Derjuin
2011-09-18, 11:36 PM
Please note: This is meant to replace the Complete Warrior version of the Swashbuckler, since the book version is pretty much terrible.
The Swashbuckler
http://fc01.deviantart.net/fs35/f/2008/237/c/2/Swashbuckler_by_yjianlong.jpg
By Yjian Long
http://www.mspaintadventures.com/storyfiles/hs2/02196_2.gif
By Vriska Serket
:smalltongue:
"Yeah, you can say I know a thing or two about swingin' a sword." ~ Jarvis the Red Rogue
Abilities: The Swashbuckler's most important attributes are Intelligence and Constitution, the former providing bonuses in and out of combat, and the latter allows her to engage in melee combat with less risk of death.
Alignment: Typically some flavor Chaotic, though Lawful Swashbucklers are not uncommon.
Hit Die: d8
Class Skills
The Swashbuckler's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
The Swashbuckler
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Street Knowledge, Backstab (+1d6)
2nd|
+2|
+3|
+3|
+0|Social Savant, Weapon Style
3rd|
+3|
+3|
+3|
+1|Parry, Backstab (+2d6)
4th|
+4|
+4|
+4|
+1|Precision
5th|
+5|
+4|
+4|
+1|Step into Shadows (2 sizes larger), Backstab (+3d6)
6th|
+6/+1|
+5|
+5|
+2|Riposte
7th|
+7/+2|
+5|
+5|
+2|Duelist's Guile, Backstab (+4d6)
8th|
+8/+3|
+6|
+6|
+2|Improved Weapon Style
9th|
+9/+4|
+6|
+6|
+3|Distraction, Backstab (+5d6)
10th|
+10/+5|
+7|
+7|
+3|Step into Shadows (1 size larger), Tricks of the Trade
11th|
+11/+6/+1|
+7|
+7|
+3|Duelist's Resolve, Backstab (+6d6)
12th|
+12/+7/+2|
+8|
+8|
+4|Dismantle
13th|
+13/+8/+3|
+8|
+8|
+4|Preparation, Backstab (+7d6), Tricks of the Trade
14th|
+14/+9/+4|
+9|
+9|
+4|Greater Weapon Style
15th|
+15/+10/+5|
+9|
+9|
+5|Step into Shadows (same size), Snap Kick, Backstab (+8d6)
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Master of Anatomy, Tricks of the Trade
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Combat Alertness, Backstab (+9d6)
18th|
+18/+13/+8/+3|
+11|
+11|
+6|
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Improved Snap Kick, Backstab (+10d6), Tricks of the Trade
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Weapon Style Mastery, Step into Shadows (any size), Tricks of the Trade[/table]
Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, and light and medium armor.
Street Knowledge (Ex): A Swashbuckler picks up a lot of stray knowledge while wandering the land and sea and learning stories from others. She may make a special street knowledge check with a bonus equal to her Swashbuckler level + her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Swashbuckler has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.) A successful street knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Swashbuckler may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM can determine the Difficulty Class of the check by referring to the table below.
{table=head]DC|Type of Knowledge|Examples
10|Common, easy to come by|A local mayor's reputation for drinking.
20|Uncommon, few in the area know|A local priest's shady past.
25|Obscure, unknown to most|A knight's family history.
30|Extremely obscure, very hard to come by|A mighty wizard's childhood nickname.[/table]
Backstab (Ex): A Swashbuckler, regardless of his alignment, is at heart a less-than-honorable combatant. Beginning at 1st level, whenever the Swashbuckler strikes a foe that is flanked or is denied its Dex to AC, she deals an additional 1d6 points of damage. At each odd level above 1st, this damage increases by 1d6. Oozes, plants, and elementals are not normally subject to Backstab damage. Attacks of opportunity cannot gain Backstab bonus damage.
