UmpteenthDoctor
2014-09-07, 04:33 PM
Swashbuckler
Hit Dice: 1d10
Skill Ranks per Level: 4+Int
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str)
Full BaB
Good Reflex and Fort
Poor Will
Weapon and Armor Proficiency
Swashbucklers are proficient with simple and in a single martial or exotic melee weapon of her choice. A swashbuckler is proficient with light armor, bucklers, and light shields.
Chosen Weapon (Ex)
At 1st level, the swashbuckler gains the benefits of Weapon Focus on the weapon he chooses at character creation as her single martial or exotic weapon proficiency. The swashbuckler in addition can add the Weapon Finesse feat to this chosen weapon regardless if the weapon can be used with the feat normally. This ability counts as having the Weapon Focus and Weapon Finesse feats for the purposes of meeting feat prerequisites.
Canny Defense (Ex)
When wearing light or no armor and not using a shield larger then light or buckler shield. A swashbuckler adds 1 point of Charisma bonus (if any) per Swashbuckler level as a bonus to her Armor Class while wielding a melee weapon.
Panache (Ex)
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Chosen Weapon: Each time the swashbuckler confirms a critical hit with her chosen weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Killing Blow with a Chosen Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with her chosen weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.
[See Deeds at the bottom of the Post]
Quick Reflexes (Ex)
At 1st level, a swashbuckler gains Combat Reflexes as a bonus feat.
Charming Grace (Ex)
At 2nd level, a swashbuckler gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Improved Reaction (Ex)
At 2nd level, a swashbuckler gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
Trance (Ex)
At 3rd level, a swashbuckler learns to focus her martial prowess using an intense meditative trance. Under the influence of a trance, the swashbuckler can perform fantastic martial feats. Entering a trance is a full-round action that provokes attacks of opportunity. The swashbuckler can maintain the trance for a number of rounds per day equal to 4 + her Charisma modifier (if any). At each level beyond 3rd, she can remain in the trance for 1 additional round. She can end her trance as a free action. Following a trance, the swashbuckler is fatigued for a number of rounds equal to 2 × the number of rounds she spent in the trance. A swashbuckler cannot enter a new trance while fatigued but can otherwise enter a trance multiple times during a single encounter or combat. If a swashbuckler falls unconscious, her trance immediately ends.
At 3rd level, the swashbuckler chooses one trance from the list below. She chooses another trance at 6th, 9th, 12th, 15th, and 18th level. She can only use one type of trance at a time. In addition, the swashbuckler can treat their chosen trance as the feat for purposes of feat prerequisites.
Crane Trance (Ex): The swashbuckler's blade rises and falls with the graceful sweeping arcs of the mountain crane. When in this trance, a swashbuckler gains the benefits of the Crane Style feat.
Dragon Trance (Ex): Like the dragon, the swashbuckler has honed the steadiness of her mind and body. When in this trance, a swashbuckler gains the benefits of the Dragon Style feat.
Leopard Trance (Ex): Using the swiftness of the leopard, a swashbuckler's evasive footwork confuses her opponents. When in this trance, a swashbuckler gains the benefits of the Mobility feat.
Monkey Trance (Ex): As the monkey springs, the swashbuckler leaps from the reach of her enemies. While in this trance, a swashbuckler can make an Acrobatics check opposed by an opponent's CMD. If she succeeds, she may move 5 feet as a swift action within the opponent's threatened area; this movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Serpent Trance (Ex): Like the serpent, the swashbuckler's quick movements allow her to catch her opponent unawares. While in this trance, a swashbuckler receives a +4 bonus on Bluff checks made to feint during combat.
Tiger Trance (Ex): The swashbuckler pounces upon her opponents, striking with the ferocity and brute force of a wild tiger. While in this trance, a swashbuckler can make a combat maneuver check against an opponent within charge range. If she succeeds, she may charge that opponent and make a full attack against that opponent.
Weapon Refinement (Ex)
At 4th level, the swashbuckler gains the benefit of the Weapon Specialization feat for her chosen weapon. This ability counts as having the Weapon Specialization feat for the purpose of feat prerequisites.
