Agile Maneuvers (Feat 6)
Swashbuckler
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Prerequisites expert in Athletics
Your easily maneuver against your foes. Your Grapple, Shove, and Trip actions have a lower multiple attack penalty: –4 instead of –5 if they're the second attack on your turn, or –8 instead of –10 if they're the third or subsequent attack on your turn.
Attack of Opportunity [R] (Feat 6)
Swashbuckler
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Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Combination Finisher (Feat 6)
Swashbuckler
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You combine a series of attacks with a powerful finishing blow. Your finishers' Strikes have a lower multiple attack penalty: –4 (or –3 with an agile weapon) if it's the second attack on your turn, or –8 (or –6 with an agile weapon) if it's the third or subsequent attack on your turn, instead of –5 and –10, respectively.
Precise Finisher (Feat 6)
Swashbuckler
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Prerequisites Confident Finisher
Even when your foe avoids your Confident Finisher, you can still hit a vital spot. On a failure with Confident Finisher, you apply your full precise strike damage instead of half.
Stab and Snag [AA] (Feat 6)
Swashbuckler
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You dart towards your opponent, seeking to stab them and slice their purse-strings with a single movement. Stride up to your Speed; this movement does not trigger reactions triggered by movement. At any point during this movement you can Strike an opponent within reach. If this Strike is successful, you can attempt a Thievery check to Steal from the target.
Vexing Tumble [A] (Feat 6)
Swashbuckler
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You tumble around your foes, expertly avoiding their reactions. Stride up to half your Speed and roll an Acrobatics check. Compare the result to the Reflex DC of each foe whose reach you began in or enter during the movement, in sequence.
Critical Success This movement doesn't trigger reactions from the foe, the foe is flat-footed to you until the end of your turn, and you gain panache.
Success This movement doesn't trigger reactions from the foe, and you gain panache.
Critical Failure Your movement immediately stops when you enter the creature's reach; if you began in the creature's reach, you don't move.
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