Never mind the swashbuckler, here's the Bravo!


Homebrew and House Rules


I know there are a dozen other versions of this on the forum right now, but I decided to try my hand at it. I started this yesterday. I'll skip the description for now, unless this actually generates interest.

The Basics:

Alignment: Any

Hit Dice: d10

Starting Wealth: 3d6 x 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The bravo's class skills are: acrobatics (dex), bluff (cha), climb (str), craft (int), diplomacy (cha), escape artist (dex), intimidate (cha), knowledge local (int), knowledge nobility (int), perform (cha), ride (dex), sense motive (wis), swim (str).

Skill Ranks Per Level: 4 + Int modifier.

Full BAB
Good Fort, Good Ref, Poor Will

Level By Level:

1) AC Bonus, Feint +1d6, Weapon Finesse
2) Stances +1
3) Improved Weapon Finesse
4) Panache (acrobatics)
5) Feint +2d6
6) Compound Attack, Stances +2
7) Unhindered Action
8) Panache (maneuvers)
9) Keen Weapon Finesse
10) Feint +3d6, Stances +3
11) Improved Compound Attack
12) Panache (compulsions)
13) Surprise Maneuver
14) Stances +4
15) Feint +4d6
16) Greater Compound Attack
17) Footwork Mastery
18) Stances +4
19) Maneuver Mastery
20) Feint +5d6

Class Features:

Weapon and Armor Proficiency
A bravo is proficient with all simple and martial weapons and with light armor, but not shields.

AC Bonus (Ex)
The bravo uses evasiveness and suggestion to confuse and mislead his foes. When unarmored and unencumbered with one hand free, the bravo adds his Charisma bonus to his AC and CMD. In addition, the bravo gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four bravo levels thereafter, up to a maximum of +5 at 20th level.These bonuses to AC apply even against touch attacks. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Feint (Ex)
The bravo can feint an opponent as though he has ranks in Bluff equal to his level, and can oppose another's feint as though he has ranks in Sense Motive to his level. When fighting defensively, using the total defense action, or using the combat expertise feat, the bravo can feint an opponent he threatens as a free action at the end of his turn, as long as the opponent does not have more hit dice than his bravo level + 1. Finally, the bravo's attacks deal extra damage anytime her target would be denied it's Dexterity bonus to AC. This extra damage is 1d6 at 1st level, and increases by 1d6 at 5th level and every five levels thereafter. The bravo can only use these abilities when he wields a bravo weapon.

Weapon Finesse
The bravo gains Weapon Finesse as a bonus feat. Light and one-handed weapon that this feat allows the bravo to use his dexterity modifier instead of his strength modifier to make attacks with are hereafter referred to as bravo weapons. A weapon does not count as bravo weapon if his other hand is not free.

Stances (Ex)
Beginning at 2nd level the bravo employs different combat styles to best take advantage of his opponent and the terrain. As a move action the bravo enters one of the following stances, gaining the listed benefits, for a number of round equal to the bravo's level plus his intelligence modifier:
-Dashing: The bravo's land speed increases by 10 feet and he can apply his intelligence bonus as a luck bonus to his AC against attacks of opportunity.
-Deadly: The bravo adds his intelligence bonus as a competence bonus to damage rolls and attack rolls to confirm critical hits with bravo weapons.
-Dueling: The bravo selects on opponent within 30 feet. The bravo adds his intelligence bonus as an insight bonus to AC against that opponent's attacks, and to Bluff checks made against that opponent.
While in a stance the bravo also gains a +1 dodge bonus to AC while wearing light or no armor. This bonus increases by +1 at 6th level and every five levels thereafter. A stance ends if he is immobilized or helpless.

Improved Weapon Finesse (Ex)
At 3rd level the bravo adds his dexterity modifier instead of his strength modifier to damage rolls with bravo weapons.

