Welcome to Saturday Potpourri, our column focusing on… Well, everything. It’s going to be a mix of topics, depending on what’s caught our attention that week.
And this week we have Mike Miller’s Rapier of Menacing Invective and the Quickened Blade (a swashbuckler archetype).
Rapier of Menacing Invective
Aura faint evocation; Slot none; CL 5th; Weight 2 lbs.; Price 10,480 gp
The blade of this cup hilted +1 keen rapier projects from the hilt through the mouth of a howling banshee, enameled white against the iron black cup.
Once per day, upon a confirmed critical hit with the +1 keen rapier, the wielder may choose instead to take a normal hit (which does not grant a swashbuckler a panache point). If he does so, he may, as a swift action, unleash a menacing invective. The wielder makes an intimidate check to demoralize each enemy within 30 feet. A Swashbuckler with Menacing Swordplay may elect to spend two panache points instead of expending the daily use.
Feats Craft Magic Arms and Armor; Spells blistering invective, keen edge; Cost 5,400 gp
Quickened Blade Swashbuckler Archetype
“When you sit with a pretty girl for two hours you think it’s only a minute, but when you sit on a hot stove for a minute you think it’s two hours. That’s relativity.”
The quickened blade is an archetype of the swashbuckler class.
For the quickened blade, the flow of time is relative. Conditions can push and pull the flow of time. The quickened blade has learned to exploit these conditions. Unraveling the seams in the fabric of time, the quickened blade strikes first.
A quickened blade has the following class features.
Deeds: A quickened blade gains the following deeds, each of which replaces an existing deed.
Phasing Dodge (Ex)
At 1st level, when an opponent attempts a melee attack against the quickened blade, the quickened blade can as an immediate action spend 2 panache points to slightly slow the flow of time; doing so grants the swashbuckler a +2 dodge bonus to AC versus the opponent. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
This deed replaces dodging panache.
Quickened Step (Ex)
At 3rd level, a quickened blade may expend 1 panache point as a swift action in order to exploit the elastic nature of time; adding 10 feet to their move until the end of their next turn.
This deed replaces kip up.
Quickened Strike (Ex)
At 7th level, while wielding a light or one-handed piercing melee weapon in one hand, upon confirming a critical hit, the quickened blade may spend 2 panache points to gain haste until the end of his next turn.
This deed replaces targeted strike.
Quickened Recovery (Ex)
At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, if a quickened blade rolls a 1 on an attack roll, he can spend 1 panache point to reroll the attack. He must take the result of the reroll. A critical hit scored with the reroll does not recharge quickened blade’s panache.
This deed replaces dizzying defense.
Quickened Life (Ex)
At 2nd level, the quickened blade gains a knack for getting out of trouble. Two times per day as an immediate action before attempting a saving throw, attack roll or skill check, he can add a +2 luck bonus. He must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times he can do this per day increases by one (to a maximum of 6 times per day at 18th level).
This deed replaces charmed life.