5.01.2004

The Swashbuckler
[D&D Core Class]

The Swashbuckler
Adventure is in their blood. Whether heroes or bandits, gentlemen or pirates, swashbucklers all have adventure in their hearts. They survive with cunning and personality – and deadly skill with weapons.

Swashbucklers are most often humans with a thirst for style and adventure. Half-elves also often take the path of swashbuckler. It is not uncommon for gnomes and halflings to also advance in this class.



Swashbuckler Prestige Classes: Arabian knight, badgerclaw, cutthroat, gentleman, iron snake, lucky bastard, renegade, sailor on the seas of Fate, simple stick, sylvan rider, veiled blade, wild child, and woodland archer.

Adaptation: The swashbuckler fills the role of flamboyant, nimble warrior.

Game Rule Information
Swashbucklers (Swa) have the following game statistics.

Abilities: The swashbuckler lives by personality and a knack for avoiding defeat. Dexterity is vital to the swashbuckler, as it enhances his Armor Class, fuels his Finesse, and contributes to many class skills. Charisma, the foundation of his Bravado and many class skills, is also important. The swashbuckler also benefits from high Intelligence for skills and high Strength for melee damage.
Base Attack Bonus: Good (as a fighter).
Hit Die: d8.
Saves: Good Reflex / Poor Fortitude and Will.
Class Skills: The swashbuckler's class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). Skill Points at Each Level: 6 + Intelligence modifier (x4 at 1st level).
Alignment: Any nonlawful.
Starting Age: As a bard.
Starting Gold: 4d4 x 10gp.
Favored Class: Swashbuckler is a favored class for humans and half-elves.


Class Features
All of the following are class features of the swashbuckler.

Weapons and Armor Proficiency: Swashbucklers are proficient with the all Simple weapons, the cutlass, rapier, sap, scimitar, shortsword, and one of the following: crossbow (any hand or light), longsword, spiked chain, two-bladed sword, warstaff, or whip. They are proficient with Light armor but not with shields.

  1. Bravado, Finesse
  2. Combat Style

  3. Uncanny Dodge
  4. Personality
  5. Improved Combat Style

  6. Improved Uncanny Dodge

  7. Personality
  8. Combat Style Mastery
  9. Special Ability


  10. Defensive Combat Style, Personality
  11. Special Ability


  12. Combat Style Improvisation
  13. Personality, Special Ability

Bravado
The swashbuckler excels by sheer force of personality. He adds his Charisma modifier (if positive) to all saves against fear spells and effects. In addition, he may designate a single foe each round; he can add his Charisma modifier (if positive), up to +1 per swashbuckler level, as a dodge bonus to his AC against that foe’s melee attacks. He loses this bonus if caught flatfooted or incapacitated. [Extraordinary]

Finesse
He often relies on agility more than brute force. The swashbuckler gets the Weapon Finesse feat for free.

Combat Style [2nd/6th/11th/15th/19th level]
The swashbuckler specializes in a specific fighting style, such as Fencing or Two-Weapon Fighting. At 2nd level, he selects one of the combat styles listed below, receiving the indicated feats at the appropriate levels, even if he does not otherwise qualify for the feat granted or selected. At 6th level, he advances in his chosen style, gaining Improved Combat Style. At 11th level, he masters this style with Combat Style Mastery. At 15th level, he learns defense as well as offense, gaining his choice of feats from the Defensive Combat Style. And at 19th level, he utilizes his chosen combat style in new ways, gaining his choice of feats from Combat Style Improvisation. The benefits of a chosen style apply only when the swashbuckler wears light or no armor, except those feats noted by an asterisk, which he enjoys regardless of any armor worn:
  • Bolts A'Blazing: Rapid Reload. Improved Combat Style: Rapid Shot. Combat Style Mastery: Greater Weapon Focus (Any light or hand crossbow). Defensive Combat Style: Defensive Shot or Deflect Arrows. Combat Style Improvisation: Boltslinger, Improved Reload, or Ranged Trip.
  • Desert Moon: Weapon Focus (scimitar). Improved Combat Style: Cleave. Combat Style Mastery: Improved Critical (scimitar). Defensive Combat Style: Blind-Fight* or Combat Parry. Combat Style Improvisation: Expanded Finesse (scimitar), Great Cleave, or Improved Two-Weapon Fighting (with scimitars).
  • Exotica: Exotic Weapon Proficiency*. Improved Combat Style: Weapon Specialization (Any Exotic weapon). Combat Style Mastery: Greater Weapon Focus (Any Exotic weapon). Defensive Combat Style: Combat Expertise or Defensive Shot. Combat Style Improvisation: Combat Precision, Exotic Weapon Proficiency*, or Power Attack.
  • Fencing: Weapon Focus (Rapier). Improved Combat Style: Lunge. Combat Style Mastery: Improved Critical (Rapier). Defensive Combat Style: Combat Parry or En Garde. Combat Style Improvisation: Combat Precision, Improved Disarm, or Piercing Jab.
  • Fisticuffs: Improved Unarmed Strike. Improved Combat Style: Improved Unarmed Might. Combat Style Mastery: Power Fist. Defensive Combat Style: Clever Wrestling [CWar] or Combat Expertise. Combat Style Improvisation: Earth's Embrace [CWar], Prone Attack [CWar], or Stunning Fist.
  • Happy-Go-Lucky: Have at Thee. Improved Combat Style: Combat Enthusiasm. Combat Style Mastery: Improved Combat Enthusiasm. Defensive Combat Style: Blind-Fight* or Luck of Legends*. Combat Style Improvisation: Allied Zeal, Greater Combat Enthusiasm, or Lucky Strike.
  • Iron Snake: Weapon Focus (spiked chain). Improved Combat Style: Chain Finesse. Combat Style Mastery: Improved Critical (spiked chain). Defensive Combat Style: Combat Expertise or Improved Two-Handed Defense. Combat Style Improvisation: Combat Precision, Improved Disarm, or Improved Trip.
  • Reckless: Reckless Offensive [En&A/XPsi/RcsF]. Improved Combat Style: Improved Charge Attack. Combat Style Mastery: Improved Rapid Strike. Defensive Combat Style: Mobility or Reckless Defense. Combat Style Improvisation: Have at Thee, Power Attack, or Spring Attack.
  • Stick: Weapon Focus (club, quarterstaff, or warstaff). Improved Combat Style: Improved Two-Weapon Fighting. Combat Style Mastery: Weapon Specialization (club, quarterstaff, or warstaff). Defensive Combat Style: Combat Expertise or Improved Two-Weapon Defense. Combat Style Improvisation: Greater Two-Weapon Fighting, Staff Sweep, or Stunning Blow.
  • Sword & Cloak: Sword and Cloak Fighting. Improved Combat Style: Veiled Attack. Combat Style Mastery: Greater Sword and Cloak Fighting. Defensive Combat Style: Cloak Dance [XPsi] or Greater Cloak and Shadow. Combat Style Improvisation: Cloak Finesse, Improved Feint, or Improved Veiled Attack.
  • Two-Weapon Fighting: Two-Weapon Fighting. Improved Combat Style: Improved Two-Weapon Fighting. Combat Style Mastery: Greater Two-Weapon Fighting. Defensive Combat Style: Dodge or Improved Two-Weapon Defense. Combat Style Improvisation: Off-Hand Might, Targeted Two-Weapon Attack, or Whirlwind Attack.
  • Whip: Cutting Lash. Improved Combat Style: Improved Whip Strike. Combat Style Mastery: Greater Weapon Focus (whip). Defensive Combat Style: Combat Expertise or Dodge. Combat Style Improvisation: Combat Precision, Whipcrack, or Whip Finesse.

