Bard: Difference between revisions
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'''<code>Class Skills</code>''': [[Acrobatics]], [[Appraise]], [[Concentration]], [[Deception]], [[Handle Magical Device]], [[Intimidate]], [[Intuition]], [[Knowledge]], [[Lore]], [[Perception]], [[Performance]], [[Persuasion]], [[Search]], [[Sleight of Hand]], [[Spellcraft]], [[Stealth]], [[Tumble]] | '''<code>Class Skills</code>''': [[Acrobatics]], [[Appraise]], [[Concentration]], [[Deception]], [[Handle Magical Device]], [[Intimidate]], [[Intuition]], [[Knowledge]], [[Lore]], [[Perception]], [[Performance]], [[Persuasion]], [[Search]], [[Sleight of Hand]], [[Spellcraft]], [[Stealth]], [[Tumble]] | ||
<code>'''Unavailable Skills'''</code>: [[Handle Animal]] | <code>'''Unavailable Skills'''</code>: [[Handle Animal]] | ||
Presence determines how powerful the spell a Dirgist may cast, how many spells they may cast per rest, and how difficult those spells are to resist. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+The Dirgist | |+The Dirgist | ||
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'''<code>Class Skills</code>''': [[Acrobatics]], [[Appraise]], [[Concentration]], [[Deception]], [[Handle Magical Device]], [[Intimidate]], [[Intuition]], [[Knowledge]], [[Lore]], [[Perception]], [[Performance]], [[Persuasion]], [[Search]], [[Sleight of Hand]], [[Spellcraft]], [[Stealth]], [[Tumble]] | '''<code>Class Skills</code>''': [[Acrobatics]], [[Appraise]], [[Concentration]], [[Deception]], [[Handle Magical Device]], [[Intimidate]], [[Intuition]], [[Knowledge]], [[Lore]], [[Perception]], [[Performance]], [[Persuasion]], [[Search]], [[Sleight of Hand]], [[Spellcraft]], [[Stealth]], [[Tumble]] | ||
<code>'''Unavailable Skills'''</code>: [[Handle Animal]] | <code>'''Unavailable Skills'''</code>: [[Handle Animal]] | ||
Presence determines how powerful the spell a Minstrel may cast, how many spells they may cast per rest, and how difficult those spells are to resist. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+The Minstrel | |+The Minstrel | ||
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'''<code>Class Skills</code>''': [[Acrobatics]], [[Appraise]], [[Concentration]], [[Deception]], [[Handle Animal]], [[Handle Device]], [[Handle Lock]], [[Handle Magical Device]], [[Handle Medicine]], [[Intimidate]], [[Intuition]], [[Handle Magical Device]], [[Knowledge]], [[Lore]], [[Perception]], [[Performance]], [[Persuasion]], [[Poise]], [[Search]], [[Sleight of Hand]], [[Spellcraft]], [[Stealth]], [[Survival]], [[Tumble]] | '''<code>Class Skills</code>''': [[Acrobatics]], [[Appraise]], [[Concentration]], [[Deception]], [[Handle Animal]], [[Handle Device]], [[Handle Lock]], [[Handle Magical Device]], [[Handle Medicine]], [[Intimidate]], [[Intuition]], [[Handle Magical Device]], [[Knowledge]], [[Lore]], [[Perception]], [[Performance]], [[Persuasion]], [[Poise]], [[Search]], [[Sleight of Hand]], [[Spellcraft]], [[Stealth]], [[Survival]], [[Tumble]] | ||
<code>'''Unavailable Skills'''</code>: None | <code>'''Unavailable Skills'''</code>: None | ||
Presence determines how powerful the spell a Specialist may cast, how many spells they may cast per rest, and how difficult those spells are to resist. | |||
=== Swashbuckler <small>(Swh)</small> === | === Swashbuckler <small>(Swh)</small> === | ||
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'''<code>Class Skills</code>''': [[Acrobatics]], [[Appraise]], [[Concentration]], [[Deception]], [[Handle Magical Device]], [[Intimidate]], [[Intuition]], [[Knowledge]], [[Lore]], [[Perception]], [[Performance]], [[Persuasion]], [[Search]], [[Sleight of Hand]], [[Spellcraft]], [[Stealth]], [[Tumble]] | '''<code>Class Skills</code>''': [[Acrobatics]], [[Appraise]], [[Concentration]], [[Deception]], [[Handle Magical Device]], [[Intimidate]], [[Intuition]], [[Knowledge]], [[Lore]], [[Perception]], [[Performance]], [[Persuasion]], [[Search]], [[Sleight of Hand]], [[Spellcraft]], [[Stealth]], [[Tumble]] | ||
<code>'''Unavailable Skills'''</code>: [[Handle Animal]] | <code>'''Unavailable Skills'''</code>: [[Handle Animal]] | ||