Social Savant (Ex): Swashbucklers are chatty, and they use their knowledge of social situations and human emotions and reactions to supplement their charisma. A Swashbuckler adds her Swashbuckler levels as a competence bonus to all Bluff, Diplomacy, Disguise, Perform, and Sense Motive checks she makes.
Weapon Style (Ex): A Swashbuckler tends to focus on one way of fighting over another, and so two predominant weapon styles have emerged for Swashbucklers to follow: Two and One Weapon fighting styles - also known as the Tempest Style and Einhander. Upon reaching 2nd level, a Swashbuckler chooses her weapon style: either Two-Weapon Fighting, or One Weapon Fighting, and gains the appropriate ability below:
Ambidexterity: A Swashbuckler who chooses the Tempest Style takes advantage of their ambidexterity, and are able to wield weapons in both hands with reduced penalties. While wielding a one-handed weapon in her main hand and a light weapon in her off-hand, the Swashbuckler does not suffer penalties to attacks from fighting with two weapons. In addition, she gains an iterative attack with her off-hand weapon once her Swashbuckler level reaches 6, 11 and again at 16.
Einhander: A Swashbuckler who chooses Einhander takes advantage of their single weapon, allowing them greater focus and precision. While wielding a one-handed weapon in her main hand and nothing in her off-hand, the Swashbuckler may add her Intelligence to her damage with that weapon. In addition, using Power Attack or Combat Expertise yields 2 bonus for every 1 penalty taken (for example, Power Attacking or using Combat Expertise with a -4 penalty yields either +8 damage or +8 AC), up to the Swashbuckler's level.
Regardless of her style choice, the Swashbuckler also gains the Combat Reflexes feat as a bonus feat, even if she does not meet the prerequisites.
Parry (Ex): A Swashbuckler learns to use her weapon to supplement her defenses. Beginning at 3rd level, the Swashbuckler gains a Shield bonus to AC equal to 1/2 her Base Attack Bonus while wielding a weapon.
Precision (Ex): The Swashbuckler learns that every strike counts, especially when fighting in light (or no!) armor to protect her should her strike fail to connect. Beginning at 4th level, the Swashbuckler adds her Intelligence bonus as an Insight bonus to all attacks.
Step into Shadows (Su): The Swashbuckler steps through space to enter a larger creature's shadow, seemingly teleporting behind the creature. Beginning at 5th level, the Swashbuckler may, as a swift action, teleport into a creature's shadow, provided the creature is at least 2 sizes larger than her. At 10th level, the size difference is reduced by 1, and at 15th, it is reduced again, so that she may teleport into the shadow of a creature at least her size. At 20th level, she is able to teleport into the shadow of any creature, no matter how small it is. The Swashbuckler is not limited in the number of times she can teleport into a creature's shadow, but after each teleport she must wait 5 rounds before doing so again.
Riposte (Ex): Beginning at 6th level, the Swashbuckler reacts quickly to attacks made at her person. Once per round, if she is subject to a melee attack that misses (either a standard melee attack or an attack of opportunity), she may gain an Attack of Opportunity against the attacker. This Attack of Opportunity counts against the Swashbuckler's maximum number of Attacks of Opportunity per round.
Duelist's Guile (Ex): The Swashbuckler's style adapts to her opponent, giving her greater and greater insight into her opponent's defenses. Beginning at 7th level, whenever the Swashbuckler misses her opponent with an attack, she gains a stacking +1 bonus to attacks and damage against that opponent, up to a maximum bonus equal to her Swashbuckler level. This bonus is lost at the end of the encounter, or when the Swashbuckler attacks a different opponent.
Improved Weapon Style (Ex): Beginning at 8th level, the Swashbuckler gains a bonus based on her original Weapon Style: if the Swashbuckler chose the Tempest style, she gains the Main Gauche ability; the Swashbuckler chose the Einhander style, she gains the Blade Flurry ability.
