Dashing Swordsman (3.5e Class)
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 Dashing Swordsman
The dashing swordsman is a stereotypical hero-type from pulp-fantasy. He fights with a single blade (such as a rapier), is extremely charismatic and idealistic and makes a good face-of-the-party with a wide variety of social skills.
 Making a Dashing Swordsman
The Dashing Swordsman makes a decent fighter, but not a meatshield. He can offer some moral boost to the party hold his own one-on-one but doesn't deal major damage. He's an over-all well-rounded class that makes a good addition to a party that already has the major classes. Dashing swordsman tend to get along pretty well with all other classes pretty well and is generally pretty easy-going and non-judgmental.
Abilities: Charisma is the most important stat for a Dashing Swordsman. Dexterity is also important for an even higher AC (since they can't wear armor), and constitution is good for the increased health since they only have a d8 hit dice. Strength is always good for the added damage, and intelligence adds more skill points. Wisdom is typically not too important, and fits the character concept as well.
Races: Humans are the most likely to become Dashing swordsman due to their arrogant and often care-free ways. Elves can be often become Dashing Swordsman as well (and many have custom-made, finely crafted Elven light weapons). Less charismatic and dexterous races such as Dwarves and Half-Orcs tend to avoid the class for obvious reasons.
Starting Gold: 4d4x10 (average 100) gp).
Starting Age: Simple.
|Saving Throws||AC Bonus||Special|
|1st||+0||+0||+2||+0||+0||Dramatic Entrance 1|
|3rd||+2||+1||+3||+1||+0||Improved Fient, Unexpected Strike (1d6)|
|4th||+3||+1||+4||+1||+0||Uncanny Dodge, Special Ability|
|5th||+3||+1||+4||+1||+1||Inspire Heroism +1|
|7th||+5||+2||+5||+2||+1||Unexpected Strike (2d6), Rapid Strike|
|8th||+6/+1||+2||+6||+2||+1||Improved Uncanny Dodge|
|9th||+6/+1||+3||+6||+3||+1||Special Ability, Dramatic Entrance 2|
|10th||+7/+2||+3||+7||+3||+2||Parry 2/Encounter, Inspire Heroism +2|
|11th||+8/+3||+3||+7||+3||+2||Unexpected Strike (3d6)|
|13th||+9/+4||+4||+8||+4||+2||Improved Rapid Strike|
|15th||+11/+6/+1||+5||+9||+5||+3||Unexpected Strike (4d6), Inspire Heroism +3|
|19th||+14/+9/+4||+6||+11||+6||+3||Unexpected Strike (5d6)|
|20th||+15/+10/+5||+6||+12||+6||+4||Special Ability, Supreme Rapid Strike|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
 Class Features
A Dashing Swordsman uses his good looks and raw, unbridled heroism to be effective in combat, but can occasionally utilize some pretty fancy swordplay as well. All of the following are class features of the Dashing Swordsman.
Weapon and Armor Proficiency: A Dashing Swordsman is proficient with all Bladed Simple weapons, Bladed Martial light weapons, Bladed Martial One handed weapons, and Whips. He is not proficient with any armor, or shields.
Dramatic Entrance 1 (Ex) : Dashing Swordsman are good at entering battle with surprise, bursting through a window. They are thus immune to damage from debris (such as broken glass) when making an entrance, and can shatter through any window, wall, or barrier with a hardness less than 1. They also use their Charisma Check instead of a skill check to hazardously enter, such as swinging from a rope or chandelier.
Combat Expertise: A Dashing Swordsman gets the Combat Expertise Feat at 2nd level for free.
Improved Feint: A Dashing Swordsman gets the Improved Feint Feat at 3rd level for free.
Unexpected Strike: At 3rd level, when a Dashing Swordsman attacks an opponent who is denied his dexterity bonus to AC he deals an extra 1d6 bonus to damage. This bonus increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level. Unexpected Strike does not stack with Sneak Attack.
Uncanny Dodge: Starting at 4th level, a Dashing Swordsman can react to danger before his senses would normally allow him to do so. He retains his dexterity bonus to AC (if any) even if he is caught flat footed or struck by an invisible attacker. However, he still loses his dexterity bonus to AC if immobilized. If the Dashing Swordsman already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead (see below).
Special Ability: At 5th level a Dashing Swordsman can choose a special ability of their choice, they get another Special Ability at 9th level, 12th level, 16th level, and 20th level. The Special Abilities are: Evasion (as Rogue), Improved Evasion (requires Evasion first, as Rogue), Quick Draw (as the Feat), Dodge (as the Feat), and Improved Initiative (as the Feat).
Inspire Heroism: At 5th level a Dashing Swordsman can inspire his allies (and himself) to overcome despair and improve their combat abilities by shouting words of encouragement. This ability gives all allies within a 30 foot radius gain a +1 morale bonus to both their attack and damage roles, and lasts until the end of a combat encounter. This bonus improves to +2 at 10th level, and +3 at 15th level. A Dashing Swordsman needs to know when to use his inspire ability, and can use this it a number of times per day equal to his intelligence modifier (with a minimum of once per day).
Parry: Starting at 6th level a Dashing Swordsman can declare a parry when a foe attacks him (he must declare this before the foe rolls his to-hit). The Dashing swordsman than rolls a d20 and adds his bonus to attack (BAB + ability modifier [strength or dexterity] + miscellaneous) and if it equals or exceeds his attackers roll to-hit the attack misses and does no damage, and the attacker becomes flat-footed until their next turn. Even if the Dashing Swordsman doesn't successfully parry his foe's attack his use of parry is still used up. A Dashing Swordsman can use this ability once per combat encounter at 6th level, twice at 10 level, three times at 14th level, and four times at 18th level.
