Derjuin
2013-12-21, 02:13 AM
The Swashbuckler
Adventures: Swashbucklers adventure for fortune, fun and fame. They are typically concerned with the acquisition of wealth or reputation, though some adventure to help friends in need or simply out of wanderlust.
Characteristics: Swashbucklers are daredevils, charmers and frontline fighters. They live on chance and thrive on risk - they enjoy the heat of battle, both by sword and by word.
Alignment: Swashbucklers tend to gravitate to the chaotic alignments in their travels. They often run afoul of the established law and tend to be concerned with their own freedoms and abilities. Some, but not all, swashbucklers are evil - they engage in activities such as piracy and wanton murder. Still others are good, and fight for the honor, freedom or life of another, mostly those who cannot fight for themselves.
Religion: Swashbucklers are not bound by any particular religion or deity, though most pay their respects to deities of travel, luck, the sea or the winds. A swashbuckler's religion may shape his or her wordplay, and might come in handy when engaging with other followers of the same - or similar - religion.
Background: While there are few schools dedicated to the idea of the swashbuckler, some fencing schools and other swordsmanship academies have their own population of potential swashbucklers. Most swashbucklers learn their skills through practice, practical application and a little bit of study. Some develop them as they go, making their style incredibly unpredictable.
Races: Humans and halflings, as well as other races that burn with determination and wanderlust, are the most likely to become swashbucklers. While some races are less suited to it - a half-orc may lack the social grace a swashbuckler typically has, for example - they are in no way restricted from becoming one.
Other Classes: Swashbucklers may butt heads with rogues - who usually like to remain anonymous in their dealings - and fighters, who may see them as lacking in discipline. A swashbuckler who delves into the darker depths of their freedom may find themselves at odds with paladins, clerics of Good-aligned gods and other characters that take evil seriously.
Role: The Swashbuckler plays the face and the frontline fighter, wielding wit as sharp as a blade and weapon just as keen. With their ability to utilize magic items via their Use Magic Device skill, they can also emulate to some degree the lesser functions of a spellcaster (healing and other duties that do not rely heavily on caster level or saves).
GAME RULE INFORMATION
Swashbucklers have the following game statistics.
Abilities: Charisma and dexterity are a Swashbuckler's primary stats. Constitution helps a Swashbuckler stay alive in melee, though his goal should be to avoid being hit, rather than being able to take hits. Some Swashbucklers are tough enough that they do not mind letting a blow strike true every now and then.
Alignment: Usually chaotic.
Hit Die: d10
Starting Age: As bard.
Starting Gold: As fighter.
Class Skills
The Swashbuckler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), 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
SWASHBUCKLER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Techniques
1st|
+1|
+2|
+2|
+0|Art of the Sword +1, Parry|0
2nd|
+2|
+3|
+3|
+0|Evasion|1
3rd|
+3|
+3|
+3|
+1|Unusual Battlegrounds|1
4th|
+4|
+4|
+4|
+1|Art of the Sword +2|2
5th|
+5|
+4|
+4|
+1|In the Spotlight (+1/-1)|2
6th|
+6/+1|
+5|
+5|
+2|Combat Rhythm|3
7th|
+7/+2|
+5|
+5|
+2|Art of the Sword +3|3
8th|
+8/+3|
+6|
+6|
+2|Acrobatic Evasion|4
9th|
+9/+4|
+6|
+6|
+3|Riposte|4
10th|
+10/+5|
+7|
+7|
+3|Art of the Sword +4, In the Spotlight (+2/-2)|5
11th|
+11/+6/+1|
+7|
+7|
+3|Dramatic Entrance|5
12th|
+12/+7/+2|
+8|
+8|
+4|-|6
13th|
+13/+8/+3|
+8|
+8|
+4|Art of the Sword +5|6
14th|
+14/+9/+4|
+9|
+9|
+4|Uncatchable|7
15th|
+15/+10/+5|
+9|
+9|
+5|In the Spotlight (+3/-3)|7
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Art of the Sword +6|8
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Not so Easily Defeated|8
18th|
+18/+13/+8/+3|
+11|
+11|
+6|-|9
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Art of the Sword +7|9
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Legend, In the Spotlight (+4/-4)|10[/table]
Class Features
All of the following are class features of the Swashbuckler.
Weapon and Armor Proficiencies: Swashbucklers are proficient with all simple and martial weapons, light armor and medium armor, and bucklers. They are not proficient with other shields; in fact, wielding them reduces their combat effectiveness.
Art of the Sword (Ex): Despite using the word 'sword', the Art form a swashbuckler practices can apply to any light weapon, or any weapon to which the Weapon Finesse feat can be applied (such as Feycraft weapons and the Elven Thinblade). In order to make use of this ability, the swashbuckler must be wielding such a weapon in his main hand and nothing in his off hand.
NOTE: MAIN HAND/OFF HAND
A swashbuckler's "main hand" is decided by the player before play begins; it cannot be changed afterwards. There is no penalty for wielding weapons in the swashbuckler's "off hand" (except those normally incurred; for example, for fighting with two weapons), except that he cannot apply Art of the Sword to those attacks.
When wielding a light weapon, or a weapon to which the Weapon Finesse feat can be applied, in his main hand and nothing in his off hand, the swashbuckler gains a +1 bonus to all attack and damage rolls. This bonus increases by +1 at 4th level and every 3 levels afterwards, to a maximum of +7 at 19th level.
Parry (Ex): At 1st level, a swashbuckler learns a simple move that can save his hide in a fight: the ability to parry, striking steel to steel or claw. As an immediate action in response to being attacked with a weapon (or natural weapon), the swashbuckler can make an attack roll opposed by an opponent's attack roll. If he beats the opponent's roll, the attack is deflected harmlessly. The swashbuckler must be armed in order to make this attack. If he qualifies for Art of the Sword while making a parry, he can add the bonus from that ability to the roll. The swashbuckler cannot use parry if he is denied his dexterity bonus to AC (such as by being helpless or flat-footed).
Evasion (Ex): At 2nd level and higher, a swashbuckler can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless swashbuckler does not gain the benefit of evasion.
Unusual Battlegrounds (Ex): At 3rd level, a swashbuckler becomes accustomed to bar brawls, unusual terrain and the rocking deck of a storm-tossed sea vessel. He no longer suffers penalties for moving into or through difficult terrain, and can tumble and 5-foot step through it as if it were normal terrain.
