Flashing Sword Mastery

Prerequisites: Dodge, Mobility, Spring Attack, Weapon Finesse, Martial Weapon Proficiency (shortsword, longsword, rapier and scimitar), 6 ranks in Bluff, 9 ranks in Tumble. Must be trained at the School of Arcane War.

Training Benefit: As a free action once per day, you can attempt to deceive one target by weaving subtle cues into your movements. The target must make a Will save (DC 10 + your Charisma modifier) or lose their Dexterity bonus to AC against your next melee attack, provided it is made in the same round. This is an Illusion (pattern), mind-affecting, supernatural effect, and a creature must be able to see you to be deceived. A creature who makes its save still counts as a use of this ability. You also gain a +2 bonus to Will saves against other Flashing Sword duelists who attempt to use this ability on you.

Social Benefit: You gain a +1 competence bonus to Bluff checks.

Flashing Sword mastery is a prerequisite for the Flashing Sword duelist prestige class.


Duelist of the Flashing Sword

Prerequisites

Base attack bonus: +5.

Other: Must have achieved mastery of the Flashing Sword style.

Class Statistics

Hit Die: d8.

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Tumble (Dex).

Skill Points/Level: 4 + Int modifier.

Level

Base Attack Bonus

Fort
Save

Ref
Save

Will
Save


Special

1

+1

+2

+2

+0

Blade of deception, Sneak attack +1d6

2

+2

+3

+3

+0

Mastery of blades, Imbued strike

3

+3

+3

+3

+1

Acrobatics +5

4

+4

+4

+4

+1

Agile riposte, Sneak attack +2d6

5

+5

+4

+4

+1

Keen edge

6

+6

+5

+5

+2

Blade of shadow

7

+7

+5

+5

+2

Elusive body, Sneak attack +3d6

8

+8

+6

+6

+2

Acrobatics +10

9

+9

+6

+6

+3

Rapid Strike

10

+10

+7

+7

+3

Blade of fury, Sneak attack +4d6

Special Abilities

All of the duelist's special abilities function only if he is wearing light or no armour, and carrying no more than a light load. All his special abilities (with the exception of Acrobatics and Elusive Body) require the use of a shortsword, longsword, rapier or scimitar.

Weapon and armour proficiency: The duelist of the Flashing Sword gains no weapon and armour proficiencies beyond what he already has.

AC bonus: The duelist of the Flashing Sword can add his prestige class levels to his martial artist levels (if any) to determine his level-based dodge bonus to AC.

Blade of Deception (Su): The duelist of the Flashing Sword learns to better harness his command of illusions. He can now can use his mastery training benefit (see above) a number of times per day equal to 3 + his Charisma bonus, although no more than once per round. The saving throw DC also becomes 10 + the duelist's prestige class level + his Charisma modifier.

Sneak Attack (Ex): Any time the Flashing Sword duelist's target would be denied its Dexterity bonus to AC (whether it actually has a Dexterity bonus or not), his attack deals extra damage. The extra damage is +1d6 at 1st level, and +1d6 for every three levels after that. Should he score a critical hit with a sneak attack, this extra damage is not multiplied.

The duelist can only sneak attack living creatures with discernible anatomies undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. The duelist must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. He cannot sneak attack while striking at a creature with concealment, or by striking the limbs of a creature whose vitals are beyond reach.

If the duelist gets sneak attack damage from another source (such as rogue levels), the bonuses to damage stack.

Mastery of Blades (Ex): At 2nd level, the duelist of the Flashing Sword gains a +1 competence bonus to attacks with the shortsword, longsword, rapier and scimitar. Furthermore, he can use his Weapon Finesse feat with the longsword and scimitar, although these are not normally finessable weapons.

Imbued Strike (Su): At 2nd level, the Flashing Sword duelist's melee attacks are treated as if made by a weapon with a +1 enhancement bonus. (This doesn't stack with the weapon's own enhancement bonus, if any.)

Acrobatics (Ex): At 3rd level, the duelist of the Flashing Sword gains the Great Leap feat, stacking with any previous times he may have taken the feat. He does not have to meet the usual prerequisites. He gains the feat again at 8th level.

Agile Riposte (Ex): At 4th level, the duelist of the Flashing Sword is capable of extraordinary fast return attacks against those who engage him in melee. If the target of his Dodge feat makes a melee attack (or a melee touch attack) against him and misses, the duelist can make an immediate attack of opportunity in return. The duelist can make only one agile riposte per round, even if he has Combat Reflexes.

Keen Edge (Su): At 5th level, the threat range on the Flashing Sword duelist's melee attacks doubles. This effect doesn't stack with any other keen magic or enchantment, but it does stack with the Improved Critical feat (if the duelist of the Flashing Sword has it).

Blade of Shadow (Su): At 6th level, the Flashing Sword duelist's ability to weave patterns of mystic power increases in strength. On a successful attack against an opponent taken in by his Blade of Deception, he inflicts 1d2 points of temporary Constitution damage, in addition to any other damage inflicted.

Elusive Body (Su): At 7th level, the duelist of the Flashing Sword can evade the blows of his enemies with supernatural ease. Attacks against him are subject to a 50% concealment miss chance, as per the spell displacement. The duelist can use this power for up to 10 rounds per day, and the duration need not be consecutive rounds. Activating and deactivating this power takes no time in itself, but the duelist can only do it during his action, not in response to somebody else's action.

Rapid Strike (Ex): At 9th level, the duelist of the Flashing Sword gains the benefits of this feat with the shortsword, longsword, rapier and scimitar, if he does not have it already. He does not have to meet the usual prerequisites for the feat.

Blade of Fury (Su): At 10th level, the duelist of the Flashing Sword becomes a grand master of the school. The critical multiplier on his attacks increases by 1, typically from x2 to x3, and he gains a +5 competence bonus to Will saves against Illusion effects (thus coincidentally minimising his vulnerability against other duelists of his school).


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