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View Full Version : [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!



Shadow_Elf
2009-11-01, 11:13 PM
Swashbuckler
“Your mother was a hamster and your father smelled of elderberries!”

Role: Defender. Your taunts, jabs and witticisms attract
the ire of your enemies, and your flamboyancy distracts
opponents while your allies get into position. Depending
on your choice of build or powers, you could serve as a
Leader or Controller secondarily.
Power Source: Martial. You’ve achieved your talent
through practice, experience and the conditioning of
your body and mind through exercises mental and
physical.
Key Abilities: Charisma, Dexterity, Intelligence

Armor Proficiencies: Cloth, Leather, Hide, Light Shields
Weapon Proficiencies: Simple Melee, Military Melee,
Simple Ranged
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at First Level: 14 + constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 7 + constitution modifier

Trained Skills: Bluff. From the class skills list below,
chose four more trained skills at first level: Acrobatics
(Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha),
History (Int), Insight (Wis), Intimidate (Cha), Perception
(Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex).

Build Options: Dashing Swordsman, Magnificent Bastard
Class Features: Gambit, Parry, Swashbuckler’s Taunt, Weapon Finesse

Swashbucklers come from all walks of life. From pirates on the high seas, to noble heroes saving damsels from dragons, to the scheming villains of the world, the Swashbuckler is present, a taunt on his lips and a sword in his hands. They are masters of agility, swordplay and psychology, getting into their foes’ heads while their blades slip into their foes’ guts. They lure their foes into poor moves, parrying attempts and taking risks. As their gambits pay off and they gain the upper-hand, their taunts begin to sting even more, and their foes often cannot help but fight them to their deaths. As masters of swordplay, they can stop blows no one else can, their proficiency with their weapons outmatching any other. They are quintessential deceivers, using basic swordplay to keep foes off-guard while preparing their coup-de-grace.
Sticks and stones may break your bones, but a swashbuckler’s words will hurt you more than you can know.

Creating a Swashbuckler
Swashbucklers rely on Charisma, Dexterity and Intelligence for their powers. You can take any power you prefer, but its often best to acquire powers that compliment your style of swordplay and method of taunting foes.

Dashing Swordsman
You are quick on your feet and incredibly annoying and slippery. You confound your foes with flashy melee maneuvers and quick bladework. Your attacks and many of your skills use Charisma, so that should be your highest ability score. Second should come Dexterity, which you use as a part of your Swashbuckler’s Taunt and for the secondary effects of some of your powers. You could choose Intelligence as your tertiary score, if you want to pick up some of the more tactical feats and powers of the Magnificent Bastard, but you would probably be better served with Constitution, to shore up your Fortitude defense and give you the extra hit points you need to survive.
Class Feature: Dashing Swordsman’s Dare
Suggested Feat: Hero's Sacrifice (Human Feat: Risky Action)
Suggested At-Will Powers: Slash & Dash, Hamstringing Strike
Suggested Encounter Power: Flanker’s Lament
Suggested Daily Power: Nuisance Strike

Suggested Skills: Bluff, Acrobatics, Perception, Stealth, Thievery

Magnificent Bastard
You are charismatic and quick-witted, and your words and actions orchestrate the battle to the point where all eyes are centered on you - and your allies attack from behind. Like the Dashing Swordsman, you use Charisma for the vast majority of your attack and damage rolls, so that should be your highest ability score. Your second highest ability score should be Intelligence, as it makes your Swashbuckler’s taunt effective and powers the rider effects of many of your most magnificent powers. You could take Dexterity as your tertiary score, to improve your Initiative bonus and benefit from some of the Dashing Swordsman’s powers and feats, but you would also be well-served putting points into Constitution for some much-need health and fortitude defense.
Class Feature: Magnificent Bastard’s Mockery
Suggested Feat: Master’s Mockery (Human Feat: Deflect Arrows)
Suggested At-Will Powers: Staggering Slash, Magnificent Blow
Suggested Encounter Power: Witty Retort
Suggested Daily Power: Majestic Strike
Suggested Skills: Bluff, Diplomacy, History, Intimidate, Streetwise

Class Features:
Gambit
You gain gambit as an encounter power.

Gambit
Luck is a fickle mistress, but often a benevolent one
Encounter * Martial
No Action Personal
Trigger: You make an attack roll, skill check or parry attempt and dislike the result
Effect: Re-roll the triggering d20 roll with a +2 bonus. If the second attempt fails, you are dazed until the end of your next turn.

Parry
You gain Parry as an at-will power

Parry
You deflect a foe’s melee attack with your own weapon
At-Will - Martial, Weapon
Immediate Interrupt Personal
Requirement: You must be wielding a melee weapon. You cannot use parry while in heavy armor or while wielding a heavy shield.
Trigger: An enemy makes a melee attack against you
Effect: Roll an attack with a melee weapon you are wielding, and replace the target defense with the resulting value.

Swashbuckler’s Taunt
Each Swashbuckler has a favoured taunt that they use to attract the attention of their enemies. Featured below are the two types of Swashbuckler’s Taunt; Magnificent Bastard’s Mockery and Dashing Swordsman’s Dare. You cannot use a Swashbuckler’s Taunt against enemies already under the effect of your Swashbuckler’s Taunt.

Magnificent Bastard’s Mockery
Your words cut deep into your foe’s psyche. They find it impossibly hard to ignore your emotional assault
At-Will * Martial
Minor Action Close Burst 10
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subjected to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn’t include you as a target, it takes a -2 penalty to attack rolls. In addition, when your marked target makes an attack that doesn’t include you as a target, you can, as an immediate reaction, invoke your magnificent bastard’s mockery. When you do so, the next ally to hit the target before the end of the target's next turn deals extra damage equal to 6 + your intelligence modifier. This increases to 12 + your intelligence modifier at level 11, and to 18 + your intelligence modifier at level 21.

Dashing Swordsman’s Dare
Your words confuse your foe, allowing you to slip in around it and interrupt its attempted attacks
At-Will * Martial
Minor Action Close Burst 10
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subjected to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn’t include you as a target, it takes a -2 penalty to attack rolls. In addition, when your marked target makes an attack that doesn’t include you as a target, you can, as an immediate interrupt, shift a number of squares equal to your Dexterity modifier, and you must end this movement adjacent to the target of the triggering attack roll. You then use your parry at-will power as a free action to attempt to stop the foe’s attack, regardless of the power's range and attack type.

Weapon Finesse
You can use Charisma instead of Strength for the attack and damage rolls of your melee basic attacks. In addition, whenever you successfully parry an attack with a light blade, you may shift one square as a free action and gain a +1 bonus to attack rolls made with combat advantage until the end of your next turn.

Swashbuckler Powers
As a martial character, your powers are called exploits.

Level 1 At-Will Exploits

Touch & Go
You strike your foe, causing them to stumble past you as you switch places
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage and you can switch spaces with
the target. If the target cannot occupy your current square and be in a legal
position, you do not switch spaces.
Special: Increase damage to 2[W] + charisma modifier at level 21.

Dazzling Strike
Your dazzling display raises the ire of your foe
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage and the target is marked as if by your Swashbuckler's Taunt class feature until the end of your next turn. This does not remove your Swashbuckler's Taunt from its current target.
Special: This power can be used in place of a melee basic attack when making an attack of opportunity. Increase damage to 2[W] + charisma modifier at level 21.

Magnificent Blow
A well placed and dramatic blow hampers your foe’s guard for the next attack.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1[W] damage + charisma modifier damage and the next ally to hit the target with an attack before the end of your next turn deals extra damage equal to your Intelligence modifier.
Special: Increase damage to 2[W] + charisma modifier at level 21.

Slash & Dash
You strike your foe from one side and quickly dart in the other direction
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage and you can shift two squares.
Special: You can use this power in place of a melee basic attack while charging. Increase damage to 2[W] + charisma modifier at level 21.

Hamstringing Blow
Your blade cuts in behind your enemy’s ankle, hampering their movement
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage and the target is slowed until the end of your next turn.
Special: You can use this power in place of a melee basic attack when making an attack of opportunity. Increase damage to 2[W] + charisma modifier at level 21.

Slick Slash
You stagger toward your foe, your slash appearing sloppily but truly unerring
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Effect: Before the attack, you can shift one square. If you shift and have flanking for this attack, you gain a +1 bonus to the attack roll.
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage.
Special: This power can be used in place of a melee basic attack while charging. You still have to end the charge movement within reach of the enemy before making the shift. Increase damage to 2[W] + charisma modifier at level 21.


All-In Strike
Your over-the-top attack inflicts a lot of pain, but leaves you open to attack.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma +2 vs. AC
Hit: 1[W] + charisma modifier + dexterity modifier damage.
Effect: You suffer a -2 penalty to parry attempts and all defenses until the end of your next turn.
Special: Increase damage to 2[W] + charisma modifier + dexterity modifier at level 21.


Level 1 Encounter Exploits

Witty Retort
Your mock your foe’s failures through sword and word, causing them to inadvertently repeat them
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy who has missed with an attack since the start of your last turn
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage and the target takes a -3 penalty to attack rolls until the end of your next turn.
Magnificent Bastard: The penalty to attack rolls equals 1 + your intelligence modifier.

Vexing Flurry
Your quick swordplay mocks your foes and forces them to retaliate in kind
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One, two, or three creatures
Attack: Charisma vs. Reflex
Hit: 1[W] damage and the target is marked until the end of your next turn.

Flanker’s Lament
You quickly jab at the foes flanking you and then escape them with a quick dash
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One or two enemies to whom you grant combat advantage
Special: You have combat advantage for this attack
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage. If both attacks hit, you can then shift 3 squares.
Dashing Swordsman: On a hit, you instead shift 2 + your Dexterity modifier squares.

Level 1 Daily Exploits

Nuisance Strike
Your words cut as deep as your sword with every cut you make
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage. Make a secondary attack against the target.
Secondary Attack: Charisma vs. Will
Hit: 1[W] damage and the target takes a -2 penalty to all attack rolls (save ends)
Effect: Once before the end of the encounter, when you hit the target with an attack, you can make this power's secondary attack against the target as a free action.

Majestic Strike
A blow your foe won’t soon forget
Daily * Martial, Reliable, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage.
Special: This attack can score a critical hit on a natural roll of 16 or higher. You can chose to miss with this attack regardless of the die result.

Parry & Riposte
You use the momentum from a successful parry to send a foe staggering, then advance with an attack of your own.
Daily * Martial, Stance, Weapon
Free Action Melee Weapon
Trigger: You successfully parry a melee attack
Target: The enemy that made the triggering attack
Attack: Charisma vs. Reflex
Hit: 1[W] + charisma modifier damage, and you slide the target into any square adjacent to you.
Effect: Until the stance ends, you can make a melee basic attack against an attacker who you parry as a free action, provided they are within reach.

Level 2 Utility Exploits

Daring Rescue
You rush to aid an ally, easily tumbling through and past your enemies
Prerequisite: You must be trained in Acrobatics
Encounter * Martial
Move Action Personal
Effect: Shift a number of squares equal to 2 + your dexterity modifier. During this movement you can move through enemies spaces, but you must end the movement in an unoccupied square adjacent to an ally. You gain combat advantage against and grant combat advantage to any enemy whose square you shifted through.

Piquing Feint
Your quick movement causes a moment of indecision that you can take advantage of
Prerequisite: You must be trained in Bluff
Encounter * Martial
Minor Action Melee 1
Target: One creature
Effect: Make a Bluff check opposed by the target’s passive insight. On a success, you slide the target 1 square and the target grants combat advantage to you for your next attack against it before the end of your turn. If the bluff check fails, the target is marked until the end of your next turn.

Boring Lecture
You pull up some stupidly and agonizingly boring historical anecdote to distract your foes while your allies prepare their next move
Prerequisite: You must be trained in History
Daily * Martial
Standard Action Close Burst 10
Target: Each enemy in burst
Effect: The target grants combat advantage to all attackers and is marked until the end of your next turn.
Sustain Minor: Reduce the burst size by one. The target is marked until the end of your next turn. This power can no longer be sustained when the burst size equals 1.

Level 3 Encounter Exploits

Pinning Strike
Your words yank your foe inexorably closer to your blade
Encounter * Martial, Weapon
Standard Action Melee Weapon +1 reach
Target: One enemy
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage, you pull the target to a square adjacent to you and the target is immobilized until the end of your next turn.

Impetuous Blow
You deliver a cheap strike that brings down the ire of your foe as you duck away
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage and the target is marked.
Effect: After the attack is resolved, shift 3 squares.
Dashing Swordsman: You can instead shift a number of squares equal to 1 + your dexterity modifier.

Orchestrated Assault
You attack one foe, catch their attention, withdraw the attack and then feint to attack a second.
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma + 2 vs. Reflex
Hit: The target is marked until the end of your next turn.
Effect: Make a secondary attack.
Secondary Target: One enemy other than the primary target
Secondary Attack: Charisma vs. Reflex
Hit: 1[W] + charisma modifier damage.
Magnificent Bastard: The attack bonus on the primary attack equal 1 + your intelligence modifier.

Level 5 Daily Exploits

Daring Strike
Your flamboyant attack dares your opponent to try an equally flashy maneuver, doomed to fail
Daily * Charm, Martial, Reliable, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. Will
Hit: 3[W] + charisma modifier damage and the target is marked until the end of your next turn and takes a penalty to its next attack roll equal to your charisma modifier.