In the Spotlight (Ex): By 5th level, a swashbuckler knows that all the world is a stage, and that the battlefield offers the greatest promise of glory and drama. Once per round, the swashbuckler may designate an opponent he can see within 30 feet of himself. He gains a +1 dodge bonus to AC against attacks used by creatures other than that opponent, and creatures other than that opponent suffer a -1 penalty to damage rolls against the swashbuckler. At 10th level, and every 5 levels afterwards, this bonus increases by +1 (to a maximum of +4 at 20th level) and the penalty likewise increases by -1 (to a maximum of -4 at 20th level). This bonus lasts for 1 round.
Combat Rhythm (Ex): At 6th level, the swashbuckler has learned the ins and outs of combat, and how it ebbs and flows like the sea. He can choose to make melee touch attacks in place of normal melee attacks against an opponent. These touch attacks deal no damage. For each melee touch attack that hits, he gains a +5 bonus on melee damage rolls against that same foe on his next turn.
This ability doesn't stack with the tactic offered by the Stormguard Warrior feat. However, if you have both, you gain a +7 bonus on melee damage rolls instead of +5 when using either.
Acrobatic Evasion (Ex): At 8th level, the swashbuckler becomes even more agile in his endeavors to evade magical and unusual attacks. On a successful save, he may choose to make a Jump check as a free action with a bonus equal to the amount by which his save exceeded the DC of the spell or attack, and then move the distance determined by the check result. The swashbuckler still provokes attacks of opportunity with this movement, and he must move in a straight line. As with any movement, he can attempt a Tumble check to avoid any attacks he provokes with this acrobatic leap. He can’t move through enemies, unless he succeeds on the appropriate Tumble check.
Riposte (Ex): Beginning at 9th level, the swashbuckler can parry an enemy's attack and retort with the sting of his blade. Whenever the swashbuckler successfully parries an enemy's attack, he may make a free attack of opportunity against that enemy. This attack of opportunity doesn't count against the normal limit of attacks of opportunity. If he decides to use this attack of opportunity to make a disarm or trip attack, he adds his Charisma modifier to his attempt, in addition to all other modifiers or penalties he may incur. He cannot be disarmed or tripped in return if he fails.
Dramatic Entrance (Ex): At 11th level, the swashbuckler knows the power of surprise, and the shock of a well-executed entrance. Upon entering combat, he may announce that he is making a Dramatic Entrance, prior to making any skill checks or other checks that may factor into his Entrance. He cannot change his mind once he starts the check. He then makes a Charisma check with the following modifiers:
COMBAT DRAMATIC ENTRANCE
{table=head]Situation|Modifier
Entrance is daring; succeeds on a skill check with a 50% or greater chance to fail|+2*
Entrance is fumbled; fails on a skill check with a 50% or greater chance to fail|-2**
Entrance is dangerous; swashbuckler takes mild damage on entry or is outnumbered initially|+2
Entrance is heroic; swashbuckler is at very real threat of death***|+4
Enemies are distracted; they do not notice him entering the battle|-6
Makes his presence known; he gives up a surprise round to announce his entrance|+4
Enters with flair, such as invisibility wearing off or pyrotechnics/loud sounds****|+2
[/table]
*Does not apply if the swashbuckler takes 10; increase to +4 on a natural 20.
**Increase to -4 on a natural 1.
***Such as CR being far above his level, or battling over a pit of lava, etc.
****Enemies must be able to see him as he enters combat. Can include actions such as crashing through windows or breaking through doors.
The DM may feel free to assign additional bonuses or penalties based on the swashbuckler's reputation (or lack of one), other situations that aren't outlined above but generally add to or subtract from the drama of the swashbuckler's entrance, etc.
The DC of the Charisma check is equal to the CR of the encounter. If he succeeds, he adds his Charisma modifier to all damage rolls for the remainder of the encounter. If he surpasses the DC by 5 or more, he adds his Charisma modifier to his AC for the remainder of the encounter. If he surpasses the DC by 10 or more, he adds his Charisma modifier to all saves for the remainder of the encounter. If he surpasses the DC by 20 or more, the bonuses and penalties associated with his In the Spotlight ability are doubled for that encounter. If he fails, he cannot make use of his In the Spotlight ability for that encounter.
The Swashbuckler can make a dramatic entrance into a social situation, such as a promenade, a ball or a meeting between leaders. Not all dramatic entrances are appropriate for a social encounter, however, and as such certain events add bonuses to different things. When the Swashbuckler makes such a dramatic entrance into a social situation, he gains bonuses to certain Charisma-based skill checks for the duration, based on the list below:
NON-COMBAT DRAMATIC ENTRANCE
{table=head]Situation|Modifier
Entrance is daring|+2 to either Bluff, Diplomacy or Intimidate*
Entrance is fumbled|-2 All Charisma checks and Sense Motive checks
Entrance is dangerous|+4 Bluff, +4 Intimidate
Entrance is heroic|+6 Diplomacy, +2 Intimidate
Not noticed|-4 Diplomacy, -4 Intimidate, -6 Sense Motive
Makes his presence known|+4 to either Bluff, Diplomacy or Intimidate*
Enters with flair|+2 to Bluff or Intimidate[/table]
*The swashbuckler chooses one that suits the entrance and occasion best
When making such an entrance, he instead makes an opposed Charisma check with the creature in attendance with the highest Charisma score. If he succeeds, he gains the appropriate bonuses and penalties. If he fails the check by 5 or less, the bonuses are halved and do not apply at all against the creature that opposes his check. If he fails it by more than 5, he does not accrue any bonuses at all. Penalties apply regardless of whether he succeeds or fails.
Uncatchable (Ex): At 14th level, the swashbuckler is able to escape most bonds and other forms of control with ease. He adds his Charisma modifier to all escape artist checks and all grapple checks to avoid being grappled or to escape from one.
If the swashbuckler successfully enters a battle dramatically (as the Dramatic Entrance ability, above), the swashbuckler instead gains the ability to move and attack normally for the duration of the encounter, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The swashbuckler automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or escape artist checks made to escape a grapple or a pin.
Not so Easily Defeated (Ex): At 17th level, the swashbuckler is - as they say - not so easily defeated. Spells and other effects that instantly slay him (such as finger of death, destruction, implosion or massive damage) instead fail. If they inflict damage, they still may kill him (depending on his hit point total). This ability doesn't apply to other forms that death may visit on him - such as old age, negative levels, or damage taken.
