Swashbuckler

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Whereas many warriors enter battle encased in suits of armor and wielding large and powerful weapons, swashbucklers rely on speed, agility, and panache. Swashbucklers dart in and out of the fray, wearing down opponents with lunges and feints, all while foiling powerful attacks against themselves with a flick of the wrist and a flash of the blade. Their deft parries and fatal ripostes are carnage elevated to an art form. Some swashbucklers may be arrogant and devil-may-care, but behind this veneer lie people deeply dedicated to their craft. Those of smaller races are particularly driven to prove that the right mix of discipline and daring is the perfect counter to size and strength, and they enjoy nothing more than taking down lumbering brutes and bullies.

Role
Combining fancy footwork with quick and precise lunges, swashbucklers dart in and out of battle, harassing and thwarting their opponents. These agile combatants serve as protectors for spellcasters and flanking partners for rogues and slayers, while waiting for the opportunity to demonstrate panache and score the killing blow on some lumbering hulk. Swashbucklers often face death with wry humor, mocking it with jabbing wit.
Alignment
Any.
Hit Die
d10.
Starting Wealth
225 gp (or 5d6 × 10 gp).
Table: Swashbuckler
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Deeds, panache, swashbuckler’s intuition
2nd +2 +0 +3 +0 Nimble +1
3rd +3 +1 +3 +1 Deeds, finesse training
4th +4 +1 +4 +1 Bonus feat
5th +5 +1 +4 +1 Swashbuckler weapon training +1
6th +6/+1 +2 +5 +2 Nimble +2
7th +7/+2 +2 +5 +2 Deeds, finesse training
8th +8/+3 +2 +6 +2 Bonus feat
9th +9/+4 +3 +6 +3 Swashbuckler weapon training +2
10th +10/+5 +3 +7 +3 Nimble +3
11th +11/+6/+1 +3 +7 +3 Deeds, finesse training
12th +12/+7/+2 +4 +8 +4 Bonus feat
13th +13/+8/+3 +4 +8 +4 Swashbuckler weapon training +3
14th +14/+9/+4 +4 +9 +4 Nimble +44
15th +15/+10/+5 +5 +9 +5 Deeds, finesse training
16th +16/+11/+6/+1 +5 +10 +5 Bonus feat
17th +17/+12/+7/+2 +5 +10 +5 Swashbuckler weapon training +4
18th +18/+13/+8/+3 +6 +11 +6 Nimble +5
19th +19/+14/+9/+4 +6 +11 +6 Deeds, finesse training
20th +20/+15/+10/+5 +6 +12 +6 Bonus feat, swashbuckler weapon mastery

Class Skills

The swashbuckler's class skills are Acrobatics (Dex), Athlethics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Endurance (Con), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Sleight of Hand (Dex).

Skill Ranks per Level
4 + Int modifier

Class Features

The following are class features of the swashbuckler.

Swashbuckler-Jirelle.png
Weapon and Armor Proficiency
Swashbucklers are proficient with all simple and martial weapons, as well as light armor and bucklers.
Panache (Ex)
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually can't exceed her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache points to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Finesse Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed finesse melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Killing Blow with a Light or One-Handed Finesse Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed finesse melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore panache.
Grit and Panache: The gunslinger's grit and the swashbuckler's panache represent two paths to gain access to the same heroic pool. Characters with both grit and panache class features combine the two resources into a larger pool of both grit points and panache points.
For the purposes of feat prerequisites, a character with the panache class feature satisfies the prerequisites as if she were a grit user, and vice versa. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed's level requirement. For feats, magic items, and other effects, a panache user can spend and gain panache points in place of grit points, and vice versa.
Deeds
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require the expenditure of panache points to be maintained. A swashbuckler can perform deeds only of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed. A complete lists of deeds can be found below.
Swashbuckler’s Intuition (Ex)
At 1st level, a swashbuckler can use her Charisma score in place of her Intelligence score as a prerequisite for combat feats.
Nimble (Ex)
At 2nd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light armor or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 2nd (to a maximum of +5 at 18th level).
Finesse Training (Ex)
At 3rd level, a swashbuckler selects any one light or one-handed finesse weapon (such as rapiers, sabres, or daggers) that she is proficient with and gains Weapon Finesse as a bonus feat with this weapon, even if she does not otherwise meet the prerequisites. She can select an additional weapon and gain Weapon Finesse as a bonus feat with it use at 7th level and every 4 levels thereafter, to a maximum of 5 weapons at 19th level.
Bonus Feats
At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those categorized as combat or panache feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
Whenever she gains a new bonus feat, a swashbuckler can choose to learn another new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can change only one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.
Swashbuckler Weapon Training (Ex)
At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with weapons she has selected with her finesse training ability. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level).
A swashbuckler also adds this bonus to any combat maneuver checks made with these weapons. This bonus also applies to the swashbuckler’s Combat Maneuver Defense when defending against disarm and sunder attempts made against these weapons.
Swashbuckler Weapon Mastery (Ex)
At 20th level, when a swashbuckler threatens a critical hit with a light or one-handed finesse melee weapon, that critical hit is automatically confirmed. Furthermore, the critical multipliers of such weapons increase by 1 (×2 becomes ×3, and so on).

