, but Nex is known for its diversity, so halves and hidden blood are not out of the question; there’s no limit to what races this highly-adventurous family has “encountered” in 4,000 years. That being said, I don’t want any adoptions in this particular iteration of the Marid clan. It’s important to the story that you be blood relatives to Nikodi the Victorious.
Classes: Any paizo, including the Occult playtest (emerging guns, if you’re curious); 20 point buy for skills Level: 7, which is why I want you to avoid the young template. Roll HP, max first. Gameplay: This is a SANDBOX with a player-driven story line. If you do nothing and go nowhere, nothing will happen. Pace: 1 post a day. If the story rides on your PC and you don’t post in 24 hours, I will bot you. If I have to bot you 3 times in a row, I’ll RP you out. I say RP you out, because I want you to be able to come back, while also letting the other players get on with the adventure in the meantime. The only way you can be kicked out is if you ask to be. Cash: 23,500 gp; you are a well-oiled adventuring machine, and you’ve been at it for the better part of a decade. You’re loaded. Submissions: Due to the fluidity required in applying for this campaign, all I need for a submission is a name, class, a couple of races you could be, and your personality (including which family member you’d like to be, etc). I’ve found the best way to represent your personality is with a role play snippet. If you’d like, you can post in-character. The lot of you are in the living area of your “modest” estate in the Marid Planes, go. If you have any questions, feel free to ask! Also, Rednal and grimdog, if you want them, you've got spots! ![]()
Male Human Expert 1
![]() A loud noise. The tearing of metal. Shattering. Rush of wetness. Taste of salt and metal. Blood. Another, softer sound. Rhythmic, patterned. A voice. Muffled. Getting clearer. Wetness pulls away, then returns, then pulls away, then returns again. "Können Sie mich hören? Können Sie die Augen öffnen?" The voice is a man's, but gentle and fraught with distress. "Can you hear me? Can you open your eyes?" Words are overly-pronounced, not his language. Light. Blinding. Beautiful. Blue. The voice's source above you. Glasses, clean hair cut. Camouflage. Green-brown eyes, light brown hair, bright & excited smile. "Was denke ich? Sie können eine einzelne Sache nicht verstehen! Einen Moment ..." Pulls you out of your vessel, and into his. Takes strange orb, takes plastic rods from around neck, takes one off chain, inserts it into orb. Puts orb over head. German:
What am I thinking? You can't understand a single thing! One moment... Above is the first thing you learned from the orb; words to describe your first memories. Afterward, you see images, hundreds of them. One after the other, and as you see them you find you know much more...how to speak, how to fight, how to drive, and more... The man...er...Leutnant Gruen, you know him...and all the others involved with your...creation...yes, you are the product of...Project Ingenue...the final installment in a decades-long attempt to create original intelligent life through genetic engineering under...several different countries...only now realized due to...World War III. The man removes the...Apt Knowledge Upload Interface...you see that you are not alone, four of the other Subjects have also survived. Your knowledge of them is limited. Not all knowledge is apt. Lt. Gruen has already uploaded the other Subjects' AKUs, he starts to assess his findings. He takes out a slightly cracked tablet, and awaits the roll call. That's when you notice the cuts, bruises, and blood on all the visible parts of his body. Upon quick analysis, you understand it's nothing serious. This causes you to assess yourself as well...similar cuts, bruises, and a lack of clothing. This may be contributing to the leutnant's obvious discomfort. May want to rectify soon.
