Last updated: October 24, 2009SwashbucklerAlignment: Any.
Hit Die: d8.
Class SkillsThe swashbuckler's class skills (and the key ability for each skill) are 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), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Class FeaturesAll of the following are class features of the swashbuckler.
Weapon and Armor Proficiency: A swashbuckler is proficient with all simple weapons as well as light martial weapons, rapier and whip. Swashbucklers are proficient with light armour but not with shields.
Weapon Finesse: A swashbuckler gains Weapon Finesse as a bonus feat.
Canny Defense (Ex): A swashbuckler adds her Intelligence bonus (if any) to her Armour Class as a Dodge bonus while wielding a melee weapon which is compatible with the weapon finesse feat. This bonus cannot exceed the swashbuckler's class level. If a swashbuckler is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. In addition, a swashbuckler gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five swashbuckler levels thereafter (+2 at 10th, +3 at 15th and +4 at 20th). A swashbuckler cannot use this ability when wearing medium or heavy armor, when she carries a shield, or when she carries a medium or heavy load.
Bonus Feats: At 2nd level, a swashbuckler gets a bonus feat and an additional bonus feat every 3 levels thereafter at 5th, 8th, 11th, 14th, 17th and 20th level. These bonus feats must be drawn from the following list of swashbuckler bonus feats. A swashbuckler must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Acrobatic Strike, Blind-Fight, Bounding Assault, Combat Acrobat, Combat Expertise, Combat Reflexes, Danger Sense, Deceptive Dodge, Deft Opportunist, Deadly Defense, Deflect Arrows, Dodge, Elusive Target, Feint Mastery, Fleet of Foot, Greater Two-Weapon Fighting, Greater Two-Weapon Defense, Improved Combat Expertise, Improved Critical, Improved Disarm, Improved Dodge, Improved Feint, Improved Grapple, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Improved Two-Weapon Defense, Improved Unarmed Strike, Intimidating Strike, Mobility, Power Critical, Quick Draw, Quick Reconnoiter, Rapid Blitz, Riposte, Robilar's Gambit, Run, Single Blade Style, Snatch Arrows, Spring Attack, Stunning Fist, Two-Weapon Defense, Two-Weapon Fighting, Tumbling Feint, Weapon Focus, Whirlwind Attack.
Improved Reaction (Ex): At 3rd level, a swashbuckler gains a +2 bonus on initiative checks. At 9th level, the bonus increases to +4 and to +6 at 15th level. This bonus stacks with the benefit provided by the Improved Initiative feat.
Insightful Strike (Ex): At 4th level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as aA swashbuckler cannot use this ability when wearing medium or heavy armor, when she carries a shield, or when she carries a medium or heavy load.
Daredevil Athlete (Ex): A swashbuckler of 6th level or higher can perform amazing death defying stunts. Three times per day, she can choose to gain a luck bonus equal to her swashbuckler level on all Balance, Climb, Escape Artist, Jump, Ride, Swim, or Tumble checks until the beginning of her next turn. A swashbuckler cannot use this ability when wearing medium or heavy armor, when she carries a shield, or when she carries a medium or heavy load.
Evasion (Ex): At 7th level and higher if a swashbuckler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A swashbuckler cannot use this ability when wearing medium or heavy armor, when she carries a shield, or when she carries a medium or heavy load. A helpless swashbuckler does not gain the benefit of evasion. If she already has Evasion she instead gains Improved Evasion as the Rogue Special Ability.
Special Abilities: At 10th level and every 3 levels thereafter (13th, 16th and 19th), a swashbuckler gains a special ability of her choice drawn from the following list. A swashbuckler cannot use this ability when wearing medium or heavy armor, when she carries a shield, or when she carries a medium or heavy load.
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Acrobatic Charge (Ex): A swashbuckler with this ability may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain. Furthermore she does not suffer the normal -2 to AC for charging.
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Acrobatic Skill Mastery (Ex): When making a Jump or Tumble check, a swashbuckler with this ability may take 10 even if stress and distractions would normally prevent her from doing so.
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Defensive Roll (Ex): As the Rogue Special Ability.
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Dodge Critical (Ex): Once per day, a swashbuckler with this ability can make a Reflex saving throw (DC 20 + the enhancement bonus, if any, possessed by the weapon) to turn a critical hit dealt upon her into a normal hit. The swashbuckler must be aware of the attack and not flat-footed, and she must declare her attempt to reduce the effect of the critical hit before the damage from the hit is rolled.
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Improved Evasion (Ex): As the Rogue Special Ability.
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Improved Flanking (Ex): A swashbuckler with this ability who is flanking an opponent gains a +4 bonus instead of a +2 bonus on attacks.
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Lucky (Ex): Once per day, a swashbuckler with this ability may reroll any failed attack roll, skill check, ability check, or saving throw.
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Slippery Mind (Ex): As the Rogue Special Ability.
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Weakening Critical (Ex): A swashbuckler with this ability who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect. This ability cannot be used when fighting with weapons not compatible with the weapon finesse feat.
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Wounding Critical (Ex): (Prerequisite: Weakening Critical) A swashbuckler with this ability who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the swashbuckler’s weakening critical class feature.) Creatures immune to critical hits are immune to this effect. This ability cannot be used when fighting with weapons not compatible with the weapon finesse feat.
Elaborate Parry (Ex): At 12th level and higher, if a swashbuckler chooses to fight defensively, uses total defense or takes a -2 or greater penalty with the feat Combat Expertise in melee combat, she gains an additional +1 dodge bonus to AC for every 2 levels of swashbuckler she has. This benefit does not apply when wearing medium or heavy armor, when carrying a shield, or when carring a medium or heavy load. This ability cannot be used when fighting with any weapons not compatible with the weapon finesse feat.
Daring Lunge (Ex): Once per day as a standard action, a swashbuckler of 18th level or higher may make a single melee attack against a foe using a weapon compatible with the weapon finesse feat. If the attack successfully deals damage the foe must succeed on a Fortitude Save (DC 10 + damage dealt) or die. A swashbuckler cannot use this ability when wearing medium or heavy armor, when she carries a shield, or when she carries a medium or heavy load and it has no effect on creatures that are immune to critical hits or do not have discernible anatomies like Oozes or Plants.
GREATER FEINT[GENERAL]
Prerequisites: Int 15, Combat Expertise, Improved Feint, Base Attack Bonus +6.
Benefit: You may make a bluff check to feint in combat as a swift action.
Normal: Feinting in combat is a standard action, or a move action with Improved Feint.
Special: A fighter may select Feint Mastery as one of his fighter bonus feats.
FEINT MASTERY[GENERAL]
Prerequisites: Int 17, Combat Expertise, Improved Feint, Greater Feint, Base Attack Bonus +12.
Benefit: Just before making your first attack, after applying all optional modifiers you may make a feint attempt against one opponent. If successful you get the bonus of having feinted the foe for all of your attacks until the beginning of your next turn. Note: If you use this ability you may not make a normal feint attempt this turn.
Normal: Feinting in combat is a standard action, a move action with Improved Feint, or a swift action with Greater Feint and only applies to your next attack against that opponent.
Special: A fighter may select Feint Mastery as one of his fighter bonus feats.
RIPOSTE[GENERAL]
You are adept at striking from a defensive posture.
Prerequisites: Int 13, Combat Expertise, Base Attack Bonus +4.
Benefit: If you take at least a -2 penalty with Combat Expertise, each opponent to attack and miss you for that round provokes an attack of opportunity from you. You may only make one Attack of Opportunity per opponent (per round) in this way.
Special: A fighter may select Riposte as one of his fighter bonus feats.
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