Panache (Ex)
At 4th level, a bravo gains a pool of points that represent skill and style he can use to accomplish amazing feats. The number of points in a bravos's panache pool is equal to 1/2 his bravo level + his charisma modifier. As long as he has at least 1 point in his panache pool he gains the following bonus:

At 4th level he can add his charisma bonus to initiative checks.
At 8th level he can add his charisma bonus to his CMB when attempting to use dirty trick, disarm, or reposition.
At 12th level he can add his charisma bonus to Will saves against compulsion effects.

By spending 1 point from his panache pool, a bravo can perform one of the following:
-Lunge: as a standard action the bravo can move one quarter his speed and make a single attack with a bravo weapon at his highest BAB. The movement does not provoke attacks of opportunity from the opponent he attacks.
-Parry: as an immediate action the bravo with a bravo weapon gains a +4 dodge bonus to AC against a single attack.
-Riposte: the bravo can make an attack of opportunity with a bravo weapons against an opponent who just missed him with an attack.

Compound Attack (Ex)
At 6th level, as a standard action, the bravo can attempt to feint and then make a single melee attack with a bravo weapons at his highest BAB.

Unhindered Action (Ex)
At 7th level, when the bravo successfully feints an opponent, it cannot make attacks of opportunity against him until the beginning of his next turn.

Keen Weapon Finesse (Ex)
Beginning at 9th level, the critical threat range of a bravo weapon doubles while the bravo is in a stance. This does not stack with the Improved Critical feat, the Keen weapon enhancement, or other similar effects.

Improved Compound Attack (Ex)
At 11th level, as a full-round action, the brave can attempt two feints and then make a single attack with a bravo weapons at his highest BAB, rolling two times and using the highest result.

Surprise Maneuver (Ex)
At 13th level, when fighting defensively, using the total defense action, or using the combat expertise feat, the bravo can attempt a dirty trick, disarm, or reposition combat maneuver as an immediate action against an opponent he threatens who has missed him with an attack.

Greater Compound Attack (Ex)
At 16th, as a full-round action, the bravo can attempt to three feints and then make a single attack with a bravo weapons at his highest BAB, rolling three times and using the highest result.

Footwork Mastery (Ex)
Beginning at 17th level, when an opponent denied the ability to make attacks of opportunity against the bravo misses him with an attack, he can take a 5 foot step even if it is not his turn.

Maneuver Mastery (Ex)
At 19th level the bravo no longer provokes attacks of opportunity when using the dirty trick, disarm, or reposition combat maneuvers against an opponent with fewer hit dice than him. The bravo also gains a +5 competence bonus to his CMD against these maneuvers.


One thing that jumps out at me is Dashign requires an Intelligence modifier, but other features require Charisma, meaning as a martial character he's dependant on those two AS WELL AS Str, Dex, and Con (albeit less so for strength, but it's stil la disadvantage to have low Str)


Indeed. I would not say the character needs to pump both however. A benefit is gained even with a 10 or 12 Intelligence. I wanted to give the class room to go either way. He could also lower Charisma and wear armor.

EDIT - and the entire Stances class feature uses Int.

Grand Lodge

There are a few issues that I have with this write-up as it stands.

  • Having the AC bonus almost entirely ensures that you are not going to have an armored bravo. Almost any bravo character is going to have at least a 14 Charisma score, equaling the benefit of at least leather armor, and by 4th it will be better than studded leather, and 8th better than chain shirt. But, in light of not having an alternative, it works flavor wise. I would have done something similar to the Free Hand Fighter archetype where it adds a bonus to AC more gradually, but it still lends itself to some light armors, if the character needs more protection.

  • I don't know if I am reading it correctly, but it seems that the bravo gains free points in Bluff and Sense Motive, yet you are already giving him more skill points than a base fighter. Is there another reason for giving the class more skill points?

  • I really like the idea of the stances, but don't like how they are presented. They seem too powerful for a 2nd lvl ability. I would like to see them more gradual. Perhaps, he learns his first stance at 2nd lvl, then every 4 lvls thereafter, learns a new stance. I also would like to see something that would reflect an actual stance. Your dueling stance (which I would have named something else, as it is pretty clear that this character is made for dueling, perhaps defensive, bastion, or rampart stance?) should function in such a way that possible takes advantage of one of the already available defensive options. Make the stances affect Fighting Defensively, Combat Expertise, or Full Defense. At the same time, I would like to see some depth. Maybe while in the defensive stance, you may not move more than 5 or 10 feet.

