Swashbuckler[]
Swashbuckler is a base class introduced with Storm of Zehir.
Description[]
The swashbuckler embodies the concepts of daring and panache. Utilizing their great agility and wit the swashbuckler excels both in combat situations and social interactions, making her a versatile character indeed.
Class Features[]
Hit die : d10 | |
Base Attack Bonus progression : | High |
---|
Saving Throws : | ||
High = | Fortitude & Reflex | |
low = | Will |
Proficiencies : | ||
Weapons: | Simple & Martial. | |
Armor: | Light (only). |
Skill Points : ( 4 + Int modifier ) ×4 at 1st Character level. |
Class Skills : Bluff, Craft (armor & weapon), Diplomacy, Lore, Parry, Taunt, and Tumble. |
Additional progressions[]
Level | Features gained |
1 | Swashbuckler Bonus Feat, Daring Charge,
Daring Escape |
2 | Grace +1 |
3 | Insightful Strike |
4 | |
5 | Swashbuckler Dodge +1, Swashbuckler Bonus Feat |
6 | Evasion |
7 | Mobility |
8 | Improved Flanking |
9 | |
10 | Swashbuckler Dodge +2, Swashbuckler Bonus Feat,
Daring Charge Evolution I |
11 | Grace +2, Lucky |
12 | Improved Evasion, Epic Precision |
13 | Acrobatic Skill Mastery |
14 | Weakening Critical |
15 | Swashbuckler Dodge +3, Swashbuckler Bonus Feat,
Daring Charge Evolution II |
16 | |
17 | Slippery Mind |
18 | |
19 | Wounding Critical |
20 | Swashbuckler Dodge +4, Grace +3,
Swashbuckler Bonus Feat, Daring Charge Evolution III |
21 | |
22 | |
23 | Bonus Feat |
24 | |
25 | Swashbuckler Dodge +5 |
26 | Bonus Feat |
27 | |
28 | |
29 | Grace +4, Bonus Feat |
30 | Swashbuckler Dodge +6 |
Swashbuckler Bonus Feats[]
At 1st level, a Swashbuckler gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Swashbuckler gains an additional bonus feat at 5th level and every five Swashbuckler levels thereafter (10th, 15th, and 20th). These bonus feats must be drawn from the feats noted as Swashbuckler bonus feats. A Swashbuckler must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
List of Swashbuckler Bonus Feats[]
- Daring Charge unlocked Evolution feats (see below)
- Weapon Focus (weapons that can be used with Weapon Finesse only)
- Improved Critical (weapons that can be used with Weapon Finesse only)
- Power Critical (weapons that can be used with Weapon Finesse only)
- Combat Expertise
- Improved Combat Expertise
- Spring Attack
- Blind Fight
- Dodge
- Cleave
- Deflect Arrow
- Knockdown
- Improved Knockdown
- Improved Unarmed Strike
- Stunning Fist
- Whirlwind Attack
- Dash
- Desert Wind I-III
- Diamond Mind I-III
- Iron Heart I-III
- Shadow Hand I-III
- Stone Dragon I-III
- Devoted Spirit I-III
The bonus feats are in addition to the feats every character gains from character progression.
Daring Charge[]
The swashbuckler uses their incredible mobility to run, tumble and jump past obstacles and enemies unscratched to attack one foe who must be in line of sight and reachable. The Swashbuckler appears next to the enemy immediately and attempts to knock them down (as Knockdown feat). The swashbuckler also gains swashbuckler level / 2 + INT bonus temporary HP and swashbuckler level / 2 physical damage bonus (at least 1) for 3 rounds. The physical damage type matches the main hand weapon's. This ability can not be used while wearing medium or heavy armor. The swashbuckler must be either unarmed or using a finesseable weapon in their main hand and can not use a shield. Must target one enemy, has unlimited uses, 5 rounds cool-down, instant activation. Maximum range is 30 meters.
