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SPECIAL ABILITIES
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Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Darklands Guide These tieflings gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground.
Darkvision Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.
Foreign Opportunist You’re not a native Osirian, but the opportunity to explore the tombs of Ancient Osirion—and “liberate” the treasures they hold—is too good to pass up. You gain a +2 trait bonus on Appraise checks. In addition, your contacts in the antiquities markets allow you to sell relics of Ancient Osirion for 60% of their listed price, rather than the normal 50% value. What is considered a relic of Ancient Osirion is left to the GM’s discretion.
Student of Philosophy You use Int in place of Cha on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect gather information or feinting.)
Suicidal (1/1) Once per day as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.
Secret Shame You have a terrible fear of the public at large, a group, or an important person (such as your order of knights, your liege lord, your family, or your lover) learning a shameful truth about you. You take a -1 penalty on saving throws against fear effects, and the DC of any Intimidate check to demoralize you is reduced by 1. If you would normally be immune to fear, you do not take these penalties, but instead lose your immunity to fear (regardless of its source).
Inspired Finesse At 1st level an inspired blade gains the benefits of Weapon Finesse with rapiers (this ability counts as having Weapon Finesse for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.
Inspired Panache (4/4) Each day an inspired blade gains a number of panache points equal to her Cha mod (min 1) plus her Int mod (min 1). An inspired blade spends panache to accomplish deeds, and regains panache by criting with a rapier on an aware creature with at least half the hit die of the swashbuckler’s character level.
Deeds
Opportune Parry and Riposte At 1st level when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and an attack of opportunity to attempt to parry the attack. The swashbuckler makes an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty. If her result is greater than the attacking creature’s result, the creature’s attack 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. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Vengeful Heart Some swashbucklers are driven by vengeance above all else. At 1st level, the swashbuckler gains the samurai’s resolve class feature, treating her swashbuckler level as her samurai level. Whenever the swashbuckler spends a use of resolve, she must also spend a point of panache or a use of charmed life, or the use of resolve has no effect.
Resolve (1/1) Starting at 1st level the samurai gains resolve that he can call upon to endure devastating wounds and afflictions. He can use this ability once per day. He can use this resolve in a number of ways.
Determined: As a standard action, the samurai can spend resolve to remove the fatigued, shaken, or sickened condition. If the condition has a duration longer than 1 hour, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: When the samurai is required to make a Fort or Will save, he can spend resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls.
Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.