  • I would be very wary of any ability flat out denies attacks of opportunity.

    Anyway, these are just initial thoughts. I like the idea, and have been trying to make one of my own, but it is very difficult to make one that is balanced. Right now, it looks almost as if you have made a Charisma-based monk, with a Full BAB and HD.


  • Bluff/Sense Motive: maybe I wrote it up poorly, but it is not intended to let the character use bluff to tell lies, etc, nor to use Sense Motive to sense lies, etc. He gains virtual "ranks" only for the purpose of using feint and to avoid being feinted by another. I want to avoid requiring the class to invest skill ranks in specific skills. Imagine requiring the druid to get handle animal for his animal companion, or the bard perform for his abilities, or the cleric religion for his supernatural abilities.

    Stances: Yes, good input. I want to simulate a swordsman having studied different fighting styles, like Wesley and Inigo did in Princess Bride. One could argue that BAB covers this just fine, but I decided to have some fun with it. So your suggestion is giving multiple that start weak and get better OR choosing one at a time? I'd have to ponder that a while longer.

    Denies AoOs: Which ability do you refer to? If it is Lunge, under Panache, that second sentence can easily be dropped. I envisioned a weak spring attack.

    And yes, I have used the monk as a framework, with some cues from the gunslinger.

    Grand Lodge

    Fair enough, sir, but this is my perspective. For a fighter that may already have a "face" in the party, you are giving him all the skill he needs for exactly what he needs it for. What need does he have for more skill points than any other fighter. For what you are doing, you may as well make it based on a ranger (full BAB, Fort and Ref as primary saves, and 6 skill per level) and forego the ability completely.

    In my mind, a class ability should be more than something that can easily be replaced in other ways.

    I would have used the ranger class as a base to start with. It has the full BAB, HD, and the exact two primary saves that you wanted. Then I would look at what I want this class to do. You want it perform feints better, then make the class abilities AUGMENT the maneuver, not replace it.

    Looking at what you replace, almost every ability is better than what it replaces. Of course, this is my opinion only.

    I am curious, why do you have abilities that allow multiple feints in a round? Are they all on one target or separate targets? What is the purpose behind it? It just seems that it slows combat down, because you are making two or three rolls when one will do. Could you instead do something that involves degree of success? Exceeding the DC by 5 allows you to roll twice and take the better result.

    Like I said, I would like to see this class get reworked and reworked until you could even conceivably use it as an RPG superstar proposal for an archetype. I think it has promise...

    Anyway, I don't mean to be so harsh on your work! ^_^


    Well you're not being harsh. You're explaining your opinion. And, this is mostly a big brain storm dressed up so I couldn't know how it would play out.

    The multiple feints - the compound attack - is a fencing thing. Throwing up a flurry of attacks intended to confuse the enemy. Only the last attack is intended to hit. I can rethink that too. Any ideas?

    I have already made some changes and will make more tomorrow.


    Here is version two. Well, its probably version three or four. Thank you for the input so far.

    Basic Stuff:

    Alignment: Any

    Hit Dice: d10

    Starting Wealth: 3d6 x 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

    Class Skills
    The bravo's class skills are: acrobatics (dex), bluff (cha), climb (str), craft (int), diplomacy (cha), escape artist (dex), intimidate (cha), knowledge local (int), knowledge nobility (int), perform (cha), ride (dex), sense motive (wis), swim (str).

    Skill Ranks Per Level: 4 + Int modifier.

    Full BAB
    Good Fort, Good Ref

    Level by Level:

    1) AC Bonus, Feint +1d6, Weapon Finesse
    2) Stances +1
    3) Improved Weapon Finesse
    4) Panache (acrobatics)
    5) Feint +2d6
    6) Compound Attack, Stances +2
    7) Unhindered Action
    8) Panache (maneuvers)
    9) Critical Weapon Finesse
    10) Feint +3d6, Stances +3
    11) Improved Compound Attack
    12) Panache (compulsions)
    13) Surprise Maneuver
    14) Stances +4
    15) Feint +4d6
    16) Greater Compound Attack
    17) ??
    18) Stances +4
    19) ??
    20) Feint +5d6

    Class Features:

    Weapon and Armor Proficiency
    A bravo is proficient with all simple and martial weapons and with light armor.