Main Gauche: Each time the Swashbuckler makes a successful attack with her main hand, she may make an Attack of Opportunity with her off-hand weapon immediately. This Attack of Opportunity counts against the Swashbuckler's maximum number of Attacks of Opportunity per round as normal. The Swashbuckler does not gain the extra Attacks of Opportunity if she is not wielding a light weapon in her off hand.
Slice and Dice: The Swashbuckler gains the ability to make a full attack at the end of a charge, as long as she is wielding a one-handed weapon in her main hand and nothing in her off-hand. In addition, whenever the Swashbuckler is in combat, she is considered under the effects of a Haste spell.
The Swashbuckler also gains the Quick Draw feat as a bonus feat, even if she does not meet the prerequisites.
Distraction (Ex): Beginning at 9th level, the Swashbuckler becomes better at distracting and feinting against her enemies. Once per round, the Swashbuckler may Feint as a move action and add her Base Attack Bonus to the Bluff roll.
Tricks of the Trade (Ex): Beginning at 10th level, the Swashbuckler gains minor benefits from further training and practice in her trade. These tricks range from combat training to skill tricks to survivalist techniques. At 10th level, and every other level above that (12th, 14th, etc., up to 20th), the Swashbuckler gains either a Fighter Bonus Feat (when selecting a Fighter Bonus Feat, the Swashbuckler's effective Fighter level is equal to half her Swashbuckler level), a Skill Trick (see Complete Scoundrel), a Rogue Special Ability (the Swashbuckler's Backstab qualifies as Sneak Attack damage), Evasion or Mettle. The Swashbuckler can only choose the Improved Evasion Rogue Special Ability if she has Evasion from another class or chose it as one of her Tricks of the Trade.
Duelist's Resolve (Ex): Beginning at 11th level, the Swashbuckler is able to temporarily protect her mind from intrusions. Whenever the Swashbuckler is affected by a Mind-affecting ability, she may act as if she were not under the effects of the ability for 1 round. At the end of that round, she gains a second Will save against the ability (if the ability allowed a Will save) to attempt to resist it.
Dismantle (Ex): Beginning at 12th level, the Swashbuckler is able to sufficiently expose and distract an assailant to efficiently disarm them. Whenever the Swashbuckler attempts to Disarm a foe that is denied its Dex to AC bonus or is flanked, she treats her weapon as if it were Two-handed and her opponent as if it were wielding a Light weapon.
Preparation (Ex): Beginning at 13th level, the Swashbuckler learns to better apply the information gleaned with Street Knowledge against her adversaries, especially in her preparation to face them - either with sword, or with word. Whenever she successfully makes a Street Knowledge check to find something out about a creature, she gains a bonus on attack and damage rolls, and bluff, diplomacy, intimidate and sense motive checks based on the result of her check against that creature.
{table=head]Result|Bonus
10-15|+1
16-20|+2
21-25|+3
26-30|+4
31-35|+5
36+|+6[/table]
Greater Weapon Style (Ex): Beginning at 14th level, the Swashbuckler's style improves even further, granting her more capabilities than before based on the original style chosen. If the Swashbuckler chose the Tempest style, she gains Blade Flurry; if she chose the Einhander style, she gains Opportunity.
Blade Flurry: When wielding a one-handed weapon in her main hand and a light weapon in her off-hand, the Swashbuckler may declare a special attack as a standard action called a Blade Flurry. The Swashbuckler may do so once per round, and can must wait 5 rounds after declaring a Blade Flurry before doing so again. While performing a Blade Flurry, the Swashbuckler makes a Full Attack with both of her weapons, and each attack that hits also strikes a second foe within reach.
Opportunity: When wielding a one-handed weapon in her main hand and nothing in her off-hand, the Swashbuckler gains a glint of insight when striking a foe the first time in a round. Each attack after her first automatically qualifies for Backstab damage as long as her opponent is not an Ooze, Plant or Elemental.
