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View Full Version : That Charming Scoundrel (3.5 prestige class, PEACH)



BlackestOfMages
2011-10-11, 08:32 AM
So, yeah, this class is mostly based off of Rich's creations, since I couldn't find a version of it on the forums and it's one of the main archetypes of fantasy characters out there. that means this isn't a joke class (well mostly, anywho...)

Note: this is only inspired by the strip, not a direct derivative, so if the abilities differ from what Elan can do, that's rather intentional. That's also why there's alternate names given for the two class variants.

Also inspired by an offhanded conversation in the “Things I will no longer do” thread for some of the class features

The Dashing Swordsman

picture will come soon if I find one I like

Playing a dashing swordsman:
Your main attribute should be charisma, since that's what powers the majority of the Dashing swordsman's class features. Dexterity is also useful, since it both allows the dashing swordsman to make better use of their evasion class feature, and as well as getting attention. Intellect and wisdom can both be useful to make yourself look better, though to much wisdom can take away from the charming rogue your trying to be. Unusually for a melee class, strength is take it or leave it, and at higher levels so is constitution.
The Dashing swordsman can fill most roles of the party to an extent, though not to the level a specialist can. Whilst they are primarily m๊l้e damage dealers, they can also perform as an off-tank at higher levels, as a secondary caster, as a scout/skill monkey or just to provide some battlefield control with their quips and songs

Entry Requirements:
Skills: perform 8 ranks, bluff 6 ranks
Feats: Force of Personality (phbII), Weapon Finesse
Special: Must have a sexual preference.
Must have had at least one partner in their life

Dashing Swordsman (mystic charmer)

Hit Dice: D8
Skill points: 6 + int modifier
The Dashing swordsman's class skills (and the atribute for each) are: balance (dex), Bluff (cha), Climb (str), Craft (int), Diplomacy (dex), Disable device (int), Disguise (cha), Escape artist (dex), Gather Information (Cha), Intimidate (cha), Jump (Str), Knowledge (Royalty and nobility, Local, History, Arcana) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)

{table]Level | BaB | Will | Reflex | Fort | Class Features | spellcasting
1 | 0 | 2 | 0 | 2 | Bardic Music, Charismagic, Supreme force of personality, Charmer's Honour |
2 | 1 | 3 | 0 | 3 | Daring Due | level existing spell caster
3 | 2 | 3 | 1 | 3 | Evasion, Charm the pants of off anyone | –
4 | 3 | 4 | 1 | 4 | swaggering strike + 1d6 | + 1 level existing spell caster
5 | 3 | 4 | 1 | 4 | Uncanny dodge, Ultimate Bravado | –
6 | 4 | 5 | 2 | 5 | swaggering strike + 2d6 | + 1 level existing spell caster
7 | 5 | 5 | 2 | 5 | Defensive roll, Viscous quip | –
8 | 6/1 | 6 | 2 | 6 | swaggering strike 3d6, Improved daring due | + 1 level existing spell caster
9 | 6/1 | 6 | 3 | 6 | Mettle, to good looking to die | –
10 | 7/2 | 7 | 3 | 7 | Showstopper | + 1 level existing spell caster[/table]

Weapon and armour proficiencies: A Dashing swordsman is proficient with all simple and martial weapons. They are proficient with light armour and shields, but not heavy shields.

spellcasting: At every even-numbered level, the dashing swordsman increases her spell-casting ability as if she also took a level in a spell-casting class she possessed before taking this class. If she had spell-casting from two different sources, she must choose which one to apply this bonus too.
In addition, upon taking her first level of dashing swordsman, all spells from the bard spell list are added to her class spell list, for all of her casting classes. She must still obtain these spells through the normal means, however.
If she did not possess any spell-casting before taking her 2nd level of dashing swordsman, she instead gains magic as a bard of half her level, save for her caster level (see charismagic)
She does not gain armoured casting like a bard

Bardic Music: There is nothing – nothing – more charming than a man who can serenade a beautiful lady even as he deals with her husband's pesky body guards, or a luscious siren who can keep up a beautiful tune even as she garrottes the latest challenger. The dashing swordsman gains access to bardic music as a bard the same level as her Dashing Swordsman level.
If she possessed bardic music from another source, then she may add her Dashing Swordsman levels to their other levels to determine what songs they can use.