Uncanny Dodge [4th level]
The swashbuckler can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flatfooted or struck by an invisible attacker. If the swashbuckler already has Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge instead. [Extraordinary]

Personality [5th/10th/15th/20th level]
The swashbuckler has panache, flair, and style. At 5th level and every five levels thereafter, he may select a bonus feat from the following: Artist [FRCS], Buffoonery, Charlatan [Sg&S], Coldhearted, Cosmopolitan, Confident, Dancer's Grace, Dandy, Deceitful, Diligent, Eloquent Speaker, Empathic, Fiery Temper, Good Manners [d305], Hard To Fool [d317], Intrepid, Mercantile Background [FRCS], Musician's Ear, Negotiator, Noble Warrior [d317], Nobody's Fool [d285/RcsF], Performer, Persuasive, Seafarer, Skeptical, Sly, Smooth Talk [FRCS], Songbird, Sophisticated, Street Smart [FRCS], Thespian, Thug [FRCS], Unsophisticated, Warmhearted, or Wily.

Improved Uncanny Dodge [8th level]
The swashbuckler can hold his own even when surrounded by enemies. The swashbuckler can react to danger before his senses would normally allow him to do so. He is no longer subject to flanking and retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker, unless immobilized. If he already has Uncanny Dodge from a different class, the swashbuckler automatically gains Improved Uncanny Dodge instead. His swashbuckler level stacks with levels in any class granting Uncanny Dodge to determine the minimum level a rogue must be to flank him. [Extraordinary]

Special Ability [12th/16th/20th level]
The swashbuckler learns unusual maneuvers or acquires uncanny abilities. At 12th level and every four levels thereafter, he may select one of the following special abilities:
  • Bonus Feat: The swashbuckler can select any feat for which he qualifies as a bonus feat. This Special Ability may be taken multiple times.
  • Derring-Do: His personality is a force. He adds his Charisma bonus to all Will saves.
  • Defensive Roll: He can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day each time this Special Ability is selected, when he would be reduced to 0 or fewer hit points by damage in combat from a weapon or other blow, he can attempt to roll with the damage. To use this ability, he must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half-damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to executive a defensive roll – if he is denied his Dexterity bonus to AC, he can't use this ability. Evasion does not apply to Defensive Roll.
  • Evasion: He can avoid certain magical and unusual attacks. If he makes a successful Reflex saving throw against an attack that normally deals half-damage on a successful save, the swashbuckler instead takes no damage. Evasion can be used only if the swashbuckler is in light or no armor and not helpless. If this special ability is taken twice or is he already has Evasion, he gains Improved Evasion. [Extraordinary]
  • Luck: Lady Luck smiles upon him. He can reroll any failed attack roll, saving throw, or skill check that he just made, taking the better of the two rolls. He can benefit from this ability once per day each time Luck is chosen. [Extraordinary]
  • Panache: He receives a +1 bonus to all Charisma ability checks and Charisma-based skill checks.
  • Masterful Finesse: He selects two one-handed melee weapons, such as the longsword and warhammer. His Weapon Finesse feat now extends to these weapons. Masterful Finesse can be taken multiple times.

Epic Swashbuckler: The epic-level swashbuckler continues his Hit Die, skill point, and Personality progressions. In addition, he receives bonus epic feats at 23rd level and every three levels thereafter (23rd, 26th, 29th, 32nd, etc.); he may select as epic feats Special Abilities and virtual Defensive Combat Style and Combat Style Improvisation feats.

Board Link: To feedback on this class posted on the Wizards of the Coast message boards.

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