Swashbuckler

1 1 1 1 1 1 1 1 1 1 Rating 4.07 (61 Votes)
The swashbuckler is a lightly armored and charming warrior who trusts dashing swordplay, acrobatic moves and sheer luck to save his day.

Abilities: The lightly armored swashbuckler depends on a high Dexterity for her Armor Class, as well as for many class skills. A high charisma score is also a hallmark of a successful swashbuckler. Strength is not as important for a swashbuckler as it is for other melee combatants.

Alignment
: Any

Hit Die: d10

Class Skills

Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (Local) (Int), Knowledge (Nobility), Linguistics (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier

Level Base Attack Fort Ref Will Special Abilities
1st +1 +0 +2 +0 Bravado, Weapon Finesse
2nd +2 +0 +3 +0 Bravery
3rd +3 +1 +3 +1 Deadly Thrust
4th +4 +1 +4 +1 Evasion
5th +5 +1 +4 +1 Dodge
6th +6/+1 +2 +5 +2 Uncanny Dodge
7th +7/+2 +2 +5 +2 Acrobatic Assault
8th +8/+3 +2 +6 +2 Improved Flanking
9th +9/+4 +3 +6 +3 Improved Deadly Thrust
10th +10/+5 +3 +7 +3 Dodge (+2)
11th +11/+6/+1 +3 +7 +3 Rake's Fortune 1/day
12th +12/+7/+2 +4 +8 +4 Improved Uncanny Dodge
13th +13/+8/+3 +4 +8 +4 Acrobatic Mastery
14th +14/+9/+4 +4 +9 +4 Crippling Critical
15th +15/+10/+5 +5 +9 +5 Dodge (+3)
16th +16/+11/+6/+1 +5 +10 +5 Improved Evasion
17th +17/+12/+7/+2 +5 +10 +5 Slippery Mind
18th +18/+13/+8/+3 +6 +11 +6 Rake's Fortune 2/day
19th +19/+14/+9/+4 +6 +11 +6 Piercing Critical
20th +20/+15/+10/+5 +6 +12 +6 Deadly Critical, Dodge (+4)

Class Features

Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and light martial weapons, the rapier and with light armor and the buckler. Some of the swashbuckler's class features, as noted below, rely on her being no more than lightly armored and unencumbered. In settings featuring firearms the swashbuckler may be proficient in those at the DM's discretion.

Bravado (Ex): As long as he is wearing light or no armor or shield (except for a buckler) and he is unencumbered, the swashbuckler may add his charisma modifier to his armor class. This bonus cannot exceed the swashbucklers' class level. This bonus does not stack with similar bonuses granted by other classes such as a monk's ac bonus from wisdom. This bonus is lost whenever the swashbuckler would lose his dexterity bonus due to being flat-footed, surprised etc.

Weapon Finesse: A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.

Bravery (Ex): The swashbuckler gains a +1 morale bonus to saving throws against fear, this bonus increases by +1 every four levels beyond second to a maximum of +5 at level 18. Swashbuckler and fighter levels stack for the purpose of this ability.

Deadly Thrust (Ex): At 3rd level, a swashbuckler becomes able to make deadly thrusting attacks when wielding a one handed piercing weapon with the weapon finesse feat. As a standard action she may take a -2 penalty to her armor class to add her charisma bonus plus half her swashbuckler levels as a bonus to damage. This damage is multiplied on a critical hit as normal. Creatures immune to critical hits are immune to this additional damage.

Evasion (Ex): At 4th level or higher, if a swashbuckler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.

Dodge (Ex): At level 5 the swashbuckler gain the Dodge feat as a bonus feat even if he doesn't meet the prerequisites. At 10th level his bonus from the Dodge feat increases to +2, at 15th level to +3 and at 20th level to +4.

Uncanny Dodge (Ex): Starting at 4th level, a swashbuckler can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught f lat-footed or struck by an invisible attacker. She still loses her Dexterity bonus to AC if immobilized. If a swashbuckler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Acrobatic Assault (Ex): At 7th level the swashbuckler gains the ability to charge in situations where others cannot. She 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.

Improved Flanking (Ex): An 8th level swashbuckler who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don't gain this increased bonus.)

Rake's Fortune (Ex): Swashbuckler's tend to be extremely skilled and lucky individuals. Once per day, a swashbuckler of 11th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it's worse than the original roll. A swashbuckler of 18th level or higher rolls 2d20 and take the best roll out of the these two new rolls when using this ability. At 18th level he may use this ability two times per day.

Improved Deadly Thrust (Ex): At 9th level the swashbuckler may add his charisma bonus on any rolls he makes to confirm critical hits when using his deadly thrust ability.

Improved Uncanny Dodge (Ex): A 12th level swashbuckler can no longer be flanked. This defense denies rogues the ability to sneak attack the swashbuckler by flanking her, unless the attacker has at least four more rogue levels than the swashbuckler does. If the swashbuckler already has uncanny dodge from another class, he automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the swashbuckler.

