Dandy (Apath)

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Unofficial rules compendium

The dandy is a bard with a refined sense of style. Unwilling to give in to the demands of armor or cumbersome weapons, he compensates with magic and finesse.

Starting Equipment

A dandy starts the game with a courtier's outfit and is strongly recommended to buy at least 10 gp worth of jewelry.

Weapon and Armor Proficiency

A dandy is proficient with the club, crossbow (hand), dagger, dart, longsword, rapier, sap, shortsword, sword cane, and whip. If eastern weapons are in use in the campaign he is also proficient with the hanbo and fighting fan. If firearms are common ("commonplace guns" or "Guns Everywhere" per the firearms rules), the dandy is also proficient with the coat pistol.

Dandies are not proficient with armor or shields, and cannot ignore spell failure chance when casting spells in armor.

Mage Armor (Ex)

Add mage armor to the dandy's spell list as a first level bard spell and as a bonus known spell. At 8th level, and every 4 levels thereafter, the armor bonus provided the dandy when he casts mage armor on himself (not on others) increases by +1.

Mage Block (Su)

While under mage armor, the dandy adds a +1 shield bonus to armor class. This is considered force armor, and improves by +1 for every 4 levels (+1 at levels up to 3, +2 at levels 4-7, +3 at levels 8-11 and so on). The dandy must have one hand free, he cannot carry a shield or two weapons when using this ability. He may momentarily use the off hand for things like somatic components or drawing and throwing a weapon in the same round.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Weapon and Armor Proficiency