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Aotrs Commander
2007-07-15, 09:57 AM
This is my current attempt at improving the Swashbuckler to a level of usefulness beyond it being a 3-4 level dip class. This is basically a cut-and-paste from the current version of the WotC boards, reposted here for hopefully some more feedback!

As with all my classes, this is geared towards co-existing in a ToB environment, so please remember the unmodified Fighter/CW classes are not the appropriate yardstick for comparison!

(I say this since I ended up saying it several times in the threads on my Tracker!)

This is rebalance is relatively straight-forward, taking the basic chassis and adding to it, rather than rebuidling it from the ground up. I replaced Grace with good Reflex saves, and Lucky and Improved Flanking have been sublimated into the Bonus Skill Trick/Bonus Feat sections.

This should give the swashbuckler some more flexibilty, especailly with the skill tricks (actually allowing the Swashbuckler a good deal of cinematic and mechanical reasons to dance around).

I should probably say this (seeing as if I don't, somebody will suggest it); I am aware you can do swashbucklers with Swordsage; this revision has a different purpose, however.

As usual, I'm primarily looking for mechanical balance issues, potential tweaks and other general idiot-proofing.

So, to cut futher lengthy pre-amble:




SWASHBUCKLER

Game Rule Information:

Abilities: Dexterity is important for defense, armour class and many Swashbuckler skills. Intelligence and Charisma are important for the Swashbuckler’s skills and class abilities.

Alignment: Any

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artists (Dex), Jump (Dex), Profession (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Skill Points at 1st level: (4 + Int mod) x 4
Skill Points at each Additional Level: 4 + Int mod

Hit Die: D10

Starting Gold: 4D4 x 10



Base Attack Fort Reflex Will
Level Bonus Save Save Save Special
1st +1 +2 +2 +0 Improvised Weapons, Weapon Finesse
2nd +2 +3 +3 +0 Acrobatic Charge +2, Bonus Skill Trick, Swashbuckler's Daring
3rd +3 +3 +3 +1 Insightful Strike, Light Sunder
4th +4 +4 +4 +1 Entangling Strike
5th +5 +4 +4 +1 Bonus Skill Trick, Dodge Bonus +1
6th +6/+1 +5 +5 +2 Bonus Feat
7th +7/+2 +5 +5 +2 Flourish
8th +8/+3 +6 +6 +2 Bonus Skill Trick
9th +9/+4 +6 +6 +3 Acrobatic Charge +4
10th +10/+5 +7 +7 +3 Dodge Bonus +2, Swift Feint
11th +11/+6/+1 +7 +7 +3 Acrobatic Skill Mastery, Bonus Skill Trick
12th +12/+7/+2 +8 +8 +4 Bonus Feat
13th +13/+8/+3 +8 +8 +4 Grand Flourish
14th +14/+9/+4 +9 +9 +4 Bonus Skill Trick, Weakening Critical
15th +15/+10/+5 +9 +9 +5 Dodge Bonus +3
16th +16/+11/+6/+1 +10 +10 +5 Acrobatic Charge +6, Expert Disarm
17th +17/+12/+7/+2 +10 +10 +5 Bonus Skill Trick, Slippery Mind
18th +18/+13/+8/+3 +11 +11 +6 Bonus Feat
19th +19/+14/+9/+4 +11 +11 +6 Astonishing Strike, Wounding Critical
20th +20/+15/+10/+5 +12 +12 +6 Bonus Skill Trick, Dodge Bonus +4, Supreme Daring


Class Features

Weapon and Armour Proficiencies: Swashbucklers are proficient with all simple and martial weapons and whips and light armour and bucklers, but not light or heavier shields.

Improvised Weapons (Ex): A Swashbuckler is adept at fighting with whatever is to hand. Swashbucklers only take a -2 to attack rolls when wielding improvised weapons.

Weapon Finesse: At 1st level, a Swashbuckler gains Weapon Finesse as a bonus feat.

Acrobatic Charge (Ex): A Swashbuckler of 2nd of higher level may expend one use of Swashbuckler's Daring in order to charge over difficult terrain that normally slows movement or through allies blocking her path. This ability enables her to run down steep stairs, leap from a balcony or tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble check in particular) to successfully move over terrain.

