team plus editions
Swashbuckler Class Archetype
Excerpt from the Diary Journal of Andelen Dumont
There are 3 rules for being a Hoard Lord.
Thus the mantle of a Hoard Lord is perfect for anyone who really loves treasure or really hates dragons.
A 4th and 5th rule had been suggested by my party
4. Ignore the paradox created by rules 1 through 3
These suggestions have been summarily dismissed, as they were reduced to ash by a Cinder Dragon this afternoon. I take suggestions from people Cinder Dragon treasure (Me), and not ash (Them).
Key Term
Treasure: Treasure is typically defined as at least one piece of gear that is equal to or higher than your level, or a GP equal to a typical worn item of your level or higher. A level 1 Hoard Lord might consider the 10-20 gp or a Ring Of Discretion looted from a cult of Dahak; while a level 12 Hoard Lord might consider a Greater Rune of Striking looted from the hoard of an Adult Horned Dragon, Treasure. Your Gamemaster has the final say of what is and isn't considered Treasure. Some feats are only usable with items that were treasure
Hoard Lord Adjustments: You have the Pilferer Style.
Pilferer Style: You gain the Eye For Numbers skill feat, except the circumstance bonus to Feint and Create A Diversion becomes an untyped bonus when used to count coinage. You gain training in a charisma or dexterity based skill of your choice. You gain the Plunder activity.
Plunder: Plunder is an activity akin to Pursue A Lead. You can Plunder when you spend one minute identifying a lead for a new source of Treasure you plan to pursue. This Treasure may not need to actually exist, so long as you believe you've identified a new payout you can Plunder. While you Plunder, any dexterity or charisma check you make to get closer to the Treasure you seek to Plunder gains the Bravado trait. This does not include attack rolls You can actively try to Plunder two sources of Treasure. If you try to Plunder another source of Treasure after that, you give up on one of your current Treasures . Once you've given up on one of your Treasures, you can't Plunder it again until after the next time you make your daily preparations
Feats with the Plunder trait can only be used on creatures that could help you get closer to your active Treasures or actively impede your progress, such as a dragon protecting its lair.
Note Some games might not have suitable opportunities for Plundering. If you find you rarely have the opportunity to use this feature, talk with your gamemaster about expanding what can be considered a significant source of Treasure. Other options are powerful magic items, plot mcguffins, imprisoned captives, secret documents, and rare occult lore. So long as the Treasure has value you can Plunder it !
You gain additional lore for Dragon Lore. When you roll a success on a breath weapon, you get a critical success. If you already have this feature, such as from confident evasion or reinforced ego, crit successes on breath weapons grant Panache.
You know how blinding greed can be, and use it to your advantage. While in this stance, you can make Avaricious Strikes. These strikes deal 1 bludgeoning damage and have the thrown, agile, and nonlethal trait. You treat these strikes as thrown melee weapons that you Draw as part of your Strike action
Avaricious Strikes You draw coins from your coinpurse and make a thrown weapon strike at an enemy within 20 feet. On a hit the enemy is Dazzled until the end of its next turn, and on a crit the enemy is Blinded until the start of its next turn in addition to Dazzled.
Special: During their daily preparations, a Swashbuckler with this feat can add the sharpening dust from their weapon into their coinpurse, granting their avaricious strikes the fundamental and property runes imbued on it.
Your desire for treasure lets you actualize your delusion. When you roll initiative, choose a charisma or dexterity based skill you are trained in. You become an expert in that skill, and can choose one skill feat that would be available to you as if you had expert proficiency in that skill. (Deception and Intimidating Confabulator, for example). At 7th level, the skill and skill feat can become master.
Frequency Once per ten minutes
Your enemy made the mistake of having something you want. Choose a creature that you can see. For the next minute, they count as having your Treasure for the purposes of Bravado and Plunder
You gain the Felling Strike feat except it can only be used against an enemy you have gained Panache from this combat
You heard once that dragons can smell fear, and have trained to mask your terror. Until the start of your next turn the Frightened condition does not impose a penalty on your attack rolls or any action with the Bravado trait. Your Frightened value does not decrease this round.
Prerequisites Avaricious Strike Stance
You flash coin and take lives. Make an Avaricious Strike and then a second strike with the same multiple attack penalty You add any Finisher damage only to the second strike. This counts as two attacks when calculating your multiple attack penalty.
You gain Inspired Stratagem except it can only be used against an enemy you have gained Panache from this combat
Trigger You would succeed or succeed against a cone, burst, emanation, or line that deals damage
You’ve learned to take advantage of the split second before you would be engulfed by a breath weapon or similar attack, using it to set up your next finisher. You may use any one action activity with the Bravado trait so long as you would be in range.
If you critically succeed your saving throw, you can use any one action activity with the Bravado trait and then make an Opportune Riposte, so long as you would be in range
Adventurers across golarion argue what is the best way to stop a strafing dragon. The solution is deceptively simple. Don’t let them get off the ground. Make a melee Strike with a weapon that deals piercing damage against a target on the ground or against a wall. If the Strike hits the target, it is Grabbed, as you pin it to an adjacent surface. The weapon can be removed by making an Escape check against your class DC, and when it is removed the target takes 1d10 persistent bleed damage. The target cannot fly until it is no longer bleeding. You cannot use the weapon until it is removed.
You bind the scales of adamantine dragons into your adventuring gear. Each time you’re critically hit while wearing the etched armor, attempt a DC 16 flat check. On a success, it becomes a normal hit. If you negate a critical hit, gain Panache. When you become 18th level, the DC becomes 14. This is not cumulative with the Reinforcing Rune, or any other ability that allows you to negate a critical hit
Prerequisites Trick Magic item
You have a particular affinity for magic items you Plunder. You gain the Incredible Investiture general feat; however, the extra items you invest must be from your previous Treasures. Any magic item that was previously your Treasure uses the higher of your spell DC or class DC to determine the outcome.
Prerequisite Arrogant Expertise
Your delusions of grandeur grow even grander. The skill and skill feat you gain from Arrogant Expertise can be legendary. At the beginning of each round, you can replace the skill and skill feat from Arrogant Expertise.
You gain Trickster’s Ace, but the max spell rank is 5, and it can only be used with items that were previously Treasure.
You lay waste to the protectors of your plunder. If you would be reduced to zero hit points by a Dragon, remain at 1 hit point and increase your wounded value by 1. Once per hour when you make an attack roll, you can choose to critically succeed.
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