Snap Kick (Ex): Beginning at 15th level, the Swashbuckler learns to take advantage of an off-balance opponent with a well-placed kick. Whenever the Swashbuckler strikes a foe and gains Backstab damage against it, she may make an unarmed strike instead of a normal attack against the foe in an attempt to Trip it. She does not provoke an Attack of Opportunity from this unarmed strike, and if successful, she gains a single attack at her highest Attack bonus against the tripped foe.
Master of Anatomy (Ex): Beginning at 16th level, the Swashbuckler can notice flaws in the anatomy of creatures with bizarre structures or magical protections. She may make Backstabs against Plants, Oozes and Elementals as if they were not immune to them, and all Fortitification effects by 25% (to a minimum of 0%).
Combat Alertness (Ex): Beginning at 17th level, the Swashbuckler seems to have a sixth sense regarding hostility and ambushes. The Swashbuckler is always able to act in Surprise rounds, though he has no ability to predict when they will happen.
Improved Snap Kick (Ex): Beginning at 19th level, the Swashbuckler's snap kicks become more powerful, if she so chooses to take advantage of the extra power. She may choose to make an Improved Snap Kick instead of a normal Snap Kick - if she does, an enemy that fails in the opposed Trip roll instead is knocked 10 feet back and falls prone. If the enemy collides with a hard object, it takes damage equal to the Swashbuckler's Backstab bonus and deals as much damage to the object.
Weapon Style Mastery (Ex): Upon mastering her Rapscallious art, the Swashbuckler's combat prowess enhances once more. If she chose the Tempest style, she gains Deadly Momentum; if she chose the Einhander style, she gains Relentless Strikes.
Deadly Momentum: Whenever the Swashbuckler kills a creature with an attack, she may immediately, as a swift action, make use of her Step into Shadows ability to teleport to a new opponent and make a full attack against the opponent. She may only gain the benefit of Deadly Momentum once per round.
Relentless Strikes: Whenever the Swashbuckler strikes a creature that has Damage Reduction that is not negated by her weapon, she gains a bonus attack at her highest Base Attack Bonus against that creature. These bonus attacks do not grant bonus attacks through this ability, but automatically overcome all Damage Reduction an opponent has.
The Swashbuckler
http://fc01.deviantart.net/fs35/f/2008/237/c/2/Swashbuckler_by_yjianlong.jpg
By Yjian Long
http://www.mspaintadventures.com/storyfiles/hs2/02196_2.gif
By Vriska Serket
:smalltongue:
"Yeah, you can say I know a thing or two about swingin' a sword." ~ Jarvis the Red Rogue
Abilities: The Swashbuckler's most important attributes are Intelligence and Constitution, the former providing bonuses in and out of combat, and the latter allows her to engage in melee combat with less risk of death.
Alignment: Typically some flavor Chaotic, though Lawful Swashbucklers are not uncommon.
Hit Die: d8
Class Skills
The Swashbuckler's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
The Swashbuckler
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Street Knowledge, Backstab (+1d6)
2nd|
+2|
+3|
+3|
+0|Social Savant, Weapon Style
3rd|
+3|
+3|
+3|
+1|Parry, Backstab (+2d6)
4th|
+4|
+4|
+4|
+1|Precision
5th|
+5|
+4|
+4|
+1|Step into Shadows (2 sizes larger), Backstab (+3d6)
6th|
+6/+1|
+5|
+5|
+2|Riposte
7th|
+7/+2|
+5|
+5|
+2|Duelist's Guile, Backstab (+4d6)
8th|
+8/+3|
+6|
+6|
+2|Improved Weapon Style
9th|
+9/+4|
+6|
+6|
+3|Distraction, Backstab (+5d6)
10th|
+10/+5|
+7|
+7|
+3|Step into Shadows (1 size larger), Tricks of the Trade
11th|
+11/+6/+1|
+7|
+7|
+3|Duelist's Resolve, Backstab (+6d6)
12th|
+12/+7/+2|
+8|
+8|
+4|Dismantle
13th|
+13/+8/+3|
+8|
+8|
+4|Preparation, Backstab (+7d6), Tricks of the Trade
14th|
+14/+9/+4|
+9|
+9|
+4|Greater Weapon Style
15th|
+15/+10/+5|
+9|
+9|
+5|Step into Shadows (same size), Snap Kick, Backstab (+8d6)
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Master of Anatomy, Tricks of the Trade
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Combat Alertness, Backstab (+9d6)
18th|
+18/+13/+8/+3|
+11|
+11|
+6|
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Improved Snap Kick, Backstab (+10d6), Tricks of the Trade
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Weapon Style Mastery, Step into Shadows (any size), Tricks of the Trade[/table]
Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, and light and medium armor.
