Seerow
2011-04-24, 06:10 PM
So the Swashbuckler has a big problem, very similar in nature to most non-casting classes in D&D 3.5: It's labeled as a full class, but lacks the features necessary to compete. While it has a couple of really neat features, they're spread too thinly across 20 levels for the class to be competitive. This results in it being a 3 level dip for add int to damage, and nothing more. This is an attempt to fix that.
The core of the fix is to condense all of the major features and feel of the swashbuckler into a 5 level prestige class. It gains a new feature, and a couple of features got buffed, on the other hand, Insightful Strike got nerfed some (now replacing strength rather than adding to it, making the quick dip for bonus damage less attractive, but making the class still desirable for a high intelligence fighter type).
This prestige class is intended to mesh well with a revamped duelist which I am also working on and will post soon, so between the two someone could play a int/dex focused melee character and be somewhat competent, as opposed to the failure that the concept is in RAW.
Swashbuckler
Becoming a Swashbuckler
Entry Requirements
Skills: Jump 5 ranks, Tumble 8 ranks
Feats: Weapon Finesse, Dodge
BAB: +5
Proficiency: Must be proficient in at least one martial or exotic light or one handed weapon.
Swashbuckler
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+0+2+2Grace +1, Insightful Strike
2nd+2+0+3+3Acrobatic Charge, Improved Flanking, Lucky
3rd+3+1+3+3 Grace+2, Weakening Critical, Acrobatic Skill Mastery
4th+4+1+4+4 Wounding Critical, Slippery Mind
5th+5+1+4+4 Grace+3, Supreme Critical
Hit Die: d10
Class Skills (6 + Int modifier per level.)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy(Cha), Escape Artist (Dex), Gather Information(Cha), Hide(Dex), Intimidate(Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Class Features
The following are class features of the Swashbuckler
Grace (Ex): The Swashbuckler gains a +1 competence bonus to reflex saves and AC at first level. This bonus increases by 1 for every two levels of Swashbuckler she possesses. The swashbuckler may apply 5 times this bonus as a bonus to all Tumbling and Jump checks. A swashbuckler loses this bonus while wearing medium or heavy armor, or when carrying a medium or heavy load.
Insightful Strike (Ex)
A swashbuckler is able to place her finesse attacks where they deal greater damage. She may choose to apply her intelligence bonus instead of her strength bonus to damage with any light weapon, as well as any other weapon that may be used with Weapon Finesse, such as a Rapier or Whip. A swashbuckler cannot use this ability when wearing medium or heavy armor, or when carrying a medium or heavy load.
At third level, the swashbuckler gains the ability to retain half of his strength modifier to damage, in addition to his intelligence modifier. At 5th level, this is improved again, allowing the swashbuckler to retain their full strength bonus in addition to the intelligence modifier.
Acrobatic Charge (Ex)
A swashbuckler of second level can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to stumble over tables to get to her target. Depending on circumstance she may still need to make appropriate cheks (Jump or Tumble checks in particular) to successfully move over terrain. Additionally, when a swashbuckler charges, she may add 4 times her grace bonus as a bonus to damage on the charge.
Improved Flanking (Ex) A Swashbuckler of 2nd level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don't gain this increased bonus.
Lucky (Ex) Many swashbucklers live by the credo "Better lucky than good". Once per encounter, a character with at least 2 levels of swashbuckler may choose to reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll even if it is worse than the original roll.
Acrobatic Skill Mastery (Ex): A 3rd level swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.
Weakening Critical (Ex): A 3rd level swashbuckler who scores a critical hit against a creature also deals 2 points of Strength damage to the creature.
Slippery Mind (Ex): When a swashbuckler reaches 4th level, her mind becomes more difficult to control, if the Swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.
Wounding Critical (Ex): When a swashbuckler reaches 4th level scores a critical hit, she also deals 2 points of constitution damage to the creature. (This damage is in addition to the strength damage dealt by weakening critical.
