Ess' Project Class #11: The Fop

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Essence
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Ess' Project Class #11: The Fop

Post by Essence »

This is designed to be D'Artagnan or Athos. 'Nuff said.

FOP
Alignment: Any.
Hit Die: d8.
Class Skills: (6+Int)
The fop’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Read Lips (Int), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Swim (Str), and Urban Lore (Wis).

BAB: Middle
Saves: Fort low, Ref high, Will mid

Class Features by Level:

Code: Select all

[br] 1 Polished style, style and grace, flurry of blades, AC +4[br] 2 Dazzling wit, versatile, AC +5[br] 3 Perfect appearance[br] 4 Agility (+1), AC +6[br] 5 Clean flurry, social mastery[br] 6 Brilliant style[br] 7 Heartthrob, AC +7[br] 8 Agility (+2), baffling wit [br] 9 Flawless flurry, social mastery[br]10 Versatile[br]11 Greater flurry of blades, graceful style, AC +8[br]12 Agility (+3)[br]13 Social mastery[br]14 Stunning wit[br]15 Duelist’s dance[br]16 Supreme flurry of blades, agility (+4), ingenious style, AC +9[br]17 Social mastery[br]18 Undeniable magnetism[br]19 Versatile[br]20 Agility (+5), paralyzing wit 


Class Features
All of the following are class features of the fop.

Weapon and Armor Proficiency: Fops are proficient with all light simple and martial weapons, exotic (agile) weapons, rapiers, light armor, and bucklers.
AC Bonus (Ex): Fops, because of their exceptional fluidity and grace, gain a special dodge bonus to AC that does not stack with armor or shield bonuses. The amount of the bonus is listed on the chart above.
Polished Style (Ex): Fops gain the feat Weapon Finesse as a bonus feat at 1st level, whether they meet the prerequisites or not.
Style and Grace (Ex): Fops gains a +4 bonus to all Charisma-based skill checks made outside of combat.
Flurry of blades (Ex): When wearing armor with no armor check penalty and not carrying a shield larger than a buckler, a fop may strike with a flurry of blades at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the fop might make before his next action. When a fop reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A fop must use a full attack action to strike with a flurry of blades.
When using flurry of blades, a fop may attack only with finessable weapons he is proficient with. When using weapons as part of a flurry of blades, a fop applies his Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The fop can’t use any weapon other than a finessable weapon as part of a flurry of blades.
In the case of finessable double weapons, each end counts as a separate weapon for the purpose of using the flurry of blades. When a fop reaches 11th level, his flurry of blades ability improves. In addition to the standard single extra attack she gets from flurry of blades, he gets a second extra attack at his full base attack bonus. At 16th level, his flurry of blades ability improves one last time, granting him a third extra attack at his full base attack bonus.
Dazzling Wit (Sp) [language-dependant]: Once per combat, a fop of at least 2nd level can spend a move-equivalent action talking to an intelligent foe he is in melee with in order to daze the foe with his overwhelming wit. The foe makes a Will save (DC 10+1/2 the Fop’s character level + the fop’s Charisma modifier) and, if the foe should fail, it becomes dazed for one round.
Versatile (Ex): At 2nd level, and again every 8 levels thereafter, a fop gains Versatile as a bonus feat.
Perfect Appearance (Sp): At 3rd level, a fop learns a tiny spark of magic, and can cast Prestidigitation at will, but only for the purpose of cleaning his clothes, fixing his hair, and otherwise making sure he is fully presentable. If he takes a full-round action to do so, he gains a +1 circumstance bonus on the next Charisma-based skill check he makes, assuming he makes that check within one minute.
Agility (Ex): A fop of at least 4th level gains a +1 bonus to AC, trip checks, disarm checks, and Balance, Climb, Jump, Tumble, and Swim skill checks. This bonus increases by 1 for every 4 levels past 4th (+2 at 8th, +3 at 12th, etc.)
Social Mastery (Ex): At 5th level, a fop becomes so certain in the use of a particular skill that he can use it reliably even under adverse conditions. Upon gaining this ability, he selects a skill that has Charisma as a key attribute, or the skill Sense Motive. When making a skill check with this skill, he may take 10 even if stress and distractions would normally prevent him from doing so. The fop gains mastery of another such skill every 4th level beyond 5th (9th, 13th, and 17th)
Ingenious Style (Ex): A fop gains the feat Advanced Technical Fighting as a bonus feat at 6th level.
Heartthrob (Su): A 7th level-or-higher fop gains a +8 bonus to Bluff checks made to seduce -- and to Diplomacy checks against -- humanoids of the opposite gender within one size category of the fop in either direction.
Baffling Wit (Sp) [language-dependent]: Once per combat, a fop of at least 8th level can spend a move-equivalent action talking to an intelligent foe he is in melee with in order to confuse his foe with his devastating wit. The foe makes a Will save (DC 10+1/2 the Fop’s character level + the fop’s Charisma modifier) and, if the foe should fail, it can take only a single partial action on it’s next round.
Graceful Style (Ex): A fop of at least 11th level combines his Strength and Dexterity bonuses when making attack rolls as long as he is in a humanoid form and wielding a weapon he can use with his Flurry of Blades ability.
Stunning Wit (Su) [language-dependant]: Once per combat, a fop of at least 14th level can spend a move-equivalent action talking to an intelligent foe he is in melee with in order to stun his foe with his overwhelming wit. The foe makes a Will save (DC 10+1/2 the Fop’s character level + the fop’s Charisma modifier) and, if the foe should fail, it becomes stunned for one round.
Duelist's Dance (Ex): A fop of at least 15th level can take an additional move action (not a move-equivalent action, but strictly a move) in each combat round.
Ultimate Style (Ex): At 16th level and beyond, a fop combines his Strength and Intelligence bonuses when determining damage rolls as long as he is in humanoid form and wielding a weapon he can use with his Flurry of Blades ability.
Undeniable Magnetism (Sp): A fop of 18th level or higher can use Charm Monster as a spell-like ability a number of times per day equal to his Charisma modifier with a caster level equal to his class level.
Paralyzing Wit (Sp) [language-dependant]: Once per combat, a fop of at least 20th level can spend a move-equivalent action talking to an intelligent foe he is in melee with in order to paralyze his foe with his crushing wit. The foe makes a Will save (DC 10+1/2 the Fop’s character level + the fop’s Charisma modifier) and, if the foe should fail, it becomes paralyzed for 1d2 rounds..


Thoughts?
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