Street Knowledge (Ex): A Swashbuckler picks up a lot of stray knowledge while wandering the land and sea and learning stories from others. She may make a special street knowledge check with a bonus equal to her Swashbuckler level + her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Swashbuckler has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.) A successful street knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Swashbuckler may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM can determine the Difficulty Class of the check by referring to the table below.
{table=head]DC|Type of Knowledge|Examples
10|Common, easy to come by|A local mayor's reputation for drinking.
20|Uncommon, few in the area know|A local priest's shady past.
25|Obscure, unknown to most|A knight's family history.
30|Extremely obscure, very hard to come by|A mighty wizard's childhood nickname.[/table]
Backstab (Ex): A Swashbuckler, regardless of his alignment, is at heart a less-than-honorable combatant. Beginning at 1st level, whenever the Swashbuckler strikes a foe that is flanked or is denied its Dex to AC, she deals an additional 1d6 points of damage. At each odd level above 1st, this damage increases by 1d6. Oozes, plants, and elementals are not normally subject to Backstab damage. Attacks of opportunity cannot gain Backstab bonus damage.
Social Savant (Ex): Swashbucklers are chatty, and they use their knowledge of social situations and human emotions and reactions to supplement their charisma. A Swashbuckler adds her Swashbuckler levels as a competence bonus to all Bluff, Diplomacy, Disguise, Perform, and Sense Motive checks she makes.
Weapon Style (Ex): A Swashbuckler tends to focus on one way of fighting over another, and so two predominant weapon styles have emerged for Swashbucklers to follow: Two and One Weapon fighting styles - also known as the Tempest Style and Einhander. Upon reaching 2nd level, a Swashbuckler chooses her weapon style: either Two-Weapon Fighting, or One Weapon Fighting, and gains the appropriate ability below:
Ambidexterity: A Swashbuckler who chooses the Tempest Style takes advantage of their ambidexterity, and are able to wield weapons in both hands with reduced penalties. While wielding a one-handed weapon in her main hand and a light weapon in her off-hand, the Swashbuckler does not suffer penalties to attacks from fighting with two weapons. In addition, she gains an iterative attack with her off-hand weapon once her Swashbuckler level reaches 6, 11 and again at 16.
Einhander: A Swashbuckler who chooses Einhander takes advantage of their single weapon, allowing them greater focus and precision. While wielding a one-handed weapon in her main hand and nothing in her off-hand, the Swashbuckler may add her Intelligence to her damage with that weapon. In addition, using Power Attack or Combat Expertise yields 2 bonus for every 1 penalty taken (for example, Power Attacking or using Combat Expertise with a -4 penalty yields either +8 damage or +8 AC), up to the Swashbuckler's level.
Regardless of her style choice, the Swashbuckler also gains the Combat Reflexes feat as a bonus feat, even if she does not meet the prerequisites.
Parry (Ex): A Swashbuckler learns to use her weapon to supplement her defenses. Beginning at 3rd level, the Swashbuckler gains a Shield bonus to AC equal to 1/2 her Base Attack Bonus while wielding a weapon.
Precision (Ex): The Swashbuckler learns that every strike counts, especially when fighting in light (or no!) armor to protect her should her strike fail to connect. Beginning at 4th level, the Swashbuckler adds her Intelligence bonus as an Insight bonus to all attacks.