If the Swashbuckler makes a Dex-based check (e.g. Jump or Tumble checks) as part of the charge, she gains a +2 bonus to weapon damage rolls. This bonus rises by +2 every seven levels thereafter.

Bonus Skill Trick: At 2nd level, and every three levels thereafter, the Swashbuckler gains a free bonus Skill Trick for which she meets the prerequitisites. This bonus Skill Trick does not cost any skill points and does not count towards her limit.

Alternatively, in place of learning a Skill Trick, the Swashbuckler can learn a bonus Luck Feat or a feat from the following list: Acrobatic, Agile, Athletic, Deft Hands, Negotiator, Persuasive, Skill Focus (any class skill).

Swashbuckler's Daring (Ex): At 2nd level, a Swashbuckler is able to accomplish maneouvers of great skill ad courage. A Swashbuckler gains a number of uses of Swashbuckler's Daring per encounter equal to half her Swashbuckler level. A Swashbuckler can use her Swashbuckler's Daring to activate her class features or to use any Skill Trick she knows. This is in addition to the normal Skill Trick's limit of once per encounter. Using Swashbuckler's Daring is not itself an action but part of the action of the class feature or action that enables the Skill Trick. She is not limited by how many uses of Swashbuckler's Daring she can use per round except by the amount of actions she can take.

Insightful Strike (Ex): At 3rd level, a Swashbuckler applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any Light weapons as well as any other weapon that can be used with Weapon Finesse. Targets immune to sneak attacks or critical hits are immune to the Swashbuckler’s Insightful strike. A Swashbuckler cannot use this ability when wearing medium or heavy armour or when carrying a medium or heavy load.

Light Sunder (Ex): At 3rd level, a Swashbuckler can use piercing melee weapons to make Sunder attacks on objects of Hardness 0 (such as ropes or perhaps small articles of jewellery).1

Entangling Strike (Ex): At 4th level, a Swashbuckler can expend one use of Swashbuckler's Daring to make an Entangling Strike as a Standard Action with an Unarmed attack, Improvised or piercing of slashing weapon. By cutting the target’s belt, dropping some roped-up object from a height, throwing sand in the eyes, or just plain causing the target to fall over itself, the Swashbuckler temporarily entangles the target. This attack is resolved with a normal melee or ranged attack (in the latter case, it must be from 30’ or less). On a hit, the foe takes no damage, but must make a Reflex save (DC 10+ ½ Swashbuckler class level + Intelligence modifier) or become Entangled for one round per point of the Swashbuckler’s Intelligence bonus. A target can make a Full-Round action doing nothing else to free themselves before then (pull their trousers up, clabber out from under the fallen object, clear their eyes etc.).2

Dodge Bonus (Ex): At 5th level, and every 5 levels thereafter, the Swashbuckler gains a +1 Dodge bonus to Armour class.

Bonus Feat: At 6th level, and every six levels thereafter, a Swashbuckler gains a bonus feat, selected from the following list: Adaptable Flanker, Bounding Assault, Combat Expertise, Combat Reflexes, Combat Tactician, Defensive Strike, Deft Opportunist, Dodge, Expert Tactician, Hindering Opportunist, Hold the Line, Improved Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Karmic Strike, Mobility, Rapid Blitz, Robilar’s Gambit, Spring Attack, Stalwart Defence, Vexing Flanker, Whirlwind Attack

Flourish (Ex): At 7th level, a Swashbuckler can intimidate her enemies and inspire her allies with but a cocky grin and a flourish of her weapon. By expending one use of her Swashbuckler's Daring, the Swashbuckler can take a Standard Action to flourish her weapon. All foes within 60’ that can see the Swashbuckler must make a Will save (DC 10+ ½ Swashbuckler class level + Charisma modifier). Any bonuses verses fear apply to this save. Creatures immune to Fear or morlae effects cannot be affected by this ability. On a failed save, the opponent takes a -2 penalty on attack rolls against the Swashbuckler for 1 round per 5 Swashbuckler class levels.

