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Twogunkid
2019-04-26, 02:25 PM
Swashbuckler

A swashbuckler is a skilled combatant who values flair more than substance and prefers to toy with opponents rather than quickly thwart them. A swashbuckler is immensely talented with a blade, but is more than handy enough to handle a few other weapons.

The key attributes for the Swashbuckler class are Charisma to power class abilities and affect the DC of maneuvers. Constitution for survivability, and Strength or Dexterity as with any fighter based class.


Inspired by seventh seas fencing schools, the idea of tome of battle maneuvers fits them pretty well. The idea was to keep the original feel of being focused on crits and single targets.

Alignment: Any, but they tend towards more chaotic alignments.

Hit Dice: D10

Alignment and hd remain unchanged.

Class Skills: The swashbucker’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Iajutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local, History, OR Nobility and Royalty), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

These are expanded greatly to include all tome of battle skills. Their skill points have not been increased. This is designed to keep them in a different category from swordsage.

Class Features
All the following are class features of the swashbuckler.

Weapon and Armor Proficiency
Swashbucklers are proficient with all simple weapons, plus the hand crossbow, shortbow, and all martial weapons affected by the weapon finesse feat

They actually receive fewer weapon proficiency than they normally do. The Swashbuckler is master of a handful of graceful weapons not necessarily giant great axes and polearms.


Weapon Finesse (Ex): At 1st level, the Swashbuckler gains Weapon Finesse as a bonus feat, even if they do not meet prerequisites.

Unchanged. This fits with their theme.


Grace (Ex): Starting at 2nd level, the swashbuckler gains their charisma bonus (if any) as a bonus to their reflex saves. Starting at 5th level, the swashbuckler may add their charisma bonus (if any) to their armor class as a dodge bonus while wearing light or no armor. Starting at an 12th level, they may add their charisma bonus (if any) to their will saves. Starting at 15th level, the swashbuckler may add their charisma bonus (if any) as a bonus to confirm critical hits. This bonus to saves does not stake with the divine grace ability.

This ability is now more akin to divine grace and focuses on the Swashbuckler's ability to be foppish and dashing it is keyed of off charisma for that reason and is more powerful than the feature it replaces. In addition it helps their lack of armor proficiencies and plays into their crit loving nature.


Insightful Strike (Ex): Starting at third level, the swashbuckler gains their charisma modifier (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. 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 armor or when carrying a medium or heavy load.


Unchanged, except it is keyed off of Charisma instead of Intelligence.

Maneuvers (Ex): Starting at 4th level you gain knowledge of two martial maneuvers. You may choose from any one discipline. The swashbuckler gains knowledge of new maneuvers as evidenced by the table below. Once chosen, you may not change the discipline chosen. You gain proficiency with all martial weapons associated with your chosen discipline. Your initiator level is equal to 2/3rds your swashbuckler level (rounded down) + your initiator levels from other classes.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by swashbucklers is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You can ready all two of the maneuvers you know at 4th level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). A swashbuckler recovers all expended maneuvers whenever she successfully confirms a critical hit, disarms and opponent, trips an opponent, sunders and object, or bullrushes an opponent


"Unless the enemy has studied his Agripa,... which I have."-Inigo Montoya

The core of the refit is here. This grants them access to a school at a slightly slower rate than a full on initiator class. They will cap out at 7th level maneuvers by level 20. They are to initiators as paladins, rangers, and hexblades are to casters. They only have a single discipline, but they can choose any single one. The idea that they have studied one particular school. It refreshes on very Flynnish moments.


Dodge (Ex): A swashbuckler is trained at focusing her defenses on a single opponent in melee. During her action, she may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. She can select a new opponent on any action. This bonus increases by +1 at every five levels after 5th (+2 at 10th level, +3 at 15th, and +4 at 20th). A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

If the swashbuckler also has the Dodge feat, she need not designate the same target for this ability as for the Dodge feat. (If she designates the same target, the bonuses stack.) This class feature can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability.

A slight buff to the ability, but it otherwise remains the same.
Discipline School Focus: Starting at 6th level, the Swashbuckler gains Weapon Focus in one of their discipline’s favored weapons as a bonus feat. Starting at 8th level, they gain weapon specialization with the same weapon.


Covers dead levels and fits thematically with their specialization in certain weapons.

Acrobatic Charge (Ex): A swashbuckler of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Starting at 12th level this ability enables a swashbuckler to make up to one 90 degree turn during a charge. This ability can be used in conjunction with other abilities that enable a swashbuckler to make a turn during a charge.


An ability designed to make the swashbuckler yet more mobile in combat while keeping one of their better original class features.

Improved Flanking (Ex): A swashbuckler of 9th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don't gain this increased bonus.)

One feature that doesn't offer a lot to the swashbuckler, but bonuses to hit are bonuses to hit.