Perfect Strike (Ex)
At 4th level, when a swashbuckler hits with her chosen weapon, she can spend 1 point of Panache in order to maximize her weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, or critical hits. If the swashbuckler confirms a critical hit, she can instead spend 2 points from her Panache to increase her weapon’s critical multiplier by 1. This damage increase stacks with both Perfect Thrust and Precise Strike Deeds.
Bonus Feats
At 5th level and every 5 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
In addition, upon reaching 5th level and every 5 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.
Swashbuckler Weapon Training (Ex)
At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with her chosen weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).
Swashbuckler Weapon Mastery (Ex)
At 20th level, when a swashbuckler threatens a critical hit with her chosen weapon, that critical is automatically confirmed. Furthermore, the critical modifiers of such weapons increase by 1 (×2 becomes ×3, and so on).
Deeds
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as a free action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Fencing Swordplay (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can use an off hand dagger or shortsword in her off hand. While using this deed the swashbuckler gains the benefit of the Two Weapon Fighting feat. In addition, while fighting defensively the swashbuckler gains a shield bonus of +1 for a dagger and +2 for a shortsword she carries in her off hand. She cannot use those weapons to attack while fighting defensively. At 6th level these bonuses increase by 1 and increase by 1 for every three swashbuckler levels.
Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with her chosen weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with her chosen weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler or light shield. She can however use a two handed weapon. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has chosen weapon that isn't hidden, she can draw that weapon as part of the initiative check.
Fleet Footed (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she can use a 5 foot step to move up to half her movement speed. She can in addition move her full movement speed as a five foot step action by using 1 panache point.
Swashbuckler's Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.
Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler's next turn.
Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with her chosen weapon that cripples part of a foe's body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
Head: The target is confused for 1 round. This is a mind-affecting effect.
Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
Torso or Wings: The target is staggered for 1 round.
Inspired Strike (Ex): At 11th level, an inspired blade can spend 1 panache point when making an attack with her chosen weapon to gain an insight bonus on that attack roll equal to her Charisma modifier (minimum +1). When an inspired blade hits with an attack augmented by inspired strike, she can spend 1 additional panache point to make the hit a critical threat, though if she does so, she does not regain panache if she confirms that critical threat. The cost of this deed cannot be reduced by abilities such as Signature Deed.
Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.
Improved Parry and Riposte (Ex): At 11th level, when an opponent makes a melee attack against the swashbuckler, she can expend a use of an attack of opportunity to attempt to parry that attack with her chosen weapon and or an offhand weapon. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. When using the offhand weapon the swashbuckler takes a -2 penalty on this roll regardless of size. The swashbuckler can parry one melee attack with her offhand weapon in addition to the parry performed normally. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she spends 1 panache point, the swashbuckler can make an attack against the creature whose attack she parried, provided that creature is within her reach.
Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against her chosen weapon she is wielding. The opponent triggers attacks of opportunity with these combat maneuvers even if normally they wouldn't.
Dizzying Defense (Ex): At 15th level, while wielding her chosen weapon in hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.
Perfect Thrust (Ex): At 15th level, while the swashbuckler has at least 1 panache point, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single melee attack made with her chosen weapon. When she does, she makes the attack against the target's touch AC, and ignores all damage reduction.
Swashbuckler's Edge (Ex): At 15th level, while the swashbuckler has at least 1 panache point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.
Cheat Death (Ex): At 19th level, whenever the swashbuckler is reduced to 0 hit points or fewer, she can spend all of her remaining panache to instead be reduced to 1 hit point. She must have at least 1 panache point to spend. Effects that kill the swashbuckler outright without dealing hit point damage are not affected by this ability.
Deadly Stab (Ex): At 19th level, when the swashbuckler confirms a critical hit with her chosen weapon, in addition to the normal damage, she can spend 1 panache point to inflict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the swashbuckler's level + the swashbuckler's Dexterity modifier. This is a death attack. Performing this deed does not grant the swashbuckler a panache point.