Triple Tap
You dance around your foe mockingly, stringing together several jabs of your weapon
Daily * Martial, Stance, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage.
Effect: Shift one square and repeat the attack against the same target, then shift one square and repeat the attack again. If two attacks hit, the target is also knocked prone. If all three attacks hit, the target is also dazed until the end of your next turn.

Mockery of Sword
Your swordwork fancifully mocks that of your foe, and you draw it in and around you with a poignant stab
Daily * Martial, Weapon
Standard Action Melee Weapon +2 reach
Target: One enemy
Attack: Charisma vs. AC
Hit: 3[W] + charisma modifier damage and you can pull the target two squares and knock it prone.

Level 6 Utility Powers

Doomwaltz
Your dancing gait belies the bladework soon to come
Daily * Martial, Stance
Minor Action Personal
Effect: Until the the stance ends, whenever you are subject to forced movement you can chose to shift an equal number of squares. Additionally, when you shift, you gain a +1 bonus to your next attack roll before the end of your next turn.

Unsettling Laughter
Your knowing laugh unsettles your foes
Encounter * Martial, Fear
Minor Action Close Burst 5
Target: Each enemy in burst
Effect: The target takes a -2 penalty to saving throws until the end of your next turn. If the target fails a saving throw by two or less before the end of your next turn, it is marked (save ends).

Take the Bullet
You dive in front of an incoming projectile to save a friend in need
Daily * Martial
Immediate Interrupt Close Burst 5
Trigger: An ally in the burst is hit by a ranged attack.
Effect: Shift to a square adjacent to the triggering ally that would provide cover to the triggering ally against the triggering attack. The attack hits you instead.

Level 7 Encounter Powers

Baffling Blow
Your blade sinks into one enemy as you call on its ally to outdo its predecessor
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier + dexterity modifier damage, and one enemy within 5 squares of you is marked until the end of your next turn.
Dashing Swordsman: The enemy you mark is marked instead by your dashing swordsman’s dare. If your taunt is already on another enemy, that mark does not go away.

Fumbling Retort
Though the blade slips past your guard, you are ready to counterattack all the more quickly
Encounter * Martial, Weapon
Free Action Melee Weapon
Trigger: You make a parry attempt and an enemy’s attack still hits
Target: The triggering enemy
Attack: Charisma vs. Reflex
Hit: 2[W] + charisma modifier damage.
Magnificent Bastard: The target take a penalty to its next attack roll before the end of its next turn equal to your intelligence modifier.

Confidence Booster
You take a quick jab at your foe, physically and verbally, and a nearby ally is inspired with laughter
Encounter * Martial, Healing, Weapon
Standard Action Melee Weapon
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage and an ally within 5 squares of you gains temporary hit points equal to your level.

Level 9 Daily Powers

Soaring Blade
I am a leaf on the wind. Watch how I soar.
Daily * Martial, Weapon
Standard Action Melee Weapon
Effect: Before the attack you can shift 2 squares
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + charisma modifier damage.
Effect: After the attack, you can shift a number of squares equal to your speed - 2. Until the end of the encounter, your speed increases by 2

Stinging Signature
A pair of initials in the seat of your foe’s pants leaves a mark none can ignore
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One creature granting you combat advantage
Attack: Charisma vs. Reflex
Hit: 1[W] + charisma modifier damage, and the target is marked until the end of the encounter. While marked, the penalty to attack rolls the target suffers when disobeying your mark becomes -6 instead of -2.
Miss: Half damage, and the target is marked (save ends). While marked, the penalty to attack rolls the target suffers when disobeying your mark becomes -4 instead of -2

Bounding Backstab
A flip over your foe and a reverse stab leaves it reeling
Daily * Martial, Weapon
Prerequisite: You must be trained in Acrobatics
Standard Action Melee Weapon
Target: One creature
Effect: Shift through the target’s space into a square that would provide flanking to the square you started in
Attack: Charisma vs. AC. You have combat advantage for this attack.
Hit: 3[W] + charisma modifier + dexterity modifier damage.

Level 10 Utility Powers

Predator’s Mockery
That one’s trouble. Dispatching it may need a... special touch.
Daily * Martial
Minor Action Close burst 5
Target: One creature in the burst
Effect: You gain a +2 power bonus to attack rolls against the target until the end of the encounter

Too Damn Pretty to Die
To lose a face like this would be a loss the world could not bear
Daily * Martial, Healing
Free Action Personal
Trigger: You drop below 0 hit points
Effect: You can spend a healing surge, and regain additional hit points equal to your charisma modifier. If you are prone, you stand up.

Dive, Dip and Dodge
You roll and bound through your foes to reach the thick of the fight... or get out of it
Encounter * Martial
Prerequisite: You must be trained in Acrobatics
Move Action Personal
Effect: Shift a number of squares up to your speed. During this movement, you may pass through enemies’ spaces. Any enemy who's space you shift though is marked until the end of your next turn.

Level 13 Encounter Powers:
Tensions Unearthed
You lie and slander as your blade sings, turning your foe against its compatriots
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage and the next time the target makes a melee or ranged attack against you or an ally of yours before the end of your next turn, it also makes the attack against one of its own allies within range. In addition, the targets close and area attacks that only target enemies or omit specific targets instead target all creatures until the end of your next turn.
Magnificent Bastard: The target gains a bonus to attack rolls against its allies equal to your intelligence modifier.

Sly Slip
You deek around your foe, then drive your weapon into its spine
Encounter * Martial, Weapon
Standard Action Melee Weapon
Effect: Before you make the attack, you shift through the target's space to a square from which you could flank the target with your original square. You gain combat advantage for this attack if you perform this shift.
Target: One creature
Attack: Charisma vs. AC
Hit: Charisma modifier damage and the target is stunned until the end of your next turn.

Deadly Mistake
Ignoring your endless sarcasm was a mistake far more dire than your enemy assumed
Encounter * Martial, Weapon
Immediate Interrupt Melee Weapon
Trigger: A marked enemy within 6 squares of you makes an attack that does not include you as a target.
Target: The triggering enemy
Effect: You jump to a square adjacent to the target. You do not provoke attacks of opportunity for performing this jump. Makes the following attack against the target.
Attack: Charisma +2 vs. AC
Hit: 2[W] + charisma modifier damage and the target takes a -4 penalty to the triggering attack roll.
Dashing Swordsman: The penalty equals 3+ your dexterity modifier.

Level 15 Daily Powers:
Implausible Fencing Prowess
What, so I am not allowed to be this much faster than you?
Daily * Martial, Stance, Weapon
Minor Action Personal
Effect: When an enemy starts its turn adjacent to you and moves away, it takes 1[W] damage and you shift 1 square. In addition, your opportunity attacks slow the target until the end of their current turn on a hit.

Endless Tirade
Your swordsmanship sucks! Kiai! Your mother was a troll! Kiai! I could do this all day!
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy under the influence of your swashbuckler’s taunt
Attack: Charisma vs. AC; three attacks
Hit: 1[W] damage + charisma modifier damage.
Miss: Half damage
Effect: Your swashbuckler’s taunt lasts until the end of the encounter on the target, even if you use your taunt again on a different target. While it is marked by your swashbuckler’s taunt, the target takes an additional penalty to attacks that do not include you as a target equal to the number of attacks with this power that hit.

School of Hard Knocks
Maybe if I acquaint my mace with your forehead enough, you’ll learn a little!
Daily * Martial, Reliable, Weapon
Standard Action Melee Weapon
Attack: Charisma vs. Fortitude
Hit: 3[W] + charisma modifier damage and the target takes a -3 penalty to attack rolls (save ends). Each time the target succeeds on a saving throw against this power’s effect, it lowers the attack penalty by 1 instead of eliminating the effect (if the attack penalty is reduced to 0, the effect is removed). Each time the target fails a saving throw against this power’s effect, increase the attack penalty by 1 (maximum 3).

Feats:
Heroic Tier Feats:

Accurate Parry [Swashbuckler, Elf]
Prerequisites: Swashbuckler, Elf, Parry class feature
Benefit: You can use your Elven Accuracy racial power to re-roll a failed parry attempt. If the new parry attempt still fails, you do not expend the use of Elven Accuracy.

Break the Conflict [Swashbuckler]
Prerequisites: Swashbuckler, Dashing Swordsman’s Dare class feature, Dex 15
Benefit: When you use your Dashing Swordsman’s Dare immediate interrupt, and the resulting parry attempt succeeds, you can slide the triggering enemy and the triggering ally one square each.

Defensive Posture [Swashbuckler]
Prerequisites: Swashbuckler, Parry
Benefit: When you take the total defense or second wind action, the bonus to defenses you gain as a result also applies to parry attempts you make until the end of your next turn.

Deflect Arrows [Swashbuckler]
Prerequisites: Swashbuckler, Parry class feature
Benefit: You can use your Parry class feature to attempt to stop ranged attacks, as well as melee attacks.

Fey Step Parry [Swashbuckler, Eladrin]
Prerequisites: Swashbuckler, Eladrin, Parry class feature, Fey Step racial power
Benefit: You may expend the use of your Fey Step racial power as an immediate interrupt to make any attack automatically miss you, rather than gain Fey Step’s normal effect. Miss effects from powers cancelled in this manner are also cancelled.

Hero's Sacrifice [Swashbuckler]
Prerequisites: Swashbuckler, Dashing Swordsman's Dare class feature
Benefit: When you make a parry attempt as part of your Dashing Swordsman's Dare class feature and the parry attempt fails, you can make the attack hit you instead of the targeted ally.

Little Body, Big Mouth [Swashbuckler]
Prerequisites: Swashbuckler, Small size, Swashbuckler’s Taunt class feature
Benefit: Large and larger targets marked by your Swashbuckler’s Taunt class feature take an additional -2 penalty to attacks that do not include you as a target.

Master’s Mockery [Swashbuckler]
Prerequisites: Swashbuckler, Magnificent Bastard’s Mockery class feature
Benefit: When you invoke your magnificent bastard's mockery class feature, the next ally to attack the target before the end of the target's next turn gains a +2 power bonus to the attack roll.

Mocking Faerie Fire [Swashbuckler, Drow]
Prerequisites: Swashbuckler, Drow, Darkfire racial power, Swashbuckler’s Taunt class feature
Benefit: The target of your Darkfire racial power is also affected by your Swashbuckler’s Taunt until the end of your next turn on a hit. If another target is already marked by your Swashbuckler’s Taunt class feature, that mark is not removed.

Raise the Stakes [Swashbuckler]
Prerequisites: Swashbuckler, Gambit class feature
Benefit: When you use your Gambit class feature, before making the second roll, you can chose to gain a +2 bonus to the re-roll. If you do so and the re-roll fails, you are stunned until the end of your next turn instead of dazed.

Risky Action [Swashbuckler, Human]
Prerequisites: Swashbuckler, Human, Gambit class feature
Benefit: When you spend an action point for any reason, you also regain the use of your Gambit class feature if you have already used it.

Improved Parry [Swashbuckler]
Prerequisites: Swashbuckler, Parry class feature
Benefit: You gain a +2 bonus to parry attempts.

Paragon Tier Feats:
Cunning Ploy [Swashbuckler]
Prerequisites: Level 11, Magnificent Bastard's Mockery class feature
Benefit: Increase the damage bonus granted by your Magnificent Bastard's Mockery feature by 6.

Lay It On Thick [Swashbuckler]
Prerequisites: Level 11, Dashing Swordsman's Dare class feature
Benefit: When you place your dashing swordsman's dare upon an enemy, you can choose to gain the benefit of this feat. If you do, as long as the target is marked, you gain a +2 bonus to parry attempts against its attacks, and it gains a +6 bonus to damage rolls against you.

Parry Failsafe[Swashbuckler]
Prerequisites: Swashbuckler, Parry class feature
Benefit: When you wield a defensive weapon or a light shield in your off hand, once per turn you can reroll a parry result that is lower than your AC. The triggering attack of the parry must target your AC or Reflex.

Swashbuckler’s Guard [Swashbuckler]
Prerequisites: Swashbuckler, Parry class feature, Defensive posture
Benefit: When you take the total defense or second wind action, you can make parry attempts as an opportunity action (with the same trigger), rather than an immediate interrupt, until the start of your next turn.

Spellswath [Swashbuckler]
Prerequisites: Swashbuckler, Parry class feature, Deflect Arrows
Benefit: You can use your parry class feature to attempt to stop close and area attacks, in addition to ranged and melee attacks.

Epic Tier Feats:

Improved Spellswath [Swashbuckler]
Prerequisites: Swashbuckler, Parry class feature, Spellswath
Benefit: When you successfully parry a close or area attack, you can choose to have creatures in squares adjacent to you also protected from the attack (as if they had all successfully used parry).

Comments and EditLog:
PEACH and Enjoy. All comments welcome.
EDIT 1: "Gambit" class feauture nerfed slightly
"Boring Lecture", level 2 Utility, nerfed slightly
EDIT 2: Improved Parry upgraded slightly, "Lightning Reaction" changed to "Break the Conflict" with a new benefit, Big Damn Hero's Big Damn Bluff upgraded slightly, Peerless Pirate taken under review for more "peerlessness".
Big Damn Hero's "Fast Like a Freak" clarified.
EDIT 3: Peerless Pirate released from review! Now with extra peerlessness!
EDIT 4: Magnificent Bastard changed, Melee training changed to Weapon Finesse and expanded to include a small bonus for light blade wielders. Expect level 13+ powers soon.
EDIT 5: Made some of the changes to powers that were suggested by Yakk - thank you very much for the comprehensive feedback!
EDIT 6: Rephrased Parry and added the paragon feat Parry Failsafe for wielders of light shields and parrying daggers to make them a little happier to sticking with somewhat less than optimal defensive equipment.
EDIT 7: Changed the basic build features, the related feats, and added a feat for each. Also added level 13 Encounter Powers, and the Lucknight Paragon Path (see post below). Enjoy and PEACH. Considering altering the at-will powers too, for more options/versatility.
EDIT 8: Made some changes to the at-will powers, using some suggestions from Yakk and other commenters. Rewrote Dazzling Strike as a more defender-y power, making the newly-added "All-In Strike" for Dashing Swordsmen and rewrote Magnificent Blow as a magnificent bastard-focused power, both of which are the new "DPS" powers. More changes to the at-wills may come as I think of them.