*Sense Motive DC 21:
Bluff: 1d20 + 1 ⇒ (20) + 1 = 21 His pause is wrought with sadness and despair, he's doing his best to stay composed for some reason. Sorry for the late-ish start. I hope everybody's doing well and will have some fun on this adventure! ![]()
![]() Calling all everyday citizens! A non-citizen Sylph family of leatherworkers have lost their eldest son. Citizens from out of town have volunteered to help search for him, and are open to help from others. This campaign is a spin-off from DM Drako's homebrew, The Coin of Attica. The major detail that inspired me to join and subsequently take over GMing for a game in this world is that you begin as "N"PCs (normal player characters), and then you level up based on the actions you take in encounters. Here's the kicker: the levels that you gain will be chosen by yours truly. Before you freak out, just know that I won't do anything crazy-unexpected, and you will be allowed to contest my decision to a degree. From the original: "Characters will be Lvl 1 NPC classes. Core races. No traits. 17 point buy. Must have way of life skills (profession farming, sailing, or some kind of craft). Not evil. The classes you level in depend on how you play your character." Another thing I'll add to that is that preference will be given to characters who do not have goals for level progression. The more normal you are, the better. These characters have no dreams of--and in some cases no desire for--becoming heroes. I have two slots to fill. Feel free to read the gameplay to see what we've already done, who we already have, and where we're headed. Also feel free to read the Campaign tab (written by DM Drako) to help you with your character's race and background. Let me know any questions you might have. Recruitment will close one week from today, or when I feel as though I have two solid submissions. Requirements for submission: Race, class, feats (if applicable), and a short background. ![]()
![]() Broken glass. Blood. Water. These are your first memories. A scrawny man struggles to see you through his broken glasses as he hoists your uncoordinated body onto a bright orange...uh...life-raft, yeah, that's what it's called. After a short conversation with him, you learn that you are the pride of NATO's allied forces. The result of a genetic experiment to enhance human DNA, making a better soldier to fight in World War III. This is just the hook to garner interest and to save a place for this idea until I get back to my home base. Quick rules for characters: any humanoid race as long as you can argue that it is an improvement on humanity. Any class whose abilities are INATE. Anything you can do has to be a result of your improved genetics (i.e. no item-based magic). The rest of the details will follow. ![]()
Kingmaker Table 1
![]() Just in case there's some confusion, everyone has been escorted from the inn so that the Nethysians can conduct their interrogation in private. No one is inside the inn except the wizards and the witness. ![]()
Kingmaker Table 1
![]() For those of you selected for DM Drako's Coin of Attica, this is the complementary campaign thereto. ![]()
Kingmaker Table 1
![]() "And never return, lest you share the fate of your compatriot!" Tyrnvald Olafson, the tiefling Hospitaler of Sarenrae, shouted at the remaining leprechaun as it ran for its life from the daring hero. Cedany Meadows, a firecracker half-elven dancer, and Lacey her superior in the Wispil Entertainers' Guild ran back into town to tell their friends and families the good news. Well Lacey ran, Cedany looked like a wagon tied to two oxen, being pulled both toward the town and toward Tyr. Once they'd heard of his heroism, the odd foreigner whom they'd all but spurned before became the pride of Wispil, with the Mayor even honoring him with the title "Hero of Wispil." After an entertaining celebration and feast that seemed to last for days, Tyr took up a more permanent residence in the town, getting to know the residents and the entertainment guild quite well. One bright robin's egg blue morning, Tyr came down from his apartment over the blacksmith's shop to visit Cedany, Lacey and the others for breakfast as he always had. They all sat around the table, thick as family. No sooner did they smell the corn-hash coming in from the kitchen of the performance hall, than a loud crash and a cry of "Help!" stole their attention. A dirt-covered gnome-woman comes into the room, slams two hands on the table, opens her mouth like she's about to say something, then collapses onto the floor. ![]()
![]() You (one of you) are the celebrated hero of Wispil, a town deep in the heart of the Verduran Forest in Taldor. They had been plagued by a wiley pair of leprechauns, who's pranks had escalated to outright theft: stealing gold from nearly anyone who found themselves on the road to Wispil. You killed one and scared the other off, and the town--especially the leader of the entertainer's guild--were eternally grateful to you. In fact, two of the entertainers vowed to follow you on your endeavors, as their lives were directly threatened in the skirmish, and you saved them. #: Looking for a group of five, however, the first bit of the game will only be played by the hero and the two minstrels mentioned above. The two other characters will join later on, but rather than re-opening recruitment, I'd like to have them lined up. Gameplay: 1-2 posts a day Character Creation:
Races: Of the five members of the team, 3 must be core, the other two can be featured, or one can be featured and one can be uncommon. I want it to be semi-realistic in that respect. Also, you can all be core if you want. And it doesn't matter who's what. Classes:
Level: this is where you cease to hate me:
Alignment: Any good Point-Buy: 18 (just to be random) HP: Max the first, then roll on here for the rest Feats: Any paizo
Money: Show your roll. If you rank your profession, I’ll let you make one DC 15 Profession check per rank for 50gp and an additional 10gp per score above the DC, if you roll a natural 20, you get a bonus 100gp. Equipment: I will be looking at carrying capacity, so be smart with your purchases. I'll also be tracking food (one day's ration/day; .25 lb water/day) and water. Not to worry, I'm not above god-moding some manna for you guys.
