Rapier Adept

Some swordsman do indeed focus on the finesse of a rapier, but not all dedicate themselves solely to the rapier quite like the rapier adept.

The rapier adept is an archetype of the swordsman class.

Weapon Proficiency

A rapier adept is proficient with all simple weapons and rapiers.

This changes the normal Weapon Proficiency.

Rapier Training I

At 1st level, the rapier adept trains to strike with precision using his rapier. He gains Weapon Finesse as a bonus feat while wielding a rapier. Additionally, the rapier adept gains a panache pool equal to their intelligence modifier and opportune parry/riposte.

This replaces Sword Training I

Rapier Training II

At 5th level the rapier adept gains two of the following deeds:

Kip-Up (Ex): At 5th level, while the rapier adept has at least 1 panache point, he can kip-up from prone as a move action without provoking an attack of opportunity. He can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): At 5th level, while he has at least 1 panache point, when a rapier adept hits an opponent with a rapier, he can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex): At 5th level, while he has at least 1 panache point, a rapier adept gains the ability to strike precisely with a rapier, adding his rapier adept level to the damage dealt. To use this deed, a rapier adept cannot attack with a weapon in his other hand or use a shield other than a buckler. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a rapier adept can spend 1 panache point to double his precise strike’s damage bonus on the next attack. This benefit must be used before the end of his turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Rapier Adept Initiative (Ex): At 5th level, while the rapier adept has at least 1 panache point, he gains a +2 bonus on initiative checks. In addition, if he has the Quick Draw feat, his hands are free and unrestrained, and he has a rapier that isn’t hidden, he can draw that weapon as part of the initiative check.

This replaces Sword Training II

Rapier Training III

At 9th level the rapier adept gains one of the following deeds.

Rapier Adept’s Grace (Ex): At 9th level, while the rapier adept has at least 1 panache point, he takes no penalty for moving at full speed when he uses Acrobatics to attempt to move through a threatened area or an enemy’s space.

Superior Feint (Ex): At 9th level, a rapier adept with at least 1 panache point can, as a standard action, purposefully miss a creature he could make a melee attack against with a wielded light or one-handed piercing weapon. When he does, the creature is denied its Dexterity bonus to AC until the start of the rapier adept’s next turn.

Targeted Strike (Ex): At 9th level, as a full-round action the rapier adept can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe’s body. The rapier adept chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.

  • Arms: The target takes no damage from the attack, but it drops one carried item of the rapier adept’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
  • Head: The target is confused for 1 round. This is a mind-affecting effect.
  • Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
  • Torso or Wings: The target is staggered for 1 round.

This replaces Sword Training III

Rapier Training IV

At 13th level, the rapier adept gains one of the two deeds.

Bleeding Wound (Ex): At 13th level, when the rapier adept hits a living creature with a rapier attack, as a free action he can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the rapier adept’s Dexterity modifier (minimum 1). Alternatively, the rapier adept can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (rapier adept’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Subtle Blade (Ex): At 13th level, while a rapier adept has at least 1 panache point, he is immune to disarm, steal, and sunder combat maneuvers made against a rapier.

This replaces Sword Training IV

Rapier Training V

At 17th level, the rapier adept chooses one of the two deeds presented.

Dizzying Defense (Ex): At 17th level, while wielding a rapier in one hand, the rapier adept can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.

Perfect Thrust (Ex): At 17th level, while the rapier adept has at least 1 panache point,she can as a full-round action make a perfect thrust, pooling all of his attack potential into a single melee attack made with a rapier. When he does, he makes the attack against the target’s touch AC, and ignores all damage reduction.

Rapier Adept’s Edge (Ex): At 17th level, while the rapier adept has at least 1 panache point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.

This replaces Sword Training V

Rapier Mastery

While wielding a rapier in one hand and nothing else in his other hand, the rapier adept increases the multiplier for his rapier by x1, and gains Weapon Focus (Rapier), Greater Weapon Focus (Rapier), Weapon Specialization (Rapier), and Greater Weapon Specialization (Rapier) as bonus feats.

This replaces Sword Mastery.


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