Acrobatic Mastery (Ex): A 13th level swashbuckler may always take 10 on Acrobatics and Climb checks and never loses his dexterity bonus to AC for Balancing, Climbing, Running or performing other precarious stunts.

Crippling Critical (Ex): A 14th level swashbuckler who scores a critical hit with a one handed piercing weapon when using the weapon finesse feat also deals 2 points of Strength damage to that creature. A swashbuckler of 19th level or higher also deals 2 points of Constitution damage in addition to the strength damage. Creatures immune to critical hits are immune to these effects.

Improved Evasion (Ex): At 16th level, a swashbuckler's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless swashbuckler does not gain the benefit of improved evasion.

Slippery Mind (Ex): 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 can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.

Piercing Critical (Ex): At 19th level the swashbuckler ignores the damage reduction of creatures when dealing damage with a critical hit. Creatures with DR "Epic" aren't affected by this ability nor are creatures that are immune to critical hits.

Deadly Critical (Ex): At 20th level the swashbuckler becomes extremely deadly, when wielding a one handed piercing weapon when using the weapon finesse feat, all his threats are automatically confirmed, and his threat rating and damage multiplier for critical hits with this weapon increases by one.
Bravado (Ex): As long as he is wearing light or no armor or shield (except for a buckler) and he is unencumbered, the swashbuckler may add his charisma modifier to his armor class. This bonus cannot exceed the swashbucklers’ class level. This bonus does not stack with similar bonuses granted by other classes such as a monk’s ac bonus from wisdom. This bonus is lost whenever the swashbuckler would lose his dexterity bonus due to being flat-footed, surprised etc.
Weapon Finesse: A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Bravery (Ex): The swashbuckler gains a +1 morale bonus to saving throws against fear, this bonus increases by +1 every four levels beyond second to a maximum of +5 at level 18. Swashbuckler and fighter levels stack for the purpose of this ability.
Insightful Strike (Ex): At 3rd 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 a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load or any shield (except for a buckler).
Evasion (Ex): At 4th level or higher, if a swashbuckler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.
Dodge Bonus (Ex): At level 5 the swashbuckler gain the Dodge feat as a bonus feat even if he doesn’t meet the prerequisites. At 10th level his bonus from the Dodge feat increases to +2, at 15th level to +3 and at 20th level to +4.
Uncanny Dodge (Ex): Starting at 4th level, a swashbuckler can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught f lat-footed or struck by an invisible attacker. She still loses her Dexterity bonus to AC if immobilized. If a swashbuckler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Acrobatic Charge (Ex): At 7th level the swashbuckler gains the ability to charge in situations where others cannot. She 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.
Improved Flanking (Ex): An 8th level swashbuckler who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don’t gain this increased bonus.)
Lucky (Ex): Many swashbucklers live by the credo “Better lucky than good.” Once per day, a swashbuckler of 11th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it’s worse than the original roll.
Improved insightful strike: at 9th level the swashbuckler may add his intelligence bonus on any rolls he makes to confirm critical hits with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain.
Improved Uncanny Dodge (Ex): A 12th level swashbuckler can no longer be flanked. This defense denies rogues the ability to sneak attack the swashbuckler by flanking her, unless the attacker has at least four more rogue levels than the swashbuckler does. If the swashbuckler already has uncanny dodge from another class, he automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the swashbuckler.
Acrobatic Mastery (Ex): A 13th level swashbuckler may always take 10 on Acrobatics and Climb checks and never loses his dexterity bonus to AC for Balancing, Climbing, Running or performing other precarious stunts.
Weakening Critical (Ex): A 14th level swashbuckler who scores a critical hit against a creature also deals 2 points of Strength damage to that creature. Creatures immune to critical hits are immune to this effect.
Improved Evasion (Ex): At 16th level, a swashbuckler’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless swashbuckler does not gain the benefit of improved evasion.
Slippery Mind (Ex): 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 can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.
Extra Lucky (Ex): Instead of gaining one re-roll, a swashbuckler of 18th level or higher can re-roll twice the failed roll and must take the best roll out of the these two new rolls. This replaces the Lucky ability, and can be used twice per day.
Wounding Critical (Ex): 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.
Deadly critical (Ex): At 20th level the swashbuckler becomes extremely deadly, when wielding a weapon with the weapon finesse feat or with a one handed ranged weapon, all his threats are automatically confirmed, and his threat rating and damage multiplier for critical hits increases by one.


Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 4.09 (55 Votes)
Utility:
1 1 1 1 1 1 1 1 1 1 Rating 4.21 (52 Votes)
Clarity:
1 1 1 1 1 1 1 1 1 1 Rating 4.22 (54 Votes)