Charismagic: there are some that change the world through their minds, some that can match their physical might with the gods themselves, and then there are some for whom sheer wit, charm and personality is enough to let them control their own destiny.
When a character takes her first level of Dashing Swordsman, she can immediately choose to change her primary casting attribute to Charisma. The Dashing swordsman increases her effective caster level each level, not just levels she gains additional magic.

Supreme force of Personality
You can do a lot with a smile and a wink. You can do even more with a smile, wink and a catchy phrase. Just imagine what you could do with the charisma to move the earth.
Such is her poise and confidence, the dashing swordsman may add her charisma bonus on any melee attacks she makes with a weapon she has weapon finesse with, as well as her strength bonus. To benefit from this bonus she must be able to make a quip or pun that her opponent can understand. Mindless opponents are immune to this ability due to being mindless.
The dashing swordsman can also use her charisma modifier to determine her fortitude save if she so desires, in place of her constitution, as well as to determine her use of the concentrate skill.
Due to this being a self-delusion mental effect, the dashing swordsman must feel she looks good. This means she cannot be wearing any armour that would conceal her appearance, so she is limited to light armour. she cannot be using a weapon in two hands, nor may she be using any kind of shield other than a buckler. Lastly, she cannot be covered in any susbstance (such as mud, blood etc) that would obscure her apperance or cause her to doubt her own looks

Charmer's Honour: There's nothing attractive about a liar, a cheater or someone who had to steal someone else's style. These scoundrels may be able to attract the unknowing, but a real dashing swordsman can spot this disgusting behaviour a mile off, and would never stoop so low. Sleeping with someone else's partner, however, is both accepted and expected.
To use any of her Dashing swordsman class features (including magic), the character must obey the following rules:

Cannot openly lie when seeking the hand of someone the character would be interested in.
Cannot cheat at a game of chance, or cheat to catch someone's eye.
Cannot cheat on a dedicated partner, unless you have their permission
Cannot copy somebody else's sense of aesthetics; they can pay homage to a master or tutor, but there's nothing charming about a copycat
Cannot intentionally do something to embarrass or deface themselves
Cannot turn down a duel of honour if more than 20 people are present
As long as it does not break any of the other rules, must flirt with every attractive person they would be interested in
A dashing swordsman who has broken one or more of these rules looses all class features until they are able to charm someone they'd be attracted to whilst following these rules.

Daring Due(exe) A charming swordsman draws power from the limelight. The more people are watching, the more they're swooning for her, the better she feels. To this extent, charming swordsmen train themselves to be able to make even the most basic of tricks look as dramatic as possible.
From second level onwards, A dashing swordsman may user her charisma attribute (in place of the normal attribute) on all jump, climb, use rope, escape artist, hide, move silently, balance, open lock and sleight of hand skill checks to perform something dramatic. It is up to the DM and player to agree what is dramatic.
The dashing swordsman takes no damage from broken glass or splinters that they themselves caused.
At 8th level, A dashing swordsman may use charisma for all skill checks in place of any other attribute.

Charm the pants of off anyone Lesser mortals may say this as a joke, but for a Dashing swordsman, this is no boast but a simple statement of fact. They can, quite litteraly, charm the pants of off anyone or anything.
A dashing swordsman is no longer bothered a spell/abilities gender restriction, particularly those attaining to attraction. Simply put, the Dashing Swordsman is appealing to everyone, regardless of sexual preference/race/any other immunity you can put forward. They gain a +2 charm bonus on all such abilities when used against someone who would normally be attracted to them. The gain a -2 penalty against creatures normally immune to all charm effects. This still does not affect creatures entirely immune to mental effects.
As the masters of seduction themselves, a Dashing Swordsman gets a +2 untyped bonus against all charm effects used against them.