    AC Bonus (Ex)
    The bravo uses distracting and suggestive movement to confuse and mislead his foes. When unarmored and unencumbered with one hand free, the bravo adds his Charisma bonus to his AC and CMD. In addition, the bravo gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four bravo levels thereafter, up to a maximum of +5 at 20th level.These bonuses to AC apply even against touch attacks. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

    Feint (Ex)
    A bravo adds half his level to Bluff skill checks to feint in combat (minimum 1). When an opponent attempts to use feint in combat against the bravo, the bravo adds the same bonus to the DC. As a full-round action the bravo can feint in combat and make a single attack with a bravo weapon at his highest BAB. This attempt to feint in combat fails if the opponent has more hit dice than the bravo has levels. Finally, the bravo's attacks deal 1d6 extra damage with bravo weapons anytime her target would be denied it's Dexterity bonus to AC. This extra damage increases by 1d6 at 5th level and every five levels thereafter.

    Weapon Finesse
    The bravo gains Weapon Finesse as a bonus feat. Light and one-handed weapons that allow the bravo to use his dexterity modifier instead of his strength modifier to make attacks with are referred to as bravo weapons, as long as he keeps one hand free.

    Stances (Ex)
    The bravo studies fighting styles to better take advantage of his opponent and the terrain. At 2nd level he learns one stance from the list below. The bravo can maintain his stances for a number of rounds per day equal to twice his level plus his intelligence modifier. Entering a stance is a swift action. While in a stance he gains a +1 dodge bonus to AC as long as he wears light or no armor. Beginning at 4th level can spend 1 point from his Panache pool when entering a stance to add his intelligence bonus to the listed item.

    -Cobra: +2 bonus to attack rolls to confirm critical threats with bravo weapons. Panache: the damage roll of one attack with a bravo weapon he makes on his turn.
    -Fox: +1 bonus to saving throws. Panache: Bluff and Sense Motive skill checks.
    -Hare: +10 bonus to land speed. Panache: dodge bonus to AC against attacks of opportunity.
    -Lion: +1 bonus to attack rolls against creatures larger than him. Panache: Diplomacy and Intimidate skill checks.
    -Wolf: +2 bonus to his CMB when using dirty trick, disarm, or reposition. Panache: dodge bonus to AC against attacks of opportunity provoked by initiating a combat maneuver.

    Ending a stance is a free action. A stance ends if the bravo is immobilized or helpless. At 6th level and every four levels thereafter the dodge bonus to AC increases by +1 and he learns one additional stance.

    Improved Weapon Finesse (Ex)
    At 3rd level the bravo adds his dexterity modifier instead of his strength modifier to damage rolls with bravo weapons.

    Panache (Ex)
    At 4th level, a bravo gains a pool of points that represent skill and style he can use to accomplish amazing feats. The number of points in a bravos's panache pool is equal to 1/2 his bravo level + his charisma modifier. As long as he has at least 1 point in his panache pool he gains the following bonus:

    At 4th level he can add his charisma bonus to acrobatics checks.
    At 8th level he can add his charisma bonus to his CMB when using dirty trick, disarm, or reposition.
    At 12th level he can add his charisma bonus to Will saves against compulsion effects.

    By spending 1 point from his panache pool, a bravo can perform one of the following:
    -Lunge: as a standard action the bravo can move one quarter his speed and make a single attack with a bravo weapon at his highest BAB.
    -Parry: as an immediate action the bravo with a bravo weapon gains a +4 shield bonus to AC against a single attack.
    -Riposte: the bravo can make an attack of opportunity with a bravo weapons against an opponent who just missed him with an attack.

    Compound Attack (Ex)
    At 6th level, as a standard action, the bravo can attempt to feint in combat and then make a single melee attack at his highest BAB.

