Duelist- Social Swordsmen (originally by weredrago 2)
Apr 19, 2019 20:57:20 GMT -6
Post by ScrapyardDragon on Apr 19, 2019 20:57:20 GMT -6
Homebrew Class - Duelist
Attributes: Charisma, Dexterity, Fellowship
Skills: Academic Lore, Acrobatics, Athletics, Charm, Command, Common Lore, Deceive, Disguise, Intimidation, Perception, Performer, Persuasion, Politics, Scrutiny, Weaponry
Sword Schools: Diamond Mind, Platinum Perfect, Shadow Hand
Completion Bonus: +1 to all social attacks.
Level 1- Noble
Prerequisites- Deceive 2,Persuasion 3, Weaponry 3
Feats:
Armor Proficiency (Light)
Fast Reflexes
Jack of All Trades
Professional Insult Fighter
Weapon Proficiency (Melee 2)
Level 2- Dilettante
Prerequisites- Deceive 3, Persuasion 3, Weaponry 3, Professional Insult Fighter
Feats:
Danger Sense
Evasion
Improved Feint
Quick Draw
Look, a distraction
Level 3- Duelist
Prerequisites- Deceive 3, Persuasion 4, Weaponry 4, Look a distraction
Feats:
Flynning
Furious Assault
Luck
Swift Attack
Two Weapon Fighting
Level 4- Knight-Commander
Prerequisites- Deceive 4, Persuasion 5, Weaponry 5, Flynning
Feats:
Armor of Contempt
Combat Master
Hard Target
Psyche Out
Wall of Steel
Level 5- Duke-Commander
Prerequisites- Deceive 5, Persuasion 5, Weaponry 5, Psyche Out
Feats:
Air of Authority
Counter Attack
Fearless
Lightning Attack
Step Aside
NEW Feats!
Professional Insult Fighter
You can use the Monologue/Study, Social Attack, and Wordplay social combat actions in standard combat. Characters you target with social attacks in standard combat can spend reactions to Refute you as if they were in social combat. Social combat actions provoke opportunity attacks when performed in the middle of standard combat.
Look, a distraction!
In a duel, allowing your concentration to waver for even a second can result in defeat or death. If you perform a successful Wordplay action against a target in standard combat, your next melee attack against that same target cannot be dodged or parried. If your next action is anything other than a standard attack, the advantage of Wordplay is lost. This counts as a feint for interaction special attacks and other feats.
Flynning
You can use fancy swordplay to make your opponents dance. Instead of making a damage roll for a successful melee attack, you can choose to move yourself and a target you're engaged in combat with a number of meters equal to your Dexterity. This movement does not provoke opportunity attacks.
Psyche Out
You really know how to throw people off their game. When you overcome a target with a social attack in standard combat, you can force them to either spend Resolve or count as being under the effects of the Unluck spell (including the benefits for getting raises on your roll, to a limit of -5k0) until the end of their next turn. This effect replaces the normal effects of your social attacks.
Attributes: Charisma, Dexterity, Fellowship
Skills: Academic Lore, Acrobatics, Athletics, Charm, Command, Common Lore, Deceive, Disguise, Intimidation, Perception, Performer, Persuasion, Politics, Scrutiny, Weaponry
Sword Schools: Diamond Mind, Platinum Perfect, Shadow Hand
Completion Bonus: +1 to all social attacks.
Level 1- Noble
Prerequisites- Deceive 2,Persuasion 3, Weaponry 3
Feats:
Armor Proficiency (Light)
Fast Reflexes
Jack of All Trades
Professional Insult Fighter
Weapon Proficiency (Melee 2)
Level 2- Dilettante
Prerequisites- Deceive 3, Persuasion 3, Weaponry 3, Professional Insult Fighter
Feats:
Danger Sense
Evasion
Improved Feint
Quick Draw
Look, a distraction
Level 3- Duelist
Prerequisites- Deceive 3, Persuasion 4, Weaponry 4, Look a distraction
Feats:
Flynning
Furious Assault
Luck
Swift Attack
Two Weapon Fighting
Level 4- Knight-Commander
Prerequisites- Deceive 4, Persuasion 5, Weaponry 5, Flynning
Feats:
Armor of Contempt
Combat Master
Hard Target
Psyche Out
Wall of Steel
Level 5- Duke-Commander
Prerequisites- Deceive 5, Persuasion 5, Weaponry 5, Psyche Out
Feats:
Air of Authority
Counter Attack
Fearless
Lightning Attack
Step Aside
NEW Feats!
Professional Insult Fighter
You can use the Monologue/Study, Social Attack, and Wordplay social combat actions in standard combat. Characters you target with social attacks in standard combat can spend reactions to Refute you as if they were in social combat. Social combat actions provoke opportunity attacks when performed in the middle of standard combat.
Look, a distraction!
In a duel, allowing your concentration to waver for even a second can result in defeat or death. If you perform a successful Wordplay action against a target in standard combat, your next melee attack against that same target cannot be dodged or parried. If your next action is anything other than a standard attack, the advantage of Wordplay is lost. This counts as a feint for interaction special attacks and other feats.
Flynning
You can use fancy swordplay to make your opponents dance. Instead of making a damage roll for a successful melee attack, you can choose to move yourself and a target you're engaged in combat with a number of meters equal to your Dexterity. This movement does not provoke opportunity attacks.
Psyche Out
You really know how to throw people off their game. When you overcome a target with a social attack in standard combat, you can force them to either spend Resolve or count as being under the effects of the Unluck spell (including the benefits for getting raises on your roll, to a limit of -5k0) until the end of their next turn. This effect replaces the normal effects of your social attacks.