If the swashbuckler successfully enters a battle dramatically (as the Dramatic Entrance ability, above), the swashbuckler also gains total immunity to mind-affecting effects that attempt to control his will or alter his mind (such as fear, charm person/monster, dominate person/monster, hold person/monster, microcosm, etc).
Legend (Ex): At 20th level, the swashbuckler becomes a legendary figure. Tales of his exploits fill the hearts and minds of tavern-goers everywhere, and even the most reclusive individual will have heard of him. His entry draws stares, whispers and gasps; rumors fly of even taller tales than he has accomplished. History itself distorts to accommodate the tales, making divinations on the swashbuckler difficult.
All attempts to gather information on the swashbuckler - through the gather information skill, legend lore and vision spells, and other such sources - return as much fable as truth. Approximately 50% of the information granted by these skills, spells and other effects are false; not even the gods are capable of separating the truth from the falsehood.
The Swashbuckler automatically enters all encounters (combat and social) as if he had made a Dramatic Entrance with flair (+2 bonus). He gains bonuses or suffers penalties as normal if he attempts them or enters into a combat in which they apply.
In addition, the swashbuckler gains the Technique Mastery technique for a single technique which he already knows. He can apply this mastery to the technique learned at level 20.
Techniques
Beginning at 2nd level, the Swashbuckler learns a series of techniques that he can execute anytime. Some of them only have an effect in combat; others can apply at any time. The Swashbuckler can use as many techniques as he has actions in a turn; most techniques use swift or immediate actions, but some (such as Lashing Blade) use standard actions or even full round actions. Some techniques (such as Rapid Strike) can't be used from turn to turn; a swashbuckler must wait before using that technique again. All techniques are Extraordinary unless otherwise noted.
Here is the layout for a swashbuckler technique:
Name
Required level:
Prerequisites:
Action cost:
Effect:
Details.
Mastery benefit:
LASHING BLADE
Required level: Swashbuckler 2
Prerequisites: None
Action cost: 1 standard action
Effect: One attack.
The Swashbuckler lashes out with his sword, making a deadly attack against an unwary foe within reach. He inflicts 1d6 extra points of damage for every 3 Swashbuckler levels he has against the victim if the victim is denied their dexterity modifier to AC. Victims immune to critical hits are immune to Lashing Blade.
Mastery benefit: Lashing Blade deals its bonus damage against all creatures, regardless of whether or not they are denied their dexterity to AC or immune to critical hits.
POISON THORN
Required level: Swashbuckler 2
Prerequisites: None
Action cost: 1 standard action
Effect: One attack.
With a quick thrust, the swashbuckler rips open a vicious wound against a single creature within reach. The victim begins bleeding, losing 1 hit point per round until they receive a DC 15 Heal check or any amount of magical healing. If the swashbuckler uses this technique while his weapon is poisoned, the save DC against the poison is increased by 2.
Mastery benefits: The bleeding damage increases by 1 for each turn it remains; if the damage stacks with another source of bleeding, it still only increases by 1 each turn. In addition, the poison's DC increases by 5 instead of 2.
INSIGHTFUL PARRY
Required level: Swashbuckler 2
Prerequisites: None
Action cost: 1 free action
Effect: See below.
The swashbuckler's subconscious reaches out and notices an attack far before his conscious mind could have seen it coming. When the swashbuckler uses Insightful Parry, he may immediately make a Parry attempt, even if he has already made a Parry attempt that turn. If he uses Insightful Parry while he is flat-footed, he can make a Parry attempt even though he is denied his dexterity to his AC. Insightful Parry can only be used once per round.
Mastery benefit: The swashbuckler gains a +4 bonus to attack rolls made to parry an attack for 1 round after using Insightful Parry.
WITTY BANTER
Required level: Swashbuckler 2
Prerequisites: Diplomacy 1 rank
Action cost: 1 minute; see below.
Effect: See below.
When engaged in either combat or conversation with a creature with whom he shares a language, the swashbuckler may attempt to outmaneuver or distract the creature with his words. Make a Diplomacy check, opposed by the creature's own Diplomacy check or Will save, whichever is higher. If you engage the creature in conversation with witty banter, you must carry the conversation on for 1 minute before attempting to make use of this technique. If you engage the creature in combat with witty banter, it takes a swift action to initiate this technique and continues for 1 minute. Each round, you must spend a swift action to keep your banter going, though you may continue the banter in addition to another action (such as parrying and offering a retort).
If you successfully distract or outmaneuver a creature in combat, they suffer a -4 penalty to Listen, Sense Motive and Spot checks, and a -2 penalty to AC and attack rolls for 1 minute. If you do so outside of combat, these penalties continue until you stop speaking.
Mastery benefit: The duration of your Witty Banter increases to 2 minutes in combat, and the penalties remain for 1 minute after you stop talking outside of combat.
CLOAK AND DAGGER
Required level: Swashbuckler 4
Prerequisites: None
Action cost: 1 full round action
Effect: One attack; see below.
Utilizing stealth and trickery, the swashbuckler can move up to his speed and make a single attack against a creature along the way. If he successfully hits the creature and ends his movement at least 5 feet away from the creature, he immediately becomes invisible (as the spell) for 5 rounds. This technique is supernatural. You can only use this technique once per creature per encounter.
Mastery benefit: You may move double your speed when using Cloak and Dagger, and you become invisible as per the greater invisibility spell for 5 rounds instead.
ARCING PARRY
Required level: Swashbuckler 4
Prerequisites: Insightful Parry
Action cost: 1 immediate action
Effect: See below.
In place of a parry, the swashbuckler can make 'arcing parry', in which he shields himself with a flurry of flourishes and blocks. The swashbuckler makes a single attack roll; for 1 round, his AC becomes equal to this roll. The swashbuckler cannot make an arcing parry and an insightful parry in the same round, nor can he make a normal parry and an arcing parry in the same round.
Mastery benefit: Instead, enemies attempting to strike you in melee or with ranged weapon attacks suffer a 50% miss chance for 1 round.
RAPID STRIKE
Required level: Swashbuckler 6
Prerequisites: None
Action cost: 1 swift action
Effect: One extra attack.
Before making an attack (either as a standard action or a full attack), the swashbuckler may use rapid strike to grant himself an extra attack in that round. The extra effort expended to make this strike is tiring, however, and the swashbuckler must wait a minimum of 1d4+1 rounds before using it again. The swashbuckler can use this ability in conjunction with another technique that involves a standard action attack or a full attack.
Mastery benefit: You may make a second extra attack in addition to the first, though all attack rolls you make in that round take a -2 penalty.