If a foe who fails is half or less the Swashbuckler’s HD and are flat-footed, they suffer a -4 penalty to their initiative score.3 The effects of Flourish from differing Swashbuckler overlap, not stack.

If at least one foe fails the save, all allies in 60’ who can see the Swashbuckler gain a +1 morale bonus to attack rolls. This lasts for 1 round per 5 Swashbuckler class levels.

Swift Feint (Ex): At 10th level, a Swashbuckler can expend one use of her Swashbuckler's Daring to feint in combat as a Swift action.

Acrobatic Skill Mastery (Ex): At 11th level, a Swashbuckler can take 10 on all Jump or Tumble checks.

Grand Flourish (Ex): At 13th level, the Swashbuckler's Florish ability improves. On a failed save, the opponent takes a -4 penalty on attack rolls against the Swashbuckler for 1 round per 5 Swashbuckler class levels.

If a foe who fails the Will save is flat-footed or is half or less the Swashbuckler’s HD, they suffer a -4 penalty to their initiative score. If the foe is both flat-footed and half or less the Swashbuckler's HD, they suffer a -8 penalty to their initiative score.

If at least one foe fails the save, all allies in 60’ who can see the Swashbuckler gain a +2 morale bonus to attack rolls.

Weakening Critical (Ex): At 14th level, a Swashbuckler who scores a critical hit also deals 2 points of Strength damage. This ability does not function on creatures immune to critical hits.

Expert Disarm (Ex): At 16th level, a Swashbuckler can expend one use of her Swashbuckler's Daring to make a disarm attempt. This does not provoke and attack of opportunity and the enemy cannot attempt to disarm the Swashbuckler. If the Swashbuckler suceeds, the enemy's weapon can be send spinning into any space within 30'. If the space is occupied by an ally, they may catch it automatically if they have a free hand. The Swashbuckler can alturnatively opt to catch the weapon herself in any free hand or to drop something currently held (excepting shields) in a hand and catch the weapon in that hand.

Slippery Mind (Ex): At 17th level, if a Swashbuckler fails her save against an enchantment or telepathic spell, power or effect, she can attempt the save again one round later at the same DC (assuming she is still alive). She gets only one extra attempt at the saving throw.

Astonishing Strike (Ex): At 19th level, a Swashbuckler can striek with such skill and agility that her opponent cannot follow her attack. She can expend one use of her Swashbuckler's Daring after she sucessfully strikes an opponent she sucessfully feinted against. The foe must make a Will save (DC 10+ ½ Swashbuckler class level + Charisma modifier) or be Dazed for one round.

Wounding Critical (Ex): At 19th level, a Swashbuckler also deals 2 points of Constitution damage on a successful critical hit (this is in addition the Strength damage). This ability does not function on creatures immune to critical hits.

Supreme Daring (Ex): At 20th level, a Swashbuckler can perform such feats that her foes are literally stunned with amazement. She may expend a use of Swashbuckler's Daring to make a DC 40 Tumble check as part of movement or DC 40Bluff or Tumble check after a sucessful attack action. If she suceeds, all enemies within 60' of her during that action (i.e. along her path of movement) must make a Will save (DC 10+ ½ Swashbuckler class level + Charisma modifier) or be Stunned with slack-jawed amazement for until the start of the Swashbuckler's next action or they are attacked by the Swashbuckler or her allies. The Swashbuckler can use this ability only once per round.



Feats

The following feats have been updated for the purpose of the new Swashbuckler and one added:

Daring Outlaw
[General]
Prerequisite: Swashbuckler’s Daring, Sneak attack +2D6
Benefit: Your Rogue and Swashbuckler levels stack for the purpose of determining the number of uses of Swashbuckler’s Daring per encounter and the Swashbuckler’s Dodge bonus. You do not gain any additional abilities reliant on Swashbuckler’s Daring, only additional uses.

Your Rogue and Swashbuckler levels also stack for the purpose of determining you Sneak Attack bonus damage.

Daring Outlaw
[General]
Prerequisite: Swashbuckler’s Daring, Weapon Specialisation
Benefit: Your Fighter and Swashbuckler levels stack for the purpose of determining the number of uses of Swashbuckler’s Daring per encounter and the Swashbuckler’s Dodge bonus. You do not gain any additional abilities reliant on Swashbuckler’s Daring, only additional uses.

