The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. This movement is not a 5-foot step it provokes attacks of opportunity from creatures other than the one who triggered this deed. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).ĭodging Panache ( Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can do this after she makes the check but before the result is revealed. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.ĭerring-Do ( Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. A swashbuckler can only perform deeds of her level or lower. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Swashbucklers spend panache points to accomplish deeds. For feats, magic items, and other effects, a grit user can spend and gain panache points in place of grit points, and vice versa. For characters with a mix of grit and panache, they pool the resources together into a combined pool. Grit and Panache: Grit and panache represent two different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. Killing Blow with a Light or One-Handed Piercing weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing weapon attack while in combat, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.Ĭritical Hit with a Light or One-Handed Piercing weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing weapon, she regains 1 panache point. Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. More than just a lightly armored warrior, a swashbuckler is a daring combatant. The swashbuckler is an archetype of the fencer class. Swashbucklers use their speed and coordination in a deadly blend with their Charisma to become capable fighters who prefer to avoid getting hit instead of drawing upon their resilience to take the blows and keep on standing. The swashbuckler focuses on quick, nimble feet and a good eye at striking with a light, one handed weapon.
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