Deeds

Derring-Do (Ex)
At 1st level, a swashbuckler can spend 1 panache point when she makes a Strength-, Dexterity-, or Charisma-based skill check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Strength, Dexterity- or Charisma modifier, as appropriate to the skill (minimum 1).
Dodging Panache (Ex)
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex)
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs (such as the Signature Deed feat).
Precise Strike (Ex)
At 1st level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed finesse melee weapon (though not a natural weapon), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can use this ability even with thrown light or one-handed finesse melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on her next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Charmed Life (Ex)
At 3rd level, the swashbuckler can, as an immediate action, spend 1 panache point to gain a bonus equal to her Charisma bonus (if any) on a saving throw.
Kip-Up (Ex)
At 3rd level, while the swashbuckler has at least 1 panache point, she can stand up from prone as a move action without provoking an attack of opportunity. She can stand up from prone as a swift action instead by spending 1 panache point.
Swashbuckler Initiative (Ex)
At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has a light or one-handed finesse melee weapon that's unhidden and ready to draw, she can draw that weapon as part of the initiative check.
Uncanny Dodge (Ex)
At 3rd level, while the swashbuckler has at least 1 panache point, she gains the uncanny dodge universal ability.
Evasion (Ex)
At 7th level, while the swashbuckler has at least 1 panache point, she gains the evasion universal ability.
Menacing Swordplay (Ex)
At 7th level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed finesse melee weapon, she can use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Swashbuckler's Grace (Ex)
At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.
Targeted Strike (Ex)
At 7th level, as a full-round action, the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed finesse melee weapon that cripples part of a foe's body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted (see below). If a creature doesn't have one of these body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes. The DC of saving throws against this ability is equal to 10 + 1/2 the swashbuckler’s level + the swashbuckler's Dexterity modifier.
Arms: The target drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen. The target can attempt a Reflex save to negate this effect.
Head: The target is confused for 1 round. This is a mind-affecting effect. The target can attempt a Fortitude save to negate this effect.
Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect. The target can attempt a Reflex save to negate this effect.
Torso or Wings: The target is staggered for 1 round. The target can attempt a Fortitude save to negate this effect.
Bleeding Wound (Ex)
At 11th level, when the swashbuckler hits a living creature with a light or one-handed finesse melee weapon, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler's Dexterity modifier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler's choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Improved Uncanny Dodge (Ex)
At 11th level, while the swashbuckler has at least 1 panache point, she gains the improved uncanny dodge universal ability.
Subtle Blade (Ex)
At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed finesse melee weapon she is wielding.
Improved Evasion (Ex)
At 15th level, while the swashbuckler has at least 1 panache point, she gains the improved evasion universal ability.:;
Perfect Thrust (Ex)
At 15th level, while the swashbuckler has at least 1 panache point, she can make a perfect thrust, pooling all of her attack potential into a single melee attack as a full-round action made with a light or one-handed finesse melee weapon. When she does, she makes the attack against the target's touch AC and ignores all damage reduction possessed by the target.
Swashbuckler's Edge (Ex)
At 15th level, while the swashbuckler has at least 1 panache point, she can take 10 on any Strength-, Dexterity-, or Charisma-based skill check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.
Cheat Death (Ex)
At 19th level, while the swashbuckler has at least 1 panache point, when she is reduced to 0 or fewer hit points, she can spend all of her remaining panache points to instead be reduced to 1 hit point. Effects that kill the swashbuckler outright without dealing hit point damage are not affected by this ability.
Deadly Stab (Ex)
At 19th level, when the swashbuckler confirms a critical hit with a light or one-handed finesse melee weapon, in addition to the normal damage, she can spend 1 panache point to inflict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the swashbuckler's level + the swashbuckler's Dexterity modifier. This is a death attack. Performing this deed does not restore panache to the swashbuckler.
Stunning Stab (Ex)
At 19th level, when a swashbuckler hits a creature with a light or one-handed finesse melee weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler's level + the swashbuckler's Dexterity modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.