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View Full Version : Swashbuckler Revamp (PEACH)



Talbot
2011-04-19, 08:47 PM
Preface: The goal here is Tier 3. This revamp has no real means of dealing with high-level casters, flying or invisible monsters (besides spending some WBL to account for them), and does not pretend to. Some of the goals were to make Swashbuckler more fun/survivable, make it a viable skill-monkey, and put it in the ballpark of ToB classes in terms of power. The primary goals were to make it fun/usable for 20 levels, and to allow it more easily let players play into the classic swashbuckling archetypes (defined here as Errol Flynn, Robin Hood, The Dread Pirate Roberts, Mad Martigan, Zorro, and/or Jack Sparrow). Particularly, it aims to enable the trope of the infuriatingly difficult to kill hero (or villain) who gets by on his wit and charm, constantly frustrating adversaries who are much more powerful than he is, who survives just long enough to capitalize on an opportunity if and when it finally comes.

Swashbuckler



Hit Die: d10

Skill Points: 6 + Int, x4 at 1st Level

Full BAB, poor Ref & Fort, good Will

Class Skills: Balance, Bluff, Climb, Diplomacy, Disguise, Gather Information, Intimidate, Jump, Knowledge (Local), Knowledge (Nautical), Knowledge (Nature), Knowledge (Geography), Knowledge (Nobility and Royalty), Knowledge (Dungeoneering), Listen, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope

Class Features
1 Weapon Finesse, Tools of the Trade, Charm or Wit Skill Bonus
2 Charm or Wit Save Bonus
3 Insightful Strike, Debonair
4 Evasion
5 Skill Trick
6 Tumbling Pounce
7 Skill Trick
8 Charm or Wit Defensive Bonus
9 Skill Trick
10 Charm or Wit Improved Skill Bonus
11 Combat Style
12 Charm or Wit Improved Defensive Bonus
13 Improved Combat Style
14 Charm or Wit Second Save Bonus, Improved Evasion
15 Greater Combat Style
16 Charm or Wit Utility
17 Superior Combat Style
18 Swashbuckler’s Flair
19 Combat Style Crowner
20 Swashbuckler’s Synergy, Success is More Stylish


Weapon Finesse: At first level, Swashbucklers gain Weapon Finesse as a bonus feat, even if they do not meet the prerequisites.

Tools of the Trade: Swashbucklers gain ½ their class level on Diplomacy, Bluff, Sleight of Hand, and Tumble Checks. They may choose to trade any two of those two skill for Spot, which then benefits from any later improvements the class grants to the replaced skills.

Wit or Charm: A Swashbuckler chooses whether to live by his wits, or by his charm. Once this choice is made, it cannot be changed. This class feature grants benefits at 1st, 2nd, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level, and is the primary asset of the Swashbuckler Class. Wit/Charm bonuses are designated by italics.

Level 1: Skill Bonus- Charming Swashbucklers may select a number of non-Cha based skills equal to their Cha mod; they now add their Cha mod to these skills. If their mod increases, they may choose additional skills to apply this bonus to as appropriate. Witty Swashbucklers add 1/2 of their class level to their skillpoints gained at each level up.

Level 2: Save Bonus- Charming Swashbucklers may add their Charisma modifier to a save of their choice. Witty Swashbucklers may add their Intelligence modifier to a save of their choice.

Insightful Strike: At third level, Swashbuckler’s may add their Intelligence bonus as damage on any attacks using a light or finessable weapon. This bonus damage does not apply against creatures that are immune to critical hits.

Debonair: Starting at level 3, Swashbucklers add their Charisma modifier as a bonus on Initiative Checks and on saves against status effects (such as blinded, dazed, confused, etc.).

Evasion: At 4th level, Swashbucklers gain Evasion.

Skill Tricks: At 5th, 7th, and 9th level, Swashbucklers gain a free skill trick, for which they need only meet ½ the prerequisite skill ranks. They must meet any other prerequisites as normal.

Agile Charge: Starting at level 6, Swashbucklers may attempt a DC 35 Tumble check to make a full attack at the end of a charge as if they had the Pounce special ability.

Level 8:Defensive Bonus- Charming Swashbucklers may add their Charisma bonus to their AC so long as they are not wearing heavy armor, and do not have any Armor Check penalty. This bonus does not apply when they would be denied their dexterity bonus. Witty Swashbucklers may use their move action on any round to give themselves a miss chance equal to their Intelligence Mod x 10 (to a maximum of 80% at level 16).

Level 10:Improved Skill Bonus-Charming Swashbucklers may now add their full class level to Bluff and Tumble checks. Witty Swashbucklers may now add their full class level to Diplomacy and Sleight of Hand checks.