Shadow_Elf
2009-11-01, 11:27 PM
Big Damn Hero

http://www.gamesetwatch.com/fightin.jpg

“Looks like we got here just in the nick of time!”
Prerequisites: Swashbuckler, dashing swordsman’s dare class feature

Just in time to save the day, the Big Damn Hero comes crashing through the gates. No maiden in a dragon’s castle, nor slaves being sacrificed on the altar of a dread god need fear. For just as it seems all hope is lost, you appear, ready to dramatically save the innocent and defenseless from the clutches of an evil villain. Your heroic entrance causes foes to stop what they’re doing and focus on you, and you are always backed by an imaginary army, one you convince your foes is all too real.

Big Damn Hero Features:
Big Damn Bluff (Level 11): When you place your dashing swordsman’s dare on an enemy, you can also make a bluff check as a free action. If your bluff check exceeds the target’s passive insight, the target grants combat advantage to you until the end of your next turn.
Nick of Time Action (Level 11): When you spend an action point to take an extra action, you can also make a saving throw against each effect on you that a save can end, or you can take an extra move action as a free action.
Heroic Entrance (level 16): When you act during the first round of combat, all enemies within 10 squares of you that have not acted yet are marked until they attack you.

Big Damn Hero Attacks:

Thrilling Heroics
“You swoop in to save the day, and your allies are inspired to greater heights”
Encounter * Martial, Weapon, Healing
Standard Action Melee Weapon
Requirement: You must charge and use this power in place of a basic attack
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage and each ally within 5 squares of you gains temporary hit points equal to your charisma modifier or can make a saving throw against an effect on them that a save can end.

Fast Like a Freak
“You dodge your foes with comical finesse and smack them as they run past”
Daily * Martial, Stance
Minor Action Personal
Effect: Until the stance ends, when you succeed on a parry attempt against a melee attack, you can, as a free action, shift two squares to a square adjacent to the triggering enemy and make a melee basic attack against that enemy.

Coup De Humiliation
“Mercy is the mark of a great man. I’m just a good man. Well, I’m alright.”
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One prone enemy
Attack: Charisma vs. Reflex, three attacks
Hit: 2[W] + charisma modifier damage per hit, and the target takes a penalty to attack rolls equal to 2 times the total number of hits until the end of the encounter.
Effect: The target is marked by your dashing swordsman’s dare until the end of the encounter. This mark does not count towards the limit of swashbuckler’s taunts you can normally have in effect at once.

Peerless Pirate

http://www.thinkingfinance.net/blog/wp-content/uploads/2009/04/end-jack-sparrow.jpg

“He who touches the rum dies by my blade”
Prerequisites: Swashbuckler

You are an experienced seafarer, a veteran of the seven seas and the beneficiary of much phat loot. Whether its fencing on the main mast or repelling borders with axe or spear, you are the epitome of everything a pirate is capable of. A boozy tune on your lips and a thicket of scurvy dogs before you, you are never more at home than in the thick of a fight.

Peerless Pirate Features:
Boozy Balance (Level 11): When you are subject to forced movement, you can shift 3 squares as a free action after the forced movement. You gain a +5 bonus to saving throws to avoid falling off an edge.
Drunken Clarity (Level 11): You can spend action points while stunned. When you spend an action point to take an extra action, you can end one charm, dazed or stunned effect on you, regardless of the effect’s listed duration. You do not suffer any aftereffects of effects ended in this manner.
Ramming Speed (level 16): Whenever you charge an enemy marked by you, you do not provoke opportunity attacks for doing so, and the charge does not have to be the last action on your turn.


Peerless Pirate Attacks:

Boarding Slash
“As if launched from a swinging rope, you tackle your foe”
Encounter * Martial, Weapon
Standard Action Melee Weapon
Requirement: you must charge and use this power in place of a melee basic attack. You can fly during this charge, and if you do not land on a solid surface, you fall without taking falling damage after the attack is resolved.
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + charisma modifier damage. You push the target up to 3 squares and shift into the square the target vacated.

Unshakable Heading
“You carefully navigate the battlefield, your progress undeterred”
Daily * Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you cannot be slowed, immobilized, restrained or dazed.

Walk the Plank
“Have fun swimming with the fishes”
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + charisma modifier damage and you push the target a number of squares equal to your charisma modifier. As the target is pushed, it provokes opportunity attacks from your allies as if it had moved past them.
Miss: Half damage, and you push the target 4 squares. As the target is pushed, it provokes opportunity attacks from your allies as if it had moved past them.

Fey Fencer

http://www.wizards.com/dnd/images/FR_ART/People/ElaithCraulnober.jpg

“The races of the feywild have perfected bladework. I have perfected perfection”
Prerequisites: Swashbuckler, parry class feature

Your blade sings with the magical speed of the Feywild, and your tongue beguiles your foes with the charm and wit of its denizens. You are the martial embodiement of the Feywild - you leave your foes confused, disoriented and ineffectual before you clear their minds forever. None can match your almost arcane rapidity, nor the charming wit you have enhanced through your training.

Fey Fencer Features:
Fey Wit (Level 11): When you spend an action point to take an extra action, enemies marked by you take a penalty to attack rolls equal to your charisma modifier until the end of your next turn.
Shimmering Parry (Level 11): You gain a +2 bonus to all parry attempts while wielding a one-handed light or heavy blade.
Dancing Follow-Up (level 16): Whenever you make a successful parry attempt with a one-handed light or heavy blade, you can also teleport two squares as a free action.

Fey Fencer Attacks:

Baffling Flurry
“A whirlwind of swordwork leaves a foe dazed and confused”
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC. Make four attack rolls, and if any of them hit, resolve them as a single hit.
Hit: 1[W] damage per hit. If any of the attacks hit, you deal damage equal to your charisma modifier. If two or more attacks hit, the target is also dazed until the end of your next turn.

Fey Stride
“Your step carries the speed of the Feywild”
Daily * Martial, Teleportation, Stance
Minor Action Personal
Effect: Until the stance ends, you can teleport 3 squares as a minor action once per round.

Fey Duel
“You use your fey powers to sequester a foe, leaving the two of you to duel alone”
Daily * Martial
Standard Action Melee Weapon
Target: One creature marked by you
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage, and ongoing 10 psychic damage (save ends).
Effect: You enter a fey duel with the target until the end of your next turn. While in a fey duel, the target is immune to all attacks but those you make, and you are immune to all attacks except those made by the target. You do not have line of effect to any target but each other.
Sustain Minor: The fey duel continues until the end of your next turn.

Chessmaster

http://perachess.files.wordpress.com/2009/11/ist2_6010119-3d-golden-chess-king-winning-pawns.jpg

“Oh, you killed the dragon? Why do you think I told you to stand there?”
Prerequisites: Swashbuckler, magnificent bastard’s mockery class feature

Your words sting your foes, but you are not mocking them for laughs. Each carefully constructed insult carries layers of suggestion, allowing you to manipulate your enemies with your words as you position your allies around them. The enemy cannot help but attack you, designated a target by your commanding presence and cutting words. But as they rush to meet your challenge, the trap is sprung - allies surge from behind, or flank the target, and you nimbly parry their ill-conceived move. Life is like a chess game, and you always play to win.

Chessmaster Features:
Manipulating Words (Level 11): When you use your magnificent bastard’s mockery you can also slide the target a number of squares equal to your Intelligence modifier. you cannot put the target in dangerous terrain or in the path of a hazard or trap the target is aware of.
Knight’s Move (Level 11): When you spend an action point to take an extra action, all allies within 5 squares of you can shift 2 squares and gain a +2 power bonus to AC and Will defenses
Xanatos Speed Chess (level 16): Once per round, when you push, pull or slide an enemy, one ally within 5 squares of you can shift an equal number of squares.

Chessmaster Attacks:

Queen’s Gambit
“You rush out to the front, to allow an ally to pass by into the heart of the fray”
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC.
Hit: 2[W] + charisma modifier damage.
Effect: One ally within 5 squares of you can shift a number of squares equal to your Intelligence modifier. If they end in a square flanking the target, they gain a +2 bonus to all defenses against the target until the end of your next turn.

Strategy on the Fly
“A losing battle is never lost”
Daily * Martial
Minor Action Personal
Effect: Until the end of the encounter, bloodied allies within 5 squares of you gain a +2 bonus to speed and cannot be dazed or stunned.

Checkmate
“Game Over.”
Daily * Martial
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + charisma modifier damage and all allies within 5 squares gain a +2 bonus to all defenses while flanking any enemy until the end of the encounter.
Effect: Allies within 5 squares of you can shift a number of square equal to your Intelligence modifier. You can also slide enemies within 5 squares of you a number of squares equal to your Intelligence modifier.

Lucknight
“Lady Luck is quite enamored of my good looks, obviously”
Prerequisite: Swashbuckler

You are uncannily lucky. From sharks to collapsing buildings, you’ve survived it all with a smile on your face and a witty remark on your lips. Your ability to escape losing battles unscathed, to perform daring acrobatic stunts without fail and to make impossibly accurate guesses at solutions to problems you barely know anything about amaze friend and foe alike. In public, you probably chalk it all up to skill and nothing more, but you spend every night in quiet prayer to Lady Luck that your good fortune never runs out.

Lucknight Path Features
Luck of All Trades (11th level): Once per round, when you roll a d20 for a skill check and the unmodified result is less than your charisma modifier, you can roll the skill check again. You can then use whichever result you prefer.
Chancy Action (11th level): When you spend an action point for any reason, the next time you roll a natural 1 in the current encounter you can treat it as a natural 20 instead. If you chose not to, the benefit is wasted.
Fortune of Fortune (16th level): Whenever you would be allowed to re-roll a die, you can re-roll that die twice and take the higher result.

Lucknight Powers

Gambler’s Blade
“If I were a betting man, which I am, I’d bet that you’ll be dead in no time!”
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC. You can re-roll the attack roll once on a miss.
Hit: 2[W] + charisma modifier damage and the target gains vulnerable 5 all until the end of your next turn.

Gambler’s Wager
“I’ll bet my life that my sword pierces your heart!”
At-Will * Martial
Free Action Personal
Trigger: You use your gambit class feature
Effect: You gain a bonus to the re-roll equal to one half your charisma modifier, rounded down. If the new roll fails, you take damage equal to three times your charisma modifier.

Gambler’s Endgame
“As your enemy tries to ignore your jeers, you strike where they least expect it, forcing them to show their hand.”
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy you have marked
Attack: Charisma vs. AC. You can re-roll the attack roll once on a miss.
Hit: 3[W] + charisma modifier damage and the target is bleeding their hand (save ends). While bleeding their hand, whenever the target takes a move action, you can shift to a square adjacent to them as a free action and whenever the creature makes an attack that does not include you as a target, you can make a melee basic attack against the target as an opportunity action.

Talbot
2009-11-02, 12:35 AM
Initial Thoughts:

Looks good overall. I've always been a fan of swashbucklery characters/classes.

As a Defender, and a Dex-based agility-centric one at that, it might make sense to give him some sort of AC bonus when wearing light or no armor (similar to the Avenger's Armor of Faith class Feature), so he can more ably soak up the attention he's going to earn with all the marks and parries he's throwing around.

Boring Lecture and Mockery of the Sword both seem just slightly too powerful for their level, but that may just be me. I'm not really an expert on balance.

Hashmir
2009-11-02, 01:13 AM
Boring Lecture and Mockery of the Sword both seem just slightly too powerful for their level, but that may just be me. I'm not really an expert on balance.
Ideas:

Boring Lecture:

Change to a Standard action, which I think would fit the flavor more -- the lecture is a "show-stopper," rather than the witty barbs usually traded while actually fighting. I was going to suggest making it a will save, but I don't think there are any utilities that actually require a save.

Mockery of Sword:

I'd reduce the damage to 1[W] or 2[W], and make it so you can only slide them through squares that are adjacent to you. I'd also consider only making the opponent grant combat advantage until the end of your next turn (because they're off-balance), as both prone and shift are pretty powerful. Both in the same attack is probably overpowered. Perhaps you could make "prone" a rider for one of the build options?

CarpeGuitarrem
2009-11-02, 03:16 PM
At first glance, the class features are looking to be a bit powerful. I'd say lose the Gambit power, maybe reintroduce it later on as a utility power. As it stands, it's a sight more powerful than the Deva's ability Memory of a Thousand Lifetimes, which adds 1d6 to the reroll...although on the other hand, it also has a penalty for failure.

Parry seems like one of those powers which could be invoked every turn, which I can definitely see as something you've intended.

As for the powers...Dazzling Strike is incredibly powerful. It's definitely as powerful as the rogue power Piercing Strike, because you get the combat advantage bonus. On top of that, though, if you multiclass into rogue, you can now apply sneak attack damage to it, which is a pretty hefty capability. Combat advantage is not to be doled out lightly.