SHOT FROM THE HIP
Required level: Swashbuckler 6
Prerequisites: None
Action cost: 1 immediate action
Effect: One ranged attack of opportunity.
As a creature comes within 30 feet of you (or the range of your ranged weapon, whichever is shorter), you may use Shot from the Hip to instantly launch a ranged attack of opportunity against the creature. You can only use Shot from the Hip if you are currently wielding a loaded ranged weapon or have Quick Draw and have one available to be wielded.
Mastery benefit: After using Shot from the Hip, you gain the ability to make ranged attacks of opportunity out to 15 feet (you threaten creatures within 15 feet of you, but not creatures that are adjacent to you (unless you have a melee weapon drawn as well)) for 1 round.
TRAP OF WORDS
Required level: Swashbuckler 6
Prerequisites: Bluff 5 ranks
Action cost: 1 minute
Effect: See below.
If a creature attempts and fails to successfully use Bluff to lie to the swashbuckler, he can skillfully maneuver the conversation to confuse
the target or trick the creature into letting slip a vital clue. After succeeding on the Sense Motive check, you can then engage the target in conversation for at least 1 minute. At the end of this time, make a Diplomacy check opposed by the target’s Bluff check. If you succeed, the target inadvertently reveals his lie and the reason behind it.
Mastery benefit: You can continue to press the conversation, digging for more information by making a Diplomacy check opposed by the target's Bluff check once every minute after the first. If the target beats your Diplomacy check, they do not reveal any more useful information for that minute; if they beat your Diplomacy check twice, they cease revealing useful information (though they are not necessarily aware that they have been duped into revealing such information).
LIGHTNING FEINT
Required level: Swashbuckler 8
Prerequisites: Sleight of Hand 1 rank
Action cost: 1 swift action
Effect: One feint.
If you move before you attack (even if you only use a 5-foot step), you may feint as a swift action immediately before attacking. Because this feint becomes too obvious if used repeatedly, you must wait 2d4+1 rounds before using it again to be able to confound foes effectively.
Mastery benefit: You can use Lightning Feint once every 1d4+1 rounds instead.
CROWDRUNNING
Required level: Swashbuckler 10
Prerequisites: Balance 1 rank
Action cost: 1 move action
Effect: One move through a crowded area.
You can move through crowded streets or other areas densely populated with creatures without slowing down. While maneuvering through crowds in this manner, you move at your full speed. You can make a tumble check to avoid any attacks of opportunity you might provoke from doing so, though you do not need to make a tumble check to run past individuals in a crowd. You can make use of this ability as part of a charge as well, as long as you can clearly see the creature you are attempting to charge.
Mastery benefit: When you run through a crowd of people, you can stop for a moment and hide yourself among the crowd. You can make a hide check as long as the crowd itself is not actively looking for you.
CIRCLE OF PAIN
Required level: Swashbuckler 10
Prerequisites: Lashing Blade
Action cost: 1 full round action
Effect: One attack against each adjacent foe.
The swashbuckler spins with frightful speed, picking out each nearby enemy and slicing at each in just the right way to induce great pain. Make a separate attack roll for each adjacent foe. Each creature that is struck must make a Fortitude save (DC 10 + 1/2 Swashbuckler's level + his Charisma modifier) or be wracked with pain for 1 round. Creatures wracked with pain can only make either a standard or move action on their turn.
Mastery benefit: You can attack each creature that is within your reach, instead of simply adjacent to you, and you may choose to use nonlethal damage and sicken them instead.
DARING GAMBIT
Required level: Swashbuckler 12
Prerequisites: None
Action cost: 1 free action
Effect: See below.
By offering a daring gambit, you adjust your stance into a more aggressive one, striking back at enemies that take the bait. For 1 round, enemies that attack you gain a +4 bonus to attack and damage rolls. However, each time a creature attacks you during this time, you may make an attack of opportunity against them (regardless of whether they hit or not). You are still limited in the number of attacks of opportunity you can make per round, and all attacks of opportunity you make with this technique occur before the attack that provoked them.
Mastery benefit: Attacks of opportunity provoked by using Daring Gambit do not count against your maximum number of attacks of opportunity each round.
TECHNIQUE MASTERY
Required level: Swashbuckler 12
Prerequisites: None
Action cost: None
Effect: Special.
Unlike other techniques, "Technique Mastery" grants you a new ability with an old technique, rather than granting a new ability on its own. When you pick Technique Mastery, select a Technique you already have. You gain the Mastery benefit associated with it. You can take Technique Mastery multiple times, unlike other techniques.
Mastery benefit: Choose one of the following skills: Balance, Climb, Hide, Jump, Move Silently, or Tumble. You may take 10 on the chosen skill, even if you are rushed or threatened.
DEATH BLOSSOM
Required level: Swashbuckler 14
Prerequisites: Lashing Blade, Circle of Pain
Action cost: 1 full round action
Effect: One attack against each foe within reach.
Striking out with fury and haste, the swashbuckler makes a deadly attack against all foes he can reach with his weapon. Make a separate attack roll for each foe within reach. Creatures struck take an additional 1d6 points of damage for every 2 levels the Swashbuckler has. If they are immune to critical hits, they do not suffer this extra damage. The swashbuckler must wait 2d4+1 rounds before attempting another death blossom.
Mastery benefit: Creatures struck by Death Blossom must also make a Fortitude save (DC = 10 + 1/2 Swashbuckler level + his Charisma modifier) or be stunned for 1 round.
FULL BROADSIDE
Required level: Swashbuckler 16
Prerequisites: None
Action cost: 1 full round action
Effect: Two full attacks.
Choose two foes up to 30 feet away from you. Each creature can be no more than 30 feet away from each other as well. You may execute two full attacks, one against each. You do not actually move from your spot, and can strike each creature as if they were within reach. If there is only one foe within 30 feet of you, you only make one full attack against them.
Mastery benefit: The creatures need not be 30 feet or fewer away from each other; as long as they are within 30 feet of you, they are valid targets. If there is only one foe within 30 feet of you, you may make both full attacks against them.
Note: Because you don't move for this technique, you can't apply bonuses from charging or from feats such as Leap Attack.
PERFECTED ART
Required level: Swashbuckler 20
Prerequisites: None
Action cost: None
Effect: Doubles the damage bonus of Art of the Sword.
The bonus damage granted by the Art of the Sword ability is doubled (to +14 at level 20).
Mastery benefit: The bonus damage granted by the Art of the Sword ability is tripled (to +21 at level 20).
