King Nate
First Post
I've had this posted on the Wizard's site for awhile now. Thought I would add it here as well to see if get any more opinions. You can follow the whole thread on the Wizard's site along with an all feat option created by another member there.
After messing with the Panache feats we came up with, I’m finding that this isn’t exactly what I’m looking for in my campaign. So I’ve made a few changes as I would like more of a swashbuckling feel to the campaign. First I figured I would make Panache a rule instead of a feat, then added or changed some feats to try and get the “feel” I am looking for.
Panache
Panache allows characters to take advantage of the flamboyant, swashbuckling, adventuresome nature of a swashbuckling campaign and to mold situations to their advantage. Panache allows a character to do what may seem to be impossible and even accomplish it with style.
Panache Points
Panache Points are an accumulation of heroic energy gathered by flamboyant individuals and expended, almost unconsciously, on their behalf. Each character begins play with 0 Panache Points and can store a maximum number of Panache Points equal to the character’s level plus his Charisma modifier. Whenever a player takes an extended rest his Panache Points reset to 0.
Gaining Panache Points
Characters may accumulate Panache Points by performing heroic and dangerous actions in a flamboyant, stylish manner. A character using panache does not approach a problem by thinking “How can I accomplish this task?” but, rather, “How can I accomplish this task and come out looking great?” A character can announce before rolling the dice that he is attempting to gain Panache Points by purposely making his skill check or attack roll more difficult in order to perform that same action with flair and style while showing off for his opponent or onlookers. In game terms if the player was making a skill check he would receive a -5 penalty to the skill check. If the player succeeds in the skill check and there is at least one other person (not an ally) to witness the event then that player gains 1 Panache Point.
If the player is making an attack roll he only receives a -2 penalty to the attack roll. If the player succeeds in the attack and there is at least one other person (not an ally) to witness the event then that player gains 1 Panache Point. If the attack roll fails then the player grants combat advantage to target he was trying to attack.
Another way a player can gain Panache Points is as an award from the DM. That is, a player who makes the group laugh (or gasp), a player who delivers a line with gusto, or simply a timid player who steps up to a big confrontation may earn 1 Panache Point for doing so.
Action_______________________Panache Point Award
Impressing the group.............................+1
Showing extra style or panache...............+1
Making the group laugh..........................+1
Taking a huge chance............................+2
Luckiest player.................................. ...+1
All of these awards are a little arbitrary and at the DM’s discretion, but the general idea is to reward good and amusing play. None of these awards should be given more than once per game session.
Impressing the Group: If everyone at the table goes “Ooooh” at what a character just did or said, it’s probably worth a point.
Showing extra Style or Panache: When someone performs with daring, pluck, spirit, or bravado, such as facing down a demon lord while the rest of the party flees, or taking on the elder dragon’s mother-in-law, the character deserves a Panache Point. She’ll probably need it.
Making the Group Laugh: It’s about having fun. Give the joker a Panache Point.
Taking a Huge Chance: Sometimes a character does something monumentally stupid that may save the entire party. If the party survives, grant the character 2 Panache Points. This award should never be given to someone being stupid to save himself, only for helping the other party members.
Luckiest Player: If someone just made an almost impossible roll with or without spending a Panache Point, she deserves 1 Panache Point.
Witnesses (not allies)
When a character is using Panache he is using a more difficult, yet flashy maneuver to impress his enemies or onlookers and it builds confidence and ego. Performing the stunt without a witness or performing the stunt with witnesses that don’t understand what is going on does nothing for the character since the stunt doesn’t impress anyone. This goes true for your allies as well. Performing stunts with your allies watching does nothing since they will pretty much expect you to “take risk” anyway. For a person to be a witness they must understand that you are purposely doing a difficult stunt for style, a bear won’t care if you are fighting with your off-hand in order to make the fight a challenge for you. The witness can be any onlooker that understands what you are doing or even the opponent themselves if they are able to understand it as well.