Combat Style: Starting at 11th Level, and improving at 13th, 15th, and 17th level, Swashbucklers increasingly specialize in their chosen combat style. The benefits for each of the five styles are as follows:


Dual Wielder: At levels 11, 13, 15, and 17, Swashbucklers who choose this style gain Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, and Superior Two Weapon Fighting, respectively.

Fencer: The following benefits only apply when the Swashbuckler is wielding a one-handed light or finessable weapon, and has nothing in their free hand. At level 11, Fencers gain an additional attack at their highest base attack bonus. They can only use this additional attack a number of times per combat equal to their Dexterity modifier, but are otherwise unrestricted (i.e., may add it to either a standard or full attack action). At 13th level, Fencers may choose to use their attack bonus (including Base Attack, weapon enhancements, Ability mods, and whatever else applies) in place of their armor class. At 15th level, Fencers may add their Swashbuckler class levels to any Disarm attempt. At 17th level, a Fencer, if they hit with the first attack in a full attack, may make the rest of the attacks (so long as they are against the same opponent) as touch attacks.

Swordmaster: At 11th level, a Swashbuckler who chooses this path may treat any sword they wield as one size category larger. At 13th level, they may apply their Weapon Finesse and Insightful Strike abilities to any sword they wield, regardless of size or weight. At 15th level, they may use any sword to attempt a Trip or Disarm, and gain a bonus on the check equal to 1/2 their Swashbuckler level (these attempts do no provoke attacks of opportunity as they normally would). At 17th level, any sword they wield doubles its critical hit multiplier. Additionally, they may now score critical hits against normally immune targets, although against these targets they use the weapon's old modifier.

Fist Fighter: At 11th level, a Swashbuckler who chooses this path gains both Improved and Superior Unarmed strike as bonus feats. At 13th level, they may substitute their Tumble or Sleight of Hand check for their AC (make the check at the beginning of the combat; if it is higher than their usual AC, the result is their AC for the entire combat). At 15th level, they gain both Improved Trip and Improved Disarm as bonus feats, and a bonus on these checks equal to their Intelligence or Dexterity modifier (whichever is higher). At 17th level, their Unarmed Strikes deal double damage, and each unarmed attack after the first on a full attack is treated as having a cumulative +1 higher attack bonus per attack than usual (so if their attack bonus is normally 18/13/8/3, it would instead be 18/14/10/6).

Archer: At 11th level, a Swashbuckler who chooses this path may gain three free Archery feats of their choosing; they do not need to meet ability score prerequisites, but must still meet all other prerequisites. At level 13, they gain an additional archery feat and may switch between their bow and melee weapon as free action. They may also use their bow as an improvised melee weapon without the usual -4 penalty. At level 15, they may use a swift action at the beginning of their turn to make a single ranged attack at their highest base attack bonus. At level 17, their ranged attacks have double range and weapon damage (additional damage from ability scores, class features, or any other source is not doubled). Additionally, they may use a swift, move, and standard action to make a single ranged attack at double their attack bonus, with double their usual critical threat range and critical multiplier, which has triple their usual range and damage (does not stack with the increased range and damage also gained at this level).


Level 12: Improved Defensive Bonus: Charming Swashbucklers learn to use their Charm to influence their opponents, making them reluctant to attack. Cha mod/day, Charming Swashbucklers gain Damage Reduction/- equal to their Cha Mod against a chosen opponent for one minute. This ability does not allow a save, but does not function against creatures that are immune to mind affecting abilities. Int mod/day, Witty Swashbucklers may force an enemy to reroll any attack roll against them with a penalty equal to the Swashbuckler's Int mod.

Level 14: Second Save Bonus: Charming Swashbucklers may add their Cha mod to a second save, or a second time to the save they selected at level 2. Witty Swashbucklers may add their Int mod to a second save, or a second time to the save they selected at level 2.

Improved Evasion: At 14th level, Swashbucklers gain Improved Evasion.

Level 16: Utility- At level 16, Charming Swashbucklers may Feint in combat as a swift action; they gain a bonus on this chick equal to 1/2 Swashbuckler level. At level 16, Witty Swashbucklers may choose a number of skills equal to their Int mod. They may now "take Class Level" on these skills (i.e., if they chose Bluff, they may now take a 16 on Bluff checks).

Level 18: Swashbuckler’s Flair- At level 18, Charming Swashbucklers may reroll any unsatisfactory roll at a +4 bonus a number of times per day = to their Cha mod. At level 18, Witty Swashbucklers gain a second swift action per round. They can use this action to take a second Five Foot Step, or they may combine this Swift action and their normal swift action to take an additional move action for the round.