Swaggering Strike Whereas other warriors can make swordplay an art, beautiful in it's own way, a Dashing Swordsman learns how to use their weapon to make someone far more important look good; themselves. And the better they look, the better they strike
Whenever a Dashing swordsman is attacking a foe who's paying attention to her, she deals extra damage as shown on the chart above. For this to work, the Dashing swordsman needs to be able to use their Supreme force of personality ability, and the creature needs to be actively attacking/focusing on her and not an ally. If applicable, this stacks with sneak attack.
This is not precision damage, as the power come from the Dashing swordsman's perfect body and not the foe's ugly one

Ultimate Bravado It takes a special kind of balls to be a real dashing swordsman, the kind that's always ready to stand up to an angry husband, the kind that sees no shame in hiding in a ladies wardrobe (or under he covers), the kind that will do anything for beauty. It takes much more than force to break such a person.
From 5th level onwards, the Dashing Swordsman is immune to all forms of magical interrogation, though this is not know to the person doing the interrogation. In addition, they can choose to have their gender be undetectable by magical means, if they so wish.
A dashing swordsman of 5th level or higher suffers no alignment penalty for a rendezvous that would normally shift their alignment, so long as they committed no other acts that would change their alignment (so a good aligned dashing swordsman's could sleep with a succubus with no penalty, but they'd still become evil if they committed murder during this time). So skilled is the dashing swordsman at misdirection, they get a +5 circumstance bonus to bluff to explain what they where doing at the time.

Vicious Quip An experienced dashing swordsman can use their quips and puns not only to spur themselves on, but also to mess with their opponent, causing them to feel a sense of inadequacy, or driving them into a blind rage.
from 7th level onwards, a dashing swordsman can sacrifice a use of her bardic music to perform one of the following effects. Regardless of the effect chosen, the target is allowed a will save of dc (10 + bardic music level + charisma bonus) to resist the effect. The dashing swordsman must be able to use bardic music to use this ability, she must have at least 9 ranks in perform, and the target must be able to hear the quip and understand it. All of these are mind-effecting abilities. The victim is allowed another save each round to shake off the effect:
Inflict a morale penalty to attack and defence of one specific enemy, equal to the bonus granted by their inspire courage song
Cause the chosen target to attack a foe of their choice. They cannot be made to attack one of their own allies. Due to the rage incited, the creature gains a morale bonus to attack/damage as if they where under the effects of your inspire competence, but they suffer a penalty to will saves and AC of the same value.
Cause the target to fear the Dashing swordsman or her allies. The target is shaken, which increases a step for each 5 points the creature failed the will save by. They must shake of each fear effect individually

Too good looking to die Confidence really is an amazing thing, it can even keep you going when every other part of your body is screaming at you to stop. The dashing swordsman has learnt how to keep her poise and charm even when she should be unconscious by all rights.
The Dashing swordsman calculates her bonus hit points per level from her charisma bonus, not her constitution bonus. This applies retroactively.
In addition, such is her determination and focus that, if they would be reduced to 0 strength or constitution, she can make a perform skill check (dc 25) each round to ignore the effect. The DC of this increases by 1 each round. After stopping using this ability, or failing a save, the Dashing swordsman immediately falls unconscious (in a graceful way.). When she awakens, she is Exhausted for a days, then fatigued for another three days.

Showstopper The Dashing swordsman has learnt how to make everything look good, and is capable of landing one perfect strike (or pose) that leaves those around her inspired.
A number of times per day equal to her charisma modifier, the Dashing swordsman may choose to performs a show stopper. For a number of rounds equal to her charisma modifier, her and all her allies get a + 4 morale bonus to all attacks, damage and skill checks, and they increase their critical threat range by 1 step.
The Dashing swordsman must have a perform skill of 15 to pull off a show-stopper.