Adventures: Swashbucklers adventure for fortune, fun and fame. They are typically concerned with the acquisition of wealth or reputation, though some adventure to help friends in need or simply out of wanderlust.
Characteristics: Swashbucklers are daredevils, charmers and frontline fighters. They live on chance and thrive on risk - they enjoy the heat of battle, both by sword and by word.
Alignment: Swashbucklers tend to gravitate to the chaotic alignments in their travels. They often run afoul of the established law and tend to be concerned with their own freedoms and abilities. Some, but not all, swashbucklers are evil - they engage in activities such as piracy and wanton murder. Still others are good, and fight for the honor, freedom or life of another, mostly those who cannot fight for themselves.
Religion: Swashbucklers are not bound by any particular religion or deity, though most pay their respects to deities of travel, luck, the sea or the winds. A swashbuckler's religion may shape his or her wordplay, and might come in handy when engaging with other followers of the same - or similar - religion.
Background: While there are few schools dedicated to the idea of the swashbuckler, some fencing schools and other swordsmanship academies have their own population of potential swashbucklers. Most swashbucklers learn their skills through practice, practical application and a little bit of study. Some develop them as they go, making their style incredibly unpredictable.
Races: Humans and halflings, as well as other races that burn with determination and wanderlust, are the most likely to become swashbucklers. While some races are less suited to it - a half-orc may lack the social grace a swashbuckler typically has, for example - they are in no way restricted from becoming one.
Other Classes: Swashbucklers may butt heads with rogues - who usually like to remain anonymous in their dealings - and fighters, who may see them as lacking in discipline. A swashbuckler who delves into the darker depths of their freedom may find themselves at odds with paladins, clerics of Good-aligned gods and other characters that take evil seriously.
Role: The Swashbuckler plays the face and the frontline fighter, wielding wit as sharp as a blade and weapon just as keen. With their ability to utilize magic items via their Use Magic Device skill, they can also emulate to some degree the lesser functions of a spellcaster (healing and other duties that do not rely heavily on caster level or saves).
GAME RULE INFORMATION
Swashbucklers have the following game statistics.
Abilities: Charisma and dexterity are a Swashbuckler's primary stats. Constitution helps a Swashbuckler stay alive in melee, though his goal should be to avoid being hit, rather than being able to take hits. Some Swashbucklers are tough enough that they do not mind letting a blow strike true every now and then.
Alignment: Usually chaotic.
Hit Die: d10
Starting Age: As bard.
Starting Gold: As fighter.
Class Skills
The Swashbuckler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), 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
SWASHBUCKLER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Techniques
1st|
+1|
+2|
+2|
+0|Art of the Sword +1, Parry|0
2nd|
+2|
+3|
+3|
+0|Evasion|1
3rd|
+3|
+3|
+3|
+1|Unusual Battlegrounds|1
4th|
+4|
+4|
+4|
+1|Art of the Sword +2|2
5th|
+5|
+4|
+4|
+1|In the Spotlight (+1/-1)|2
6th|
+6/+1|
+5|
+5|
+2|Combat Rhythm|3
7th|
+7/+2|
+5|
+5|
+2|Art of the Sword +3|3
8th|
+8/+3|
+6|
+6|
+2|Acrobatic Evasion|4
9th|
+9/+4|
+6|
+6|
+3|Riposte|4
10th|
+10/+5|
+7|
+7|
+3|Art of the Sword +4, In the Spotlight (+2/-2)|5
11th|
+11/+6/+1|
+7|
+7|
+3|Dramatic Entrance|5
12th|
+12/+7/+2|
+8|
+8|
+4|-|6
13th|
+13/+8/+3|
+8|
+8|
+4|Art of the Sword +5|6
14th|
+14/+9/+4|
+9|
+9|
+4|Uncatchable|7
15th|
+15/+10/+5|
+9|
+9|
+5|In the Spotlight (+3/-3)|7
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Art of the Sword +6|8
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Not so Easily Defeated|8
18th|
+18/+13/+8/+3|
+11|
+11|
+6|-|9
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Art of the Sword +7|9
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Legend, In the Spotlight (+4/-4)|10[/table]
Class Features
All of the following are class features of the Swashbuckler.
Weapon and Armor Proficiencies: Swashbucklers are proficient with all simple and martial weapons, light armor and medium armor, and bucklers. They are not proficient with other shields; in fact, wielding them reduces their combat effectiveness.
Art of the Sword (Ex): Despite using the word 'sword', the Art form a swashbuckler practices can apply to any light weapon, or any weapon to which the Weapon Finesse feat can be applied (such as Feycraft weapons and the Elven Thinblade). In order to make use of this ability, the swashbuckler must be wielding such a weapon in his main hand and nothing in his off hand.
NOTE: MAIN HAND/OFF HAND
A swashbuckler's "main hand" is decided by the player before play begins; it cannot be changed afterwards. There is no penalty for wielding weapons in the swashbuckler's "off hand" (except those normally incurred; for example, for fighting with two weapons), except that he cannot apply Art of the Sword to those attacks.
When wielding a light weapon, or a weapon to which the Weapon Finesse feat can be applied, in his main hand and nothing in his off hand, the swashbuckler gains a +1 bonus to all attack and damage rolls. This bonus increases by +1 at 4th level and every 3 levels afterwards, to a maximum of +7 at 19th level.
Parry (Ex): At 1st level, a swashbuckler learns a simple move that can save his hide in a fight: the ability to parry, striking steel to steel or claw. As an immediate action in response to being attacked with a weapon (or natural weapon), the swashbuckler can make an attack roll opposed by an opponent's attack roll. If he beats the opponent's roll, the attack is deflected harmlessly. The swashbuckler must be armed in order to make this attack. If he qualifies for Art of the Sword while making a parry, he can add the bonus from that ability to the roll. The swashbuckler cannot use parry if he is denied his dexterity bonus to AC (such as by being helpless or flat-footed).
Evasion (Ex): At 2nd level and higher, a swashbuckler can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless swashbuckler does not gain the benefit of evasion.
Unusual Battlegrounds (Ex): At 3rd level, a swashbuckler becomes accustomed to bar brawls, unusual terrain and the rocking deck of a storm-tossed sea vessel. He no longer suffers penalties for moving into or through difficult terrain, and can tumble and 5-foot step through it as if it were normal terrain.
