MARTIAL GALLANT
There’s something about the feel of a blade in the gallant’s hand that appeals to him, much more than casting a spell. As a result, he has at least a partial allegiance to Hannhangnefedd, and finds his fusillades quite appealing to use.
Class: Gallant.
Level: 1st.
Replaces: The gallant loses his Seedcasting, Skirmish Casting, Distracting Hands, What’s One More, and Perfect Grace class abilities.
Benefit: The gallant gains Fusillades at 1st level, Skirmish Fighting at 2nd level, Feinting Hands at 8th level, The More The Merrier at 17th level, and Martial Grace class abilities.
Fusillades: Martial gallants, while not quite as skilled fighters as champions, have a certain panache to the way they move around the battlefield and cause absolute havoc for their opponents.
The gallant starts play with access to one style of fusillades, chosen at 1st level. He gains access to another style at 5th, 9th, 13th, and 17th levels. He may only choose from The Basics, Defensive Techniques, Movement Options, Probability Readjustment, Team Benefits, and Status Assaults. The martial points used to initiate a fusillade are identical to his spell points as given in Table 2-4: The Gallant. His fusilier level is equal to ¾ his class level, and he can spend a maximum number of martial points equal to his fusilier level.
Skirmish Fighting (Ex): In any round in which the gallant has activated his skirmish ability but not yet attacked, he may choose to forgo the benefits of skirmish for that round. Instead, he may choose between a bonus on the DC of his next fusillade or a number of martial points equal to what his armor bonus from skirmish would have been (minimum 1). These martial points are temporary and disappear at the end of the round, and do not allow him to exceed his normal martial point cap. If he would later gain the benefits of skirmish in the same round as he has used this ability, he forgoes those benefits.
Feinting Hands (Ex): The martial gallant has got charm to spare, and is more than willing to share. He can feint as a swift action, and his feint attempts affect all enemies adjacent to him.
The More The Merrier (Ex): Extra enemies just means extra targets for a melee gallant. When initiating a martial fusillade, if he is adjacent to at least two enemies, a martial gallant can initiate two martial fusillades per standard action instead of one. He must still pay the full point cost for each fusillade, and treats each as completely independent from the other.
Martial Grace (Su): The gallant has become the talk of all Arhosa. Even peasants who do little more than scrape a living from barren soil have heard his name. Any sentient creature automatically has its reactions improved by one step. When the gallant successfully makes a skirmish attack, he can initiate a fusillade as a free action, once per round. The fusillade may only target the gallant or the target he attacked. Reduce the point cost of that fusillade by 5, to a minimum of 1.