Dashing Swordsman (Sublime Scoundrel)

Playing a dashing swordsman:
Your main attribute should be charisma, since that's what powers the majority of the Dashing swordsman's class features. Dexterity is also useful, since it both allows the dashing swordsman to make better use of their evasion class feature, and as well as getting attention. Intellect and wisdom can both be useful to make yourself look better, though to much wisdom can take away from the charming rogue your trying to be. Unusually for a melee class, strength is take it or leave it, and at higher levels so is constitution.
The Sublime Scoundrel variant of the class makes an effective front line fighter thanks to their skills in the sublime way. Though they loose out on some flexibility from the loss of casting advancement, they become much more effective at dealing focused damage. They can still perform as well as a scout or skill monkey, and are also arguably better at support thanks to their access to the white raven school.

Hit Dice: D8
Skill points per level: 6 + int modifier
The Dashing swordsman's class skills (and the attribute for each) are: balance (dex), Bluff (cha), Climb (str), Craft (int), Diplomacy (dex), Disable device (int), Disguise (cha), Escape artist (dex), Gather Information (Cha), Intimidate (cha), Jump (Str), Knowledge (Royalty and nobility, Local, History, Arcana) (Int), Listen (Wis), Martial Lore (int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)

{table]Level | BaB | Will | Reflex | Fort | Class Features |
1 | 1 | 2 | 0 | 2 | Bardic Music, Sublime Charm, Supreme force of personality, Charmer's Honour
2 | 2 | 3 | 0 | 3 | Daring Due | level existing spell caster
3 | 3 | 3 | 1 | 3 | Evasion, Charm the pants of off anyone
4 | 4 | 4 | 1 | 4 | swaggering strike + 1d6
5 | 5 | 4 | 1 | 4 | Uncanny dodge, Ultimate Bravado
6 | 6/1 | 5 | 2 | 5 | swaggering strike + 2d6, Stancedancing
7 | 7/2 | 5 | 2 | 5 | Defensive roll, Viscous quip
8 | 8/3 | 6 | 2 | 6 | swaggering strike 3d6, improved daring due
9 | 9/4 | 6 | 3 | 6 | Mettle, to good looking to die
10 | 10/5 | 7 | 3 | 7 | Showstopper[/table]

Weapon and armour proficiencies: A Dashing swordsman is proficient with all simple and martial weapons. They are proficient with light armour and shields, but not heavy shields.

Manoeuvres: The Dashing swordsman begins her progression down the path of charm knowing three manoeuvres, chosen from either the White Raven, Desert Wind or Iron Heart schools.
Once she knows a manoeuvre, she must ready it before it can be used (see below). A Dashing swordsman's manoeuvres are considered extraordinary abilities unless noted in their description. Her manoeuvres are not effected by spell resistance, and she does not provoke an attack of opportunity when she initiates one.
The Dashing swordsman learns new manoeuvres as shown on table 1:3. you must meet a manoeuvres prerequisites to learn it. At 4th and 8th level, the dashing swordsman may choose to learn a new manoeuvre in place of one she already knows. In effect, she looses one manoeuvre to learn a new one. This manoeuvre can be of any level available to the dashing swordsman, as long as you observe normal restriction on learning manoeuvres.

Manoeuvres readied: As a warblade, except she must spend 1 hour grooming and posing to select her manoeuvres, instead of 5 minutes exercise.

Stances: At first level, The dashing swordsman learns one stance she qualifies for. She can choose a second stance at 5th level, and another at 10th level. Unlike manoeuvres, a dashing swordsman does not need to ready her stances; all of her known stances are available to her at all times.

Table 1:3 stances and manoeuvres:

{table] Level | Manoeuvres known | Manoeuvres readied | Stances Known
1 | 3 | 3 | 1
2 | 4 | 3 | 1
3 | 5 | 4 | 1
4 | 5 | 4 | 1
5 | 6 | 4 | 2
6 | 6 | 4 | 2
7 | 7 | 4 | 2
8 | 7 | 4 | 2
9 | 8 | 4 | 2
10 | 8 | 5 | 3[/table]


Bardic Music: There is nothing – nothing – more charming than a man who can serenade a beautiful lady even as he deals with her husband's pesky body guards, or a luscious siren who can keep up a beautiful tune even as she garrottes the latest challenger. The dashing swordsman gains access to bardic music as a bard the same level as her Dashing Swordsman level.
If she possessed bardic music from another source, then she may add her Dashing Swordsman levels to their other levels to determine what songs they can use.