Presence determines how powerful the spell a Swashbuckler may cast, how many spells they may cast per rest, and how difficult those spells are to resist. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+The Swashbuckler | |+The Swashbuckler | ||
Revision as of 23:54, 17 April 2025
It is said that there may be no magic more special than the magic of music, poetry and song; the Bard, then, seeks nothing except to prove these sayings true. In the Realms of Terror they are known as storytellers, minstrels, negotiators, messengers, scouts and even spies, all greasing the wheels upon which true experiences may be witnessed, catalogued, and later performed. Like sponges Bards absorb the fabric of the world around them, following the lives of the greatest heroes and most vile villains beyond the Misty Border. Yet Bards are not always open books - in each rest the secrets of Bardic spellcraft, an ancient technique working the very nature of reality itself through self-expression. Behind every smiling face lies a maestro capable of raising the spirits of the oppressed inasmuch they might enrapture their audiences for their own selfish benefit, toying with the minds of others through powerful enchantments and illusions. Whether a Bard rises to the responsibility inherent to these abilities is a question answered only by the performer, themselves.
Their work lends well to travel, with Bards found around most places in the Core. Kartakan Bards are especially prominent, as their cultural heritage permits Kartakass as the only domain in the Realms of Terror with recognized bardic colleges. As more minstrels have emigrated across the continent, greater premiums have been placed on those capable of performing both in their native language and the Kartakan-Sithican dialect, mingling the harmony in the former with the contrasting sibilance in the latter. The dazzlement of their audiences grants Bards plausible deniability in their performances, with most domain authorities tolerating all but the most flamboyant displays. They are a diverse lot, with any matter of motivations and principles availed to the individual.
Bards as Adventurers
Adventure is at the heart of Bards, for there are no new songs learned only by standing still. They may relish opportunities to practice their many skills and abilities, further their reputation, or to spread tales about those who have come before, need a champion now, or are needed in the future. Bards often seek company, joining entourages to witness deeds firsthand so that they might spin marvelous (perhaps even embellished) versions later to new fellows beyond. The Realms of Terror are especially dense with myths, legends and other threads for the enterprising Bard to pull on - for better or worse.
Ideology and Alignment
Despite a reputation for whimsy Bards may represent any alignment, though this may not always be clear to those around them as they are masters of perfecting theater-like personas to don and doff at their leisure. Therefore a Bard who sings for peace and brother may be really a scurrilous rogue, and another who lavishes the praise of a government may as easily be a spy for any number of oppositional powers. The Word is a malleable art form, requiring nothing from the Bard to be practiced other than an ineffable presence and inherent force of personality.
Organized religion is a stage to work unto itself, so there exists room for Bards to extol dogmas through their art from any ideoligion that they might follow. Some may cast dubious eyes on the flamboyant or invective nature of skilled Bards, though, and others may consider such gifts as the genuine article of the divine as would any other miracle.
Origins
Many cultures across the Prime Material train nascent Bardic potential in their entertainers and adventurers, with that talent at times, either through careful cultivation or sudden crystallization, giving rise to the true Bard. Often, though not always, these Bards find themselves in the apprenticeship of a senior Bard who they will serve until prepared to strike out on their own. Domains beyond Kartakass that recognize the appeal of Bards include Dementlieu, Richemulot and Borca, owing to the supposed strength of High Mordentish culture in the region.
