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View Full Version : My take on a Better Swashbuckler (ACG) (PEACH)



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.

Dyhmas
2014-09-08, 08:14 AM
While I'd love to PEACH your class, since I've always liked to play the swash-in-the-buckle kind of character, I'd advise you to change a bit of your formatting, to make the reading of your post easier. Boldening the name of each ability is a must, really, since it speeds the reading a lot, making it much easier for people like me wich read this at work and have little to no time. :smallbiggrin:

Just a random advice. Will be back later on to give this a proper read.

-Dyhmas

Mehket
2014-09-08, 09:06 AM
I second what Dyhmas said. I like your class, the panache points and the general direction your taking this. However the lack of bolding and the lack of a table will discourage most people from reviewing this, no matter how nice the class features are. I know you did a lot of work but you don't want this to get buried unnoticed!

Another suggestion, put the deeds in a separate section at the end of the class. It's really unconventional to put them basically in the middle of the class.

Best,
-Mk

UmpteenthDoctor
2014-09-08, 09:37 AM
I took both suggestions adding bolding and underline and such for better viewing. Also moved the Deeds to the end of the list.

As far as a table goes. I cannot figure out the coding for that and my ADHD makes it hard to put up a table and spend the time to specifically have to recheck everything to be sure it is in the right location. I did really prefer the old style that used to work.

Mehket
2014-09-08, 10:21 AM
I took both suggestions adding bolding and underline and such for better viewing. Also moved the Deeds to the end of the list.

As far as a table goes. I cannot figure out the coding for that and my ADHD makes it hard to put up a table and spend the time to specifically have to recheck everything to be sure it is in the right location. I did really prefer the old style that used to work.

Thank you. This looks much better now. An easy cheat for a table is to quote a base class with one and than replace it with your own words. Than copy paste to here.

But no table won't stop me. I'll start peaching this and posting today. I love me all types of rogues, especially swasbucklers.

-Mk

Dyhmas
2014-09-08, 10:54 AM
Well, first of all, thanks for changing the formatting on your post, it made reading your class much more anjoying. Now, onto the proper PEACHing:

(word of warning: if I skip something it means I see no problem with it and/or find nothing to add to it)

-Proficiencies: I see no reason why he shouldn't be proficient with all martial weapons. In fact, I think I've never seen a Full BAB class that wasn't. This is very unconventional and I fail to see the point of it, since it doesn't make the class broken or overpowered in any way. Also, forcing the player to choose, at first level, wich weapon he'll use for the rest of his characters life (since this choice is tied to other abilities) may be very underwhelming for new players, as they may regret their choice later on.

-Chosen Weapon: should you change the proficiencies, this feature can be altered to affect a weapon you're proficient with, should some form or ritual or training with it. Also, giving to ability to change your chosen weapon is imperative, since you can't rely on the DM to always have a weapon of your type available as a reward. Other than that, the ability of making any weapon fineassable is cool and not overpowered, tho it could get somewhat silly...as in Orcish Double-Axe silly...(not a very finesse-looking weapon, eh?)

-Canny Defense: this is very good, if not mandatory for a frontliner class that wears only light armor. My only gripe is that, atlho you call it "canny", this ability is not tied to Inteligence. Either tie it to Int or change the name to something else like...uh...overconfident? Don't know, just don't Charisma as being really canny...

-Panache: giving a class a pool of resources to draw upon is cool. Giving it ways to restore those points making using it all the time is even cooler. Having said that, making it only affected by Charisma makes me a bit sad...how about adding 1/4 your level or something like that? Otherwise, good call. (will PEACH the deeds at the end of the post) Also, should you not increase the Resource Pool, making it easier to recover it may be a good call, since you got many features that use them. Since you call it "panache", perhaps you could allow the Swashbuckler to recover those points with things other than killing and hurting people...perhaps, whenever he is succesfull on a skill check that is based on Charisma? (like bluffing and intimidating, for example)

-Charming Grace: another reason you should change Canny Defenses' name. Minor nitpick really, but I don't get wether your class goes by trough his wits or his charm. Perhaps giving him the choice of either at first level could be cool also, since both fit with the whole swashbuckler vibe...

-Improved Reaction: this is handy. however, why cap it at +4? You could say the bonus equals half his level or something. This way, the bonus' progression would be smoother and could go on further. It doesn't make it broken really, since it is expected that a character with this class be quick, really...