    Unhindered Action (Ex)
    At 7th level, when the bravo successfully feints an opponent, it take a -4 penalty to attacks of opportunity against him until the beginning of his next turn.

    Critical Weapon Finesse (Ex)
    Beginning at 9th level, the critical threat range of a bravo weapon doubles while the bravo is in a stance. This does not stack with the Improved Critical feat, the Keen weapon enhancement, or similar effects.

    Improved Compound Attack (Ex)
    At 11th level, as a full-round action, the brave can feint in combat and then make a single attack at his highest BAB, rolling two times and using the highest result.

    Surprise Maneuver (Ex)
    At 13th level, when fighting defensively, using the total defense action, or using the combat expertise feat, the bravo can attempt a dirty trick, disarm, or reposition combat maneuver as an immediate action against an opponent he threatens who has missed him with an attack.

    Greater Compound Attack (Ex)
    At 16th, as a full-round action, the bravo can feint in combat and then make a single attack at his highest BAB, rolling three times and using the highest result.

    Grand Lodge

    Looking at this new version, I would suggest some of the following:

    Break the Feint (Ex) ability up. First off, if you give Improved Feint as a bonus feat, then the bravo may use his move action to perform the feint maneuver and still attack with his standard action. Like I said before, you don't need to create a new mechanic when one exists.

    Then, later, maybe at 2nd you can give him the ability that gives him 1/2 his level to feint checks. (I would use a mechanic similar to Uncanny Dodge for the defense. So that only a bravo of 4 lvls higher may use the maneuver on the bravo.)

    You may give the bravo a reduced sneak attack which will actually benefit the bravo in other ways too, especially since it is supposed to be exploiting the opening that the opponent leaves.

    --

    Anyway, that's all I have time for right now.


    I like it. I agree with the above critiques, but its definitely a worthwhile concept.


    Neat class so far. I like the flavor and the memories of reading about Syrio Forel from Game of Thrones it all evokes, plus the INT modifier as a secondary combat statistic reminds me a lot of how the Warblade from the 3.5 Book of Nine Swords worked. That said, here's my main concerns thus far regarding the class...

    *The HD limits: drop them, it's just going to lead to weird math concerns and constantly asking the GM questions like, "Hey, uh, I have a totally valid reason for asking this but how many levels does this boss have?"

    *AC boosts: the initial thing is strong but fine considering their armor limitations. I wouldn't give their stance ability AC boosts as well, though. Monks are supposed to be the hard-to-hit ones and this is already infringing on their territory enough as it is. Consider adding something else to the stance, like CMB/CMD boosts for certain combat maneuvers later on.

    *Feinting: It's a very strange wording you've given at level one with this class ability. It needs to be scaled back and simplified, either by making it a level equivalent competence bonus just to Bluff (which fits with the class concept), doing the same thing for both Bluff and Sense Motive but only applying those bonuses during combat (maybe as part of the stances), or making it a 1/2 level bonus to both skills.

    *Melee only: some of these abilities, like panache(parry), surprise maneuver, and maneuver mastery should really only apply against melee attacks. Otherwise, if a gunslinger misses you with a shot from across the room, you could dirty trick him to throw sand in his eyes. Which is kind of OP when you consider the massive touch AC boosts this class gets.

    *No Attacks of Opportunity: denying this kind of thing to the enemy against the bravo is pretty powerful. Might want to make it only apply to one enemy at a time, or make only the first 10 feet of movement immune to AoOs. Or you could award Mobility as a bonus feat around level 7 or so.

    That's all that comes to mind now. Keep at it, would really like to see a finishing draft.


    Some of the latest feedback, I think, is coming the first version instead of the second, but I'll try to make sense of it.

    I trimed down Feint once, and I can do it again. Its a habit of mine to overdo it on the initial creation. I have lots of ideas and want to make them all fit in. The mention of hit dice was to make it useless with a one level dip, but its true that its overly complicated. I'm not sold on changing the bonus damage to simply sneak attack. I'm willing to listen to input on that though.