Occasional is the congregation of Bards in informal colleges, loose institutions seeking to impart the rite of true music to their students. It should be noted that Bardic spellcraft is precisely a cultivated form in the Realms of Terror rather than a circumstance of blood, though blood may well have its due in other ways. Taken together the circumstances of one's training are less important than the reason why a Bard has taken to the road - jealous rivals and jilted authorities being only two of countless possibilities.
Races
The Bardic traditions are syncretic with human and halfling societies, owing to the strong sense of community and adoration of the arts endemic to both races. Elves leverage their talent in music and spellcraft, allowing the career of the Bard to come naturally to them. Dwarves, though rigorous in their appetite, do have organs of performance that a Bard may call upon, foreign as it may be for any non-Dwarven observer. Half-elves are especially prone to Bardic insights as a child of two worlds. Caliban Bards may begin their journeys as performers through tragic or unkind circumstances.
Other Perspectives
A Bard works well with their companions, often serving as the spokesperson of any group or party so to advantage their diction and social skills for their overall benefit. It is not uncommon for a particularly versed Bard to be able to float between groups without difficulty, melding their persona to present company as required. As their spellcraft is so deeply intertwined with their performance, bargaining for acceptance with skeptical folk is not a challenge except for the most scrutinous individuals, like Inquisitors, who have the trained eye to separate performance from covert spellcraft. Yet the evasive nature of a Bard makes it difficult for any one person or institution to pin them down - and that is to their preference.
Bards in The Domains of Dread
For the first two levels, a Bard has at least 3/4 BAB and d6 Hit Dice, beginning play with (6 + INT) x 4 Skill Points.
Class Features
Bardic spellcasting: A Bard casts spells, which are drawn from the Bardic spell list. They are limited by spells known, but cast spontaneously.
To cast a spell, the Bard must have a Presence score equal to at least 10 + the spell level.
Bardic knowledge: A Bard adds half their class levels, rounded down, to all Knowledge and Lore checks.
Fascinate: The Bard takes an action to attempt to fascinate a nearby target that can see and hear the Bard, provoking a Will save with the DC set by the Bard's caster level. This is a mind-affecting effect. If they fail, the target is notified and becomes immune to any further attempts for an hour IGT.
Well-versed: The Bard, leveraging experience, is better at resisting trickeries of the mind. They enjoy +2 to saves made against illusions and mind-affecting effects.
Bardic performance: Bards have a point pool known as the performance pool, from which they draw in order to create magical effects on themselves and/or those around them. A Bard knows only a limited set of performances, determined by their performances known. Performances have audible and visual components by default. The efficacy of a performance is determined by class level and that performance's skill perquisites.
Collate songbook: Bards with access to written performances may add unique sets to their songbooks after certain tasks in the module, such as when completing an oubliette. These unique performances do not count against their performances known but may be performed only a limited amount of times before needing to be collected again.
Loremaster: The Bard rolls at least 10 on any Knowledge or Lore check.
Suggestion: The Bard may use a performance point to suggest to a target who they have already fascinated, provoking an additional Will save with the DC set by the Bard's caster level. This is a mind-affecting effect. If they fail, the target ceases to be fascinated, is notified, and becomes immune to any further attempts for an hour IGT. See the linked article for details and rules around suggestion.
Fascinate, Mass: As fascinate in a medium radius.
Subsonics: Performances made by the Bard may drop their audible components at the Bard's leisure.
Suggestion, Mass: As suggestion in a medium radius.