Recruitment will be open for the next 168 hours (closed @ 1430 next Friday). Obviously if we don’t have what we need by then there will be an extension. I only need race, class, level, name, and the short version of the rest of the character's backstory until then. You’ll then have another 3 days to fully hash out your character once picked. I know I can ramble/be confusing, so if you have questions, don’t hesitate! ![]()
Kingmaker Table 1
![]() Mustering
You need to role play where you are in the city and why you're there. Then an NPC will bring you into the campaign. The City of Krisol:
Aside from what's shown on the crude map you've found, you already know this much about Krisol: The city is divided into sections based on proximity to the port and social class into the following sections: the docks, the lower city, the upper city, and the shanties (northern, center, and eastern). Docks: shops are inexpensive, but shady; the population consists of fishermen, "merchant sailors," and street performers, not to mention the guards manning the march line, which separates the docks from the lower city.
Thorn & Gwyn: You are probably from the Shanties, Thorn is probably from the northern shanty, where there is a secret hole in the city wall leading to the northern part of the upper city. This gives the Upright Man (who lives the high-life here) a direct line to his lower-level enforcers.
Gwyn probably lives in the center shanty, being as it's probably the only one that could foster religion, and the southern shanty is where her former gang used to live. ![]()
![]() (Tier 1-2; homebrew)
Character Creation:
Number of Characters: 3-7 (hopefully on the 7 side, but I can make it work. If there's more interest, I'll try to build the best team for the campaign, and keep everyone else on a wait list in case someone drops) Classes/Races: Any Paizo (If you want to do Drow, standard only)
Level: the highest I want the tier to be is 2, so you can be level 3 but only if someone will counter with a 1. Point-Buy: 19, just to be random. No min/max, but remember, I'm choosing based on how well the team fits the campaign. HP: Max the first, then roll on here for the rest Background: VERY IMPORTANT, I need a good story for your character. Notice I said good not long. A note on languages: common is Taldane for this campaign, but in the spirit of creativity, if you want your character to be from a far(ish) away land where Taldane is not the common language, take a rank in Linguistics on me. Feats: Any paizo
Spells: …you guessed it: any paizo Money: Show your roll. I will be looking very closely to your background if you choose the Rich Parents trait… Also, if you rank your profession, I’ll let you make one DC 15 Profession check per rank for 50gp and an additional 10gp per score above the DC, if you roll a natural 20, you get a bonus 100gp. Equipment: I will be looking at carrying capacity, so be smart with your purchases. That being said, the mayor will let you leave whatever you want in his office under lock-and-key, so just make sure your essentials aren’t too heavy. I'll also be tracking food (one day's ration/day; .25 lb water/day) and water. Not to worry, I'm not above god-moding some manna for you guys. If I missed something, follow PFS rules.
Gameplay:
I’m expecting a post from everyone at least every other day, but the faster we post, the faster it goes. I personally should be on every day. If you’re going to have to bail (even just for a while), gimme some notice so I can have someone pinch hit for you/GMNPC you without there being a huge pause in gameplay. My style (that I’m currently developing) is fairly sand-boxy, especially since this is a homebrew of mine. I’m familiar with my own world, and you have free reign of it. As far as maps go, I’ll be keeping track of battles with my very very rudimentary map, it won’t be pretty, but that’s what your imagination is for. Time will be kept by player action (each post takes 6 seconds, more if indicated—like if you take 20 or summon an eidolon or what have you). But that won’t matter very long…*maniacal laughter*
Recruitment will be open for the next 168 hours (closed in the wee hours of next Wednesday, the 7th of May). Obviously if we don’t have what we need by then there will be an extension. And if we have exactly what we need before then, we’ll close early (but feel free to continue posting if you want on the wait list). I only need race, class, level, name, and a brief backstory until then. You’ll then have another 3 days to fully hash out your character once picked. I know I can ramble/be confusing, so if you have questions, don’t hesitate!