Supreme Critical (Ex): At 5th level Swashbuckler critically strikes more often, increasing his base critical hit threshold by 1. For example a weapon that normally crits on a 19-20 would now have a crit rate of 18-20. This effect stacks with other effects that improve critical strike rates, such as the Improved Critical feat, or the Keen enchantment.
The core of the fix is to condense all of the major features and feel of the swashbuckler into a 5 level prestige class. It gains a new feature, and a couple of features got buffed, on the other hand, Insightful Strike got nerfed some (now replacing strength rather than adding to it, making the quick dip for bonus damage less attractive, but making the class still desirable for a high intelligence fighter type).
This prestige class is intended to mesh well with a revamped duelist which I am also working on and will post soon, so between the two someone could play a int/dex focused melee character and be somewhat competent, as opposed to the failure that the concept is in RAW.
Swashbuckler
Becoming a Swashbuckler
Entry Requirements
Skills: Jump 5 ranks, Tumble 8 ranks
Feats: Weapon Finesse, Dodge
BAB: +5
Proficiency: Must be proficient in at least one martial or exotic light or one handed weapon.
Swashbuckler
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+0+2+2Grace +1, Insightful Strike
2nd+2+0+3+3Acrobatic Charge, Improved Flanking, Lucky
3rd+3+1+3+3 Grace+2, Weakening Critical, Acrobatic Skill Mastery
4th+4+1+4+4 Wounding Critical, Slippery Mind
5th+5+1+4+4 Grace+3, Supreme Critical
Hit Die: d10
Class Skills (6 + Int modifier per level.)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy(Cha), Escape Artist (Dex), Gather Information(Cha), Hide(Dex), Intimidate(Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Class Features
The following are class features of the Swashbuckler
Grace (Ex): The Swashbuckler gains a +1 competence bonus to reflex saves and AC at first level. This bonus increases by 1 for every two levels of Swashbuckler she possesses. The swashbuckler may apply 5 times this bonus as a bonus to all Tumbling and Jump checks. A swashbuckler loses this bonus while wearing medium or heavy armor, or when carrying a medium or heavy load.
Insightful Strike (Ex)
A swashbuckler is able to place her finesse attacks where they deal greater damage. She may choose to apply her intelligence bonus instead of her strength bonus to damage with any light weapon, as well as any other weapon that may be used with Weapon Finesse, such as a Rapier or Whip. A swashbuckler cannot use this ability when wearing medium or heavy armor, or when carrying a medium or heavy load.
At third level, the swashbuckler gains the ability to retain half of his strength modifier to damage, in addition to his intelligence modifier. At 5th level, this is improved again, allowing the swashbuckler to retain their full strength bonus in addition to the intelligence modifier.
Acrobatic Charge (Ex)
A swashbuckler of second level can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to stumble over tables to get to her target. Depending on circumstance she may still need to make appropriate cheks (Jump or Tumble checks in particular) to successfully move over terrain. Additionally, when a swashbuckler charges, she may add 4 times her grace bonus as a bonus to damage on the charge.
Improved Flanking (Ex) A Swashbuckler of 2nd level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don't gain this increased bonus.
Lucky (Ex) Many swashbucklers live by the credo "Better lucky than good". Once per encounter, a character with at least 2 levels of swashbuckler may choose to reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll even if it is worse than the original roll.
Acrobatic Skill Mastery (Ex): A 3rd level swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.
Weakening Critical (Ex): A 3rd level swashbuckler who scores a critical hit against a creature also deals 2 points of Strength damage to the creature.
Slippery Mind (Ex): When a swashbuckler reaches 4th level, her mind becomes more difficult to control, if the Swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.
Wounding Critical (Ex): When a swashbuckler reaches 4th level scores a critical hit, she also deals 2 points of constitution damage to the creature. (This damage is in addition to the strength damage dealt by weakening critical.
Supreme Critical (Ex): At 5th level Swashbuckler critically strikes more often, increasing his base critical hit threshold by 1. For example a weapon that normally crits on a 19-20 would now have a crit rate of 18-20. This effect stacks with other effects that improve critical strike rates, such as the Improved Critical feat, or the Keen enchantment.