Majestic Strike...oh wow. The critical hit range can definitely be dropped to, perhaps, 18-20. That's a very big power, especially for Level 1, even if it is a daily.

The rest of the powers are very nice. Kudos for the Firefly references.

Nice work, I like the feel of the class a lot.

Mr. Mud
2009-11-02, 03:30 PM
Overall, the class looks good, and if I can use homebrew in an upcoming campaign, I might in fact use this.

Anyway, I like the idea of Parry, but if you fail to parry, do you still have an AC/Reflex/whatever save against the attack? If so, that seems pretty powerful. To balance it, maybe there should be an adverse effect to using parrying and failing?

Possible Nerfs:
With a failed Parry, the enemy deals some extra bonus damage/gets a bonus to his next attack roll?
With each Parry, your strategies become more and more predictable. After 4 successful Parrys, the enemy adds his wisdom modifier to his attack roll, you decide to parry?

CarpeGuitarrem
2009-11-02, 03:42 PM
Anyway, I like the idea of Parry, but if you fail to parry, do you still have an AC/Reflex/whatever save against the attack? If so, that seems pretty powerful. To balance it, maybe there should be an adverse effect to using parrying and failing?

Maybe you can only Parry as a reaction to an enemy making an attack against you? What you do then is roll an attack, and use the result as your AC/Reflex for their attack. So if you choose to parry, you risk getting a bad roll and not being able to fix it.

Mr. Mud
2009-11-02, 03:49 PM
Maybe you can only Parry as a reaction to an enemy making an attack against you? What you do then is roll an attack, and use the result as your AC/Reflex for their attack. So if you choose to parry, you risk getting a bad roll and not being able to fix it.

Which is sort of like what it already does, but maybe it should only be used for basic melee attacks (or attacks that can be substituted for basic melee attacks)

Shadow_Elf
2009-11-02, 04:46 PM
Okay, lets see what we've got here:

On the issue of armor bonuses: It gets DEX/INT as secondary stats, which will make its AC decent. It also starts with Hide, and gains Light Shield proficiency, which puts it about 2 below a swordmage or paladin at level 1, giver or take based on level of optimization.

However, the Swashbuckler gets Parry, which means that they will get a chance to fend off attacks that otherwise would hit them.

It is likely that Boring lecture should be a standard action - I will fix it as such. On the subject of Mockery of Sword, slide 2 squares and knocked prone is not a serious secondary effect, IMHO. Prone is frankly not a powerful condition. It is essentially "Immobilized (move action ends)" with some unique tactical uses related to combat advantage on melee and cover on ranged attacks.

Gambit is indeed powerful, as I learned in my playtest yesterday. I will be errata-ing it to simply be a +2 bonus to the re-roll, with the same failure consequence.

Parry and Taunt are balanced against each other - because they are both immediate actions, you have to chose whether to defend yourself or enforce your mark, and once you pick one, you cannot do the other later in that round.

On the issue of the 16-20 crit range power on Majestic Strike - first off, as you mentioned, it is a daily power. And if it does not land a critical hit, it comes off being worse than most encounter powers of the same level. On a critical hit, you will deal a fair amount of damage, but a swashbuckler isn't going to have all the crit triggers a rogue or barbarian has, because they are a defender with relatively low damage output. Their focus on high attack bonuses (+attack means +parry!), means that they will also likely have low-[W] weapons. I will consider changing it, but I am not convinced it is particularly overpowered for its level.

Finally, the aspect that balances the at-will Dazzling Strike is that the bonus does not stack with combat advantage gained through other means (which, as a defender in the thick of the fray with several utilities that get you combat advantage, is likely), and so it is about on par with Valiant Strike, which gives you +1 no matter what, stacks with combat advantage and could give you more than +1 potentially.

Talbot
2009-11-02, 04:58 PM
Regarding Mockery of the Sword-

Doesn't it provoke an AoO to stand up from prone? If so, that, coupled with the sliding, means you could potentially/realistically set a target up for 3-5 attacks of opportunity from your allies even more easily than when normally knocking a target prone, while also robbing it of an action. And this is with an already pretty solid damage output.

Shadow_Elf
2009-11-02, 06:12 PM
Regarding Mockery of the Sword-

Doesn't it provoke an AoO to stand up from prone? If so, that, coupled with the sliding, means you could potentially/realistically set a target up for 3-5 attacks of opportunity from your allies even more easily than when normally knocking a target prone, while also robbing it of an action. And this is with an already pretty solid damage output.

Unless your DM houserules otherwise, standing up from prone does not provoke an attack of opportunity by RAW.

Mr. Mud
2009-11-02, 06:14 PM
Shadow, if you have addressed what happens if a parry misses (I assume the attack just hits? I'd recommend something like bonus damage/bonus to next attack roll for the attack. Since Parrying could leave someone off balance, maybe? So it hits in a more vulnerable spot? I don't know, but It's seem more balanced if it was paired with a negative effect.

Shadow_Elf
2009-11-02, 06:33 PM
Okay, if your parry attempt fails, the attack just hits. The thing is, if I attach a negative effect to it, it starts to become a lot less useful - the idea is that every round, either swashbuckler enforces his or her mark, or at least attempts a parry. If the swashbuckler is doing his or her job, there will be multiple enemies attacking him or her, and only one will be parried. To make matters worse, if a swashbuckler has already parried in a round, he or she cannot also enforce their mark - its an either/or choice every round.

Finally, the swashbuckler's parry attempt will not be significantly larger than his or her AC-10, and without feat support, can only be used on melee attacks.

I have actually playtested this class, and only about half of my parry attempts succeeded, and there were several rounds where I had already used parry and therefore I could not enforce a mark, or parry something else.

EDIT: Also, paragon paths are up!

Mr. Mud
2009-11-02, 06:37 PM
Ah, okay. That does seem balanced though, but make sure to reword it such that there isn't a "I get my [appropriate save] too!" confusion.

Other than that, I'm really liking this class. I'll be sure to watch for your other stuff :smallsmile:.

Shadow_Elf
2009-11-02, 06:50 PM
Ah, okay. That does seem balanced though, but make sure to reword it such that there isn't a "I get my [appropriate save] too!" confusion.

Other than that, I'm really liking this class. I'll be sure to watch for your other stuff :smallsmile:.

When I playtested it, I actually played it as "Okay, I already know the attack hits my X defense, so I attempt to Parry". And that seemed to work out fine - in fact, if I leave it as-written, you could not only allow an attack to hit you that otherwise would have missed, but you would waste your immediate action while doing so.

So, what does everyone think?
Should it be an interrupt triggered by a hit, or an interrupt triggered by an attack?

EDIT: And if you like this, then you might like the 4e homebrews in my signature. I've got a new magic item type, a ritual and about a bajllion paragon paths in there.

Mr. Mud
2009-11-02, 06:54 PM
I'm thinking attack. Because, realistically (even though D&D isn't meant to be 100% realistic) if someone hit you with a sword, you couldn't parry it away, since you'd already be it.

Also, I can see how a blade/staff can be parried, but how would a whip/scourge be parried?

Shadow_Elf
2009-11-02, 07:18 PM
I'm thinking attack. Because, realistically (even though D&D isn't meant to be 100% realistic) if someone hit you with a sword, you couldn't parry it away, since you'd already be it.

Also, I can see how a blade/staff can be parried, but how would a whip/scourge be parried?

Well, "hit" in game terms does not necessarily equal "hit" in real terms - hit in game terms simply means that their attack is successful, but once damage has been calculated etc., you are "hit" for real. So, a swashbuckler, seeing an attack incoming that he or she will not be able to dodge, or block with his or her shield, raises his or her weapon instead to defeat it.

The second point is an awkward one - I suppose you present your weapon as a surface for the whip/scourge to coil around, this negating the attack, and the you slip it out? With a big enough weapon, you could also just sort of use it like a shield.

Honestly, though, it is all these points, and many more, including taunting unintelligent enemies, that is making me think the Swashbuckler should maybe be Psionic. The monk is already Psionic, and the swashbuckler does many things with a weapon no one else can do. Does anyone have any thought on this?

Mr. Mud
2009-11-02, 07:24 PM
Well, "hit" in game terms does not necessarily equal "hit" in real terms - hit in game terms simply means that their attack is successful, but once damage has been calculated etc., you are "hit" for real. So, a swashbuckler, seeing an attack incoming that he or she will not be able to dodge, or block with his or her shield, raises his or her weapon instead to defeat it.

The second point is an awkward one - I suppose you present your weapon as a surface for the whip/scourge to coil around, this negating the attack, and the you slip it out? With a big enough weapon, you could also just sort of use it like a shield.

Honestly, though, it is all these points, and many more, including taunting unintelligent enemies, that is making me think the Swashbuckler should maybe be Psionic. The monk is already Psionic, and the swashbuckler does many things with a weapon no one else can do. Does anyone have any thought on this?

If he was Psionic, that'd demean the whole "pirate" feel too him. In my opinion, he's better as a Martial hero, opposed to a psionic one. Just because he's extremely charismatic, doesn't mean he's psionic.

Example A: Warlord.

Talbot
2009-11-02, 07:29 PM
I think it works Martial; bringing in Psionics could end up complicating things (for example, if any monster/class to come has a resistance/immunity to attacks with the "Psionic" keyword, it would unfairly penalize a class that isn't really psionic in any meaningful way; with the Monk, at least he's throwing "chi" around). Perhaps he just shouldn't be able to taunt unintelligent enemies?

If standing up doesn't provoke, then I don't really have as much of a problem with the power. It was the idea of setting up an enemy to get gang-stabbed after taking 3{W} that bugged me.

Regarding Paragons, I have no comments beyond that I like all four of them, and it's refreshing to see I'm not the only troper who raided the Wiki for power ideas.

Krazddndfreek
2009-11-02, 07:36 PM
This has probably been brought up already, but wouldn't parry get extremely cumbersome if you could use it every round? Because you'd have to decide on whether or not you want to parry against that attack, and then roll against it during your opponents turn. Once or twice an encounter, it isn't a horribly bad thing, but if he can do it every round, the swashbuckler is going to be wasting so much time unless his AC is somehow better than rolling for parry, in which case, it would be better not to use it at all.

Anyway, point is, parry just seems cumbersome to me.

EDIT: Just another minor nitpick, you should probably edit the Dashing Swordsman's Dare. As is, it's impossible to use the parry part of it, unless the attack is an area attack. Because parry only works if it targets you normally.

Shadow_Elf
2009-11-02, 08:26 PM
This has probably been brought up already, but wouldn't parry get extremely cumbersome if you could use it every round? Because you'd have to decide on whether or not you want to parry against that attack, and then roll against it during your opponents turn. Once or twice an encounter, it isn't a horribly bad thing, but if he can do it every round, the swashbuckler is going to be wasting so much time unless his AC is somehow better than rolling for parry, in which case, it would be better not to use it at all.

Anyway, point is, parry just seems cumbersome to me.

By that logic, All defenders except the Paladin are cumbersome - they all have immediate actions that trigger on enemies' turns, that are at-will and an integral part of the class.

EDIT: This is one of those specific-beats-general rules. You parry the attack because it doesn't target you, which is why closes are omitted from the parry-able attacks, because at that point you ARE including yourself in the area, which means you're not parrying it because you are included. I might clarify the wording anyways though, but do you have anysuggestions for a better way to word it?

And on the issue of parrying awkward weapons:
Rogues can sneak attack oozes, wraiths and skeletons.

I think that parrying a scourge is more than understandable in a world where rogues are able to hit the "weak point" of a homogeneous cube of jelly.

Shadow_Elf
2009-11-04, 04:45 PM
*Shameless Bump*

I was wondering if I could get some mechanics feedback on paragon paths, and maybe feats, too.

I would also like some input on the issue of Parry's trigger being "when attacked" or "when hit".

Mr. Mud
2009-11-04, 04:56 PM
*continues the bumping process*

Put any thought about having a feats like Gain Familiar [Swashbuckler]? They of course, would include the generic parrot/monkey/mini octopus. :smalltongue:.

I once-overed the heroic and paragon feats and nothing seems astray, mechanic wise (Although with Deflect arrows, can it stop At-Will/Encounter/Daily powers? Or only basic ranged?) But I'm sure you want more than one person looking over the entire class :smallbiggrin:.

Shadow_Elf
2009-11-04, 11:31 PM
*continues the bumping process*

Put any thought about having a feats like Gain Familiar [Swashbuckler]? They of course, would include the generic parrot/monkey/mini octopus. :smalltongue:.

I once-overed the heroic and paragon feats and nothing seems astray, mechanic wise (Although with Deflect arrows, can it stop At-Will/Encounter/Daily powers? Or only basic ranged?) But I'm sure you want more than one person looking over the entire class :smallbiggrin:.

I would consider some Swashbucklery companions as a feat chain, that is an an intriguing idea.

Deflect Arrows is all ranged attacks, just like basic Parry is all melee attacks. Of course, it doesn't just work on Arrows, but it was a well-known name, so I figured I would use it.

Sir Homeslice
2009-11-05, 01:30 AM
We meet again, Shadow Elf!

Anyways, down to what I'm good at.


I would also like some input on the issue of Parry's trigger being "when attacked" or "when hit".
Keep Parry's trigger as is.

And for PPs/Feats...

Big Damn Hero:
I personally feel Big Damn Bluff could use a boost, as it currently is just a minor action Feint, which isn't really impressive in the slightest for a level 11 feature. Nick of Time Action is pretty good as is. Heroic Entrance should give you an attack roll/speed boost for acting first in combat in the vein of having it be a dynamic entry-like. Plus the fluff fits. There's a Rogue daily utility and class feature that do what I'm thinking of, but on the offhand I don't remember them at all and I'm too lazy to go look at them.

