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|Claude Duval painting by William Powell Frith Date1860|
|Originally Posted by Geraturatu
of the Wizards Community forums.
On this Thread
To qualify to become a
Dashing Swordsman, you must meet the following criteria.
Feats: Dodge, Force of Personality, Weapon Finesse, Weapon Focus (Any weapon eligible for the Weapon Finesse feat)
Skills: Perform (Comedy) 9
Special: Must have been willingly taught by another Dashing Swordsman to gain the first level of this class.
The Dashing Swordsman has
all the class skills of the bard.
Skill Points per level: 4 + Intelligence modifier
|1||+0||+0||+2||+0||Dashing Blow, Dramatic Instincts, Extra-Dimensional rope, Immunity (broken glass)|
|4||+3||+1||+4||+1||Dramatic Skills (+2)|
|5||+3||+1||+4||+1||Extreme Dramatic Instincts, Charisma +2|
|8||+6||+2||+6||+2||Dramatic Skills (+4)|
|10||+7||+3||+7||+3||Unbelievable Dramatic Instincts, Charisma +2|
Dashing Blow: The Dashing Swordsman can add his Charisma bonus to damage with any weapon he uses his Weapon Finesse feat with.
Dramatic Instincts: The Dashing Swordsman can make a Charisma check with his levels in this class as a bonus on the check to find out where something with potential of being dramatic is happening. The DC should be 5 + 1 for every 10 ft. away the Dashing Swordsman is, with additional modifiers as determined by the DM. To use this effect, the Dashing Swordsman must concentrate for 2 rounds. The Dashing Swordsman may use this ability 1/day for every three levels in this class (minimum 1).
Extra-Dimensional Rope: A dashing swordsman always has a rope to hand. Regardless of the time or place, if the situation calls for a rope to swing on, fall with, or Climb on, one is to hand, and effectively unbreakable. He can summon it with a swift action. The length of the rope is 100 ft. per class level, until 10th level where it has an unlimited length. The rope will stop when the Dashing Swordsman needs it to stop. Note that this rope will automatically be secured to anything conveniently placed, as long as it is securable.
Immunity (broken glass): Dashing Swordsmen are immune to damage from all forms of broken glass, thus enabling them to swing through a window and make a dramatic scene without gaining a scratch.
Irresistible: If the Dashing Swordsman makes an amorous gesture when not in combat, any eligible partners must make a Will save with a dc of (10 + Class level + Charisma modifier) or swoon. This ability effects 1 person per round per class level. Ex. a level 3 Dashing Swordsman can effect 3 people at once with this ability.
Quip: When the Dashing Swordsman makes a bad pun, the target of their Dodge must make a will save (DC 10 + class level + Charisma modifier) or be stunned for 1 round from aggravation. To make an adequate pun, the Dashing Swordsman must make a Perform (comedy) check with a DC of (Enemies HD + 2 per time used on him). The target of this ability must have an Intelligence of 8 or higher and must be able to understand the character. This is only usable once every 1d4 rounds. At eighth level the opponent is stunned for two rounds instead.
Charisma: At levels 5, 9, & 10 of Dashing Swordsman, he gains a stacking +2 onto Charisma.
Dashing Strike: Same as Dashing Blow, except it also effects attack as well.
Dramatic Skills: The Dramatic Swordsman gains a bonus of +2 per 4 class levels to a number of class skills equal to his class level, once these skills have been chosen, they cannot be changed.
Extreme Dramatic Instincts: Same as Dramatic Instincts except all DC's are halved. However, the Dashing Swordsman will get a tingling feeling whenever a suitable event is within 100 ft. To use this effect, the Dashing Swordsman must concentrate for 1 round.
Dashing Parry: As long as Dashing Swordsman is holding a finessable weapon, he adds his Charisma bonus to his AC.
Dashing Wit: The Dashing Swordsman may substitute his Charisma for the other ability prerequisites of feats.
Unbelievable Dramatic Instincts: The Dashing Swordsman now gets the tingling feeling at 500 ft. instead of 100 ft. To use this ability, he must spend a move action concentrating.
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