Stunning Stab (Ex): At 19th level, when a swashbuckler hits a creature with chosen weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler's level + the swashbuckler's Dexterity modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
Hit Dice: 1d10
Skill Ranks per Level: 4+Int
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str)
Full BaB
Good Reflex and Fort
Poor Will
Weapon and Armor Proficiency
Swashbucklers are proficient with simple and in a single martial or exotic melee weapon of her choice. A swashbuckler is proficient with light armor, bucklers, and light shields.
Chosen Weapon (Ex)
At 1st level, the swashbuckler gains the benefits of Weapon Focus on the weapon he chooses at character creation as her single martial or exotic weapon proficiency. The swashbuckler in addition can add the Weapon Finesse feat to this chosen weapon regardless if the weapon can be used with the feat normally. This ability counts as having the Weapon Focus and Weapon Finesse feats for the purposes of meeting feat prerequisites.
Canny Defense (Ex)
When wearing light or no armor and not using a shield larger then light or buckler shield. A swashbuckler adds 1 point of Charisma bonus (if any) per Swashbuckler level as a bonus to her Armor Class while wielding a melee weapon.
Panache (Ex)
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Chosen Weapon: Each time the swashbuckler confirms a critical hit with her chosen weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Killing Blow with a Chosen Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with her chosen weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.
[See Deeds at the bottom of the Post]
Quick Reflexes (Ex)
At 1st level, a swashbuckler gains Combat Reflexes as a bonus feat.
Charming Grace (Ex)
At 2nd level, a swashbuckler gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Improved Reaction (Ex)
At 2nd level, a swashbuckler gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
Trance (Ex)
At 3rd level, a swashbuckler learns to focus her martial prowess using an intense meditative trance. Under the influence of a trance, the swashbuckler can perform fantastic martial feats. Entering a trance is a full-round action that provokes attacks of opportunity. The swashbuckler can maintain the trance for a number of rounds per day equal to 4 + her Charisma modifier (if any). At each level beyond 3rd, she can remain in the trance for 1 additional round. She can end her trance as a free action. Following a trance, the swashbuckler is fatigued for a number of rounds equal to 2 × the number of rounds she spent in the trance. A swashbuckler cannot enter a new trance while fatigued but can otherwise enter a trance multiple times during a single encounter or combat. If a swashbuckler falls unconscious, her trance immediately ends.
At 3rd level, the swashbuckler chooses one trance from the list below. She chooses another trance at 6th, 9th, 12th, 15th, and 18th level. She can only use one type of trance at a time. In addition, the swashbuckler can treat their chosen trance as the feat for purposes of feat prerequisites.
Crane Trance (Ex): The swashbuckler's blade rises and falls with the graceful sweeping arcs of the mountain crane. When in this trance, a swashbuckler gains the benefits of the Crane Style feat.
Dragon Trance (Ex): Like the dragon, the swashbuckler has honed the steadiness of her mind and body. When in this trance, a swashbuckler gains the benefits of the Dragon Style feat.
Leopard Trance (Ex): Using the swiftness of the leopard, a swashbuckler's evasive footwork confuses her opponents. When in this trance, a swashbuckler gains the benefits of the Mobility feat.
Monkey Trance (Ex): As the monkey springs, the swashbuckler leaps from the reach of her enemies. While in this trance, a swashbuckler can make an Acrobatics check opposed by an opponent's CMD. If she succeeds, she may move 5 feet as a swift action within the opponent's threatened area; this movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Serpent Trance (Ex): Like the serpent, the swashbuckler's quick movements allow her to catch her opponent unawares. While in this trance, a swashbuckler receives a +4 bonus on Bluff checks made to feint during combat.
Tiger Trance (Ex): The swashbuckler pounces upon her opponents, striking with the ferocity and brute force of a wild tiger. While in this trance, a swashbuckler can make a combat maneuver check against an opponent within charge range. If she succeeds, she may charge that opponent and make a full attack against that opponent.
Weapon Refinement (Ex)
At 4th level, the swashbuckler gains the benefit of the Weapon Specialization feat for her chosen weapon. This ability counts as having the Weapon Specialization feat for the purpose of feat prerequisites.