Thrilling Heroics is alright, and Fast Like a Freak's effect text should read "Until the stance ends, you can shift two squares as a move action. In addition, you can make a melee basic attack as a free action whenever you succeed on a parry attempt." This is mainly for making the text clear so some idiot doesn't misinterepert it as Quicksilver Stance's three levels earlier little brother. Quicksilver Stance is, by the way, ridiculously fun. Coup de Humiliation is great as is.

Peerless Pirate:
Scurvy Step's basically... Eh, Dwarf racial. I say make something else for it. Rum Rhyme is generic, could be better. Repel the Boarders is hilariously situational and the features in this PP suck arse. The powers are pretty good though.

Fey Fencer:
Goddammit Fey. Fey Wit is great, Shimmering Pary in my opinion does too little, although you can't really say no to +2 for parry attempts. Dancing Follow-Up likewise needs something else, though the effect's kinda nice.

Aha, Baffling Flurry uses an idea found in the Paragon Assassin article, and it's a pretty good one too. Hooray four rolls. Fey Stride is incredibly awesome, and Fey Duel is... kinda lackluster, but cool. I say this is the best PP of the bunch.

Chessmaster:
Manipulating Words is LOL AWESOME, Knighit's Move is great, and Xanatos Speed Chess is obscenely great.

Queen's Gambit is pretty good as a power, and Strategy on the Fly swings between crazy good and useless depending on how hard your allies can dance the dance when stuck in bloodied. Checkmate's great for positioning. I lied, this ties with Fey Fencer easily.

And now for Feats...

Anything I don't mention is fine and I have nothing against it.

Fey Step Parry is immensely badass, Lightning Reaction is... mostly pointless as there is no way in **** you can justify teleportation from a fluff standpoint, and the change from shift to teleport allows you to kick slow/immobilize in the pants on a regular basis. No, something has to be done about it feat, because as is it's just silly. This feat ranges from incredibly useless to incredibly good, and that's just irritating as all hell. I would suggest a dex mod boost to parry attempts, since Dashing Swordsman allows you to parry when the mark goes off. Improved Parry should be +2 instead of +1. +1 is just weak.

And that's that.

Also Big Damn Hero's image got hotlink error'd by TvTropes. Might want to look alternate image hosting sites.

Krazddndfreek
2009-11-05, 01:38 AM
By that logic, All defenders except the Paladin are cumbersome - they all have immediate actions that trigger on enemies' turns, that are at-will and an integral part of the class.

Yea, but you don't have to make attack rolls for each of those immediate actions. That's all I was worried about.

Shadow_Elf
2009-11-05, 04:36 PM
Yea, but you don't have to make attack rolls for each of those immediate actions. That's all I was worried about.

Swordmage, Fighter and Warden disagree :smallbiggrin:.

On to other issues:

Big Damn Hero:
I can make the target of Big Damn Bluff grant CA to everyone, which would increase the support aspects of it.
For heroic entrance, do you mean it needs a speed boost in addition to the marking? Or instead of? Because I don't see a speed or attack boost being as useful to the defender as just outright marking things.
Fast like a freak needs to be reworded to: Until the stance ends, when you succeed on a parry attempt against a melee attack, as a free action, you can shift two squares to a square adjacent to the triggering enemy and make a melee basic attack against that enemy.

Peerless Pirate:
I will take this one under review and give it a serious injection of badassery and utility.

Fey Fencer:
I am unclear on what you think this one needs. Does it need to have a little something added to Shimmering parry and/or Dancing Follow-Through?

Chessmaster:
The idea here was defense through control. Does it need to be toned down, or is it awesome in a good way?

Feats:
I know, lightning reaction is hard to justify... but I don't want a flat CHA or DEX-mod bonus either, it potentially makes it too good. Maybe if on a success you could slide the triggering enemy one square and let the ally shift one square? Effectively breaking up the conflict if you want.

Improved parry will be... improved.

Big Damn Heroes pic will be fix'd.

Sir Homeslice
2009-11-05, 09:21 PM
Heroic Entrance: Well, I just figured with the fluff of the PP being "WHY HELLO GOOD SIRS I HAVE FINALLY ARRIVED!" that a speed boost/attack roll boost fo rthe first round of combat could mimic a sor of "dynamic entry."
Fast Like A Freak: That works too. I just wanted it to have better wording.

Fey Fencer: Basically, while I feel the features and powers are good, they feel a bit mechanically "bland". Sort of like how One/Two Hand Weapon Talent for Fighters being mechanically powerful, but "boring" in the sense that it's not "flashy" in the sense that something neat happens when things happen. Plus, I'm just generally picky about these things (meaning PP features and such).

Chessmaster: I meant awesome in a good way. The PP is overall very good with solid features and interesting works.

Lightning Reaction: That works for Lightning Reaction, and works well.

Mr. Mud
2009-11-05, 09:48 PM
I would consider some Swashbucklery companions as a feat chain, that is an an intriguing idea.

Deflect Arrows is all ranged attacks, just like basic Parry is all melee attacks. Of course, it doesn't just work on Arrows, but it was a well-known name, so I figured I would use it.

Maybe, depending on the build, their are different familiars that benefit you more? The parrot could be really witty and back sassy, and the monkey could be dexterous? The Octopus and Crab could give bonuses to wisdom, shifting, or charging. (Or something?)

R. Shackleford
2009-11-28, 08:07 PM
Sorry to necro a thread, but this is kinda the only place to ask this.

What's the range on Vexing Flurry? "One, Two, or Three creatures," what? In sight? Anywhere? I don't mean to nitpick, but its one of those things that I would probably need to have hammered down before I get my DM to approve.

Shadow_Elf
2009-11-28, 11:11 PM
Sorry to necro a thread, but this is kinda the only place to ask this.

What's the range on Vexing Flurry? "One, Two, or Three creatures," what? In sight? Anywhere? I don't mean to nitpick, but its one of those things that I would probably need to have hammered down before I get my DM to approve.

Its a melee weapon attack, so, depending on the weapon you wield, it is one, two or three creatures within your reach.

Also, here in homebrew, we don't care about thread necros as much as in other forums, since material sometimes gets brought up for revision/expansion. Speaking of which, once NaNoWriMo is over, I will be steadily adding things to this class (first of all will be the Peerless Pirate re-do). So stay tuned.

If you play it, please post here or PM me to tell me how it goes!

R. Shackleford
2009-11-29, 04:43 PM
Its a melee weapon attack, so, depending on the weapon you wield, it is one, two or three creatures within your reach.

Also, here in homebrew, we don't care about thread necros as much as in other forums, since material sometimes gets brought up for revision/expansion. Speaking of which, once NaNoWriMo is over, I will be steadily adding things to this class (first of all will be the Peerless Pirate re-do). So stay tuned.

If you play it, please post here or PM me to tell me how it goes!

Ah, understood. Thanks!

I'll let you know sometime this week if I get to play it. Assuming I don't get killed sometime in the next few weeks, I'll be playing the character up to 20.

(((By the by, did you finish NaNoWriMo? I got to 21k before life told me to stop.)))

Casupaa
2010-05-05, 02:20 PM
I really like this class alot. Seems really solid. Any chance that it will see Paragon and Epic powers?

I'm going to play a modified version of this class on my next session. However i made som major changes, mostly buffs, the biggest change changing Dexterity with Charisma in most powers, so that Dexterity becomes the main stat. I really liked Charisma as main stat, but I felt that having a stat that adds to AC was important as a main stat, as you can only Parry once(plus I removed an armor proficiency). Even the flavor seems to hold up pretty good changing the two. However I'm not much fan of a Dex Int build NAD wise, but I'm going to be playing the Dex Cha build.

Other changes:
Removed Hide armor proficiency as I didn't really feel that it was "Swashbucklerish". However i added this Class feature:

Swashbuckler’s Agility
While you are wearing cloth armor or no armor, you gain a +2 bonus to AC. Additionally when you wield a light blade you gain a +1 bonus to attack rolls.

I want it to be viable for Swashbucklers to be wearing shirts, if they feel like it. The attack bonus makes the light blades a good choice of weapon and makes Rapier very viable. Seems appropiate. And if you choose a weapon that is not a light blade as your main weapon, you can wield a dagger in your off-hand and still get the +1 bonus when you Parry. Yay!

Also i added a feat:
Cunning Riposte [Swashbuckler]
Prerequisites: Swashbuckler, Parry class feature
Benefit: When you successfully Parry an attack from a adjacent enemy, you deal damage equal to your Dexterity modifier to that enemy.

Seems very powerful, however when you would most likely use light blades, your damage is very low, so this would help out(might be better if damage was equal to Charisma or Intelligence modifier?). And every swashbuckler knows he has to riposte after a parry :)

But i really like the class, and i hope we will see more of it someday!

Chainsaw Hobbit
2010-05-05, 07:19 PM
Looks great, I may even play one. :smallwink:

Shadow_Elf
2010-05-05, 09:28 PM
I mostly made CHA the main stat for balance purposes - I didn't want a DEX/INT build, and CHA made almost as much sense. Those are some interesting changes, but I was also trying to keep the class broader in scope - I have a player that I DM who regularly parries intangibles attacks with a triple-headed flail - and while maybe a rapier would be more traditional, nothing says "badass" like saving yourself from a banshee's screech by swinging your flail at the exact right frequency :smallcool:.

Additionally, I have made the peerless pirate PP more, well, peerless, and I will be editing in the new version as soon as I finish this post.

EDIT: And yes, I have a lot on my plate right now, but I do intend to finish this class. I have some incentive - the swashbuckler I DM is level 12, so he's going to be needing those paragon powers pretty soon!

Casupaa
2010-05-18, 11:46 AM
I've been playing The Swashbuckler(with my changes) for quite a few sessions now and overall I must say that it is a blast. I love the fluff and feel of the class, and I really think your work is high quality. However my overall impression was that it was slightly underpowered. One of the reasons for my changes(my last post) was that I wanted to roll a Human(16 Dex 18Cha :/). That would make me have the lowest AC and HP of all defenders in the game(and om not the type of guy that gets born under cheesy signs) and only beeing able to parry once per round would mean trouble(capital D trouble) as soon as we hit a group of enemies. Knowing my DM I wouldn't have made it to 3rd level :D. With the changes I made, I seem to be on par with the other defenders(we were 3 defenders in our group at some point), which leads me to believe that it should be buffed somehow. My AC: 1 level, 5 dex, 2 Agility class feature, 2 Unarmored agility feat, 1 magic armor, 1 mage's parrying dagger =22 at level 3. While parry is a powerful ability, it won't help much against four flanking foes.

Well, up to level 3, I have not found any powers overpowered in any way. Actually I think some of them could easily get a little more. Generally Swashbucklers are limited to single target, melee, low damage powers, so they are supposed to pack some juice. I could go into a little more detail. But I'm out of time right now.

But overall this works and I'm having a blast. Thank you :D

Shadow_Elf
2010-05-18, 03:23 PM
I also have some research data to bring to the thread!

At level 12, the Swashbuckler in the party I DM has 26 AC, and he is the only defender in a party of six. However, he parries at +20, and by keying up his 1/round parries to the most crippling status attacks, he basically manages to keep himself free of debilitating lockdown effects and highly hampering powers with his parries, while letting the rabble and their pure damage attacks go through his perfectly average AC score. With two Leader in the party, a Warlord and Artificer, he has no problem shrugging off pure damage attacks, so in general he stays really healthy. He's also a proactive, effective defender, keeping the often teaming hordes of trolls and zombies I throw at my beleaguered PCs at bay, and protecting the squishy Wizard and Assassin admirably. He's really gotten the hang of playing the class, and his is not overshadowed by (nor does he overshadow) the other PCs in the slightest. Additionally, his character concept is very un-traditionally swashbucklery, made possible by the class's more open concept - he's an ex-guild mercenary, ex-pirate, ex-pirate hunter come adventurer in a party in the employ of royalty. He wields a triple headed flail and light shield in combat, and his flail is capable of parrying the weirdest things (including but not limited to life-stealing bolts of elemental cold, fireballs, mesmerizing gazes and banshee wails).

If anyone else has given the class a try, I'd love to hear any feedback you've got!

Yakk
2010-05-18, 04:10 PM
Random comments and suggestions
The AC problem: this defender relies on a secondary stat for AC, plus hide and a light shield.

Using a 1 handed weapon:
Swordmage: 5 (light) and primary attack stat
Warden: 5 (light) and secondary stat
Battlemind/Fighter: 9 (heavy)
Paladin: 10 (heavy)

In exchange, you get Parry. Hmm. Drop HP to 5/level, and up AC back to par:

I sort of like "while wielding a 1 handed weapon, you gain a +1 bonus to AC. This increases to +2 if you have nothing in your off-hand".
Ooo, an option:
Trade leather and hide armor proficienies away. Gain Unarmored Agility feat, Two Weapon Defence, and increase your bonus to AC from wielding a 1 handed weapon to +2/+3.

I also like the prior posters "you get a +1 to hit with light blades".

Mockery -- -2-int/2 could hit -7 by end-epic, which is abusive.

Parry -- being able to "natively" parry attacks on allies adjacent to you (or from enemies adjacent to you) might simplify Dashing, and allow for a weaker Mocking (or, more accurately, a Mocking that doesn't break the game in epic).

Ie, Mocking could give you a bonus to damage on opportunity attacks, and prevent marked enemies from shifting while adjacent to you.