Daring Charge Evolutions[]
On levels 10, 15 and 20 the swashbuckler gains the Daring Charge Evolution I-III feats which unlock some special swashbuckler bonus feats (e,g, Evolution I allows taking one such feat at level 10). If taken, these feats modify some aspect of Daring Charge. The unlocked feats can only be chosen through the swashbuckler bonus feats on the respective level, not through normal feats gained during leveling.
For example a level 20 swashbuckler will be able to choose these combinations of unlocked feats:
- 1x Evolution I feat, 1x Evolution II feat, 1x Evolution III feat.
- 2x Evolution I feat, 1x Evolution II feat.
- 1x Evolution I feat, 2x Evolution II feat.
- etc.
Daring Charge Evolution I Unlocks (level 10)[]
RECKLESS CHARGE: In addition to the other effects also gain +1 AB for every 6 swashbuckler levels for 3 rounds.
WATCHFUL CHARGE: In addition to the other effects also gain +1 dodge AC for every 6 swashbuckler levels for 3 rounds.
Daring Charge Evolution II Unlocks (level 15)[]
SWIFT CHARGE: In addition to the other effects also gain the Haste effect for 3 rounds.
SHADOWED CHARGE: In addition to the other effects also gain 50% concealment for 3 rounds.
Daring Charge Evolution III Unlocks (level 20)[]
HEAVY CHARGE: Daring Charge's knockdown attempt is made with a +4 bonus and works against bigger enemies. Also increases the damage bonus to swashbuckler level / 2 + INT bonus (max +40) physical damage for 3 rounds.
SWEEPING CHARGE: Daring Charge's knockdown attempt is made against all enemies in an area of effect centered around the swashbuckler at the destination point. The area of effect is a sphere of Large size.
FRENZIED CHARGE: In addition to the other effects also gain an extra attack for 3 rounds (that stacks with Haste).
Daring Escape[]
Gained at level 1. Sometimes the swashbuckler needs to tactically retreat. On activating this feat their movement speed increases by 50% for 5 rounds. The duration increases by 1 round every 6 swashbuckler levels, to a maximum of 9 rounds total at level 24. Instant activation, unlimited uses, 1 minute cool-down.
Grace[]
A swashbuckler gains a +1 bonus on all saves and 10 bonus HP at 2nd level. This bonus increases to +2/20HP at 11th level, +3/40HP at 20th level, and +4/80HP at 29th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when encumbered.
Insightful Strike[]
At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus to 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 a rapier. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike unless they have the Epic Precsion feat (granted at level 12, or by gaining any combination of sneak attack, death attack, and/or Invisible Blade Bleeding Wound that totals 5 sneak dice). A swashbuckler cannot use this ability when wearing medium or heavy armor or when encumbered.
Swashbuckler Dodge[]
A swashbuckler is trained at focusing her defense on a single opponent in melee. She gains a +1 dodge bonus to AC against melee attacks from her current target or last attacker. This bonus increases by +1 at every five levels after 5th (+2 at 10th level, +3 at 15th, +4 at 20th, +5 at 25th, and +6 at 30th). A swashbuckler loses this bonus when wearing medium or heavy armor or when encumbered.
Evasion[]
A swashbuckler of 6th level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a swashbuckler is wearing light armor or no armor.
Mobility[]
At 7th level, a swashbuckler gains Mobility as a bonus feat even if she does not qualify for it.
Improved Flanking[]
A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus to attacks instead of a +2 bonus to attacks.
Lucky[]
At 11th level, a swashbuckler gains Luck of Heroes as a bonus feat.
Improved Evasion[]
At 12th level, a swashbuckler's evasion ability improves. He takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or fireball, and takes half damage on a failed save.
Acrobatic Skill Mastery[]
At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Tumble check, a swashbuckler can't roll less than 5, even if in combat.
Weakening Critical[]
A swashbuckler of 14th level or higher 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.
Slippery Mind[]
When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she automatically gets one re-roll. She gets only this one extra chance to succeed at a certain saving throw.
Wounding Critical[]
A swashbuckler of 19th level or higher 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.