Dirgist (Drg)
Requirements: LE, NE, CE, LN, TN or CN alignmentBAB: 3/4Hit Dice: d6Weapon Proficiencies: Simple, MartialSkill Points per Level: 4 + INTPrimary Saving Throw: Reflex, WillClass Skills: Acrobatics, Appraise, Concentration, Deception, Handle Magical Device, Intimidate, Intuition, Knowledge, Lore, Perception, Performance, Persuasion, Search, Sleight of Hand, Spellcraft, Stealth, TumbleUnavailable Skills: Handle Animal
Presence determines how powerful the spell a Dirgist may cast, how many spells they may cast per rest, and how difficult those spells are to resist.
| Level | BAB | Fort | Ref | Will | Special | PP/PK | Spells per Rest
|
Spells Known
|
|---|---|---|---|---|---|---|---|---|
| 1st | +0
|
+0
|
+2
|
+2
|
Bardic knowledge, fascinate, general feat | -
|
∞ - - - - - - -
|
4 - - - - - - -
|
| 2nd | +1
|
+0
|
+3
|
+3
|
Well-versed | -
|
∞ 1 - - - - - -
|
5 2 - - - - - -
|
| 3rd | +2
|
+1
|
+3
|
+3
|
Dirge of doom, bardic performance,
collate songbook, inflict harm, general feat, bonus dirgist feat |
2+PRS/2
|
∞ 1 1 - - - - -
|
5 3 - - - - - -
|
| 4th | +3
|
+1
|
+4
|
+4
|
ASI | 2+PRS/2
|
∞ 2 1 - - - - -
|
5 3 2 - - - - -
|
| 5th | +3
|
+1
|
+4
|
+4
|
Loremaster | 4+PRS/3
|
∞ 2 1 1 - - - -
|
5 4 3 - - - - -
|
| 6th | +4
|
+2
|
+5
|
+5
|
Dirge of blood, departed empathy, general feat,
bonus dirgist feat |
4+PRS/3
|
∞ 2 2 1 - - - -
|
5 4 3 2 - - - -
|
| 7th | +5
|
+2
|
+5
|
+5
|
Suggestion | 6+PRS/4
|
∞ 3 2 1 1 - - -
|
5 4 4 3 - - - -
|
| 8th | +6/+1
|
+2
|
+6
|
+6
|
ASI | 6+PRS/4
|
∞ 3 2 1 1 - - -
|
5 4 4 3 2 - - -
|
| 9th | +6/+1
|
+3
|
+6
|
+6
|
Dirge of melancholia, whispers of the dead,
general feat, bonus dirgist feat |
8+PRS/5
|
∞ 3 2 2 1 - - -
|
5 4 4 4 3 - - -
|
| 10th | +7/+2
|
+3
|
+7
|
+7
|
Mass fascinate | 8+PRS/5
|
∞ 3 2 2 1 1 - -
|
5 4 4 4 4 2 - -
|
| 11th | +8/+3
|
+3
|
+7
|
+7
|
Subsonics | 10+PRS/6
|
∞ 3 2 2 2 1 - -
|
5 4 4 4 4 3 - -
|
| 12th | +9/+4
|
+4
|
+8
|
+8
|
Dirge of vengeance, departed likeness, general feat,
bonus dirgist feat, ASI |
10+PRS/6
|
∞ 3 3 2 2 1 1 -
|
5 4 4 4 4 3 2 -
|
| 13th | +9/+4
|
+4
|
+8
|
+8
|
Mass suggestion | 10+PRS/6
|
∞ 3 3 3 2 2 1 -
|
5 4 4 4 4 4 3 -
|
| 14th | +10/+5
|
+4
|
+9
|
+9
|
Dirge of death, capstone dirgist feat | 12+PRS/7
|
∞ 3 3 3 3 2 2 1
|
5 4 4 4 4 4 3 2
|
Archetype Features
Dirge of doom: Consumes 1 performance point to perform a set evoking ancient kings and fallen heroes, troubling their foes with melancholy of the past.
Inflict harm: All cure spells are inverted to their inflict versions for a Dirgist.
Dirge of blood: Consumes 1 performance point to perform a set which lays magical marks on living foes, increasing damage against them until consumed.
Departed empathy: Unintelligent undead of HD equal to or less than the Dirgist's HD do not perceive the Dirgist as hostile unless attacked directly or by a hostile spell.