Rapid Strike: Starting at 7th level a Dashing Swordsman can make one extra attack in a full-round attack at his highest BAB, but he takes a -2 for all of his attacks.
Dramatic Entrance 2 (Su): Dashing Swordsman have incredible timing, and can always arrive at a battle in the nick of time. They are always given a surprise round upon entering the battle, as long as they enter heroically. This gives them a bonus to their initiative on the 1st round of battle if they beat a Charisma Check of 10 + the challenge CR. They gain an initiative bonus of +1 per 3 ranks in a skill which could be used for the entrance, such as climb, jump, or tumble. Only one entrance skill may be used for any one Dramatic Entrance.
Improved Rapid Strike: A Dashing Swordsman can make two extra attacks in at his highest BAB in a full-round attack at 13th level with a -2 to all attacks.
Supreme Rapid Strike: A Dashing Swordsman can make three extra attacks at his highest BAB in a full-round attack with a -2 penalty to all his attacks.
Free Movement: At 17th level a Dashing Swordsman can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A Dashing Swordsman loses this benefit when wearing any type of armor or carrying a medium or heavy load.
 Epic Dashing Swordsman
|21st||Inspire Heroism +4|
|23rd||Unexpected Strike (6d6)|
|27th||Unexpected Strike (7d6)|
6 + Int modifier skill points per level.
Inspire Heroism: Inspire Heroism continues to strengthen for an epic Dashing Swordsman
Parry: The epic Dashing Swordsman continues to gain more parries per encounter.
Unexpected Strike: Unexpected Strike becomes stronger for an epic Dashing Swordsman.
Bonus Feats: The epic Dashing Swordsman gains a bonus feat (selected from the list of epic Dashing Swordsman bonus feats) every 4th levels after 20th.
Epic Dashing Swordsman Bonus Feat List: Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Legendary Climber, Legendary Leaper, Overwhelming Critical, Perfect Health, Blinding SPeed.
 Human Dashing Swordsman Starting Package
Weapons: Rapier, Dagger.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|Sleight of Hand||4||Dex||-|
Feat: Combat Reflexes
Bonus Feats: Blind-Fight
Gear: Backpack, Bedroll, Belt Pouch, Flint and Steel, Torches x5, Waterskin, Trail Rations x4
Gold: 60 gold
 Campaign Information
 Playing a Dashing Swordsman
Religion: The Dashing Swordsman, most likely, will follow a God of Heroes and Heroics; Heironeous is a popular option. The valor and honor part could sway some Dashing Swordsman away from Heironeous. Fharlaghn, Kord, Olidammara, and Obad-Hai are other common deities for Dashing Swordsman.
Other Classes: The Dashing Swordsman tries to get along with everyone, but quite often ends up failing miserably. The Dashing Swordsman attempts to be on good terms with the fighters and paladins in the group, but they will find his antics annoying. As the Dashing Swordsman wears no armor, he can get hit quite often, making him good "friends" with the clerics or druids. Good rogues look up to him, and evil rogues cannot stand him. Casters find that he merely gets in the way.
Combat: The Dashing Swordsman can make for a decent fighter, but with lower health and no armor, things can go horribly wrong quickly, if the Dashing Swordsman is fighting against more than one person. In one on one combat or a duel, the Dashing Swordsman is unrivaled.
Advancement: Dashing Swordsman typically will advance in any fashion necessary to save the: A) Damsel in Distress B) Day C) (Insert other thing worth saving here.)
 Dashing Swordsmen in the World
|“||Always remember, Elan: It doesn't matter if you win or lose, as long as you look really cool doing it!||”|
|—Capt. Julio Scoundrél, The Order of the Stick, 2006|
If there is a damsel in distress, or a nation in need of saving from the Big Bad Evil Guy, odds are that a Dashing Swordsman (or two) are on the trail of fixing the problem. They are all a bit of an oddity, and they have their own quirks.
Daily Life: There is no set daily life of a Dashing Swordsman. Their daily lives are built around their eccentric lifestyle.
Notables: Julio Scoundrél, Cap'n Jack Sparrow, Will Turner, Ignio Montoya, Elan, Robin Hood.
Organizations: Being set to no organization, Dashing Swordsmen are free to roam.
NPC Reactions: More often than not, an NPC commoner will be merely confused as to what the Dashing Swordsman is doing. The NPC noble could have the same reaction, or be scared for his life, if said noble is a bad person.
 Dashing Swordsmen Lore
Characters with ranks in Knowledge (Local) or (Plot) can research Dashing Swordsmen to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Dashing Swordsmen seem to like being in the center of things.|
|10||Dashing Swordsmen go out of their way to save the princess, family honor, etc.|
|15||A few Dashing Swordsmen who have been recruited by a local noble to save something, but not too specific on details.|
|20||Specific Information on a single Dashing Swordsman; Home, Name, Friends, Quest, etc.|
 Dashing Swordsmen in the Game
The Dashing Swordsman is, more likely than not, on some epic quest.
Adaptation: The Dashing Swordsman could be an extremely low-detailed background character, who turns up later in the game just in the nick of time. Or the Dashing Swordsman could be some long-left celebrity still trying to live out the "glory days".