-Trance: ok, I like this, since it gives more versatility. However, this deviates a lot from the fluff, since it seems to step on the monk's shoes. A trance is something requires a lot of concentration and discipline to accomplish...both traits that are not usually associated with a dashing and charming swashbuckler. Perhaps you should substitute this feature for something related to the characters chosen weapon? As a kind of combat style feature. Have a list of benefits, tied to a certain kind of weapon (light, two hande, reach, etc...) and allow him to pick one at certain levels, turning them into passive bonuses when using his chosen weapon. This way, you could add some more customization to the style of the character, depending on his chosen weapon. A Swashbuckler that chose the rapier or other light weapon could focus on feinting or quick strikes, while a swashbuckler that chose a reach weapon could choose abilities tied to battlefield control, tripping opponents and stopping their movements. Just a thought, tho.

-Perfect Strike: when you score a critical hit and you spend 2 PPs, you increase your weapon's crit multiplier AND maximizes damage or only the first? Could you clarify that in the text? Other than that, another reason why the pool of panache points should be bigger, since this feature is pretty usefull and I'd see a character using it often.

Ok, onto the deeds!

Derring-Do: I like it, could be very usefull in the right situation. Also very interesting in fluff, since it fits the idea that swashbuckler plays with fate, relying on his luck (multiple rolls of 6) to display incredible feats of prowess.

Dodging Panache: would this be a immediate action or reaction, instead of a free action?

Opportune Parry and Riposte: ok, he can riposte as long as he has 1 PP, but does he spend said point? If not, there is no point to ever not use this ability, since it doesn't cost anything, wich makes it a tad overpowered, if not silly.

At this point I'll have to stop my PEACH of the deeds as I find something weird about them. Mainly, there are a lot of them that are passives, wich is ok by itself, but don't seem to fit here, being more appropriate in the Trance ability (see comment above). Also, you got A LOT of deeds. Too many, in fact. Having access to all of them seems a bit much. Should you take the passives ones (that require you to have at least 1 PP) and keep only the active ones, you still should ask the player to choose wich ones he'll be avle to use. In fact, do the same with the trance feature, since these are too many bonuses to track, as well. Having the Trance feature changed to accomodate the passive deeds (perhaps changing their names to something else as well?) and having the deeds only be the active abilities the swashbuckler has to spend PPs to use also seems to make a bit more sense, if not making the class a bit more organized.

I like your interpretation of the swashbuckler and haven't found anything overly unbalanced and broken. My only concerns are the points I stated above that don't seem to fit the concept of the class or deviate a bit from the other abilities and the points where you seem to needlessly limit the player (again, the proficiencys and chosen weapons)

Looking forward to any changes in this and will be around to PEACh again, if needed. Oh, and sorry if I came out harsh or anything, it wasn't my intention, t'was just typing really fast as I had little time to do so.

Keep up with the good work!

-Dyhmas

Mehket
2014-09-08, 11:22 AM
I'm on mobile so I can't spoil block each part of your class I'm about to review. Way too much effort but I might go back and edit this post later for you and other reviews

Starting from the top!

HD: personally to high for me. I'd prefer my swash to dodge the dragons breathe, parry the lightning bolt, disarm the guy with the sword or get hit really hard. However, this is a melee class so I think is still balanced.

Skills: you'll want stealth. Swashbuckling can be flashy but they also tend to be cunning. Personal preference again, nothing wrong without it.

Chassis: full BAB, good fort and reflex. Frontline melee fighter, this is fine.

Chosen weapon: nice, necessary. Except the clause about weapon finesse to any weapon. That's a little funky for me. But hey I like the anime style, fast unarmored samurai with a katanna so this may be appropriate. A giant hammer would not but hey again personal preference and probably not unbalanced after level 3 anyways.

Canny defense: should read adds charisma to a max of swashbuckler level. I know what you meant but it sounds funny as is. Like you add charisma times your level.

Panache: nice. I love features like this that can be recovered throughout the day. Seems fair at first level. You'll probably recover an average of 3 of these a round by level 20. Don't know how strong that is yet without seeing what they can do.

Quick reflexes: too soon. It's a good idea but makes the class too front heavy and dip friendly. I'd suggest level 2 at least. Also, add a clause that states you can replace it with another feat if you already have it, so you can take it at level one with your own non class feat if wanted.

Charming grace: strong but fine. Your will saves need this. Reflex saves will be off the chart.

Trance: got to look up those style feats. I'm not really a pathfinder guy. I know the rules but not all the feats. Super happy to not see any ability score increases here. At this point I'm anxious to see the rest of your class.

I'll comment on the balance between them once I research the pathfinder feats. One comment though, monkey trance should state how often you can take this five foot step, such as one per round.

