Dashing Hero

Not all paladins gallivant around in bulky metal armor with a heavy weapon and huge shield. Some go gallivanting around in light armor with a light weapon and small shield. These called champions find that the increased mobility, defensive combat training, and variety of skills to learn are just as effective in stopping evil as the heavy armor and great weapons of the more traditional holy avenger.

The dashing hero is an archetype of the paladin class.

Skills

A dashing hero’s base skill points per level increases to 4. He gains Acrobatics, Climb, Escape Artist, Perform, and Swim as class skills.

Hero’s Finesse

At 1st level, a dashing hero gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use his Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

This replaces the paladin’s proficiency with medium and heavy armor and with shields other than bucklers.

Panache and Deeds

At 2nd level, a dashing hero gains the swashbuckler’s panache class feature, and learns the swashbuckler’s derring-do deed.

This ability replaces lay on hands.

Dashing Rescue

At 2nd level, a dashing hero can spend 1 panache point as an immediate action when an ally is targeted by an attack or included in the area of a harmful effect in order to move up to his speed. At any point during this movement, he may pick up the targeted ally and carry them along with him. This movement provokes opportunity attacks for the dashing hero, but not for his ally. If this movement removes the ally from the reach or area of the attack or effect targeting him, he is not subject to the attack or effect. He may use this ability while astride his bonded mount, in which case he commands his mount to move up to its speed.

This ability replaces divine grace.

Deeds

At 3rd level, a dashing hero learns the swashbuckler’s opportune parry and riposte deed.

At 6th level, a dashing hero learns the swashbuckler’s kip-up deed.

At 9th level, a dashing hero learns the swashbuckler’s grace deed.

At 12th level, a dashing hero learns the swashbuckler’s superior feint deed.

At 15th level, a dashing hero learns the swashbuckler’s dizzying defense deed.

At 18th level, a dashing hero learns the swashbuckler’s edge deed.

This ability replaces mercy.

Nimble

At 4th level, a dashing hero gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the dashing hero to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 4th (to a maximum of +5 at 20th level).

This ability replaces channel positive energy.

Divine Bond

When the dashing hero gains this ability at 5th level, he must select a bonded mount.
Section 15: Copyright Notice

Advanced Archetypes © 2014, Flaming Crab Games; Authors: Tanner Wahlin, Alex Abel, and C. J. Withers

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