In the Spotlight (Ex): By 5th level, a swashbuckler knows that all the world is a stage, and that the battlefield offers the greatest promise of glory and drama. Once per round, the swashbuckler may designate an opponent he can see within 30 feet of himself. He gains a +1 dodge bonus to AC against attacks used by creatures other than that opponent, and creatures other than that opponent suffer a -1 penalty to damage rolls against the swashbuckler. At 10th level, and every 5 levels afterwards, this bonus increases by +1 (to a maximum of +4 at 20th level) and the penalty likewise increases by -1 (to a maximum of -4 at 20th level). This bonus lasts for 1 round.
Combat Rhythm (Ex): At 6th level, the swashbuckler has learned the ins and outs of combat, and how it ebbs and flows like the sea. He can choose to make melee touch attacks in place of normal melee attacks against an opponent. These touch attacks deal no damage. For each melee touch attack that hits, he gains a +5 bonus on melee damage rolls against that same foe on his next turn.
This ability doesn't stack with the tactic offered by the Stormguard Warrior feat. However, if you have both, you gain a +7 bonus on melee damage rolls instead of +5 when using either.
Acrobatic Evasion (Ex): At 8th level, the swashbuckler becomes even more agile in his endeavors to evade magical and unusual attacks. On a successful save, he may choose to make a Jump check as a free action with a bonus equal to the amount by which his save exceeded the DC of the spell or attack, and then move the distance determined by the check result. The swashbuckler still provokes attacks of opportunity with this movement, and he must move in a straight line. As with any movement, he can attempt a Tumble check to avoid any attacks he provokes with this acrobatic leap. He can’t move through enemies, unless he succeeds on the appropriate Tumble check.
Riposte (Ex): Beginning at 9th level, the swashbuckler can parry an enemy's attack and retort with the sting of his blade. Whenever the swashbuckler successfully parries an enemy's attack, he may make a free attack of opportunity against that enemy. This attack of opportunity doesn't count against the normal limit of attacks of opportunity. If he decides to use this attack of opportunity to make a disarm or trip attack, he adds his Charisma modifier to his attempt, in addition to all other modifiers or penalties he may incur. He cannot be disarmed or tripped in return if he fails.
Dramatic Entrance (Ex): At 11th level, the swashbuckler knows the power of surprise, and the shock of a well-executed entrance. Upon entering combat, he may announce that he is making a Dramatic Entrance, prior to making any skill checks or other checks that may factor into his Entrance. He cannot change his mind once he starts the check. He then makes a Charisma check with the following modifiers:
COMBAT DRAMATIC ENTRANCE
{table=head]Situation|Modifier
Entrance is daring; succeeds on a skill check with a 50% or greater chance to fail|+2*
Entrance is fumbled; fails on a skill check with a 50% or greater chance to fail|-2**
Entrance is dangerous; swashbuckler takes mild damage on entry or is outnumbered initially|+2
Entrance is heroic; swashbuckler is at very real threat of death***|+4
Enemies are distracted; they do not notice him entering the battle|-6
Makes his presence known; he gives up a surprise round to announce his entrance|+4
Enters with flair, such as invisibility wearing off or pyrotechnics/loud sounds****|+2
[/table]
*Does not apply if the swashbuckler takes 10; increase to +4 on a natural 20.
**Increase to -4 on a natural 1.
***Such as CR being far above his level, or battling over a pit of lava, etc.
****Enemies must be able to see him as he enters combat. Can include actions such as crashing through windows or breaking through doors.
The DM may feel free to assign additional bonuses or penalties based on the swashbuckler's reputation (or lack of one), other situations that aren't outlined above but generally add to or subtract from the drama of the swashbuckler's entrance, etc.
The DC of the Charisma check is equal to the CR of the encounter. If he succeeds, he adds his Charisma modifier to all damage rolls for the remainder of the encounter. If he surpasses the DC by 5 or more, he adds his Charisma modifier to his AC for the remainder of the encounter. If he surpasses the DC by 10 or more, he adds his Charisma modifier to all saves for the remainder of the encounter. If he surpasses the DC by 20 or more, the bonuses and penalties associated with his In the Spotlight ability are doubled for that encounter. If he fails, he cannot make use of his In the Spotlight ability for that encounter.
The Swashbuckler can make a dramatic entrance into a social situation, such as a promenade, a ball or a meeting between leaders. Not all dramatic entrances are appropriate for a social encounter, however, and as such certain events add bonuses to different things. When the Swashbuckler makes such a dramatic entrance into a social situation, he gains bonuses to certain Charisma-based skill checks for the duration, based on the list below:
NON-COMBAT DRAMATIC ENTRANCE
{table=head]Situation|Modifier
Entrance is daring|+2 to either Bluff, Diplomacy or Intimidate*
Entrance is fumbled|-2 All Charisma checks and Sense Motive checks
Entrance is dangerous|+4 Bluff, +4 Intimidate
Entrance is heroic|+6 Diplomacy, +2 Intimidate
Not noticed|-4 Diplomacy, -4 Intimidate, -6 Sense Motive
Makes his presence known|+4 to either Bluff, Diplomacy or Intimidate*
Enters with flair|+2 to Bluff or Intimidate[/table]
*The swashbuckler chooses one that suits the entrance and occasion best
When making such an entrance, he instead makes an opposed Charisma check with the creature in attendance with the highest Charisma score. If he succeeds, he gains the appropriate bonuses and penalties. If he fails the check by 5 or less, the bonuses are halved and do not apply at all against the creature that opposes his check. If he fails it by more than 5, he does not accrue any bonuses at all. Penalties apply regardless of whether he succeeds or fails.
Uncatchable (Ex): At 14th level, the swashbuckler is able to escape most bonds and other forms of control with ease. He adds his Charisma modifier to all escape artist checks and all grapple checks to avoid being grappled or to escape from one.
If the swashbuckler successfully enters a battle dramatically (as the Dramatic Entrance ability, above), the swashbuckler instead gains the ability to move and attack normally for the duration of the encounter, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The swashbuckler automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or escape artist checks made to escape a grapple or a pin.
Not so Easily Defeated (Ex): At 17th level, the swashbuckler is - as they say - not so easily defeated. Spells and other effects that instantly slay him (such as finger of death, destruction, implosion or massive damage) instead fail. If they inflict damage, they still may kill him (depending on his hit point total). This ability doesn't apply to other forms that death may visit on him - such as old age, negative levels, or damage taken.