Perfect Strike (Ex)
At 4th level, when a swashbuckler hits with her chosen weapon, she can spend 1 point of Panache in order to maximize her weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, or critical hits. If the swashbuckler confirms a critical hit, she can instead spend 2 points from her Panache to increase her weapon’s critical multiplier by 1. This damage increase stacks with both Perfect Thrust and Precise Strike Deeds.
Bonus Feats
At 5th level and every 5 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
In addition, upon reaching 5th level and every 5 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.
Swashbuckler Weapon Training (Ex)
At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with her chosen weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).
Swashbuckler Weapon Mastery (Ex)
At 20th level, when a swashbuckler threatens a critical hit with her chosen weapon, that critical is automatically confirmed. Furthermore, the critical modifiers of such weapons increase by 1 (×2 becomes ×3, and so on).
Deeds
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as a free action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Fencing Swordplay (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can use an off hand dagger or shortsword in her off hand. While using this deed the swashbuckler gains the benefit of the Two Weapon Fighting feat. In addition, while fighting defensively the swashbuckler gains a shield bonus of +1 for a dagger and +2 for a shortsword she carries in her off hand. She cannot use those weapons to attack while fighting defensively. At 6th level these bonuses increase by 1 and increase by 1 for every three swashbuckler levels.
Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with her chosen weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with her chosen weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler or light shield. She can however use a two handed weapon. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has chosen weapon that isn't hidden, she can draw that weapon as part of the initiative check.
Fleet Footed (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she can use a 5 foot step to move up to half her movement speed. She can in addition move her full movement speed as a five foot step action by using 1 panache point.
Swashbuckler's Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.
Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler's next turn.
Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with her chosen weapon that cripples part of a foe's body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
Head: The target is confused for 1 round. This is a mind-affecting effect.
Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
Torso or Wings: The target is staggered for 1 round.
Inspired Strike (Ex): At 11th level, an inspired blade can spend 1 panache point when making an attack with her chosen weapon to gain an insight bonus on that attack roll equal to her Charisma modifier (minimum +1). When an inspired blade hits with an attack augmented by inspired strike, she can spend 1 additional panache point to make the hit a critical threat, though if she does so, she does not regain panache if she confirms that critical threat. The cost of this deed cannot be reduced by abilities such as Signature Deed.
Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.
Improved Parry and Riposte (Ex): At 11th level, when an opponent makes a melee attack against the swashbuckler, she can expend a use of an attack of opportunity to attempt to parry that attack with her chosen weapon and or an offhand weapon. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. When using the offhand weapon the swashbuckler takes a -2 penalty on this roll regardless of size. The swashbuckler can parry one melee attack with her offhand weapon in addition to the parry performed normally. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she spends 1 panache point, the swashbuckler can make an attack against the creature whose attack she parried, provided that creature is within her reach.
Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against her chosen weapon she is wielding. The opponent triggers attacks of opportunity with these combat maneuvers even if normally they wouldn't.
Dizzying Defense (Ex): At 15th level, while wielding her chosen weapon in hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.
Perfect Thrust (Ex): At 15th level, while the swashbuckler has at least 1 panache point, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single melee attack made with her chosen weapon. When she does, she makes the attack against the target's touch AC, and ignores all damage reduction.
Swashbuckler's Edge (Ex): At 15th level, while the swashbuckler has at least 1 panache point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.
Cheat Death (Ex): At 19th level, whenever the swashbuckler is reduced to 0 hit points or fewer, she can spend all of her remaining panache to instead be reduced to 1 hit point. She must have at least 1 panache point to spend. Effects that kill the swashbuckler outright without dealing hit point damage are not affected by this ability.
Deadly Stab (Ex): At 19th level, when the swashbuckler confirms a critical hit with her chosen weapon, in addition to the normal damage, she can spend 1 panache point to inflict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the swashbuckler's level + the swashbuckler's Dexterity modifier. This is a death attack. Performing this deed does not grant the swashbuckler a panache point.
Stunning Stab (Ex): At 19th level, when a swashbuckler hits a creature with chosen weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler's level + the swashbuckler's Dexterity modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.