Swashbuckler
Whereas many warriors brave 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 the powerful attacks against them 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 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 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 fast and agile combatants serve as protectors for spellcasters and flank mates for rogues and slayers, while waiting for the opportunity to show 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: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Starting Age: Self-Taught.
Class Skills
The swashbuckler’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str). Skill Ranks per Level: 4 + Int modifier.Table: Swashbuckler
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +0 | +2 | +0 | Deeds, panache, personage, swashbuckler weapon training |
| 2nd | +2 | +0 | +3 | +0 | Personage ability, uncanny dodge |
| 3rd | +3 | +1 | +3 | +1 | Deeds, finesse training, nimble +1 |
| 4th | +4 | +1 | +4 | +1 | Bonus feat |
| 5th | +5 | +1 | +4 | +1 | Swashbuckler weapon training |
| 6th | +6/+1 | +2 | +5 | +2 | Evasion |
| 7th | +7/+2 | +2 | +5 | +2 | Deeds, finesse training, nimble +2 |
| 8th | +8/+3 | +2 | +6 | +2 | Bonus feat, improved uncanny dodge |
| 9th | +9/+4 | +3 | +6 | +3 | Swashbuckler weapon training |
| 10th | +10/+5 | +3 | +7 | +3 | Personage ability |
| 11th | +11/+6/+1 | +3 | +7 | +3 | Deeds, finesse training, nimble +3 |
| 12th | +12/+7/+2 | +4 | +8 | +4 | Bonus feat |
| 13th | +13/+8/+3 | +4 | +8 | +4 | Swashbuckler weapon training |
| 14th | +14/+9/+4 | +4 | +9 | +4 | Improved evasion |
| 15th | +15/+10/+5 | +5 | +9 | +5 | Deeds, finesse training, nimble +4 |
| 16th | +16/+10/+6/+1 | +5 | +10 | +5 | Bonus feat |
| 17th | +17/+12/+7/+2 | +5 | +10 | +5 | Swashbuckler weapon training |
| 18th | +18/+13/+8/+3 | +6 | +11 | +6 | Personage ability |
| 19th | +19/+14/+9/+4/ | +6 | +11 | +6 | Deeds, finesse training, nimble +5 |
| 20th | +20/+15/+10/+5 | +6 | +12 | +6 | Bonus feat, swashbuckler weapon mastery |
Class Features
The following are the class features of the swashbuckler.Weapon and Armor Proficiency
Swashbucklers are proficient with 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 action 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 cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit: Each time the swashbuckler confirms a critical hit with a weapon belonging to a fighter weapon group that she has selected with swashbuckler weapon training, she regains a number of panache points based upon the weapon’s critical damage multiplier; she regains 1 panache point for weapons with a x2 multiplier, 2 panache points for weapons with a x3 multiplier, 3 panache points for weapons with a x4 multiplier, and so on. 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: Each time the swashbuckler reduces a creature to 0 or fewer hit points with a weapon belonging to a fighter weapon group that she has selected with swashbuckler weapon training, 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 any panache.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 expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. In addition, a swashbuckler gains additional deeds from her personage. 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. Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes a skill check with a Strength-, Dexterity, or Charisma-based skill 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 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 Dexterity modifier (minimum 1). 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. Precise Strike (Ex): At 1st level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with any weapon that belongs to a fighter weapon group that she has selected with swashbuckler weapon training (though not natural weapons), adding her swashbuckler level to the damage dealt. The swashbuckler only gains the benefit of this deed with a weapon held in her primary hand; weapon attacks made with her secondary hand do not receive this benefit. If she is wielding a weapon in two hands or in her off-hand, she adds half of her swashbuckler level to the damage dealt (minimum 0) instead of her full swashbuckler level. The swashbuckler can use this ability with thrown 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 the 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, while the swashbuckler has at least 1 panache point as an immediate action before attempting a saving throw to add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. Daring Stride (Ex): At 3rd level, a swashbuckler can spend 1 panache point as an immediate action to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against all attacks made against her until the start of her next turn. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. If the swashbuckler uses this deed in response to a melee attack, this movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point. Swashbuckler’s 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 melee weapon that isn’t hidden and belongs to a fighter weapon group that she has selected with swashbuckler weapon training, she can draw that weapon as part of the initiative check. 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 melee weapon that cripples 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. If a creature doesn’t have one of the listed 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 swashbuckler may only use this deed in conjunction with a melee weapon that belongs to a fighter weapon group that she has selected with swashbuckler weapon training.- Arms: The target takes no damage from the attack, but it 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.
- Head: The target is confused for 1 round. This is a mindaffecting 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.
- Torso or Wings: The target is staggered for 1 round.
Personage (Ex)
Each swashbuckler possesses a specific style and persona known as her personage. The personage grants the swashbuckler a number of bonuses and special abilities. This personage often represents the swashbuckler’s upbringing and personal persona, and is the source of her panache. A swashbuckler must pick one personage upon taking her first level of swashbuckler. Once made, this choice cannot be changed.Swashbuckler Weapon Training (Ex)
At 1st level, a swashbuckler selects one fighter weapon group. She gains the benefits of the Weapon Finesse feat with all melee weapons belonging to her chosen fighter weapon group. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. Every four levels thereafter (5th, 9th, 13th, and 17th), a swashbuckler becomes further trained in another group of weapons. She gains the benefits of the Weapon Finesse feat with all melee weapons belonging to this group. In addition, she gains a +1 bonus on attack rolls and damage rolls with weapons belonging to her previously selected weapon groups as well as the benefits of the Improved Critical feat. For example, when a swashbuckler reaches 5th level, she gains the benefits of the Weapon Finesse feat with all melee weapons belonging to one weapon group and a +1 bonus on attack and damage rolls and the benefits of the Improved Critical feat with the weapon group selected at 1st level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A swashbuckler also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the swashbuckler’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.Uncanny Dodge (Ex)
Starting at 2nd level, a swashbuckler can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A swashbuckler with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a swashbuckler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.Finesse Training (Ex)
Beginning at 3rd level, a swashbuckler selects one type of melee weapon that belongs to a fighter weapon group that she has selected with swashbuckler weapon training and that she is proficient with. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack or ranged attack (if the weapon is a thrown weapon) with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the swashbuckler from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The swashbuckler can select an additional weapon at 7th level and every 4 levels thereafter, to a maximum of five weapons at 19th level.Nimble (Ex)
At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light 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 3rd (to a maximum of +5 at 19th level).Evasion (Ex)
At 6th level and higher, a swashbuckler can avoid even magical and unusual attacks with great ability. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can only be used if the swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.Improved Uncanny Dodge (Ex)
A swashbuckler of 8th level can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has swashbuckler levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.Improved Evasion (Ex)
At 14th level, a swashbuckler’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless swashbuckler does not gain the benefits of improved evasion.Capstone Ability
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with. Incredible Luck (Ex): At 20th level, the swashbuckler has had so many close calls that she barely notices them anymore. The swashbuckler can activate charmed life as a free action, even outside of her turn. Furthermore, her maximum panache points is increased by 3. Swashbuckler Weapon Mastery (Ex): At 20th level, when a swashbuckler threatens a critical hit with a melee weapon or thrown weapons that belongs to a fighter weapon group that she selected with swashbuckler weapon training, that critical hit is automatically confirmed. Furthermore, the critical multipliers of such weapons increase by 1 (×2 becomes ×3, and so on).Section 15: Copyright Notice
Legendary Swashbucklers. 2015, Legendary Games; Authors Alex Augunas and Jason Nelson.Remove these ads. Join the Worldbuilders Guild

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