Another idea would be for Mocking to give you a bonus to attack opponents who violate your Mark. Ie, +1+(int bonus/2) to hit (min 2), and (int bonus) to damage on the first attack you make on the Mark after they violate it.

That is more unique. So:

Parry:
Trigger: An enemy makes a melee or weapon attack against you or an adjacent ally.
Target: One adjacent enemy, or one enemy attacking an adjacent ally.

Dashing Dare:
Once per round when the marked enemy makes an attack that does not include you, you may shift your dexterity modifier before the attack is evaluated.

(Note: this lets you make an OA when they try a ranged attack if you manage to get adjacent, and if they are doing a melee or weapon attack you could shift to protect your ally.)

Bastard's Mockery:
You gain a bonus to damage rolls equal to your intelligence modifier on opportunity attacks against the target. In addition, whenever your marked enemy makes an attack that does not include you as a target, you gain a bonus to your next attack on the target equal to one half your intelligence modifier (round down, min 1), and a bonus to the damage roll equal to your intelligence modifier (increasing to intelligence modifier +3 at level 11, and intelligence modifier +6 at level 21).

You also might want to strip it out of the marking mechanic, and instead give the character powers that trigger when a marked enemy makes an attack that doesn't include the Swashbuckler. This is more "active voice" and more modular than the Paladin-esque style you have.

Powers:
I'd be tempted to pepper it with no-stat-to-damage, targets non-AC powers. Ie, make them more fun. The powers as listed remind me of "Warden" powers in their interestingness.

Touch & Go:
Cha vs Reflex
Hit: [W] and switch places

Dazzling Strike:
Cha vs Will
Hit: The target grants combat advantage until the end of your next turn, and you can make a basic melee attack against the target.

Magnificent Blow:
Attack: Cha-2 vs Defence of your Choice
Hit: [W], and the target suffers a -2 penalty to the defence targetted by this power.

Slash & Dash:
Special: This power may be used in place of a basic attack during a charge.

Hamstring Blow:
Special: This power may be used in place of a basic melee attack when taking an opportunity attack.

What I did above is make each of the powers more interesting and more different. They are no longer a list of Cha vs AC, [W]+Cha attacks that have a rider.

Touch & Go has an accuracy boost, in exchange for less damage.
Dazzling Strike is a leader-esque power. Note that you have to hit twice to actually deal damage (which makes up for the "grant everyone combat advantage" bonus).
Magnificent Blow grants you the ability to probe the weak spot of your opponent.
Slash & Dash is extremely fun with the ability to use it on charges (you charge in, then shift away).
Hamstring Blow's special makes you stickier.

...

The same treatment of other powers will follow.

Witty Retort: make it -3 for non-bastards. No need for it to suck for them.

Vexing: Having marks do something for the Swashbuckler gives this power juice (see above, where you tear the response out of the marking mechanic).

Flanker's Lament: Change it to "1 or 2 enemies you are granting combat advantage to". Add "Special: you have combat advantage for this attack". This prevents this power from being overly situational, and gives it a slight boost.

Nuisance Strike: Meh. A weaker version of an existing fighter power. Needs more fun.

Majestic: Add the reliable keyword. Add "you may choose to miss with this power regardless of your attack roll." to the special.

Parry and Riposte: Add the stance keyword. Drop damage to 1[W]. Add Effect: Until this stance ends, you may make a basic melee attack against an attacker who you parry as a free action, if they are in reach.

Daring Rescue: You gain combat advantage against and grant combat advantage to any opponent whose square you shifted through.

Pinning Strike: Melee weapon +1 reach
Hit: Pull the target 1 square. If it is now within weapon reach, ...
(from the fluff text)

Impetuous Blow: Make it 3 squares for non-Dashing.

Orchestrated Assault: The second attack shouldn't chain off the first hitting.

Daring Strike: add Charm keyword. Maybe have it target Will.

Triple Tap: Maybe add a Stance keyword, and grant "until the stance ends, you can shift 1 after each successful melee attack".

Mockery of Sword: Melee weapon+2 reach.
Hit: Slide the target 2 squares. If it is now within your weapon's reach, 3[W]+Charisma and knock the target prone.

Doomwaltz: This is a bit too much damage for a utility power.
When you shift as a move action, you shift an additional square and gain a +1 power bonus to attack rolls until the end of your turn. When you are subject to forced movement, you can instead shift an equal number of squares.

This gives it some offensive ability, but it isn't a raw damage boost.

Baffling Blow: If you change the Dashing/Bastard abilities to trigger off of marks, the rider simply extends the duration of the mark until the end of the encounter (or you mark someone else using the class feature).

Fumbling Retort: remove "you" from "still hits you". Possibly change the rider to "you gain a power bonus to attack equal to your intelligence modifier".

Confidence Booster: Make 1d6 plus your level temporary HP? Scales a bit better, and less "I managed to wake up an unconscious ally with a joke". ;)

Stinging Signature: It should instead read "-6 penalty instead of the normal -2 penalty" and "-4 penalty instead of the -2 penalty". This prevents it from stacking ridiculously in a few cases.

Bounding Backstab: For fun, I'd make it 2[W]+2d8+charisma modifier. ;)

Too Damn Pretty to Die: Should be "no action", as you cannot take free actions while ko'd!

Dive, Dip and Dodge: In many ways, weaker than the lower level shift encounter power. How about if you mark any creature whose space you move through?

Deflect Arrows: I already rolled that in, but I restricted it to weapon or melee attacks (so a cold ray is not parry-able).

Master’s Mockery: Was already too strong at high levels.

Shadow_Elf
2010-05-18, 05:41 PM
I haven't got time right this second to go over each of your changes, but from what I can see of the proposed feature changes, it really changes the core function of the entire class if I make that set of modifications. Now, my reasonings on things!

I did not want a shift/OA based defender, because Martial already has that - I wanted a swordmage/paladin style defender which was mechanically very different from the other martial defender, the fighter. Next, I didn't want players to be pidgeonhole'd into picking light blades and dual-wielding no matter what their build - things that specific are the scope of Paragon Paths, not entire classes (and there is at least two Swashbuckler-themed paragon paths out there already, if not more). I wanted something applicable to a wider selection of character concepts, so I kept it general - I will consider giving an alternative feature that gives up Hide and Leather prof for a +3 passive AC boost if people want Cloth for fluff reasons. Dual-wielding and light blades might get feat support, but I refuse to include such support in the class's basic structure. Now, onto Deflect Arrows, Spellswath et. al. - they're flavourful and mechanically useful, and in my experience playing and DMing the Swashbuckler at level 10+, Parry even with full feat support is far from overpowered as written. Additionally, I admittedly stole a bit of the flavour for those feats from Fax Celestis' fantastic d20r class the Fencer, who can parry rays at a sufficiently high level, and eventually cut through bursts and blasts and such.

I find that your comments on Magnificent Bastard's Mockery are well-founded however, I will consider some alternatives to its current wording. My first thought is to give the attacked ally a bonus to attack and damage based on INT for their next attack against the triggering enemy, since the Magnificent Bastard is the ultimate manipulator and orchestrator.

Thanks for all the feedback - I will go over your power-by-power analysis shortly, when I have more time.

Casupaa
2010-05-18, 06:03 PM
@Yakk
Woah, very nice post. Alot of interesting suggestions there.

@Shadow_Elf
The thing about the light blades, is that they become a very suboptimal choice of weapon, when you have acces to all Military Melee weapons. So this was not meant as a way to pidgeonhole, more like a way to balance things.

Shadow_Elf
2010-05-18, 08:00 PM
@Yakk
Woah, very nice post. Alot of interesting suggestions there.

@Shadow_Elf
The thing about the light blades, is that they become a very suboptimal choice of weapon, when you have acces to all Military Melee weapons. So this was not meant as a way to pidgeonhole, more like a way to balance things.

Thing is, Parry is something Swashbucklers depend on, so more than any other defender, accuracy is directly necessary to their self-defense and for Dashing Swordsmen, to the defense of their allies. As such, an extra +1 proficiency is much bigger for them than for fighters or rogues, who also get specific +1s. I will find another inherent way to make light blades better, but a flat +1 is disproportionate, balance-wise - thanks for pointing that out, though, its something I hadn't thought of.

Casupaa
2010-05-19, 10:04 AM
Thing is, Parry is something Swashbucklers depend on, so more than any other defender, accuracy is directly necessary to their self-defense and for Dashing Swordsmen, to the defense of their allies. As such, an extra +1 proficiency is much bigger for them than for fighters or rogues, who also get specific +1s. I will find another inherent way to make light blades better, but a flat +1 is disproportionate, balance-wise - thanks for pointing that out, though, its something I hadn't thought of.

I agree that light blades would go from being a "no-go" to probably the best choice of weapon. However this is not really pidgeonholing, as the Swashbuckler would still gain something from chosing a flail over a short sword(contra getting nothing but lower damage from choosing a light blade over a heavy blade, as it is now). Even though the -2 to hit with the flail compared to short sword is a big loss, you bump your damage up from 1d6 to 1d10, and get the option to throw away what ever you have in your off-hand, for a mere +1 skull cracking damage. But maybe light blades just shouldn't be viable!? Most of the Swashbucklers in my head however, seem to prefer these kinds of weapons:smallcool:

Accuracy benefits from class features:
Fighters like more accuracy so they connect with their additional OA's. Rogues like more accuracy so they can deal sneak attack damage every round. Swashbucklers like more accuracy so they can parry better.

Casupaa
2010-05-20, 06:14 PM
I also have some research data to bring to the thread!

At level 12, the Swashbuckler in the party I DM has 26 AC, and he is the only defender in a party of six. However, he parries at +20, and by keying up his 1/round parries to the most crippling status attacks, he basically manages to keep himself free of debilitating lockdown effects and highly hampering powers with his parries, while letting the rabble and their pure damage attacks go through his perfectly average AC score. With two Leader in the party, a Warlord and Artificer, he has no problem shrugging off pure damage attacks, so in general he stays really healthy. He's also a proactive, effective defender, keeping the often teaming hordes of trolls and zombies I throw at my beleaguered PCs at bay, and protecting the squishy Wizard and Assassin admirably. He's really gotten the hang of playing the class, and his is not overshadowed by (nor does he overshadow) the other PCs in the slightest. Additionally, his character concept is very un-traditionally swashbucklery, made possible by the class's more open concept - he's an ex-guild mercenary, ex-pirate, ex-pirate hunter come adventurer in a party in the employ of royalty. He wields a triple headed flail and light shield in combat, and his flail is capable of parrying the weirdest things (including but not limited to life-stealing bolts of elemental cold, fireballs, mesmerizing gazes and banshee wails).

If anyone else has given the class a try, I'd love to hear any feedback you've got!

That sounds great, that is how I would like to play this class. It could be that my group just isn't that well put together, but i was having a hard time with controlling enemies, getting them to attack me and avoiding attacks when they do, when faced with alot of them. Also I guess it plays out a little different when getting to level 12, I'm at 4 at the moment. However I must say, that you feel like the most epic defender when you swoop in from the side, and parry a deadly attack targeting your friend. A couple of sessions ago, only three of the players showed up(we were all defenders) and we had to fight a cult in a crazy encounter, getting us all KO'ed in 2 rounds. My fellow adventurerers died, however my character was kept alive because the cult knew that he was a descendant from royal blood. A bastard son of a king, seperated from his mother at birth, sent to a noble house in Waterdeep, with an order and finances to train him to become a lord there, since the king wants his blood to rule the centers of the world. Not knowing of this, my caracter was raised and trained in the noble house, learning fine arts, negotiation and diplomacy, however finds that he has a special love and flair for fancy swordmanship. When realising the intention of his training, he is panicked with the idea of a lords responsibility, and since nothing but beautiful ladies, absinth and his swordfighting seems to mean anything for him, he decides to run away. He is now a wandering mercenary, with a heart and smile of gold, never shy to help people in need even if they can't pay for his services. However as of recent events, a pact with a devil to get him free from the cult that captured him, has made him do things that has scarred his soul forever...

Woops got into a little bla bla...:smallbiggrin:

R. Shackleford
2010-05-23, 09:57 PM
One thing I'd like to point out after playing this class:

Parrying with a Mordenkrad is awesome.

This is already a class that physically hits with Charisma. This is a class that kills stuff through the power of how awesome the character is. So, I think there's some leave that can be taken with the realism. I feel like limiting it even more to a certain kind of weapon, in this case Light Blades, would take something away, and Rogues and Swordmages already have a crapton of conditional one-hand/light blade/no armor buffs.

I just think its a really good piece of flavor, and that giving a +2 to a certain weapon class pretty much dooms any other options, because scoring a hit will almost always be more important than doing damage. At that point, it just loses some of its uniqueness to the min-max monster.

Just my $.02.

One thing I've learned since playing a Swash: Not having the Auspicious Birth Background means a lot of time being dropped to 0.

I thought about making up more powers for the class, since the one I'm playing is level 17 with Heroic exploits, but I figured it was SE's baby...

Casupaa
2010-05-24, 04:57 AM
One thing I'd like to point out after playing this class:

Parrying with a Mordenkrad is awesome.

This is already a class that physically hits with Charisma. This is a class that kills stuff through the power of how awesome the character is. So, I think there's some leave that can be taken with the realism. I feel like limiting it even more to a certain kind of weapon, in this case Light Blades, would take something away, and Rogues and Swordmages already have a crapton of conditional one-hand/light blade/no armor buffs.