Combat Style Crowner: At level 19, Swashbucklers master their chosen combat style, and receive and extremely powerful ability that takes advantage of their skill.


Dual Wielding Swashbucklers who land four or more blows during a full attack against a single opponent may add 1/2 their Swashbuckler level to the damage of each blow.

Fencers that reach this level have mastered the art of punishing reckless opponents. Every time an opponent misses a Swashbuckler using this Combat Style, the Swashbuckler may make an attack of opportunity against that opponent (assuming they are in range) with a bonus on the attack and damage roll equal to their Dexterity modifier (this bonus is untyped, and therefore stacks with everything).

Swordmasters see their sword’s critical threat range double; this increase stacks with other factors that increase threat range, but my not increase the weapon's threat range beyond 12-20.

Fist Fighters of this level have mastered the art of staggering their opponents with a series of rapid blows. Any opponent struck by a Swashbuckler's unarmed strikes more than three times in a given round must make a Reflex save (DC = 20 + Dexterity Mod + # of hits), or be stunned for one round.

Archer ranged attacks may now ignore concealment, miss chances, and damage reduction. Additionally, when using their level 17 special ability, they may score critical hits (with ranged attacks) on any target (even those usually immune to critical hits). A target they score a critical hit on must make a Fortitude save (DC damage dealt) or lose their next turn.


20th Level: Swashbuckler’s Synergy- When a Charming Swashbuckler reaches this level, their flair and agility have become so intertwined that they complement one another perfectly; from now on, their effective Dexterity and Charisma modifiers are equal to the sum of both modifiers (i.e., a Charming Swashbuckler with a +4 Dexterity Mod and a +5 Charisma Mod would functionally have a +9 Mod for both). This bonus applies to everything except skill checks. Similarly, a Witty Swashbuckler has become so used to using his intellect to complement his maneuverability, that his effective Intelligence and Dexterity modifiers are now equal to the sum of both modifiers. This bonus applies to everything except skill checks and skill points gained.

Too Savvy To Fail: At level 20, a Swashbuckler has such thorough command of his body, mind, and charm, that he quite literally never fails. Any natural 1s rolled by a Swashbuckler of this level are treated as natural 19s.

Multiclass Note: Swashbuckler levels count as full Initiator Levels for the purposes of selecting Tiger Claw, Diamond Mind, Setting Sun, White Raven, or Iron Heart Maneuvers. This only effects Initiator Level, and does not lead to any increase in Maneuvers Known or Readied.

Alternative Class Features:


Swashbucklers may choose to forego their Wit/Charm class features in exchange for an additional Combat Style tree and a bonus feat at levels 10 and 20, or may forfeit their Combat Style Tree for the benefits of both the Wit and Charm class features, although they do not get the level 20 abilities from either Wit or Charm.

A Swashbuckler may choose to forego the level 13, 15, 17, or 19 bonus from their chosen combat style to take the level 11 bonus from another style (or 13, or 15, or 17, if they've already taken the earlier ones). In this way, a Swashbuckler could end up with the level 11 ability from all five styles, the level 17 from one and the level 11 from another, or the level 15 from one, and the level 13 from another, or any number of other possibilities. This is not a particularly powerful option, but it's available for Swashbucklers who want more versatility.


Multiclass Feats:



Debonair Rogue:
Benefit: Rogue and Swashbuckler levels stack for the purposes of Sneak Attack and Wit or Charm (whichever you choose; cannot be combined with the ACF to get both). However, levels stack a 1/2 rate (i.e., 4 levels of Swashbuckler counts as 2 levels of Rogue for Sneak Attack purposes and vice versa). You may treat class skills from Rogue as class skills for Swashbuckler and vice versa.

Dashing Hunter:
Benefit: Swashbuckler and Ranger levels stack for the purposes of Favored Enemy and Combat Style (Swashbuckler Combat Style only).

Martial Swashbuckler
Swashbuckler and Martial Initiator Levels stack for the purposes of Maneuvers and Stances known (but not readied) and Combat Style. If you possess more than one Martial Initiator Class, you must choose which one to apply this feat too. You may select the feat multiple times to apply it to multiple classes.

Buccaneer:
Benefit: Swashbuckler and Scout levels stack for the purposes of all class features EXCEPT Skirmish, Wit, and Charm. The feat only applies so long as your Swashbuckler or Scout level is no greater than double the class level of the second class.

Swashbardler:
Benefit: Your Swashbuckler and Bard levels stack for the purposes of Bardic Music and Wit or Charm (whichever one applies).

Arcane Swashbuckler:
Benefit: Your Swashbuckler levels count as Duskblade levels at a rate of 1:2 for all Duskblade class features. Your Duskblade levels count as Swashbuckler levels in the same fashion.