Fancy Footwork. If Paul hits a melee attack against a creature, that creature can't make opportunity attacks against him this turn.
Luck of the Draw (1/day). If Paul fails a saving throw, he can choose to reroll it.
Multiattack. Paul makes four attacks with his Rapier/Pistol.
Rapier/Pistol. Melee Weapon Attack: +9 to hit, reach 5 ft/range 240., one target. Hit: 16 (2d10 + 5) piercing damage. On a hit, Paul can add one of the following additional effects to his attack once per turn each:
- Disarm. The target must succeed on a DC 17 STR save or drop one held item of Paul's choice and have the item be pushed 10 feet away from Paul's direction.
- Impair. If the target is Large or smaller, it must succeed on a DC 17 CON save or have its speed halved until the start of Paul's next turn.
- Unbalance. If the target is large or smaller, it must succeed on a DC 17 DEX save or fall prone.
Quick Movement. Paul takes the Dash, Disengage, or Hide action
Cross-Parry. In response to being hit by a melee attack by an attacker he can see, Paul adds 4 to his armor class. If this causes the attack to miss, he can force his attacker to save against one of the additional effects of his Rapier/Pistol.
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