Dirge of melancholia: Consumes 2 performance points to perform a set which slows foes and deals untyped damage over time.
Whispers of the dead: The Dirgist becomes eligible for various GM-chaperoned events, such as receiving whispers from spirits or being able to speak with them as they roam the boundary between the demiplane and the Dread Ethereal. This may provoke Fear, Horror and Delirium checks depending on the nature of the information and the likeness of the spirit. A Dirgist cannot directly control which spirits take interest in them.
Dirge of vengeance: Consumes 2 performance points to unleash a harrowing dirge whose power is bolstered by how close the Dirgist's nearby allies are to collapse, or if they have already collapsed.
Departed likeness: The Dirgist projects an unconscious spectral mien, causing intelligent undead of HD equal to or less than the Dirgist's HD to not perceive them as immediate threats unless attacked directly or by a hostile spell. Human-controlled undead will be notified and may react accordingly.
Dirge of death: Consumes 4 performance points to perform a set that bestows all in radius, including allies, deathwatch. Targets with deathwatch must save or die.
Minstrel (Mis)
Requirements: NoneBAB: 1/2Hit Dice: d6Weapon Proficiencies: SimpleSkill Points per Level: 4 + INTPrimary Saving Throw: Reflex, WillClass Skills: Acrobatics, Appraise, Concentration, Deception, Handle Magical Device, Intimidate, Intuition, Knowledge, Lore, Perception, Performance, Persuasion, Search, Sleight of Hand, Spellcraft, Stealth, TumbleUnavailable Skills: Handle Animal
Presence determines how powerful the spell a Minstrel may cast, how many spells they may cast per rest, and how difficult those spells are to resist.
| Level | BAB | Fort | Ref | Will | Special | PP/PK | Spells per Rest
|
Spells Known
|
|---|---|---|---|---|---|---|---|---|
| 1st | +0
|
+0
|
+2
|
+2
|
Bardic knowledge, fascinate, general feat | -
|
∞ 1 - - - - - -
|
4 2 - - - - - -
|
| 2nd | +1
|
+0
|
+3
|
+3
|
Well-versed | -
|
∞ 2 - - - - - -
|
5 3 - - - - - -
|
| 3rd | +2
|
+1
|
+3
|
+3
|
Enhance performance, bardic performance,
collate songbook, general feat, bonus minstrel feat |
4+PRS/3
|
∞ 2 1 - - - - -
|
5 3 2 - - - - -
|
| 4th | +3
|
+1
|
+4
|
+4
|
ASI | 4+PRS/3
|
∞ 3 2 - - - - -
|
5 4 3 - - - - -
|
| 5th | +3
|
+1
|
+4
|
+4
|
Loremaster | 6+PRS/4
|
∞ 3 2 1 - - - -
|
5 4 3 2 - - - -
|
| 6th | +4
|
+2
|
+5
|
+5
|
Inspire bravery, evasive performance, general feat,
bonus minstrel feat |
6+PRS/4
|
∞ 3 3 2 - - - -
|
5 4 4 3 - - - -
|
| 7th | +5
|
+2
|
+5
|
+5
|
Suggestion | 8+PRS/5
|
∞ 4 3 2 1 - - -
|
5 5 4 3 2 - - -
|
| 8th | +6/+1
|
+2
|
+6
|
+6
|
ASI | 8+PRS/5
|
∞ 4 3 3 2 - - -
|
5 5 4 4 3 - - -
|
| 9th | +6/+1
|
+3
|
+6
|
+6
|
Inspire bulwark, extended performance,
general feat, bonus minstrel feat |
10+PRS/6
|
∞ 4 4 3 2 1 - -
|
5 5 5 4 3 2 - -
|
| 10th | +7/+2
|
+3
|
+7
|
+7
|
Mass fascinate | 10+PRS/6
|
∞ 4 4 3 3 2 - -
|
5 5 5 4 4 2 - -
|
| 11th | +8/+3
|
+3
|
+7
|
+7
|
Subsonics | 12+PRS/7
|
∞ 4 4 3 3 2 1 -
|
5 5 5 4 4 3 2 -
|
| 12th | +9/+4
|
+4
|
+8
|
+8
|
Inspire vitality, general feat, bonus minstrel feat, ASI | 12+PRS/7
|
∞ 4 4 4 3 3 2 -
|
5 5 5 5 4 4 3 -
|
| 13th | +9/+4
|
+4
|
+8
|
+8
|
Mass suggestion | 12+PRS/7
|
∞ 4 4 4 4 3 2 1
|
5 5 5 5 5 4 3 2
|
| 14th | +10/+5
|
+4
|
+9
|
+9
|
Sublime performance, capstone minstrel feat | 14+PRS/8
|
∞ 4 4 4 4 3 3 2
|
5 5 5 5 5 4 4 3
|
Archetype Features
Enhance performance: Performances made by the Minstrel count as the next tier up so long as they meet the performance requirements of the preceding tier.