Building Panache
Most of the time a character will perform a stunt using panache and immediately receive Panache Points for it. There are times though when using a skill or attack that this isn’t possible because the witness isn’t aware that you are trying to gain Panache Points. For example; Fighting an opponent with your off-hand to build panache or sneaking into the royal chamber to surprise the prince. The witness will become aware when you reveal that you have been pulling the wool over their eyes this whole time. You let your opponent know that for the last four rounds you’ve been using your off-hand or you suddenly appear in the royal court just as the prince has put a bounty on your head. The benefit of this is that you gain 2 Panache Points for each skill check or attack roll instead of 1 during this period of time that you were building your Panache, but the downside is that you only gain these points after the big reveal and if there is no reveal then you don’t gain any of the points. For example you accidently kill your opponent while attacking him off-handed or a guard in the royal chamber spots you hiding in the shadow and warns everyone.
Using Panache Points
A character can spend Panache Points to improve an attack roll, a skill check, initiative rolls, or damage rolls. Panache Points cannot be used to on ability checks, saving throws, or percentile rolls. By spending 1 Panache Point that player gains a +1 bonus to attack rolls, skill checks, initiative rolls or damage rolls. A character can spend Panache Points equal to his Charisma modifier on a single dice roll.
If a character spends Panache Points to accomplish a particular action, that character does not receive Panache Points as a reward for that action. For example; if a character spends 1 Panache Point on his Flamboyant Wit Feat to gain a +2 bonus on his Bluff roll, then he cannot gain any Panache Points for successfully using the Panache induced Bluff skill.
Feats
BRAND WITH MARK [PANACHE]
Prerequisites: The ability to mark opponents
Benefit: Once per encounter, when you mark an individual you can choice to spend a free action and 5 Panache in order to brand the opponent in addition to marking them. The Brand lasts until the end of the encounter or 5 minutes. You can, as a minor action at any time, spend a point of Panache to mark anyone within line-of-sight who you have branded.
CHEAT DEATH [PANACHE]
Benefit: You can spend 3 Panache Points to treat a critical hit against you as a normal hit instead of the critical or you can treat a fumble as a normal miss.
FLAMBOYANT ATHLETE [PANACHE]Benefit: Whenever you use the Acrobatics, Athletics or Endurance skill while being observed by at least one person (not an ally) you gain 1 Panache Point.
You can also spend Panache on Acrobatics, Athletics or Endurance skill checks. Each point adds a +2 feat bonus to the roll.
FLAMBOYANT WIT [PANACHE]Benefit: Whenever you use the Bluff, Diplomacy or Intimidate skills while being observed by at least one other person (not an ally) you gain 1 Panache Point
You can also spend Panache on Bluff, Diplomacy or Intimidate skills. Each point adds a +2 feat bonus to the roll.
GAUCHE [PANACHE]
Benefit: As a minor action, you can sacrifice access to a daily power you know and gain a number of points of Panache equal to its level + your charisma modifier.
INSPIRATIONAL PANACHE [PANACHE]Prerequisites: Membership of a class with the Leader role
Benefit: Whenever you gain Panache and an ally can see you, you can immediately spend Panache Points to grant that ally a +1 feat bonus, per point spent, to the next attack roll they make before the end of your next turn. If more than one ally can see you at the moment you gain Panache you can spend Panache Points for each ally you choose to empower.
QUICK WIT [PANACHE]
Benefit: By spending a point of panache when using the Bluff skill to gain combat advantage you can do so as a minor action instead of a standard action.
RENOWN [PANACHE]Benefit: You keep your Panache Points after an extended rest instead of having them reduced to 0.
STYLISH ENCOUNTER [PANACHE]
Prerequisite: 4th level
Benefit: Select one encounter attack power that you know. You add the Panache keyword to the power and whenever you use that power in front of at least one witness (not an ally) during an encounter you gain 2 Panache points.
You can re-train which powers are stylish whenever you re-train your power.
QUICK WITTED [PANACHE]
Benefit: The maximum amount of Panache Points you can have is equal to your level plus twice your charisma modifier.
WARLOCK’S STYLE [PANACHE, WARLOCK]Prerequisite: Warlock
Benefit: When you make an attack using your warlock’s curse ability to gain extra damage you can spend up to one point of Panache. Each point spent adds a +1 feat bonus to the damage. At 11th level you can spend two points and at 21st level you can spend three.