Your Fighter and Swashbuckler levels also stack for the purpose of of qualifying for feats that require a minimum of Fighter levels.

Extra Daring
[General]
Prerequisite: Swashbuckler’s Daring
Benefit: You gain two extra uses of your Swashbuckler’s Daring per encounter.
Special: You may take this feat more than once. It’s effects stack.


1There's nothing worse than the DM reminding you you can't - by RAW - techically cut the chandlier rope with your rapier! This ability is basically a throw-away, but at least allows you do that!

2I seriously considered a limitation of there having to be some suitable terrain in the area, but that was getting bit too close to the detail. As is, it's abtract enough to allow some freedom of interpretation.

3This would be the whole 'Zorro/Musketeer merrily waving his rapier/whip and going "ha-ha!" and the guards glancing at each other, looking slightly worried about who should go first', sort of thingymabob.

Aotrs Commander
2007-07-18, 05:51 PM
Anybody?

No?

*Shrug* Well, can't be too bad then...(obviously not stunningly awesome either, mind!)

If nobody has any comments then, I'll let this sink into oblivion now.

detrevnisisiht
2007-07-18, 05:56 PM
well i cant tell you if its balanced or whatnot but i'll say that i prefer this to the standard version.

Joltz
2007-07-18, 06:56 PM
I looked at the standard swashbuckler a while ago and thought "It can't be as bad as it looks." After playing one to level 17 swashbuckler/4 fighter I can say that it's worse. This looks fun though. I wanna play this swashbuckler.

One funny thing I just noticed is that they don't really get any more damage bonus abilities, they mostly get fun tricks. I still like it.

note: isn't there supposed to be a bonus skill trick at level 17? It's not on the table

Aotrs Commander
2007-07-19, 05:26 AM
I looked at the standard swashbuckler a while ago and thought "It can't be as bad as it looks." After playing one to level 17 swashbuckler/4 fighter I can say that it's worse. This looks fun though. I wanna play this swashbuckler.

One funny thing I just noticed is that they don't really get any more damage bonus abilities, they mostly get fun tricks. I still like it.

note: isn't there supposed to be a bonus skill trick at level 17? It's not on the table

There should indeed! Nice catch! (I suspect I must have inadvertently deleted it sometimes in the shifting of stuff around!)

Glad you like it! I decided to have a stab at the Swashbuckler after seeing stuff like (one the WotC boards) OneWinged4Angel and Seerow's Rebalanced Paladin; and the real impetus came when I decided to make a Swashbuckler/Duelist for one of my adventures (I had been going through all the character classes in that adventure, attempting to optimise them as a good bit of practise). After I'd done, I looked as the character and thought "that totally sucks!"



I saw the Swashbucker as more of a light fighter and therefore better geared to battlefield control and support, rather than damage dealing (especially since Finesse generally is a poor choice for damage). So hopefully, they'll run round, making the enemies loopy and let the heavy boys beat the stuffing out of the enemy! Same sort of role as the Monk, really (indeed, in 3.0 I made a Swashbuckler class that was basically a replacement for the Monk class on one campaign world.)

That said, I also saw the Swashbuckler quite good at dealing with Generic Flunkies (i.e. the low-bottom level local guards/thugs), drawing on my (albeit limited) experience with various Zorro/musketeers/various Robin Hoods gubbins! One interpretation of Entangling strike, for instance, would be cutting the rope that holds the barrels or chandlier, sending them into the hapless flunkies while the Swashbucker laughs merrily and jumps out the windom or something (invariably causing the local minor BBEG who's in charge to shriek out the Swashbuckler's name in frustrated anger...)

The main point of course, was to actually make it have a bit of flavour and be able to do something, whereas before all it did was give you one active ability (Acromatic charge) and the rest were all passive; your tactical options were basically make a charge and then full attack - same a barbarian! I mean, they gave you a 'medium' Reflex save as a Class feature! WTF? So, with the psuedo-maneouvers, it should make the class more 'fun' like the ToB classes are.