Never Unarmed (Ex): A swashbuckler of 9th level or higher can use almost anything as a lethal weapon. When using an improvised weapon of an appropriate size (per DM discretion) they take no penalty on attack rolls and may treat the weapon as light for the purposes of the weapon finesse feat and class features.

Big for brawls and being disarmed. This is a fun option more than anything else though.

Evasion (Ex)
At 11th level and higher, a swashbuckler can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.

"Hello, my name is Inigo Montoya. You killed my father. Prepare to die."-Inigo Montoya

The idea here is that the Swashbuckler can evade danger at the last moment.


Lucky (Ex): Many swashbucklers live by the credo "Better lucky than good." A number of times per day equal to 1+ Charisma Bonus (if any), a swashbuckler of 11th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it's worse than the original roll. They may only use this ability once per roll.

Fitting with their theme of luck and basing it again of charisma. This helps the swashbuckler a lot as they will rely on crits due to their inability to get strength effectively to damage and pumping damage is a problem.

Acrobatic Skill Mastery (Ex): At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.

Keen Eye (Ex): At 13th level, a swashbuckler has a particular knack for devastating hits. The critical range of any weapon to which they could apply the weapon finesse feat is doubled. This ability stacks with the improved critical feat or the keen or impact weapon properties. At 20th level, this ability allows a swashbuckler a chance to score a critical hit on creatures normally immune to critical hits. A swashbuckler has a 50% for a critical hit to affect a creature that normally would not be affected by it. This includes the fortification properties as well as the immunities of oozes, constructs, plants, elementals and the undead


A nice level where the Swashbuckler gets two good abilities. That synergize with moving and critting.

Weakening Critical (Ex): A swashbuckler of 14th level or higher who scores a critical hit with any weapon to which they could apply the weapon finesse feat against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.

Unchanged. Fits with their crit theme.

Stance Shift (Ex): Whenever a swashbuckler of 16th level or higher threatens a critical hit, they may change stances as a free action.

A rare ability that focuses on their martial abilities.

Mettle (Ex): You can resist magical attacks with greater effectiveness than other warriors. Beginning at 17th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.

"Hello, my name is Inigo Montoya. You killed my father. Prepare to die."

"STOP SAYING THAT."

The swashbuckler holds their own and is known for their strength of will.

Dashing Rescue (Ex): Beginning at 18th level, whenever an enemy within 30ft. Of a swashbuckler threatens a critical hit on an ally or reduces an ally to 0 or fewer hit points, the swashbuckler may make a charge attack at that enemy as an immediate action.


An ability to take an action on someone else's turn. Powerful, but only usuable when dramatically appropriate.

Wounding Critical (Ex): A swashbuckler of 19th level or higher who scores a critical hit with any weapon to which they could apply the weapon finesse feat against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the swashbuckler's weakening critical class feature.) Creatures immune to critical hits are immune to this effect.

Unchanged. Still covering their crit focus.

Panache (Ex): A swashbuckler’s supreme confidence is translated into reality. Once per day, a swashbuckler may treat the result of any attack roll, skill check, or saving throw as a natural 20. The critical hit threatened by this ability is automatically confirmed.

A fun capstone, but not that impressive.

(For some reason my table would not format correctly. Here is the Google Doc with my original table. https://docs.google.com/document/d/1Irt_HSJ71tRxeELIHIwq7m4_k4SY6tKEwGoJEVKz95E/edit?usp=sharing)

Twogunkid
2019-04-26, 02:31 PM
Tentatively finished PEACH.

aimlessPolymath
2019-04-26, 02:31 PM
I'm definitely a fan of "choose your own school"; however, I think that this class (and its maneuver progression) remain inferior to a straight initiator; the various numerical bonuses it accrues don't really live up to full maneuver use. The "paladin, hexblade, etc" comparison doesn't really work as well when you're comparing a half-caster + fighter to a half-fighter + fighter.

I would specify that the recovery action doesn't function with maneuvers; for example, several Stone Dragon maneuvers involve bull rushes, which would immediately refresh your maneuvers.

For a really hot take on "build-your-own-school", what if the Swashbuckler could simply choose maneuvers wholesale from any discipline, effectively constructing their own school from a combination of multiple?

Elves
2019-04-26, 03:26 PM
Haven't looked through in detail but here's another TOB swashbuckler (http://www.giantitp.com/forums/showthread.php?134167-Martial-Swashbuckler-ToB-base-class) which you might want to look through for reference.

Some homebrew disciplines that might be appropriate:

pistols or whatever (http://www.giantitp.com/forums/showthread.php?99529-The-Sublime-Gunslinger-s-Art-Black-Rain-Discipline&p=5471518#post5471518)
improvised weapons (http://www.giantitp.com/forums/showthread.php?67879-Fool-s-Grip-Discipline)
rogueish fighting (http://www.giantitp.com/forums/showthread.php?54816-Beware-the-Oncoming-Storm-Discipline)