If the swashbuckler successfully enters a battle dramatically (as the Dramatic Entrance ability, above), the swashbuckler also gains total immunity to mind-affecting effects that attempt to control his will or alter his mind (such as fear, charm person/monster, dominate person/monster, hold person/monster, microcosm, etc).
Legend (Ex): At 20th level, the swashbuckler becomes a legendary figure. Tales of his exploits fill the hearts and minds of tavern-goers everywhere, and even the most reclusive individual will have heard of him. His entry draws stares, whispers and gasps; rumors fly of even taller tales than he has accomplished. History itself distorts to accommodate the tales, making divinations on the swashbuckler difficult.
All attempts to gather information on the swashbuckler - through the gather information skill, legend lore and vision spells, and other such sources - return as much fable as truth. Approximately 50% of the information granted by these skills, spells and other effects are false; not even the gods are capable of separating the truth from the falsehood.
The Swashbuckler automatically enters all encounters (combat and social) as if he had made a Dramatic Entrance with flair (+2 bonus). He gains bonuses or suffers penalties as normal if he attempts them or enters into a combat in which they apply.
In addition, the swashbuckler gains the Technique Mastery technique for a single technique which he already knows. He can apply this mastery to the technique learned at level 20.
Techniques
Beginning at 2nd level, the Swashbuckler learns a series of techniques that he can execute anytime. Some of them only have an effect in combat; others can apply at any time. The Swashbuckler can use as many techniques as he has actions in a turn; most techniques use swift or immediate actions, but some (such as Lashing Blade) use standard actions or even full round actions. Some techniques (such as Rapid Strike) can't be used from turn to turn; a swashbuckler must wait before using that technique again. All techniques are Extraordinary unless otherwise noted.
Here is the layout for a swashbuckler technique:
Name
Required level:
Prerequisites:
Action cost:
Effect:
Details.
Mastery benefit:
LASHING BLADE
Required level: Swashbuckler 2
Prerequisites: None
Action cost: 1 standard action
Effect: One attack.
The Swashbuckler lashes out with his sword, making a deadly attack against an unwary foe within reach. He inflicts 1d6 extra points of damage for every 3 Swashbuckler levels he has against the victim if the victim is denied their dexterity modifier to AC. Victims immune to critical hits are immune to Lashing Blade.
Mastery benefit: Lashing Blade deals its bonus damage against all creatures, regardless of whether or not they are denied their dexterity to AC or immune to critical hits.
POISON THORN
Required level: Swashbuckler 2
Prerequisites: None
Action cost: 1 standard action
Effect: One attack.
With a quick thrust, the swashbuckler rips open a vicious wound against a single creature within reach. The victim begins bleeding, losing 1 hit point per round until they receive a DC 15 Heal check or any amount of magical healing. If the swashbuckler uses this technique while his weapon is poisoned, the save DC against the poison is increased by 2.
Mastery benefits: The bleeding damage increases by 1 for each turn it remains; if the damage stacks with another source of bleeding, it still only increases by 1 each turn. In addition, the poison's DC increases by 5 instead of 2.
INSIGHTFUL PARRY
Required level: Swashbuckler 2
Prerequisites: None
Action cost: 1 free action
Effect: See below.
The swashbuckler's subconscious reaches out and notices an attack far before his conscious mind could have seen it coming. When the swashbuckler uses Insightful Parry, he may immediately make a Parry attempt, even if he has already made a Parry attempt that turn. If he uses Insightful Parry while he is flat-footed, he can make a Parry attempt even though he is denied his dexterity to his AC. Insightful Parry can only be used once per round.
Mastery benefit: The swashbuckler gains a +4 bonus to attack rolls made to parry an attack for 1 round after using Insightful Parry.
WITTY BANTER
Required level: Swashbuckler 2
Prerequisites: Diplomacy 1 rank
Action cost: 1 minute; see below.
Effect: See below.
When engaged in either combat or conversation with a creature with whom he shares a language, the swashbuckler may attempt to outmaneuver or distract the creature with his words. Make a Diplomacy check, opposed by the creature's own Diplomacy check or Will save, whichever is higher. If you engage the creature in conversation with witty banter, you must carry the conversation on for 1 minute before attempting to make use of this technique. If you engage the creature in combat with witty banter, it takes a swift action to initiate this technique and continues for 1 minute. Each round, you must spend a swift action to keep your banter going, though you may continue the banter in addition to another action (such as parrying and offering a retort).
If you successfully distract or outmaneuver a creature in combat, they suffer a -4 penalty to Listen, Sense Motive and Spot checks, and a -2 penalty to AC and attack rolls for 1 minute. If you do so outside of combat, these penalties continue until you stop speaking.
Mastery benefit: The duration of your Witty Banter increases to 2 minutes in combat, and the penalties remain for 1 minute after you stop talking outside of combat.
CLOAK AND DAGGER
Required level: Swashbuckler 4
Prerequisites: None
Action cost: 1 full round action
Effect: One attack; see below.
Utilizing stealth and trickery, the swashbuckler can move up to his speed and make a single attack against a creature along the way. If he successfully hits the creature and ends his movement at least 5 feet away from the creature, he immediately becomes invisible (as the spell) for 5 rounds. This technique is supernatural. You can only use this technique once per creature per encounter.
Mastery benefit: You may move double your speed when using Cloak and Dagger, and you become invisible as per the greater invisibility spell for 5 rounds instead.
ARCING PARRY
Required level: Swashbuckler 4
Prerequisites: Insightful Parry
Action cost: 1 immediate action
Effect: See below.
In place of a parry, the swashbuckler can make 'arcing parry', in which he shields himself with a flurry of flourishes and blocks. The swashbuckler makes a single attack roll; for 1 round, his AC becomes equal to this roll. The swashbuckler cannot make an arcing parry and an insightful parry in the same round, nor can he make a normal parry and an arcing parry in the same round.
Mastery benefit: Instead, enemies attempting to strike you in melee or with ranged weapon attacks suffer a 50% miss chance for 1 round.
RAPID STRIKE
Required level: Swashbuckler 6
Prerequisites: None
Action cost: 1 swift action
Effect: One extra attack.
Before making an attack (either as a standard action or a full attack), the swashbuckler may use rapid strike to grant himself an extra attack in that round. The extra effort expended to make this strike is tiring, however, and the swashbuckler must wait a minimum of 1d4+1 rounds before using it again. The swashbuckler can use this ability in conjunction with another technique that involves a standard action attack or a full attack.
Mastery benefit: You may make a second extra attack in addition to the first, though all attack rolls you make in that round take a -2 penalty.