In addition, when an opponent you have cursed is reduced to zero hit points or fewer with at least one witness (not an ally) you gain a 1 point of Panache in addition to any other benefits.
Paragon Feats
AVANDRA’S STYLE [PANACHE, DIVINITY]Prerequisite: Channel Divinity class feature, must worship Avandra
Benefit: You can invoke the power of your deity to use Avandra’s Style.
Avandra’s Style Feat Power
You can style a portion of your goddess’s style.
Encounter ♦ Divine, Panache
Minor Action Personal
Effect: You gain an amount of Panache equal to your level + your charisma modifier.
CHARGE WITH GRACE [PANACHE]Prerequisite: Flamboyant Athlete
Benefit: You can spend 3 points of Panache during a charge to shift an additional square at any time during the move without regard to the normal movement restrictions. At 21st level you can spend an additional 3 points of Panache to shift again.
FOOL YOU TWICE [PANACHE]Prerequisite: Flamboyant Wit
Benefit: By spending 3 Panache you can use the Bluff skill to gain combat advantage a second time in the same encounter.
OVER THE HILL [PANACHE]Prerequisite: Flamboyant Athlete
Benefit: When you move through difficult terrain you can expend Panache instead of additional squares of movement. So, if you would require an additional three squares of movement to move through three normal squares you can choose to spend up to three points of Panache to reduce this penalty.
STEEL WILL [PANACHE]
Prerequisite: Flamboyant Wit
Benefit: Whenever anyone misses you with a charm, fear, poison, psychic or sleep power with at least one witness (not an ally) you gain 1 Panache.
In addition, you can spend Panache Points on saving throws to overcome the conditions that result from powers with these keywords that a save can end. Each point spent adds +1 feat bonus to that one saving throw.
STYLISH DAILY [PANACHE]
Benefit: Select one daily attack power that you know.
You add the Panache keyword to the power and whenever you use that power in front of at least one witness (not an ally) during an encounter you gain 5 Panache points.
You can re-train which powers are stylish whenever you re-train your power.
My favorite sword fighting scene in a movie if from The Princess Bride. Now the man in black had no real reason to use his acrobatic skill to swing around that bar and land on his feet when jumping down to the ground would have been just as effective unless he was building up his PP’s to use in the fight!
After messing with the Panache feats we came up with, I’m finding that this isn’t exactly what I’m looking for in my campaign. So I’ve made a few changes as I would like more of a swashbuckling feel to the campaign. First I figured I would make Panache a rule instead of a feat, then added or changed some feats to try and get the “feel” I am looking for.
Panache
Panache allows characters to take advantage of the flamboyant, swashbuckling, adventuresome nature of a swashbuckling campaign and to mold situations to their advantage. Panache allows a character to do what may seem to be impossible and even accomplish it with style.
Panache Points
Panache Points are an accumulation of heroic energy gathered by flamboyant individuals and expended, almost unconsciously, on their behalf. Each character begins play with 0 Panache Points and can store a maximum number of Panache Points equal to the character’s level plus his Charisma modifier. Whenever a player takes an extended rest his Panache Points reset to 0.
Gaining Panache Points
Characters may accumulate Panache Points by performing heroic and dangerous actions in a flamboyant, stylish manner. A character using panache does not approach a problem by thinking “How can I accomplish this task?” but, rather, “How can I accomplish this task and come out looking great?” A character can announce before rolling the dice that he is attempting to gain Panache Points by purposely making his skill check or attack roll more difficult in order to perform that same action with flair and style while showing off for his opponent or onlookers. In game terms if the player was making a skill check he would receive a -5 penalty to the skill check. If the player succeeds in the skill check and there is at least one other person (not an ally) to witness the event then that player gains 1 Panache Point.
If the player is making an attack roll he only receives a -2 penalty to the attack roll. If the player succeeds in the attack and there is at least one other person (not an ally) to witness the event then that player gains 1 Panache Point. If the attack roll fails then the player grants combat advantage to target he was trying to attack.
Another way a player can gain Panache Points is as an award from the DM. That is, a player who makes the group laugh (or gasp), a player who delivers a line with gusto, or simply a timid player who steps up to a big confrontation may earn 1 Panache Point for doing so.