Sublime Charm many people find themselves walking the sublime way for different reasons be it for power, faith, or self enlightenment. The Dashing Swordsman has found herself on the Sublime way for a different reason; it looks really, really good and you stand out in a crowd. As such, her approach to the schools is a little different.
Due to this odd approach, regardless of their normal skill, the dashing swordsman can choose to use ฝ her perform skill to initiate a manoeuvre. In addition, the Dashing swordsman's approach to the Sublime way allows her to apply her weapon finesse feat to any associated one-handed weapons to the stance she is in even if they are not light weapons. She cannot wield these weapons in two hands and still benefit from weapon finesse.
However, this comes at a cost, as the Dashing swordsman must look good to use the sublime way. As a result, she cannot use any martial stances or manoeuvres if she does not quallify for her Supreme Force of Personality ability

Supreme force of Personality
You can do a lot with a smile and a wink. You can do even more with a smile, wink and a catchy phrase. Just imagine what you could do with the charisma to move the earth.
Such is her poise and confidence, the dashing swordsman may add her charisma bonus on any melee attacks she makes with a weapon she has weapon finesse with, as well as her strength bonus. To benefit from this bonus she must be able to make a quip or pun that her opponent can understand. Mindless opponents are immune to this ability due to being mindless.
The dashing swordsman can also use her charisma modifier to determine her fortitude save if she so desires, in place of her constitution, as well as to determine her use of the concentrate skill.
Due to this being a self-delusion mental effect, the dashing swordsman must feel she looks good. This means she cannot be wearing any armour that would conceal her appearance, so she is limited to light armour. she cannot be using a weapon in two hands, nor may she be using any kind of shield other than a buckler. Lastly, she cannot be covered in any susbstance (such as mud, blood etc) that would obscure her apperance or cause her to doubt her own looks


Charmer's Honour: There's nothing attractive about a liar, a cheater or someone who had to steal someone else's style. These scoundrels may be able to attract the unknowing, but a real dashing swordsman can spot this disgusting behaviour a mile off, and would never stoop so low. Sleeping with someone else's partner, however, is both accepted and expected.
To use any of her Dashing swordsman class features (including magic), the character must obey the following rules:

Cannot openly lie when seeking the hand of someone the character would be interested in.
Cannot cheat at a game of chance, or cheat to catch someone's eye.
Cannot cheat on a dedicated partner, unless you have their permission
Cannot copy somebody else's sense of aesthetics; they can pay homage to a master or tutor, but there's nothing charming about a copycat
Cannot intentionally do something to embarrass or deface themselves
Cannot turn down a duel of honour.
As long as it does not break any of the other rules, must flirt with every attractive person they would be interested in
A dashing swordsman who has broken one or more of these rules looses all class features until they are able to charm someone they'd be attracted to whilst following these rules.

Daring Due A charming swordsman draws power from the limelight. The more people are watching, the more they're swooning for her, the better she feels. To this extent, charming swordsmen train themselves to be able to make even the most basic of tricks look as dramatic as possible.
From second level onwards, A dashing swordsman may user her charisma attribute (in place of the normal attribute) on all jump, climb, use rope, escape artist, hide, move silently, balance, open lock and sleight of hand skill checks to perform something dramatic. It is up to the DM and player to agree what is dramatic.
The dashing swordsman takes no damage from broken glass or splinters that they themselves caused.
At 8th level, A dashing swordsman may use charisma for all skill checks.

Charm the pants of off anyone Lesser mortals may say this as a joke, but for a Dashing swordsman, this is no boast but a simple statement of fact. They can, quite litteraly, charm the pants of off anyone or anything.
A dashing swordsman is no longer bothered a spell/abilities gender restriction, particularly those attaining to attraction. Simply put, the Dashing Swordsman is appealing to everyone, regardless of sexual preference/race/any other immunity you can put forward. They gain a +2 charm bonus on all such abilities when used against someone who would normally be attracted to them. The gain a -2 penalty against creatures normally immune to all charm effects. This still does not affect creatures entirely immune to mental effects.
As the masters of seduction themselves, a Dashing Swordsman gets a +2 untyped bonus against all charm effects used against them.

