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tempestman
2011-05-11, 08:45 PM
The swashbuckler class was always a cool idea in my opinion, but the class offered by "Complete Warrior" was a bit underpowered, as was the Duelist prestige class in the Dungeon Master's Guide. In an effort to capture the essence of the swashbuckler archetype, I combined the two and added a few other class abilities that I believed would fit, resulting in this:

Swashbuckler

The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making her very versatile and a worthy addition to any adventuring party.
Adventures: Swashbucklers adventure for a variety of reasons depending on their background and morals. Some seek to right the wrongs of the world while others desire fame and fortune. All swashbucklers, however, tend to spring into action when the call to arms comes.

Swashbuckler fluff is below. The specifics are for my homebrewed setting, but can be easily altered and adapted for any setting.

Characteristics: A swashbuckler combines skill and finesse with combat prowess. Though they can’t deal as much damage as a typical fighter or a mighty barbarian, swashbucklers are more agile and mobile than other warriors. When she can pick and plan her battles, a swashbuckler becomes a very deadly foe that can be hard to pin down. They also possess skills that can be useful outside of combat.

Alignment: Swashbucklers tend to be diverse in their outlooks and alignments. Some are heroes of the common folk and fight oppression, while others uphold tradition. There are others who will stop at nothing to become the very best and often walk down the path of evil.

Religion: Most swashbucklers pay homage to Gambitt, the god of good fortune. Others praise Airini, the goddess of passion and love. Some swashbucklers praise Lothcar in hopes that they’ll become great warriors of legend.

Background: Many swashbucklers come from noble backgrounds and families that can afford to train their children in the arts fencing and dueling. Others learn their skills on the streets or are self-taught. Nearly all swashbucklers come from urban areas, as there are few who take the art of the swashbucklers to the wild reaches of Elysium.
Races: Humans, half-elves, and half-drow make up the majority of swashbucklers, and the latter two races often make an art form out of it. True elves generally prefer the ways of the ranger and duskblade, while dwarves enjoy fighting in heavier armor.

Other Classes: Swashbucklers prefer to work with other quick and lightly armored characters. Rogues tend to get along rather well with swashbucklers, as both classes appreciate agility and skill. Bards often make for a swashbuckler’s best friend, as the former will often spin tales about the exploits of the latter. Barbarians, druids, and rangers rarely interact with swashbucklers due the tendency of a swashbuckler to stay within a city’s walls.

Role: The swashbuckler is a capable melee combatant, especially when paired with either a rogue or heavily armed and armored warrior. Outside of combat a swashbuckler can earn her keep thanks to her access to social skills.

Game Rule Information

Swashbucklers have the following game statistics.

Abilities: The lightly armored swashbuckler depends on a high Dexterity for her Armor Class, as well as for many skills. High Intelligence and Charisma scores are also hallmarks of a successful swashbuckler. Strength is not as important for a swashbuckler as it is for other melee combatants.

Alignment: Any.

Hit Die: d10

Class Skills: The swashbuckler’s class skills (and the key ability for each skill) Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Knowledge (local) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at 1st Level: (4 + Int modifier) x 4

Skill Points at Each Additional Level: 4 + Int modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Fast Movement, Sudden Strike +1d6, Weapon Finesse

2nd|
+2|
+3|
+3|
+0|Grace +1, Uncanny Dodge

3rd|
+3|
+3|
+3|
+1|Insightful Strike, Sudden Strike +2d6

4th|
+4|
+4|
+4|
+1|Gambit 1/round, Improved Reaction +1

5th|
+5|
+4|
+4|
+1|Dodge Bonus +1, Improved Uncanny Dodge, Sudden Strike +3d6

6th|
+6/+1|
+5|
+5|
+2|Canny Defense, Swift Riposte 1/round

7th|
+7/+2|
+5|
+5|
+2|Acrobatic Charge, Sudden Strike +4d6

8th|
+8/+3|
+6|
+6|
+2|Gambit 2/round, Improved Gambit, Improved Flanking, Improved Reaction +2