    Stances & feint in combat conuses:
    The AC bonuses copy the gunslingers, but instead of being constant only kick in while a stance is in play, which has a rounds per day limit. Should I drop the AC bonus and replace it with the bonus to a feint check?

    melee attacks!
    I will go through and include what must be a melee action, so that we don't have dirty tricks happening at 60 feet.. Good catch. Honestly, some of the higher level features I was grasping at straws. I'm more attached to the lower level ones.

    attacks of opportunity
    I believe I already removed references to negating AoOs, but I may have missed something.

    Stances
    I like the suggestion of an alternate defense bonus. I will consider that.

    Uncanny Defense.
    This is something I had wanted to work into the class. Possibly evasion too, but I did want to avoid using other class's features.

    ***
    Feint (Ex)
    The bravo gains Improved Feint as a bonus feat as long as he weilds a bravo weapon. The bravo's attacks deal 1d6 extra damage with bravo weapons anytime her target would be denied it's Dexterity bonus to AC. This extra damage increases by 1d6 at 5th level and every five levels thereafter.

    Stances (Ex)
    The bravo studies fighting styles to better take advantage of his opponent and the terrain. At 2nd level he learns one stance from the list below. The bravo can maintain his stances for a number of rounds per day equal to twice his level plus his intelligence modifier. Entering a stance is a swift action. While in a stance he gains a +1 bonus to CMD as long as he wears light or no armor. Beginning at 4th level can spend 1 point from his Panache pool when entering a stance to add his intelligence bonus to the listed item.

    -Cobra: +2 bonus to attack rolls to confirm critical threats with bravo weapons. Panache: the damage roll of one attack with a bravo weapon he makes on his turn.
    -Fox: +1 bonus to saving throws. Panache: Bluff and Sense Motive skill checks.
    -Hare: +10 bonus to land speed. Panache: dodge bonus to AC against attacks of opportunity.
    -Lion: +1 bonus to attack rolls against creatures larger than him. Panache: Diplomacy and Intimidate skill checks.
    -Wolf: +2 bonus to his CMB when using dirty trick, disarm, or reposition. Panache: dodge bonus to AC against attacks of opportunity provoked by initiating a combat maneuver.

    Ending a stance is a free action. A stance ends if the bravo is immobilized or helpless. At 6th level and every four levels thereafter the bonus to CMD increases by +1 and he learns one additional stance.


    Sorry, you're right, I missed the second draft. My bad!


    Any thoughts on the new stances?

    Grand Lodge

    I like the mechanics of it, except for the limit on how many rounds you can stay in it. Conceptually it doesn't make sense to me, but then again, it doesn't make sense for some other class's abilities as well...

    I'm not sure I like the animal aspect of it. I would use a similar naming convention as Inigo (a.k.a. more real world analogue) and name them after schools, or swordsmasters.

    Right now they are a little weak, and maybe they could scale, like favored enemy and weapon training. Maybe they gain a +1 also to what they affect when they learn a new stance, reflecting their increased understanding of the stance.


    I'm laughing right now because I have been toning things down from the first draft!

    I understand the rounds thing, like you said most classes have their limits. Since I included a way to spend panache and the basic bonus is small I suppose I could drop the rounds.

    I looked online for names and information on some fencing stances but didn't find what I thought was helpful. The animal names were easier, gave me some inspiration, and are less setting specific. There are fencing grips whose names I know, but that is not a route I wanted to go. I will consider naming schools for stances.

    Grand Lodge

    Make some up. Like the Fezzini defense, or the Agrippa. If it is Golarion specific, look up famous names of Aldori Swordlords, or Rondalero Duelists. One that comes up is Orsini from Curse of the Crimson Throne, who was the old swords master that taught several of the npcs.

    The panache ability is odd to me, because its mechanic is too close to ki pool.

    I would make the stances stronger and come up with another mechanic for panache, but that is just me. I really like the name for an ability though...

    I wouldn't make it a pool of points... I would make it something like if you take a full round action to perform a maneuver instead of a standard action, you gain a bonus yadda yadda...