Swaggering Strike Whereas other warriors can make swordplay an art, beautiful in it's own way, a Dashing Swordsman learns how to use their weapon to make someone far more important look good; themselves. And the better they look, the better they strike
Whenever a Dashing swordsman is attacking a foe who's paying attention to her, she deals extra damage as shown on the chart above. For this to work, the Dashing swordsman needs to be able to use their Supreme force of personality ability, and the creature needs to be actively attacking/focusing on her and not an ally. If applicable, this stacks with sneak attack.
This is not precision damage, as the power come from the Dashing swordsman's perfect body and not the foe's ugly one

Stancedancing for someone with as much grace and poise as a dashing swordsman, switching between stances is an effortless action, one of their many steps in the dance.
From 5th level onwards, a dashing swordsman may change stances as a free action instead of a swift action, though they can only do so once per turn.

Ultimate Bravado It takes a special kind of balls to be a real dashing swordsman, the kind that's always ready to stand up to an angry husband, the kind that sees no shame in hiding in a ladies wardrobe (or under he covers), the kind that will do anything for beauty. It takes much more than force to break such a person.
From 5th level onwards, the Dashing Swordsman is immune to all forms of magical interrogation, though this is not know to the person doing the interrogation. In addition, they can choose to have their gender be undetectable by magical means, if they so wish.
A dashing swordsman of 5th level or higher suffers no alignment penalty for a rendezvous that would normally shift their alignment, so long as they committed no other acts that would change their alignment (so a good aligned dashing swordsman's could sleep with a succubus with no penalty, but they'd still become evil if they committed murder during this time). So skilled is the dashing swordsman at misdirection, they get a +5 circumstance bonus to bluff to explain what they where doing at the time.

Vicious Quip An experienced dashing swordsman can use their quips and puns not only to spur themselves on, but also to mess with their opponent, causing them to feel a sense of inadequacy, or driving them into a blind rage.
from 7th level onwards, a dashing swordsman can sacrifice a use of her bardic music to perform one of the following effects. Regardless of the effect chosen, the target is allowed a will save of dc (10 + bardic music level + charisma bonus) to resist the effect. The dashing swordsman must be able to use bardic music to use this ability, she must have at least 9 ranks in perform, and the target must be able to hear the quip and understand it. All of these are mind-effecting abilities. The victim is allowed another save each round to shake off the effect:

Inflict a morale penalty to attack and defence of one specific enemy, equal to the bonus granted by their inspire courage song
Cause the chosen target to attack a foe of their choice. They cannot be made to attack one of their own allies. Due to the rage incited, the creature gains a morale bonus to attack/damage as if they where under the effects of your inspire competence, but they suffer a penalty to will saves and AC of the same value.
Cause the target to fear the Dashing swordsman or her allies. The target is shaken, which increases a step for each 5 points the creature failed the will save by. They must shake of each fear effect individually

Too good looking to die Confidence really is an amazing thing, it can even keep you going when every other part of your body is screaming at you to stop. The dashing swordsman has learnt how to keep her poise and charm even when she should be unconscious by all rights.
The Dashing swordsman calculates her bonus hit points per level from her charisma bonus, not her constitution bonus. This applies retroactively.
In addition, such is her determination and focus that, if they would be reduced to 0 strength or constitution, she can make a perform skill check (dc 25) to ignore the effect. The DC of this increases by 1 each round. After stopping using this ability, or failing a save, the Dashing swordsman immediately falls unconscious (in a graceful way.). When she awakens, she is Exhausted for a days, then fatigued for another three days.

Showstopper The Dashing swordsman has learnt how to make everything look good, and is capable of landing one perfect strike (or pose) that leaves those around her inspired.
A number of times per day equal to her charisma modifier, the Dashing swordsman may choose to performs a show stopper. For a number of rounds equal to her charisma modifier, her and all her allies get a + 4 morale bonus to all attacks, damage and skill checks, and they increase their critical threat range by 1 step.
The Dashing swordsman must have a perform skill of 15 to pull off a show-stopper.