Weapon refinement: good. Pretty worthless on it's own but reduces feat tax.

Perfect strike: neat. I'm guessing some people will have a negative knee jerk reaction to seeing maximization. This will add an average of 3 damage with each use, assuming no giants with greatswords are taking this class. Critical hit stuff is nice. Decide whether it can stack with weapon enhancement and magic. That's your call but I'd say yes.

Bonus feats: nice. Retraining is cool.

Swashbuckler weapon training: might be too much. Not on it's own but stacked up with the other free feats like weapon focus/specialization your BAB is basically 25 before all chosen feats and deeds at 20th level. Than again, it probably won't be too much but it needs play testing. However, peeking down and seeing the incentives for Two weapon fighting in the deeds makes this potentially a scary class feature.

Swashbuckler weapon master: neat. Not the most exciting capstone bit fitting and fair. Your later deeds make up for this though so no worries there. Not dying and super awesome death stabs are exciting deeds which this feature can make deadlier or at least more consistent.

Deeds: coming up. To much for mobile. Definitely will do today though.

Final thoughts: very fun and flavorful class. Needs a little tweaking of course but so does every first draft. 10/10 would play. 8/10 for mechanics but that can be fixed. Most of these problems are in the deeds

Oh okay I'll give you a spoiler of my thought for deeds: you need to eventually be able to parry at least spells that require attack rolls. As of now you are a sitting duck against magic even with your good saves. I can link you to several previous swashbuckler classes that have had an ability like this. Google "Sneer True Swasbuckler minmax forums."

-Mk

UmpteenthDoctor
2014-09-09, 12:51 PM
Ok So I am posting it here to compare the two. Please give me PEACH

Swordslinger (Swashbuckler)

HD: d8

Full BAB

Good Fort
Good Reflex

4+Int
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str)

Class Features
Weapon and Armor Proficiency
Swashbucklers are proficient with simple and martial weapons. 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 a weapon he chooses at character creation, and can choose to retrain this feat at 3rd level and every 3rd level thereafter. The swashbuckler in addition adds the benefit of Weapon Finesse feat to this chosen weapon should it qualify for it. This ability counts as having the Weapon Focus and Weapon Finesse feats for the purposes of meeting feat prerequisites.

Bantering Defense (Ex)
When wearing light or no armor and not using a shield larger then a light or buckler shield. A swashbuckler adds 1 point of Charisma bonus (if any) per swashbuckler level to a max of her Charisma bonus 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.

Flurry of Blades (Ex)
At 1st level, a swashbuckler can make a Flurry of blades as a full-attack action. When doing so a swashbuckler has the Two-Weapon Fighting feat when attacking with any combination of chosen weapon and offhand weapon.

A swashbuckler applies her full strength modifier to her damage rolls for all attacks made with Flurry of blades, whether the attacks are made with an off-hand weapon or a weapon wielding in both hands. A swashbuckler can substitute disarm, sunder, and trip combat maneuvers for attacks as part of the Flurry of blades. A swashbuckler with natural weapons can't use such weapons as part of Flurry of blades, nor can she make natural weapon attacks in addition to her Flurry of blades.

At 8th level, the swashbuckler gains use of the Improved Two-Weapon Fighting feat when using Flurry of blades. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using Flurry of blades. This ability counts as having the Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting feats for the purpose of prerequisites.

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 initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative Feat.

Fleet Footed (Ex)
At 3rd level, the swashbuckler gains a +10 foot bonus on movement speed. At 6th level and every 3rd level thereafter this bonus increases by an additional +10.

In addition, a swashbuckler can expend their five foot step as a swift action allowing her to move up to a maximum of half her movement speed.



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 an immediate 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 spend 1 panache point and 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 a 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 a 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. She can even use this ability with thrown chosen 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. This additional damage is precision damage, and isn't multiplied on a critical hit. 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 any single chosen weapon that isn't hidden, she can draw that weapon as part of the initiative check.
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.
Improved Parry and Riposte (Ex): At 7th level, when an opponent makes a melee or ranged 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.
Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single 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.
Bleeding Wound (Ex): At 11th level, when the swashbuckler hits a living creature with a chosen weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler's Dexterity modifier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler's choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Skillful Parry and Reflection(Ex): At 11th level, when an opponent makes a ranged touch 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; each size category the attacking creature is larger then 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 reflect that attack back by making her own attack provided the creature is still in the same space the attack originated from.
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.
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 a chosen weapon she is wielding.
Dizzying Defense (Ex): At 15th level, while wielding a chosen weapon in one 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 a 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 a 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 a 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.