9th|
+9/+4|
+6|
+6|
+3|Enhanced Mobility, Sudden Strike +5d6

10th|
+10/+5|
+7|
+7|
+3|Dodge Bonus +2

11th|
+11/+6/+1|
+7|
+7|
+3|Grace +2, Lucky, Sudden Strike +6d6

12th|
+12/+7/+2|
+8|
+8|
+4|Gambit 3/round, Improved Reaction +3, Swift Riposte 2/round

13th|
+13/+8/+3|
+8|
+8|
+4|Acrobatic Skill Mastery, Sudden Strike +7d6

14th|
+14/+9/+4|
+9|
+9|
+4|Elaborate Parry, Weakening Critical

15th|
+15/+10/+5|
+9|
+9|
+5|Dodge Bonus +3, Sudden Strike +8d6

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Gambit 4/round, Improved Reaction +4

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Slippery Mind, Sudden Strike +9d6

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Swift Riposte 3/round

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Sudden Strike +10d6, Wounding Critical

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Dodge Bonus +4, Gambit 5/round, Grace +3[/table]

Class Features: All of the following are class features of the swashbuckler class (click spoiler to view).

Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, and with light armor. Some of the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored and unencumbered.

Fast Movement (Ex): A swashbuckler’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the swashbuckler’s speed because of any load carried or armor worn.

Sudden Strike (Ex): If a swashbuckler can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a swashbuckler’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the swashbuckler deals an extra 1d6 points of damage with her attack. This damage increases by 1d6 points for every two swashbuckler levels thereafter. A swashbuckler can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.

This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A swashbuckler can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

A swashbuckler can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.

The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.

Weapon Finesse (Ex): When using a light weapon, rapier, or spiked chain made for a creature of her size category, a swashbuckler may use her Dexterity modifier instead of her Strength modifier on attack rolls. If she carries a shield, its armor check penalty applies to her attack rolls.

Grace (Ex): A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge (Ex): At 2nd level, a swashbuckler gains the ability to react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a swashbuckler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Insightful Strike (Ex): At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesses, such as a rapier, whip, or spiked chain. Targets immune to sudden strikes or critical hits are immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Gambit (Ex): Starting at 4th level, a swashbuckler may attempt a feint as a free action once per round as part of a melee strike. When feinting in this fashion, she suffers a -4 penalty to her Bluff check (in addition to any other penalties to feinting based on her target). At 8th level and every four levels after that, she gains an additional use of this ability each round (2/round at 8th, 3/round at 12th, 4/round at 16th, and 5/round at 20th).

Improved Reaction (Ex): At 4th level, a swashbuckler gains a +1 bonus on initiative checks. At 8th level and every four levels after that until 16th level, this bonus increases by +1 (+2 at 8th, +3 at 12th, +4 at 16th). This bonus stacks with the benefit provided by the Improved Initiative feat.

Dodge Bonus (Ex): A swashbuckler is trained at focusing her defense on a single opponent in melee. During her action, she may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. She can select a new opponent on any action. This bonus increases by +1 at every five levels after 5th (+2 at 10th level, +3 at 15th, and +4 at 20th). A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

If the swashbuckler also has the Dodge feat, she need not designate the same target for this ability as for the Dodge feat (if she designates the same target, the bonuses stack).

Improved Uncanny Dodge (Ex): At 5th level and higher, a swashbuckler can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies a rogue the ability to sneak attack the swashbuckler, unless the attack has at least four more rogue levels than the swashbuckler has swashbuckler levels.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Canny Defense (Ex): While wearing no armor or light armor, a swashbuckler adds 1 point of Intelligence bonus (if any) per swashbuckler level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a swashbuckler is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Swift Riposte (Ex): Starting at 6th level, a swashbuckler can strike back at foes that miss her in combat. Once per round, if the opponent she has designated as her dodge target (either from the Dodge feat or from her dodge class ability) makes a melee attack against her and misses, she may make an attack of opportunity against the opponent. She gains an additional use of this ability each round at 12th and 18th levels (2/round at 12th and 3/round at 18th).