About Capricia BelacrestCapricia Belacrest
Special Attacks Panache (3/3), buckler bash, deeds (dodging panache, opportune parry and riposte, menacing swordplay, precise strike, shield catch, swashbuckler initiative, swashbuckler’s grace, superior feint, targeted strike), swashbuckler weapon training +1, rondelero flexibility
Languages Aquan, Common, Elven, Gnome, Polyglot
STABLE AND STALLS
Appearance Tall, lean, and fit, red-haired Capricia looks more than a Taldan swordmistress than a pirate-in-the-making, thanks to the falcata hanging at her hip and the fancy form-fitting suit of blue-trimmed studded leather armor she wears. While pretty enough, the young woman rarely smiles and has an air about her that makes her difficult to approach. Personality While generally no-nonsense, Capricia is a true and loyal friend to those few people she’s allowed into her inner circle. Having lived her entire life in the opulence of Little Oppara, she’s rather repulsed by the quality of life throughout the rest of the Shackles. Now that she’s spent some time in Taldor, she sees the seedy underbelly beneath the country’s opulent exterior. Backstory Capricia grew up on the outskirts of Little Oppara, a scion of its founder (Danziul Maxeme) and a cousin of its current pirate lords (Iolanda and Petrina Maxeme). She practiced the rondelero discipline and hunted in the foothills outside the pirate port for years. Rather than immediately serve aboard a fleet ship, however, she was initially trained in producing falsified documents (mainly cargo manifests and the like) and taught to use her brain instead of always relying on her sword arm. Recently, the pirate lords entrusted Capricia with a mission: She and another agent were to travel back to Taldor to place an annual order for a dozen gold-maned Taldan ponies and inquire into the reason the previous year’s dozen had never arrived in Little Oppara. Shortly after arriving in Golisfar, the two pirates learned that the Maxeme family’s involvement in piracy (and several other underhanded ventures) had been uncovered and that the noble house was no more. The pair was set upon by members of the Taldan Imperial Navy shortly after making initial inquiries about the Maxemes; Capricia’s associate was slain and she was captured, imprisoned, and ultimately sentenced to life as a galley slave. At this point, fate intervened on Capricia’s behalf. An unknown benefactor took note of her potential and—through some bribes and other legal wranglings—purchased the pirate as a slave. She was transported—in chains—back to the capital and presented to the crafty daughter of the Lothmeer noble house. Lady Martella perceived in Capricia the same intriguing blend of civility and savagery that her agent had seen: a pirate who, with a little training, might just be able to survive or even thrive in the courts of Oppara. Lady Martella made Capricia an offer she couldn’t refuse: become one of the noblewoman’s agents for an as-yet-undetermined number of years (at which point she’d be emancipated) or return to her previous sentence as a galley slave, rowing under the whip until her strength gave out. Capricia begrudgingly accepted the terms and began her new training in the courtly arts. She’s still rather raw, but is improving consistently. During this time, Martella instilled in the pirate a hatred of the High Strategos Maxillar Pythareus by claiming that the man’s underlings in the Imperial Navy were responsible for the fall of the Maxeme family. Swashbuckler Class Features
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. Buckler Bash (Ex): At 2nd level, a rondelero swashbuckler can perform a shield bash with a buckler (use the same damage and critical multiplier as for a light shield). She can treat a buckler as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse and all feats and class abilities that refer to such a weapon. Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level). Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Dodging Panache (Ex): 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 (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point 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.
Menacing Swordplay (Ex): 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 (Pathfinder RPG Core Rulebook 99) as a swift action instead of a standard action. Precise Strike (Ex): 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.