Inspire bravery: Consumes 1 performance point to perform a set which bestows increased saves against Fear, Horror and Delirium.
Evasive performance: Should the Minstrel perform a set which has an action time, they will enjoy +2 untyped AC while actively performing.
Inspire bulwark: Consumes 2 performance points to perform a set which bestows increased DR against mundane damage sources.
Extended performance: Performances made by the Minstrel have their duration tier upgraded. Reaction becomes quick, quick becomes normal, and normal becomes long. No effect if the performance duration is already long.
Inspire vitality: Consumes 2 performance points to perform a set which stabilizes all collapsed allies and heals upright allies.
Sublime performance: Consumes 4 performance points to perform a set which combines the effects of all inspire performances, refreshing their effects every round. The Minstrel must actively perform sublime performance and it has no fixed duration as long as the Minstrel is not interrupted or cancels the action.
Specialist (Spc)
Requirements: NoneBAB: 3/4Hit Dice: d6Weapon Proficiencies: Simple, MartialSkill Points per Level: 8 + INTPrimary Saving Throw: Reflex, WillClass Skills: Acrobatics, Appraise, Concentration, Deception, Handle Animal, Handle Device, Handle Lock, Handle Magical Device, Handle Medicine, Intimidate, Intuition, Handle Magical Device, Knowledge, Lore, Perception, Performance, Persuasion, Poise, Search, Sleight of Hand, Spellcraft, Stealth, Survival, TumbleUnavailable Skills: None
Presence determines how powerful the spell a Specialist may cast, how many spells they may cast per rest, and how difficult those spells are to resist.
Swashbuckler (Swh)
Requirements: NoneBAB: 1Hit Dice: d8Weapon Proficiencies: Simple, MartialSkill Points per Level: 2 + INTPrimary Saving Throw: Reflex, WillClass Skills: Acrobatics, Appraise, Concentration, Deception, Handle Magical Device, Intimidate, Intuition, Knowledge, Lore, Perception, Performance, Persuasion, Search, Sleight of Hand, Spellcraft, Stealth, TumbleUnavailable Skills: Handle Animal
Presence determines how powerful the spell a Swashbuckler may cast, how many spells they may cast per rest, and how difficult those spells are to resist.