Acrobatic Charge (Ex): A swashbuckler of 7th level or higher 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 tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Improved Flanking (Ex): A swashbuckler of 8th 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).

Improved Gambit (Ex): Starting at 8th level, a swashbuckler no longer suffers the -4 penalty to her Bluff checks when feinting with the gambit ability. In addition, a swashbuckler doubles her Charisma bonus (if any) to all Bluff checks used for feinting.

Enhanced Mobility (Ex): When wearing light or no armor, a swashbuckler gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

Lucky (Ex): Many swashbucklers live by the credo “Better lucky than good.” Once per day, a swashbuckler of 11th level or higher may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll.

Acrobatic Skill Mastery (Ex): At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a swashbuckler may take 10 even if stressed and distractions would normally prevent her from doing so.

Elaborate Parry (Ex): At 14th level and higher, if a swashbuckler chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for every two levels of swashbuckler she has.

Weakening Critical (Ex): A swashbuckler of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.

Slippery Mind (Ex): When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.

Wounding Critical (Ex): A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature (this damage is in addition to the Strength damage dealt by the swashbuckler’s weakening critical class feature). Creatures immune to critical hits are immune to this effect.

Let me know what you think. I'm always looking for ways to improve my classes and my revisions to older classes.

PoorHobo
2011-05-11, 11:02 PM
I don't see a way for a Swashbuckler to deny an opponent his dex to AC, without that, Sudden Strike is near useless. The bonus to initiative means that a swashbuckler will occasionaly be able to sudden strike at the beginning of a combat but not much else unless a caster is running around turning him invisible or doing something to an enemy to enable it. Improved feint, a class ability to deny dex after a charge, or anything else you can think of to give swashbucklers a chance to deny an enemy dex to AC will help bring sudden strike into play. For example the CW ninja can expend Ki usages to turn invisible thus granting the ability to use his sudden strike.

This swashbuckler (and the one in CW more so) just seems way too focused, against huge, undead, oozes, or constructs the swashbuckler has no way to contribute effectively to ending combat encounters. Those type of encounters also make their top tier abilities useless.

Seerow
2011-05-11, 11:11 PM
Yeah, at least give it the ability to feint as a swift action to cause opponents to lose their dex to AC.

But honestly, the problem with the swashbuckler is it gets about 5 levels worth of real abilities, spread across 20 levels. It's better off being turned into a prestige class than trying to overhaul it fully :/

Cipher Stars
2011-05-12, 12:06 AM
Sudden Strike sounds exactly like Sneak Attack.

I'd word it to sound more like a fierce, sudden power attack as opposed to a deft, quick hit to the vitals that is made when their off guard.
Maybe twist it to work somewhat differently as well but while keeping with the theme.
But I like. Swashbuckler seemed appealing, but underpowered.

PoorHobo
2011-05-12, 12:47 AM
Sudden Strike sounds exactly like Sneak Attack.

Similar, but not exactly. Sneak attack works against a flanked opponent and can be used to deal subdual damage, Sudden Strike cannot. It is much less useful than sneak attack,

SPoD
2011-05-12, 01:14 AM
I don't think this class goes nearly far enough. You can get almost the exact same suite of abilities by playing a CA ninja/CW swashbuckler multiclass, and no one is breaking down the door to play one of those.

I'm playing this Swashbuckler fix (http://www.giantitp.com/forums/showthread.php?t=155012) in a campaign starting soon, you might like it--or at least see some ideas you may want to poach.

tempestman
2011-05-12, 09:27 AM
I added the ability for a swashbuckler to feint as part of a melee strike and the ability to parry and retaliate against a failed attack by an enemy.

I might make the Sudden Strike a bit more useful, but the idea of a sneak attack (which is much more useful) doesn't quite fit the theme of the swashbuckler.