Shield Catch (Ex): At 3rd level, while she has at least 1 panache point, the rondelero swashbuckler gains a +4 bonus on all combat maneuver checks to disarm that she attempts with her buckler. This deed replaces kip-up. Swashbuckler Initiative (Ex): 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. Bonus Feats: At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level). Rondelero Flexibility (Ex): At 6th level, as a full-attack action, a rondelero swashbuckler wielding a falcata in one hand and a buckler in the other can alternate between using his falcata and his buckler for each attack. This does not grant additional attacks or incur penalties as two-weapon fighting does, and does not cause her to lose his Armor Class bonus from her buckler. Swashbuckler’s Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy’s space. Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn. Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
Future Swashbuckler Class Features:
DEEDS Spoiler:
Bleeding Wound (Ex): At 11th level, when the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler’s Dexterity modifier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage. Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge. Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding. Dizzying Defense (Ex): At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2. Perfect Thrust (Ex): At 15th level, while the swashbuckler has at least 1 panache point, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single melee attack made with a light or one-handed piercing melee weapon. When she does, she makes the attack against the target’s touch AC, and ignores all damage reduction. Swashbuckler’s Edge (Ex): At 15th level, while the swashbuckler has at least 1 panache point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed. Cheat Death (Ex): At 19th level, whenever the swashbuckler is reduced to 0 hit points or fewer, she can spend all of her remaining panache to instead be reduced to 1 hit point. She must have at least 1 panache point to spend. Effects that kill the swashbuckler outright without dealing hit point damage are not affected by this ability. Deadly Stab (Ex): At 19th level, when the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, in addition to the normal damage, she can spend 1 panache point to inflict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier. This is a death attack. Performing this deed does not grant the swashbuckler a panache point. Stunning Stab (Ex): At 19th level, when a swashbuckler hits a creature with a light or one-handed piercing melee weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
Charmed Life (Ex): At Swashbuckler Weapon Mastery (Ex): At 20th level, when a swashbuckler threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, the critical modifiers of such weapons increase by 1 (×2 becomes ×3, and so on).
Rondelero Swashbuckler Archetype:
RONDELERO SWASHBUCKLER Source: Weapon Master's Handbook pg. 6 Rondelero swashbucklers are Taldan specialists in an aggressive, lightly armored fighting style that utilizes the falcata and buckler. Falcata Emphasis (Ex): At 1st level, a rondelero swashbuckler is proficient with falcatasUE and can treat a falcata as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse as well as all feats and class abilities that refer to such a weapon. This ability replaces the derring-do deed. Rondelero Deeds (Ex): A rondelero swashbuckler gains the following deeds at the appropriate levels. Shield Catch (Ex): At 3rd level, while he has at least 1 panache point, the rondelero swashbuckler gains a +4 bonus on all combat maneuver checks to disarm that he attempts with his buckler. This deed replaces kip-up. Rondelero Chop (Ex): At 11th level, when the rondelero swashbuckler hits with a melee attack using a light or onehanded slashing melee weapon, he can spend 1 panache point to attempt a sunder combat maneuver check against the target of his attack as an immediate action without provoking attacks of opportunity. This deed replaces bleeding wound. Shattering Chop (Ex): At 15th level, while the rondelero swashbuckler has at least 1 panache point, he can attempt a shattering chop as a full-round action, pooling all of his attack potential into a single melee sunder combat maneuver with a light or one-handed slashing weapon. When he does, he gains a +4 bonus on her combat maneuver check and ignores half of the hardness of the item he sunders. This deed replaces perfect thrust. Buckler Bash (Ex): At 2nd level, a rondelero swashbuckler can perform a shield bash with a buckler (use the same damage and critical multiplier as for a light shield). He can treat a buckler as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse and all feats and class abilities that refer to such a weapon. Rondelero Flexibility (Ex): At 6th level, as a full-attack action, a rondelero swashbuckler wielding a falcata in one hand and a buckler in the other can alternate between using his falcata and his buckler for each attack. This does not grant additional attacks or incur penalties as two-weapon fighting does, and does not cause her to lose his Armor Class bonus from her buckler. Charmed Life (Ex): A rondelero swashbuckler does not gain charmed life until 10th level, at which point he can use the ability only once per day. At 14th level and again at 18th level, he can use the ability an additional time per day. This ability alters charmed life.
|