Step into Shadows (Su): The Swashbuckler steps through space to enter a larger creature's shadow, seemingly teleporting behind the creature. Beginning at 5th level, the Swashbuckler may, as a swift action, teleport into a creature's shadow, provided the creature is at least 2 sizes larger than her. At 10th level, the size difference is reduced by 1, and at 15th, it is reduced again, so that she may teleport into the shadow of a creature at least her size. At 20th level, she is able to teleport into the shadow of any creature, no matter how small it is. The Swashbuckler is not limited in the number of times she can teleport into a creature's shadow, but after each teleport she must wait 5 rounds before doing so again.
Riposte (Ex): Beginning at 6th level, the Swashbuckler reacts quickly to attacks made at her person. Once per round, if she is subject to a melee attack that misses (either a standard melee attack or an attack of opportunity), she may gain an Attack of Opportunity against the attacker. This Attack of Opportunity counts against the Swashbuckler's maximum number of Attacks of Opportunity per round.
Duelist's Guile (Ex): The Swashbuckler's style adapts to her opponent, giving her greater and greater insight into her opponent's defenses. Beginning at 7th level, whenever the Swashbuckler misses her opponent with an attack, she gains a stacking +1 bonus to attacks and damage against that opponent, up to a maximum bonus equal to her Swashbuckler level. This bonus is lost at the end of the encounter, or when the Swashbuckler attacks a different opponent.
Improved Weapon Style (Ex): Beginning at 8th level, the Swashbuckler gains a bonus based on her original Weapon Style: if the Swashbuckler chose the Tempest style, she gains the Main Gauche ability; the Swashbuckler chose the Einhander style, she gains the Blade Flurry ability.
Main Gauche: Each time the Swashbuckler makes a successful attack with her main hand, she may make an Attack of Opportunity with her off-hand weapon immediately. This Attack of Opportunity counts against the Swashbuckler's maximum number of Attacks of Opportunity per round as normal. The Swashbuckler does not gain the extra Attacks of Opportunity if she is not wielding a light weapon in her off hand.
Slice and Dice: The Swashbuckler gains the ability to make a full attack at the end of a charge, as long as she is wielding a one-handed weapon in her main hand and nothing in her off-hand. In addition, whenever the Swashbuckler is in combat, she is considered under the effects of a Haste spell.
The Swashbuckler also gains the Quick Draw feat as a bonus feat, even if she does not meet the prerequisites.
Distraction (Ex): Beginning at 9th level, the Swashbuckler becomes better at distracting and feinting against her enemies. Once per round, the Swashbuckler may Feint as a move action and add her Base Attack Bonus to the Bluff roll.
Tricks of the Trade (Ex): Beginning at 10th level, the Swashbuckler gains minor benefits from further training and practice in her trade. These tricks range from combat training to skill tricks to survivalist techniques. At 10th level, and every other level above that (12th, 14th, etc., up to 20th), the Swashbuckler gains either a Fighter Bonus Feat (when selecting a Fighter Bonus Feat, the Swashbuckler's effective Fighter level is equal to half her Swashbuckler level), a Skill Trick (see Complete Scoundrel), a Rogue Special Ability (the Swashbuckler's Backstab qualifies as Sneak Attack damage), Evasion or Mettle. The Swashbuckler can only choose the Improved Evasion Rogue Special Ability if she has Evasion from another class or chose it as one of her Tricks of the Trade.
Duelist's Resolve (Ex): Beginning at 11th level, the Swashbuckler is able to temporarily protect her mind from intrusions. Whenever the Swashbuckler is affected by a Mind-affecting ability, she may act as if she were not under the effects of the ability for 1 round. At the end of that round, she gains a second Will save against the ability (if the ability allowed a Will save) to attempt to resist it.