Action_______________________Panache Point Award
Impressing the group.............................+1
Showing extra style or panache...............+1
Making the group laugh..........................+1
Taking a huge chance............................+2
Luckiest player.................................. ...+1
All of these awards are a little arbitrary and at the DM’s discretion, but the general idea is to reward good and amusing play. None of these awards should be given more than once per game session.
Impressing the Group: If everyone at the table goes “Ooooh” at what a character just did or said, it’s probably worth a point.
Showing extra Style or Panache: When someone performs with daring, pluck, spirit, or bravado, such as facing down a demon lord while the rest of the party flees, or taking on the elder dragon’s mother-in-law, the character deserves a Panache Point. She’ll probably need it.
Making the Group Laugh: It’s about having fun. Give the joker a Panache Point.
Taking a Huge Chance: Sometimes a character does something monumentally stupid that may save the entire party. If the party survives, grant the character 2 Panache Points. This award should never be given to someone being stupid to save himself, only for helping the other party members.
Luckiest Player: If someone just made an almost impossible roll with or without spending a Panache Point, she deserves 1 Panache Point.
Witnesses (not allies)
When a character is using Panache he is using a more difficult, yet flashy maneuver to impress his enemies or onlookers and it builds confidence and ego. Performing the stunt without a witness or performing the stunt with witnesses that don’t understand what is going on does nothing for the character since the stunt doesn’t impress anyone. This goes true for your allies as well. Performing stunts with your allies watching does nothing since they will pretty much expect you to “take risk” anyway. For a person to be a witness they must understand that you are purposely doing a difficult stunt for style, a bear won’t care if you are fighting with your off-hand in order to make the fight a challenge for you. The witness can be any onlooker that understands what you are doing or even the opponent themselves if they are able to understand it as well.
Building Panache
Most of the time a character will perform a stunt using panache and immediately receive Panache Points for it. There are times though when using a skill or attack that this isn’t possible because the witness isn’t aware that you are trying to gain Panache Points. For example; Fighting an opponent with your off-hand to build panache or sneaking into the royal chamber to surprise the prince. The witness will become aware when you reveal that you have been pulling the wool over their eyes this whole time. You let your opponent know that for the last four rounds you’ve been using your off-hand or you suddenly appear in the royal court just as the prince has put a bounty on your head. The benefit of this is that you gain 2 Panache Points for each skill check or attack roll instead of 1 during this period of time that you were building your Panache, but the downside is that you only gain these points after the big reveal and if there is no reveal then you don’t gain any of the points. For example you accidently kill your opponent while attacking him off-handed or a guard in the royal chamber spots you hiding in the shadow and warns everyone.
Using Panache Points
A character can spend Panache Points to improve an attack roll, a skill check, initiative rolls, or damage rolls. Panache Points cannot be used to on ability checks, saving throws, or percentile rolls. By spending 1 Panache Point that player gains a +1 bonus to attack rolls, skill checks, initiative rolls or damage rolls. A character can spend Panache Points equal to his Charisma modifier on a single dice roll.
If a character spends Panache Points to accomplish a particular action, that character does not receive Panache Points as a reward for that action. For example; if a character spends 1 Panache Point on his Flamboyant Wit Feat to gain a +2 bonus on his Bluff roll, then he cannot gain any Panache Points for successfully using the Panache induced Bluff skill.
Feats
BRAND WITH MARK [PANACHE]
Prerequisites: The ability to mark opponents
Benefit: Once per encounter, when you mark an individual you can choice to spend a free action and 5 Panache in order to brand the opponent in addition to marking them. The Brand lasts until the end of the encounter or 5 minutes. You can, as a minor action at any time, spend a point of Panache to mark anyone within line-of-sight who you have branded.
CHEAT DEATH [PANACHE]
Benefit: You can spend 3 Panache Points to treat a critical hit against you as a normal hit instead of the critical or you can treat a fumble as a normal miss.
FLAMBOYANT ATHLETE [PANACHE]Benefit: Whenever you use the Acrobatics, Athletics or Endurance skill while being observed by at least one person (not an ally) you gain 1 Panache Point.
You can also spend Panache on Acrobatics, Athletics or Endurance skill checks. Each point adds a +2 feat bonus to the roll.