I just think its a really good piece of flavor, and that giving a +2 to a certain weapon class pretty much dooms any other options, because scoring a hit will almost always be more important than doing damage. At that point, it just loses some of its uniqueness to the min-max monster.

Just my $.02.

One thing I've learned since playing a Swash: Not having the Auspicious Birth Background means a lot of time being dropped to 0.

I thought about making up more powers for the class, since the one I'm playing is level 17 with Heroic exploits, but I figured it was SE's baby...

I am talking about a +1(not +2) to Light Blades. IMO this is not limiting, it actually providing you with more options, as right now light blades are not an option.

Shadow_Elf
2010-05-24, 04:03 PM
Okay, two things!

One: I am changing Magnificent Bastard's Mockery completely, expect the edit in a bit.

Two: I am adding a class feature to hopefully help with the light blades issue, called Weapon Finesse. Its a bit more flavourful than a flat "+1 attack".

Excession
2010-05-24, 06:14 PM
With that Weapon Finesse feature, using a parrying dagger or spiked shield becomes an interesting option. You can keep a Waraxe or Bastard Sword for your main attacks.

Compared to using a dagger off-hand, you gain +1 AC (and +1 Ref for the spiked shield) and lose +1 to parry attacks, at the cost of a feat. You will also likely lose feat support for the light blade. Might not be as good as I thought it was, and the spiked shield is better unless you take two-weapon defense.

A pity, because I have this picture in my head of a Swashbuckler using a parrying dagger. Perhaps an MP2-style alternate build option that buffs the parrying dagger?

Edit: what about allowing the use of a cloak as a defensive off-hand? That could be the cloth armoured build option perhaps.

Shadow_Elf
2010-05-24, 07:15 PM
Why would picking the parrying dagger over the dagger make you lose a +1 to parry attempts? Additionally, I plan to make a feat that will make parrying daggers grant a bonus of some sort to parry attempts with your main-hand weapon, but I am not sure how I shall go about it yet.

Casupaa
2010-05-30, 06:08 PM
Parrying dagger is +2 prof. vs +3 for a standard dagger, if my memory doesn't fail me.

Oh and I didn't notice the Weapon Finesse change. Very interesting.

I had a session today on my swashbuckler, and got into a situation where an attacker made a crit on me. Would my parry be able to make him miss? I argued that it was all about the number, and if i could get to equal level or above, I would make him miss, and if i couldn't catch his attack, even if I rolled a 20, I would fail. My DM wasn't too sure how to feel about, so I was wondering what your thoughts are?

Shadow_Elf
2010-05-30, 06:28 PM
A 20 is an auto-hit, regardless. I think I shall rephrase Parry to make that clearer. And I never realized that about Parrying Daggers - it seems an awfully silly weapon, then, doesn't it? Paying a feat for +1 AC and -1 Attack vs. a regular dagger.

I plan to make some feat support for shields/defensive weapons. Not sure what yet, but I'll think of something.

Casupaa
2010-05-30, 07:27 PM
Oh oke, so you can't counter crit, with a critical parry?

The parrying dagger is made for the off-hand. You get the ac-bonus by just holding it. Most people that want's one, but don't feel they have the feat budget, get a Mage's Parrying Dagger. And it stacks with the two-weapon defense feat.

I'm soon to hit 5th level. I have been using Flankers Lament for the first levels but changed it to Vexing Flurry, and I'm finding that much more useful and more fun.

Got the Improved Parry feat, and my parrying seems very effective. I'm also using a light weapon with nimble blade feat, for an extra +1 to hit when you have CA. This makes for an awesome parry roll when you have CA.

Casupaa
2010-05-31, 03:53 AM
Didn't realize all the updates you made. Very nice. I'm canning my riposte feat asap, and changing my Nuisance Strike daily to Parry & Risposte. However the new parry wording seems like a huge nerf. Instead of winning ties you now lose them. Worse is that you won't retain your defense?

Shadow_Elf
2010-05-31, 07:32 PM
You never did retain your defense - that's why it was a seat-of-your pants gambit sort of move to even attempt a parry, since you have to be pretty sure you'll succeed. Additionally, I have noticed in play that Parry is especially (perhaps overly) powerful against vs. NADs attacks, so losing ties should go towards balancing that aspect.

Casupaa
2010-06-01, 03:47 AM
Ok. Having combat advantage for your parry suddenly seems much more desirable.

When the swashbuckler shifts in and attempt a parry for a friend, will the swashbuckler take the hit on a failed parry now?(Dashing Swordsman’s Dare)

CarpeGuitarrem
2010-06-01, 01:48 PM
Glad to see the class is still up and going! I really like the idea of being able to use a cloak as a defensive maneuver for the cloth armor option.

Shadow_Elf
2010-06-01, 10:37 PM
I shall reword Dashing Swordsman's Dare to meet the new definition of Parry with great prejudice... tomorrow, since I am tired right now and do not feel like it.

Deathdarken
2010-06-16, 12:22 AM
hay why not post this here where I'm trying to get all the 4.0 homebrewers together

http://www.giantitp.com/forums/showthread.php?t=155748

Krazddndfreek
2010-07-11, 10:50 AM
It's me again! I'm not here to complain about the class's parry ability again, or anything like that. I am just about to start playing a drow swashbuckler (:smalltongue:) but there is a lack of paragon tier powers except for the paragon paths themselves. I was hoping you'd be able to get back to this project and finish it for a fan?

Shadow_Elf
2010-07-11, 12:22 PM
I will have at least level 13 powers up in the next 6 days, because I have a level 12 swashbuckler in the game I DM, and they are 2 and a half encounters away from gaining a level, so I have to do them for him at least. I am also taking an online course through July, so while not as bad as the school year, my free time is still rather choked. I intend to get it done though, rest assured.

Also, no one is playing Magnificent Bastards. I have an incredibly underwhelming amount of play research done on them. If someone could please take an opportunity to take one for a spin, I'd be much obliged.

R. Shackleford
2010-07-11, 01:06 PM
I will have at least level 13 powers up in the next 6 days, because I have a level 12 swashbuckler in the game I DM, and they are 2 and a half encounters away from gaining a level, so I have to do them for him at least. I am also taking an online course through July, so while not as bad as the school year, my free time is still rather choked. I intend to get it done though, rest assured.

Also, no one is playing Magnificent Bastards. I have an incredibly underwhelming amount of play research done on them. If someone could please take an opportunity to take one for a spin, I'd be much obliged.

My group is about to start a new campaign in a few weeks (maybe two, we're all about to die right now anyway), and I'm playing the defender, since the DM is more dedicated, I might be able to get past level three this time, though I'd have to change characters at Paragon. I was going to try DS, but MBM isn't that bad either.

Would you mind if I tried my hand at making powers for this class? I don't want to step on your toes or anything, as there's totally a lot fo work done here already. But at least, could you give me some insight as you how you go about designing new exploits? Making a 4e class requires a lot of consideration that I don't completely get.

Shadow_Elf
2010-07-11, 01:19 PM
When I make new exploits, I look to the Fighter, Rogue, Swordmage and Warden for inspiration and balance. I also look to TVTropes - I try to put at least one reference to swashbuckling cliches/tropes/quotes in each level of dailies and utilities. Then, once they're all done, I look at those four classes again, mostly the defender ones, to make sure the Swashbuckler ones are roughly in-line, but still original. That's my basic mechanism.

Shadow_Elf
2010-07-16, 10:51 PM
Here's a fifth paragon path that's been sitting on my computer for months and I forgot about it. PEACH. I've had a lot more work than I anticipated this week, so 13 encounters may be a little further off than I hoped. Sorry all.

Lucknight
“Lady Luck is quite enamored of my good looks, obviously”
Prerequisite: Swashbuckler

You are uncannily lucky. From sharks to
collapsing buildings, you’ve survived it all
with a smile on your face and a witty remark
on your lips. Your ability to escape losing
battles unscathed, to perform daring
acrobatic stunts without fail and to make
impossibly accurate guesses at solutions to
problems you barely know anything about
amaze friend and foe alike. In public, you
probably chalk it all up to skill and nothing
more, but you spend every night in quiet
prayer to Lady Luck that your good fortune
never runs out.

Lucknight Path Features
Luck of All Trades (11th level): Once per
round, when you roll a d20 for a skill check
and the unmodified result is less than your
charisma modifier, you can roll the skill
check again. You can then use whichever
result you prefer.
Chancy Action (11th level): When you
spend an action point for any reason, the
next time you roll a natural 1 in the current
encounter you can treat it as a natural 20
instead. If you chose not to, the benefit is
wasted.
Fortune of Fortune (16th level): Whenever
you would be allowed to re-roll a die, you
can re-roll that die twice and take the higher
result.

Lucknight Powers

Gambler’s Blade
“If I were a betting man, which I am, I’d bet
that you’ll be dead in no time!”
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC. You can re-roll the
attack roll once on a miss.
Hit: 2[W] + charisma modifier damage and
the target gains vulnerable 5 all until the end
of your next turn.

Gambler’s Wager
“I’ll bet my life that my sword pierces your
heart!”
At-Will * Martial
Free Action Personal
Trigger: You use your gambit class feature
Effect: You gain a bonus to the re-roll equal
to one half your charisma modifier, rounded
down. If the new roll fails, you take damage
equal to three times your charisma modifier.

Gambler’s Endgame
“As your enemy tries to ignore your jeers,
you strike where they least expect it, forcing
them to show their hand.”
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy you have marked
Attack: Charisma vs. AC. You can re-roll the
attack roll once on a miss.
Hit: 3[W] + charisma modifier damage and
the target is bleeding their hand (save ends).
While bleeding their hand, whenever the
target takes a move action, you can shift to a
square adjacent to them as a free action and
whenever the creature makes an attack that
does not include you as a target, you can
make a melee basic attack against the target
as an opportunity action.
Miss: Half damage, and the target is bleeding their hand until
the end of your next turn.

Casupaa
2010-09-09, 01:08 PM
Good to see that new stuff is being added :)

I got my human swashbuckler to 7th level, and I'm still having a blast. I'm starting to think that some at-wills should be tweaked a little. I'm using Hamstringing Blow almost all the time, (with vicious advantage feat) to set up a parry with ensured combat advantage. However I'm starting to think that it would be more fun with Dazzling Strike, to set it up for all your allies and yourself, something along the line that Yakk suggested, or maybe just one attack with nerfed damage(like Cha vs Ref, Cha dam and target grants CA). And then maybe add the special he suggested, with Hamstringing Blow?

Magnificent Blow:
Instead of the enemy getting -2 to a defence, this could be -2 to target enemy's attack? This would be a nice way to set up a succesful parry.

Slash & Dash:
Having an at-will that could mark an enemy would be an fantastic tactical choice, since the Swashbuckler Taunt only affects 1 enemy, having the swashbuckler mark from at-wills might not be too powerful. This specific example is probably too powerful, but this ability could on hit let you shift 2 squares(and through an enemy square ending in a legal square), and let you mark the the square you went through. This way you can use this at will to either escape or to stay close up in the face of an enemy.

Oh well that was just some quick ideas that came to mind. Main thing is that I feel that Hamstringing Blow is used way too much, and I would like to have more versatile tactical options in the at-wills.

Shadow_Elf
2010-09-09, 05:47 PM
I will look into the at-wills situation. In the group I DM, I find that the Swashbuckler uses Slash & Dash over Hamstringing Blow rather consistently, and he has both. The added ability to disengage from a marked target to force them to disobey the mark and incur the penalty has found several uses so far. I do admit though, he didn't have the PHB and its Vicious Advantage feat available when he first made the character - incessant CA would probably change his tactics more than a little.

In the meantime, here are the long-overdue level 13 encounter powers. Please PEACH - I want at least a few opinions before I put them in the OP. I am also planning yet another big mechanical change to the Magnificent Bastard, reworking his taunt some more. I'll have more info on that later.

Level 13 Encounter Powers:
Tensions Unearthed
You lie and slander as your blade sings, turning your foe against its compatriots
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage and the next time the target makes a melee or ranged attack against you or an ally of yours before the end of your next turn, it also makes the attack against one of its own allies within range. In addition, the targets close and area attacks that only target enemies or omit specific targets instead target all creatures until the end of your next turn.
Magnificent Bastard: The target gains a bonus to attack rolls against its allies equal to 2+ your intelligence modifier.

Sly Slip
You deek around your foe, then drive your weapon into its spine
Encounter * Martial, Weapon
Standard Action Melee Weapon
Effect: Before you make the attack, you shift 2 squares to a square from which you could flank the target with your original square. You gain combat advantage for this attack
Target: One creature
Attack: Charisma vs. AC
Hit: Charisma damage and the target is stunned until the end of your next turn.

Deadly Mistake
Ignoring your endless sarcasm was a mistake far more dire than your enemy assumed
Encounter * Martial, Weapon
Immediate Interrupt Melee Weapon
Trigger: A marked enemy within 6 squares of you makes an attack that does not include you as a target.
Target: The triggering enemy
Effect: You jump to a square adjacent to the target. You do not provoke attacks of opportunity for performing this jump. Makes the following attack against the target.
Attack: Charisma +2 vs. AC
Hit: 2[W] + charisma modifier damage and the target takes a -4 penalty to the triggering attack roll.
Dashing Swordsman: The penalty equals 3+ your dexterity modifier.

Casupaa
2010-09-10, 06:31 AM
Yeah, I also have Slash & Dash, Hamstringing Blow and Dazzling Strike(human).

Yay, thanks for posting them. I think they look fine. Sly Slip might need a rework in the Effect description, to key CA from doing the shifts as written?