Dashing Swordsmen in the world
Alignment: Dashing swordsmen can be of any alignment. Though their behaviour mostly seem to lean towards chaotic to the unknowing, a true dashing swordsman holds themselves to a code of personal honour.
The same could be said for the good-evil axis. It's just as possible for evil to be as charming as good (and they have an excuse for tighter, shinier outfits). Above all, a dashing swordsman is charming to everyone.

Other Classes
Dashing Swordsmen get on well with most classes, but most particularly warblades – who share their love of style, and understand everything's better with a flourish on the end – and bards, which is what most dashing swordsmen progressed from.
Dashing swordsmen can sometimes be rubbed the wrong way by wizards and sorcerer, due to their magic often garnering more attention than the swordsman, though this is personal preference.
Dashing Swordsman can also draw the distaste of classes that live by a strictly lawful code, such as paladins or monks – though generally only those of the same gender. The opposite gender seem to let these charming rogues slide.

Dashing Swordsman Lore
Characters with ranks in Knowledge (royalty and nobility), Knowledge (local), Gather Information or Bardic Lore can research Dashing Swordsmen.
DC 10: Dashing Swordsmen are bravos who think confidence can take the place of skill. They spend most their time posing in a mirror or trying to sleep with everything that moves than doing anything else
DC15: Dashing Swordsmen can somehow manage to get their natural charm to work for them in a fight. Watch out, some of them walk the sublime way or can use magic. It's not safe to leave your girlfriend unattended near one
DC20: A Dashing swordsman is someone capable of bending reality though force of personality alone. They live for the limelight, and draw more power to themselves the more people are watching. So long as it's for an audience, they can do things most people would say was impossible

Metahuman1
2011-10-11, 01:47 PM
Nice. I might well run one of the two variants in a game some time down the line.

Siosilvar
2011-10-11, 01:56 PM
"Derring-do", not "Daring Due" (and it would be "Daring Do" even if it weren't "derring-do"). I'll have time to actually look at the classes in about half an hour.

EDIT: Formatting. Bold your ability names, title case, add colons (':'s). The fluff text is nice and all, but it's difficult to tell where fluff ends and ability begins. Use two line breaks between a fluff paragraph and a mechanics paragraph.

Spellcasting: Full caster level with half casting is decent enough. Adding bard spells to your list... not sure what I think of that. It might be too much.

Maneuvers: The known and readied numbers are, I believe, a bit too high, but you'd have to ask someone who's better at balancing ToB than I.

Sublime Charm sounds okay, but "half her perform skill to initiate a maneuver" means little. That sentence needs to be reworded - "The dashing swordsman may substitute half her ranks in perform for her ranks in any other skill to determine the effects of a maneuver."

Having a code on a class like this is interesting. I'm not sure if it should be included or not; maybe put it in as an option, for inspiration?

Derring-do would probably be simpler as "A dashing swordsman may substitute her charisma modifier for her Strength or Dexterity modifier when using a skill based on those abilities.", then Improved Derring-do "A dashing swordsman may substitute her charisma modifier for any ability modifier while using a skill."

Charm the pants off should specify what those +2 bonuses apply to. Diplomacy and Bluff checks?

Swaggering Strike should specify "that can see her" instead of "is paying attention to her".

Ultimate Bravado works, but "magical interrogation" is pretty nebulous. Maybe "charms and compulsion effects"?

Vicious Quip (misspelled as "viscous" in both tables) is a good ability, but Inspire Courage bonuses are +1 at 7th level and +2 at 8th. Not really worth the investment, except for the fear effect, I'd say.

Showstopper's perform requirement comes out of nowhere. The rest of the class doesn't require perform ranks, so you shouldn't require them for the capstone. Threat range is a neat effect, but that +4 attack/damage doesn't stack with Inspire Courage, and should.

All in all, it's a pretty good class, the abilities all fit together fairly well, and I don't see any major balance issues (aside from capstone stacking, number of maneuvers and maybe the Bard spell list).