SHOT FROM THE HIP
Required level: Swashbuckler 6
Prerequisites: None
Action cost: 1 immediate action
Effect: One ranged attack of opportunity.
As a creature comes within 30 feet of you (or the range of your ranged weapon, whichever is shorter), you may use Shot from the Hip to instantly launch a ranged attack of opportunity against the creature. You can only use Shot from the Hip if you are currently wielding a loaded ranged weapon or have Quick Draw and have one available to be wielded.
Mastery benefit: After using Shot from the Hip, you gain the ability to make ranged attacks of opportunity out to 15 feet (you threaten creatures within 15 feet of you, but not creatures that are adjacent to you (unless you have a melee weapon drawn as well)) for 1 round.
TRAP OF WORDS
Required level: Swashbuckler 6
Prerequisites: Bluff 5 ranks
Action cost: 1 minute
Effect: See below.
If a creature attempts and fails to successfully use Bluff to lie to the swashbuckler, he can skillfully maneuver the conversation to confuse
the target or trick the creature into letting slip a vital clue. After succeeding on the Sense Motive check, you can then engage the target in conversation for at least 1 minute. At the end of this time, make a Diplomacy check opposed by the target’s Bluff check. If you succeed, the target inadvertently reveals his lie and the reason behind it.
Mastery benefit: You can continue to press the conversation, digging for more information by making a Diplomacy check opposed by the target's Bluff check once every minute after the first. If the target beats your Diplomacy check, they do not reveal any more useful information for that minute; if they beat your Diplomacy check twice, they cease revealing useful information (though they are not necessarily aware that they have been duped into revealing such information).
LIGHTNING FEINT
Required level: Swashbuckler 8
Prerequisites: Sleight of Hand 1 rank
Action cost: 1 swift action
Effect: One feint.
If you move before you attack (even if you only use a 5-foot step), you may feint as a swift action immediately before attacking. Because this feint becomes too obvious if used repeatedly, you must wait 2d4+1 rounds before using it again to be able to confound foes effectively.
Mastery benefit: You can use Lightning Feint once every 1d4+1 rounds instead.
CROWDRUNNING
Required level: Swashbuckler 10
Prerequisites: Balance 1 rank
Action cost: 1 move action
Effect: One move through a crowded area.
You can move through crowded streets or other areas densely populated with creatures without slowing down. While maneuvering through crowds in this manner, you move at your full speed. You can make a tumble check to avoid any attacks of opportunity you might provoke from doing so, though you do not need to make a tumble check to run past individuals in a crowd. You can make use of this ability as part of a charge as well, as long as you can clearly see the creature you are attempting to charge.
Mastery benefit: When you run through a crowd of people, you can stop for a moment and hide yourself among the crowd. You can make a hide check as long as the crowd itself is not actively looking for you.
CIRCLE OF PAIN
Required level: Swashbuckler 10
Prerequisites: Lashing Blade
Action cost: 1 full round action
Effect: One attack against each adjacent foe.
The swashbuckler spins with frightful speed, picking out each nearby enemy and slicing at each in just the right way to induce great pain. Make a separate attack roll for each adjacent foe. Each creature that is struck must make a Fortitude save (DC 10 + 1/2 Swashbuckler's level + his Charisma modifier) or be wracked with pain for 1 round. Creatures wracked with pain can only make either a standard or move action on their turn.
Mastery benefit: You can attack each creature that is within your reach, instead of simply adjacent to you, and you may choose to use nonlethal damage and sicken them instead.
DARING GAMBIT
Required level: Swashbuckler 12
Prerequisites: None
Action cost: 1 free action
Effect: See below.
By offering a daring gambit, you adjust your stance into a more aggressive one, striking back at enemies that take the bait. For 1 round, enemies that attack you gain a +4 bonus to attack and damage rolls. However, each time a creature attacks you during this time, you may make an attack of opportunity against them (regardless of whether they hit or not). You are still limited in the number of attacks of opportunity you can make per round, and all attacks of opportunity you make with this technique occur before the attack that provoked them.
Mastery benefit: Attacks of opportunity provoked by using Daring Gambit do not count against your maximum number of attacks of opportunity each round.
TECHNIQUE MASTERY
Required level: Swashbuckler 12
Prerequisites: None
Action cost: None
Effect: Special.
Unlike other techniques, "Technique Mastery" grants you a new ability with an old technique, rather than granting a new ability on its own. When you pick Technique Mastery, select a Technique you already have. You gain the Mastery benefit associated with it. You can take Technique Mastery multiple times, unlike other techniques.
Mastery benefit: Choose one of the following skills: Balance, Climb, Hide, Jump, Move Silently, or Tumble. You may take 10 on the chosen skill, even if you are rushed or threatened.
DEATH BLOSSOM
Required level: Swashbuckler 14
Prerequisites: Lashing Blade, Circle of Pain
Action cost: 1 full round action
Effect: One attack against each foe within reach.
Striking out with fury and haste, the swashbuckler makes a deadly attack against all foes he can reach with his weapon. Make a separate attack roll for each foe within reach. Creatures struck take an additional 1d6 points of damage for every 2 levels the Swashbuckler has. If they are immune to critical hits, they do not suffer this extra damage. The swashbuckler must wait 2d4+1 rounds before attempting another death blossom.
Mastery benefit: Creatures struck by Death Blossom must also make a Fortitude save (DC = 10 + 1/2 Swashbuckler level + his Charisma modifier) or be stunned for 1 round.
FULL BROADSIDE
Required level: Swashbuckler 16
Prerequisites: None
Action cost: 1 full round action
Effect: Two full attacks.
Choose two foes up to 30 feet away from you. Each creature can be no more than 30 feet away from each other as well. You may execute two full attacks, one against each. You do not actually move from your spot, and can strike each creature as if they were within reach. If there is only one foe within 30 feet of you, you only make one full attack against them.
Mastery benefit: The creatures need not be 30 feet or fewer away from each other; as long as they are within 30 feet of you, they are valid targets. If there is only one foe within 30 feet of you, you may make both full attacks against them.
Note: Because you don't move for this technique, you can't apply bonuses from charging or from feats such as Leap Attack.
PERFECTED ART
Required level: Swashbuckler 20
Prerequisites: None
Action cost: None
Effect: Doubles the damage bonus of Art of the Sword.
The bonus damage granted by the Art of the Sword ability is doubled (to +14 at level 20).
Mastery benefit: The bonus damage granted by the Art of the Sword ability is tripled (to +21 at level 20).