    Also bear in mind that with a feint maneuver, you remove the necessity of picking up many maneuver feats. While they are denied their Dexterity, it may be argued that the target of the feint may not be able to make attacks of opportunity. Of course, it doesn't actually say that you cannot, but certain GMs may argue that flat-footed and denied Dex may be considered equal...


    I'm pretty sure you can still make an aoo when you have lost your dex bonus to ac. That is pretty specific. Flat footed is a big can of worms. Very different.

    And yes it is quite like ki pool. I could have modeled it after any of the others but I liked this the best.

    Grand Lodge

    But by the spirit/intent of feint, as a GM, I wouldn't allow someone to take attacks of opportunity against your next attack. But then, I am all about flavor over RAW.

    As for the ki pool panache, I don't like it, but then that's not the only place that our preferences differ. ^_^

    Anyway, like I said, best of luck to your bravo class! I think I am going to try to make an archetype for the bard that tries to do something like this... I have been aching to make my Tirvani bravo archetype, a bit of character legacy from our Jade Regent campaign...

    Cheers!


    Just for my own curiosity, what do you not like? Is it that I recycled a mechanic? Is it the limit on uses of a class feature, as fighters and rogues can do their stuff all day long?

    Grand Lodge

    It is a recycled mechanic for an ability that is nothing like a ki or arcane pool. The fact that panache is pure style means to me that it shouldn't be quantified in points.

    To me, panache should be something that the bravo actively uses, but should be able to do it anytime...


    I agree, on every count.

    Were I to implement a system in the style you describe I fear it would be akin to Rogue Talents. I don't think I would have as much fun writing that as I have this point based system.

    In response to the above mention of a bard of this sort, I would be interested in reading that. Back in the 3.5 days I devised a tactical feat (if you remember those) that did something like that - a mixture of swordplay and performance.

    I am considering an ability to use cha in place of con for checks to stabilize when dying. I find it thematically fun, but only a small boost mechanically. This may replace the Panache ability adding cha to acrobatics.

    There are several changes in version 3, some small. For the stances I have included both the School name and the animal that originally inspired it. Every school needs a mascot.

    Basic Stuff:

    Alignment: Any

    Hit Dice: d10

    Starting Wealth: 3d6 x 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

    Class Skills
    The bravo's class skills are: acrobatics (dex), bluff (cha), climb (str), craft (int), diplomacy (cha), escape artist (dex), intimidate (cha), knowledge local (int), knowledge nobility (int), perform (cha), ride (dex), sense motive (wis), and swim (str).

    Skill Ranks Per Level: 4 + Int modifier.

    Full BAB
    Good Fort, Good Ref

    Level by Level:

    1) AC Bonus, Feint +1d6, Weapon Finesse
    2) Stances +1
    3) Improved Weapon Finesse
    4) Panache (acrobatics)
    5) Feint +2d6
    6) Compound Attack, Stances +2
    7) Unhindered Action
    8) Panache (maneuvers)
    9) Critical Weapon Finesse
    10) Feint +3d6, Stances +3
    11) Improved Compound Attack
    12) Panache (compulsions)
    13) Surprise Maneuver
    14) Stances +4
    15) Feint +4d6
    16) Greater Compound Attack
    17) ??
    18) Stances +5
    19) ??
    20) Feint +5d6

    Class Features:

    Weapon and Armor Proficiency
    A bravo is proficient with all simple and martial weapons and with light armor.

    AC Bonus (Ex)
    The bravo uses distracting and suggestive movement to confuse and mislead his foes. When unarmored and unencumbered with at least one hand free, the bravo adds his Charisma bonus to his AC and CMD. In addition, the bravo gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four bravo levels thereafter, up to a maximum of +5 at 20th level.These bonuses to AC apply even against touch attacks. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

    Feint (Ex)
    The bravo gains Improved Feint as a bonus feat when he wields a bravo weapon, and adds half his level to Bluff checks made feint in combat. The bravo's attacks deal 1d6 extra damage with bravo weapons anytime his target would be denied it's Dexterity bonus to AC. This extra damage increases by 1d6 at 5th level and every five levels thereafter.