| Level | BAB | Fort | Ref | Will | Special | PP | Spells per Rest
|
Spells Known
|
|---|---|---|---|---|---|---|---|---|
| 1st | +0
|
+0
|
+2
|
+2
|
Bardic knowledge, fascinate, general feat | -
|
∞ - - - - - - -
|
3 - - - - - - -
|
| 2nd | +1
|
+0
|
+3
|
+3
|
Well-versed | -
|
∞ - - - - - - -
|
4 - - - - - - -
|
| 3rd | +2
|
+1
|
+3
|
+3
|
Bardic panache, dazzling panache,
general feat, bonus swashbuckler feat |
2+PRS
|
∞ - - - - - - -
|
5 - - - - - - -
|
| 4th | +3
|
+1
|
+4
|
+4
|
ASI | 2+PRS
|
∞ 1 - - - - - -
|
5 2 - - - - - -
|
| 5th | +4
|
+1
|
+4
|
+4
|
Loremaster | 4+PRS
|
∞ 1 - - - - - -
|
5 3 - - - - - -
|
| 6th | +5
|
+2
|
+5
|
+5
|
Auric weaponry, resounding panache,
general feat, bonus swashbuckler feat |
4+PRS
|
∞ 1 0 - - - - -
|
5 3 2 - - - - -
|
| 7th | +6/+1
|
+2
|
+5
|
+5
|
Suggestion | 6+PRS
|
∞ 1 0 - - - - -
|
5 3 3 - - - - -
|
| 8th | +7/+2
|
+2
|
+6
|
+6
|
ASI | 6+PRS
|
∞ 1 1 - - - - -
|
5 4 3 - - - - -
|
| 9th | +8/+3
|
+3
|
+6
|
+6
|
Dazzling footwork, shrouding panache,
general feat, bonus swashbuckler feat |
8+PRS
|
∞ 1 1 0 - - - -
|
5 4 3 2 - - - -
|
| 10th | +9/+4
|
+3
|
+7
|
+7
|
Mass fascinate | 8+PRS
|
∞ 1 1 1 - - - -
|
5 4 3 3 - - - -
|
| 11th | +10/+5
|
+3
|
+7
|
+7
|
Subsonics | 10+PRS
|
∞ 1 1 1 - - - -
|
5 4 4 3 - - - -
|
| 12th | +11/+6/+1
|
+4
|
+8
|
+8
|
Marking panache, greater parry, general feat,
bonus swashbuckler feat, ASI |
10+PRS
|
∞ 2 1 1 0 - - -
|
5 4 4 3 2 - - -
|
| 13th | +12/+7/+2
|
+4
|
+8
|
+8
|
Mass suggestion | 12+PRS
|
∞ 2 2 1 1 - - -
|
5 4 4 3 3 - - -
|
| 14th | +13/+8/+3
|
+4
|
+9
|
+9
|
Keen panache, greater feint,
capstone swashbuckler feat |
12+PRS
|
∞ 2 2 2 1 - - -
|
5 4 4 4 3 - - -
|
Bardic panache: The Swashbuckler cannot perform standard bardic performances, instead performing feats of derring-do consuming panache points. The Swashbuckler inherently knows all panache feats available to them. Acts of panache are free actions to activate.
Dazzling panache: Consumes 1 panache point to perform a standard maneuver which dazzles the target for a quick duration. Effects which cure blindness also cure dazzlement, and likewise targets immune to blindness are immune to dazzlement. Features which rely on a target to be dazzled also function if they are blinded.
Auric weaponry: Unless toggled, the Swashbuckler deals +PRS on weapon attacks as bonus sonic damage so long as they are using a finesse weapon and have no more than a small shield in their offhand. If they are already receiving bonus sonic damage expressed as a die, then the flat damage from auric weaponry is applied after, for example 1d4 sonic damage becomes 1d4+PRS sonic damage, otherwise auric weaponry will take from the highest.
Resounding panache: Consumes 1 panache point to double sonic damage dealt to dazzled targets for a quick duration.
Dazzling footwork: The Swashbuckler enjoys a +2 circumstantial bonus to maneuvers against dazzled targets, and imposes -2 to maneuvers against them from those targets.
Shrouding panache: Consumes 2 panache points to add +PRS untyped AC against attacks made by dazzled targets for a quick duration.
Marking panache: Consumes 1 panache point to place a mark on a dazzled target. Upon confirming a critical on the target, deals 2d6+PRS sonic damage in a radius around the target and restores 5 panache points, consuming the mark as well as the dazzled status from the target. 2/rest.
Greater parry: Allocates greater parry as an available maneuver.
Keen panache: Consumes 4 panache points to upgrade the critical threat range against dazzled targets and imposes an additional 1d4 sonic damage explosion die on confirmed criticals for a quick duration.