Dismantle (Ex): Beginning at 12th level, the Swashbuckler is able to sufficiently expose and distract an assailant to efficiently disarm them. Whenever the Swashbuckler attempts to Disarm a foe that is denied its Dex to AC bonus or is flanked, she treats her weapon as if it were Two-handed and her opponent as if it were wielding a Light weapon.
Preparation (Ex): Beginning at 13th level, the Swashbuckler learns to better apply the information gleaned with Street Knowledge against her adversaries, especially in her preparation to face them - either with sword, or with word. Whenever she successfully makes a Street Knowledge check to find something out about a creature, she gains a bonus on attack and damage rolls, and bluff, diplomacy, intimidate and sense motive checks based on the result of her check against that creature.
{table=head]Result|Bonus
10-15|+1
16-20|+2
21-25|+3
26-30|+4
31-35|+5
36+|+6[/table]
Greater Weapon Style (Ex): Beginning at 14th level, the Swashbuckler's style improves even further, granting her more capabilities than before based on the original style chosen. If the Swashbuckler chose the Tempest style, she gains Blade Flurry; if she chose the Einhander style, she gains Opportunity.
Blade Flurry: When wielding a one-handed weapon in her main hand and a light weapon in her off-hand, the Swashbuckler may declare a special attack as a standard action called a Blade Flurry. The Swashbuckler may do so once per round, and can must wait 5 rounds after declaring a Blade Flurry before doing so again. While performing a Blade Flurry, the Swashbuckler makes a Full Attack with both of her weapons, and each attack that hits also strikes a second foe within reach.
Opportunity: When wielding a one-handed weapon in her main hand and nothing in her off-hand, the Swashbuckler gains a glint of insight when striking a foe the first time in a round. Each attack after her first automatically qualifies for Backstab damage as long as her opponent is not an Ooze, Plant or Elemental.
Snap Kick (Ex): Beginning at 15th level, the Swashbuckler learns to take advantage of an off-balance opponent with a well-placed kick. Whenever the Swashbuckler strikes a foe and gains Backstab damage against it, she may make an unarmed strike instead of a normal attack against the foe in an attempt to Trip it. She does not provoke an Attack of Opportunity from this unarmed strike, and if successful, she gains a single attack at her highest Attack bonus against the tripped foe.
Master of Anatomy (Ex): Beginning at 16th level, the Swashbuckler can notice flaws in the anatomy of creatures with bizarre structures or magical protections. She may make Backstabs against Plants, Oozes and Elementals as if they were not immune to them, and all Fortitification effects by 25% (to a minimum of 0%).
Combat Alertness (Ex): Beginning at 17th level, the Swashbuckler seems to have a sixth sense regarding hostility and ambushes. The Swashbuckler is always able to act in Surprise rounds, though he has no ability to predict when they will happen.
Improved Snap Kick (Ex): Beginning at 19th level, the Swashbuckler's snap kicks become more powerful, if she so chooses to take advantage of the extra power. She may choose to make an Improved Snap Kick instead of a normal Snap Kick - if she does, an enemy that fails in the opposed Trip roll instead is knocked 10 feet back and falls prone. If the enemy collides with a hard object, it takes damage equal to the Swashbuckler's Backstab bonus and deals as much damage to the object.
Weapon Style Mastery (Ex): Upon mastering her Rapscallious art, the Swashbuckler's combat prowess enhances once more. If she chose the Tempest style, she gains Deadly Momentum; if she chose the Einhander style, she gains Relentless Strikes.
Deadly Momentum: Whenever the Swashbuckler kills a creature with an attack, she may immediately, as a swift action, make use of her Step into Shadows ability to teleport to a new opponent and make a full attack against the opponent. She may only gain the benefit of Deadly Momentum once per round.
Relentless Strikes: Whenever the Swashbuckler strikes a creature that has Damage Reduction that is not negated by her weapon, she gains a bonus attack at her highest Base Attack Bonus against that creature. These bonus attacks do not grant bonus attacks through this ability, but automatically overcome all Damage Reduction an opponent has.