    Weapon Finesse
    The bravo gains Weapon Finesse as a bonus feat when he has at least one hand free. Light and one-handed weapons with which he is allowed to use his dexterity modifier in place of his strength modifier to make attacks with are referred to as bravo weapons.

    Stances (Ex)
    The bravo studies fighting styles to better take advantage of his opponent and the terrain. At 2nd level he learns one stance from the list below. The bravo can maintain his stances for a number of rounds per day equal to twice his level plus his intelligence modifier. Entering a stance is a swift action. While in a stance he gains a +1 bonus to CMD and the benefit listed in the stance. Beginning at 4th level can choose to spend 1 point from his Panache pool when entering a stance to add his intelligence bonus to the listed item.

    -Aldori (Fox): +1 bonus to saving throws. Panache: Bluff and Sense Motive skill checks.
    -Broylin (Cobra): +2 bonus to attack rolls to confirm critical threats with bravo weapons. Panache: the damage roll of one attack with a bravo weapon he makes once per turn.
    -Hallov (Wolf): +2 bonus to his CMB when using dirty trick, disarm, or reposition. Panache: dodge bonus to AC against attacks of opportunity provoked by initiating a combat maneuver.
    -Lannish (Lion): +1 bonus to attack rolls made with bravo weapons against creatures larger than him. Panache: Diplomacy and Intimidate skill checks.
    -Silveri (Hare): +10 feet bonus to land speed. Panache: dodge bonus to AC against attacks of opportunity.

    Ending a stance is a free action. A stance ends if the bravo is immobilized or helpless. At 6th level and every four levels thereafter the bonus to CMD increases by +1 and he learns one additional stance.

    Improved Weapon Finesse (Ex)
    At 3rd level the bravo can add his dexterity modifier instead of his strength modifier to damage rolls with bravo weapons.

    Panache (Ex)
    At 4th level, a bravo gains a pool of points - representing skill and style - used to accomplish amazing feats. The number of points in a bravos's panache pool is equal to 1/2 his bravo level + his charisma modifier. As long as he has at least 1 point in his panache pool he gains the following bonuses:

    At 4th level he can add his charisma bonus to acrobatic checks.
    At 8th level he can add his charisma bonus to his CMB when using dirty trick, disarm, or reposition.
    At 12th level he can add his charisma bonus to Will saves against compulsion effects.

    By spending 1 point from his panache pool, a bravo can perform one of the following:
    -Lunge: as a standard action the bravo can move one quarter his speed and make a single attack with a bravo weapon at his highest BAB.
    -Parry: as an immediate action the bravo wielding a bravo weapon gains a +4 shield bonus to AC against a single attack.
    -Riposte: the bravo can make an attack of opportunity with a bravo weapons against an opponent who just missed him with an attack.

    Compound Attack (Ex)
    At 6th level, as a standard action, the bravo can attempt to feint in combat and then make a single melee attack with a bravo weapons at his highest BAB.

    Unhindered Action (Ex)
    At 7th level, when the bravo successfully feints an opponent, it take a -4 penalty to attacks of opportunity against him until the beginning of his next turn.

    Critical Weapon Finesse (Ex)
    Beginning at 9th level, the critical threat range of a bravo weapon doubles while the bravo is in a stance. This does not stack with the Improved Critical feat, the Keen weapon enhancement, or similar effects.

    Improved Compound Attack (Ex)
    At 11th level, as a standard action, the brave can attempt to feint in combat and then make a single attack with a bravo weapon at his highest BAB, rolling two times and using the highest result.

    Surprise Maneuver (Ex)
    At 13th level, when in a stance, the bravo can attempt a dirty trick, disarm, or reposition combat maneuver as an immediate action against an opponent he threatens who has missed him with an attack.

    Greater Compound Attack (Ex)
    At 16th, as a standard action, the bravo can attempt to feint in combat and then make a single attack with a bravo weapon at his highest BAB, rolling three times and using the highest result.

    Grand Lodge

    If all goes well, it may be my submission for RPG Superstar 2014... so you will hopefully see it then! If not, I can send it to you on PM.

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