FLAMBOYANT WIT [PANACHE]Benefit: Whenever you use the Bluff, Diplomacy or Intimidate skills while being observed by at least one other person (not an ally) you gain 1 Panache Point
You can also spend Panache on Bluff, Diplomacy or Intimidate skills. Each point adds a +2 feat bonus to the roll.
GAUCHE [PANACHE]
Benefit: As a minor action, you can sacrifice access to a daily power you know and gain a number of points of Panache equal to its level + your charisma modifier.
INSPIRATIONAL PANACHE [PANACHE]Prerequisites: Membership of a class with the Leader role
Benefit: Whenever you gain Panache and an ally can see you, you can immediately spend Panache Points to grant that ally a +1 feat bonus, per point spent, to the next attack roll they make before the end of your next turn. If more than one ally can see you at the moment you gain Panache you can spend Panache Points for each ally you choose to empower.
QUICK WIT [PANACHE]
Benefit: By spending a point of panache when using the Bluff skill to gain combat advantage you can do so as a minor action instead of a standard action.
RENOWN [PANACHE]Benefit: You keep your Panache Points after an extended rest instead of having them reduced to 0.
STYLISH ENCOUNTER [PANACHE]
Prerequisite: 4th level
Benefit: Select one encounter attack power that you know. You add the Panache keyword to the power and whenever you use that power in front of at least one witness (not an ally) during an encounter you gain 2 Panache points.
You can re-train which powers are stylish whenever you re-train your power.
QUICK WITTED [PANACHE]
Benefit: The maximum amount of Panache Points you can have is equal to your level plus twice your charisma modifier.
WARLOCK’S STYLE [PANACHE, WARLOCK]Prerequisite: Warlock
Benefit: When you make an attack using your warlock’s curse ability to gain extra damage you can spend up to one point of Panache. Each point spent adds a +1 feat bonus to the damage. At 11th level you can spend two points and at 21st level you can spend three.
In addition, when an opponent you have cursed is reduced to zero hit points or fewer with at least one witness (not an ally) you gain a 1 point of Panache in addition to any other benefits.
Paragon Feats
AVANDRA’S STYLE [PANACHE, DIVINITY]Prerequisite: Channel Divinity class feature, must worship Avandra
Benefit: You can invoke the power of your deity to use Avandra’s Style.
Avandra’s Style Feat Power
You can style a portion of your goddess’s style.
Encounter ♦ Divine, Panache
Minor Action Personal
Effect: You gain an amount of Panache equal to your level + your charisma modifier.
CHARGE WITH GRACE [PANACHE]Prerequisite: Flamboyant Athlete
Benefit: You can spend 3 points of Panache during a charge to shift an additional square at any time during the move without regard to the normal movement restrictions. At 21st level you can spend an additional 3 points of Panache to shift again.
FOOL YOU TWICE [PANACHE]Prerequisite: Flamboyant Wit
Benefit: By spending 3 Panache you can use the Bluff skill to gain combat advantage a second time in the same encounter.
OVER THE HILL [PANACHE]Prerequisite: Flamboyant Athlete
Benefit: When you move through difficult terrain you can expend Panache instead of additional squares of movement. So, if you would require an additional three squares of movement to move through three normal squares you can choose to spend up to three points of Panache to reduce this penalty.
STEEL WILL [PANACHE]
Prerequisite: Flamboyant Wit
Benefit: Whenever anyone misses you with a charm, fear, poison, psychic or sleep power with at least one witness (not an ally) you gain 1 Panache.
In addition, you can spend Panache Points on saving throws to overcome the conditions that result from powers with these keywords that a save can end. Each point spent adds +1 feat bonus to that one saving throw.
STYLISH DAILY [PANACHE]
Benefit: Select one daily attack power that you know.
You add the Panache keyword to the power and whenever you use that power in front of at least one witness (not an ally) during an encounter you gain 5 Panache points.
You can re-train which powers are stylish whenever you re-train your power.
My favorite sword fighting scene in a movie if from The Princess Bride. Now the man in black had no real reason to use his acrobatic skill to swing around that bar and land on his feet when jumping down to the ground would have been just as effective unless he was building up his PP’s to use in the fight!