Also I think Tensions Unearthed Magnificent Bastard effect should just be the intelligence modifier.

Shadow_Elf
2010-09-17, 08:19 PM
Okay! Using some suggestions from the "fans" and some of my own ideas, I have rebalanced each build's marking mechanic. This also means the related feats had to be rewritten. Here you go - I am posting these here to get feedback, but the changes will be made in the OP as well. I shall also add the (albeit very slightly) reviewed L13E Powers to the OP. PEACH.

Class Features:
Magnificent Bastard’s Mockery
Your words cut deep into your foe’s psyche. They find it impossibly hard to ignore your emotional assault
At-Will * Martial
Minor Action Close Burst 10
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subjected to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn’t include you as a target, it takes a -2 penalty to attack rolls. In addition, when your marked target makes an attack that doesn’t include you as a target, you can, as an immediate reaction, invoke your magnificent bastard’s mockery. When you do so, the next ally to hit the target before the end of the target's next turn deals extra damage equal to 6 + your intelligence modifier. This increases to 12 + your intelligence modifier at level 11, and to 18 + your intelligence modifier at level 21.

Dashing Swordsman’s Dare
Your words confuse your foe, allowing you to slip in around it and interrupt its attempted attacks
At-Will * Martial
Minor Action Close Burst 10
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subjected to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn’t include you as a target, it takes a -2 penalty to attack rolls. In addition, when your marked target makes an attack that doesn’t include you as a target, you can, as an immediate interrupt, shift a number of squares equal to your Dexterity modifier, and you must end this movement adjacent to the target of the triggering attack roll. You then use your parry at-will power as a free action to attempt to stop the foe’s attack, regardless of the power's range and attack type.

Feats:
Master’s Mockery [Swashbuckler]
Prerequisites: Swashbuckler, Magnificent Bastard’s Mockery class feature
Benefit: When you invoke your magnificent bastard's mockery class feature, the next ally to attack the target before the end of the target's next turn gains a +2 power bonus to the attack roll.

Cunning Ploy [Swashbuckler]
Prerequisites: Level 11, Magnificent Bastard's Mockery class feature
Benefit: Increase the damage bonus granted by your Magnificent Bastard's Mockery feature by 6.

Hero's Sacrifice [Swashbuckler]
Prerequisites: Swashbuckler, Dashing Swordsman's Dare class feature
Benefit: When you make a parry attempt as part of your Dashing Swordsman's Dare class feature and the parry attempt fails, you can make the attack hit you instead of the targeted ally.

Lay It On Thick [Swashbuckler]
Prerequisites: Level 11, Dashing Swordsman's Dare class feature
Benefit: When you place your dashing swordsman's dare upon an enemy, you can choose to gain the benefit of this feat. If you do, as long as the target is marked, you gain a +2 bonus to parry attempts against its attacks, and it gains a +6 bonus to damage rolls against you.

Crossfiyah
2010-09-17, 10:30 PM
...Wow. 18 + Int mod. That's...a little high. I guess if you don't provide any feat support to boost it more it might fly.

Shadow_Elf
2010-09-17, 10:40 PM
It is based off of the Aegis of Shielding Swordmage's 15+CON @ Epic reduction. I figure, enemies have more health than players, PLUS an attack actually has to land to get the bonus damage, so 18+INT bonus damage vs. the 15+CON reduction of the shielding swordmage seemed balanced enough. Another comparison, Paladins do CHA+9 @ epic, but the damage is automatic (i.e. does not hinge on an attack roll hitting), has a powerful damage type, is triggered as a free action instead of an immediate action, and works off of what is for a lot of Paladins their primary stat, instead of their secondary.

Crossfiyah
2010-09-17, 11:13 PM
Unless Hybrid Pally is different somehow, I was under the impression Divine Challenge was an Immediate Reaction trigger. It's also only 9 + Int, not 18 + Int. The only possible argument you can make is looking at the Mighty Challenge feat.

Shadow_Elf
2010-09-17, 11:20 PM
Unless Hybrid Pally is different somehow, I was under the impression Divine Challenge was an Immediate Reaction trigger. It's also only 9 + Int, not 18 + Int. The only possible argument you can make is looking at the Mighty Challenge feat.

Hybrid Pally IS somehow different. Normal pallies trigger it as a free action. CHA is a primary for them, INT is secondary for swashes, the damage is automatic for pallies, it hinges on an attack for swashes, and the primary comparison I make to it is with the Aegis of Shielding Swordmage, who blocks 5/tier + CON damage. This is the reverse - instead of blocking 5/tier + CON damage, its dealing 6/tier + INT damage, hinging on an attack roll that hits.

I'm not saying my sense of balance is flawless, I am simply under the impression that your argument against the high number is not particularly compelling. If I make the trigger dependent on the disobeying enemy actually hitting, do you feel that would make it more balanced?

Alteran
2010-09-21, 08:15 PM
Considering that triggering this class feature essentially costs the Swashbuckler his parry for the round (both are immediate actions), I would say that the damage is reasonable. If it took a free action to trigger to trigger the bonus, I might suggest toning it down slightly.

Shadow_Elf
2010-09-21, 08:19 PM
Hurray, maybe I am not crazy! :smalltongue:.

I have issued "errata" to nearly all of the level 1 at-wills, making them more diverse and interesting. Some are nothing like what they were before. I have also modified Magnificent Blow to line up with the ability score suggestions for the Magnificent Bastard, and added in All-In Strike for the Dashing Swordsman, making appealing options for each build option to really make the most of a high secondary stat, as many published classes do. All of this is reiterated in the editlog too, I think, but I figured if I post it at the end of the thread, the news gets more attention :smallamused:.

R. Shackleford
2010-09-25, 02:04 PM
All-in Strike is pretty strong, and has a pretty nasty drawback, I think. It seems like attacks of that style (At-Wills that deal W+PRIMOD+SECMOD) are striker attacks. I might be wrong. I'd definitely say its balanced, but I just wonder if it goes too far, even with the inherent riskiness that the class flavor goes for.

I finally get to play a swash tonight, and will be able to run it up to Paragon. I might take All-In Strike for a spin.

Shadow_Elf
2010-09-25, 02:48 PM
All-in Strike is pretty strong, and has a pretty nasty drawback, I think. It seems like attacks of that style (At-Wills that deal W+PRIMOD+SECMOD) are striker attacks. I might be wrong. I'd definitely say its balanced, but I just wonder if it goes too far, even with the inherent riskiness that the class flavor goes for.

I finally get to play a swash tonight, and will be able to run it up to Paragon. I might take All-In Strike for a spin.

It is based on a fighter at-will that is similar, except the extra damage is only if you're wielding a hammer/mace/axe, and it grants CA to all enemies instead of a penalty to defenses. This is just intended to give something for those who want their Swashbucklers to deal more DPR a repeatable, risky maneuver to accomplish that. Also, good luck with your game!

R. Shackleford
2010-09-26, 01:40 PM
It is based on a fighter at-will that is similar, except the extra damage is only if you're wielding a hammer/mace/axe, and it grants CA to all enemies instead of a penalty to defenses. This is just intended to give something for those who want their Swashbucklers to deal more DPR a repeatable, risky maneuver to accomplish that. Also, good luck with your game!

Thanks! We had a last minute addition, so now we have two defenders in the party, so I have a rival of sorts in our Battlemind, which isn't fair, I think, since I think Battlemind might be the best non-fighter defender in the game.

The first thing I noticed is the change to Parrying from last time I played a swash. +Hit is God for Swashes, I noticed. I like the change, and it makes me think that at higher levels, regaining the use of Parry per round would be cool. I haven't played a class that needs to roll a good initiative until now, so that another thing I have to get used to with this character.

Shadow_Elf
2010-10-30, 12:44 AM
Level 15 dailies! PEACH before I put these in the Opening Post please!

Level 15 Daily Powers:
Implausible Fencing Prowess
What, so I am not allowed to be this much faster than you?
Daily * Martial, Stance, Weapon
Minor Action Personal
Effect: When an enemy starts its turn adjacent to you and moves away, it takes 1[W] damage and you shift 1 square. In addition, your opportunity attacks slow the target until the end of their current turn on a successful hit.

Endless Tirade
Your swordsmanship sucks! Kiai! Your mother was a troll! Kiai! I could do this all day!
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy under the influence of your swashbuckler’s taunt
Attack: Charisma vs. AC; three attacks
Hit: 1[W] damage + charisma modifier damage.
Miss: Half damage
Effect: Your swashbuckler’s taunt lasts until the end of the encounter on the target, even if you use your taunt again on a different target. While it is marked by your swashbuckler’s taunt, the target takes an additional penalty to attacks that do not include you as a target equal to the number of attacks with this power that hit.

School of Hard Knocks
Maybe if I acquaint my mace with your forehead enough, you’ll learn a little!
Daily * Martial, Reliable, Weapon
Standard Action Melee Weapon
Attack: Charisma vs. Fortitude
Hit: 3[W] + charisma modifier damage and the target takes a -3 penalty to attack rolls (save ends). Each time the target succeeds on a saving throw against this power’s effect, it lowers the attack penalty by 1 instead of eliminating the effect (if the attack penalty is reduced to 0, the effect is removed). Each time the target fails a saving throw against this power’s effect, increase the attack penalty by 1 (maximum 3).

Master_Rahl22
2011-01-29, 10:29 PM
First off, sorry for necroing but Shadow_Elf did already said that it's not as big a deal in Homebrew. I really like School of Hard Knocks, but I'm curious if any other powers have had the whole decreasing/increasing thing on saves made or failed. Also, does the wording need to be altered slightly? As it stands I'm not sure whether the whole effect ends when the penalty gets to 0, or it stays with them until the end of the encounter, or even forever with the enemy making saves every 6 seconds and occasionally getting worse at hitting things for a while. :smalltongue:

Implausible Fencing Prowess obviously compares to Rain of Steel. It's 10 levels higher and not automatic damage, but it adds a shift and slowing. It would definitely make you stickier, or at least force enemies to shift away from you, but I'm not sure if it needs something else due to that comparison with Rain of Steel. Of course, Rain of Steel is my favorite Fighter Daily of almost any level, so maybe it's a bit OP and IFP is just fine.

Since by default you can only mark one enemy, I like the variety of powers that add marks temporarily. Endless Tirade feels very defender-y, and I like the ability to mark one target for the whole encounter with possibly an extra attack penalty for ignoring the mark.

Shadow_Elf
2011-01-29, 10:34 PM
I planned to add more powers to this soon, so the necroing is not too much of a deal, unless the mods object (since this is still an ongoing project, I'd rather not have to remake the thread and whatnot).

I will rephrase the wording on School of Hard Knocks to make sure the attack penalty clearly goes away when they save while it is at 1. I think Rain of Steel is widely considered to be amazing, and also happens to synergize with stickyness but not actually make you stickier. The Swashbuckler can have trouble with physical presence and stickyness, so the entire point of this power is different, even though they seem similar. I will consider boosting it.

Shadow_Elf
2011-09-02, 09:43 PM
Alright! Bit of a thread necro, but I am still adding to this class, so I think its probably alright. I now have level 17 and 19 powers ready, meaning Paragon is complete! PEACH please.

Level 17 Encounter Powers:
Implied Feats of Badass
So what if you haven't really slain four red dragons? That the foe before thinks you have is all that matters.
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. Will
Hit: 2[W] + charisma modifier damage and you push the target 2 squares. The target and each enemy adjacent to you and the target takes a -2 penalty to attack rolls until the end of your next turn.
Magnificent Bastard: You can instead slide the target a number of squares equal to your Intelligence modifier.

Hurricane of Hurt
You duck and weave through your foes, your weapon singing as it knocks them about. The assault raises the ire of each foe you leave stumbling in your wake.
Encounter * Martial, Weapon
Standard Action Close Burst 1
Target: Each enemy in burst
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage and you push the target 1 square and mark them until the end of your next turn.
Effect: Shift up to 3 squares and make a secondary attack
Secondary Attack: One enemy
Secondary Hit: 2[W] + charisma modifier damage and the target is marked until the end of your next turn.

Can't Drop the Hero
You take a licking and keep on ticking
Encounter * Martial, Weapon
Standard Action Melee Weapon
Attack: Charisma vs. AC
Hit: 3[W] + charisma modifier damage and you gain a +2 bonus to all defenses and parry attempts until the end of your next turn and regain hitpoints equal to your charisma modifier.
Dashing Swordsman: You regain additional hitpoints equal to your dexterity modifier and can also shift 1 square on a hit.

Level 19 Daily Powers:
Passive-Aggressive Smackdown
Just because you aren't actively caving their skulls in doesn't mean they aren't afraid you might
Daily * Martial, Stance, Weapon
Minor Action Personal
Effect: Enemies marked by you take an additional -2 penalty to attack rolls that do not include you as a target. When you are hit by an enemy marked by you, the target takes 1[W] damage and the target takes a -2 penalty to attack rolls until the end of their next turn.

Bargain-Bin Barbs
Your follow-up mockery is so unimaginative it actually bugs your opponents more than usual
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 4[W] damage + charisma modifier damage.
Miss: Half damage
Effect: Until the end of the encounter, you gain a +2 bonus to attack rolls against the target of your swashbuckler's taunt.

The Hard Way
You'd offer them the easy way, but you like it better this way
Daily * Martial, Reliable, Weapon
Standard Action Melee Weapon
Attack: Charisma vs. AC
Hit: 5[W] + charisma modifier damage and you knock the target prone and shift 1 square. The target cannot stand up until the end of your next turn.