
master arminas |
3 people marked this as a favorite. |

All right, I decided to try my hand at this to make a real Errol Flynn style swashbuckler. Your feedback would be welcome and appreciated.
Master Arminas
Swashbuckler
For some, it is not enough to fight well. For these few, the fight must be conducted with style and panache; with wit and charm; and more than a bit of luck to boot. Forsaking the heavy armor and powerful weapons wielded by fighters and paladins and barbarians and rangers, the swashbuckler depends upon his dexterous grace to avoid blows and his stunning agility to move across a crowded battlefield without suffering harm. He relies upon light weapons that become truly lethal in his skilled hands; and yet, he knows that sometimes the outcome of battle rests not on skill with a weapon, but with a word whispered in the right ear.
Role: Swashbuckler’s are not your typical front-line warrior. Although able to go toe-to-toe with many more traditional swordsmen, the swashbuckler brings a host of skills and abilities to the table along with his acrobatics and his flashing blade.
Alignment: Any
Hit Die: d10.
BAB: High.
Good Saves: Fort; Ref; Will
Class Skills: The Swashbuckler’s class skills are Acrobatics (Dex); Bluff (Cha); Climb (Str); Craft (Int); Diplomacy (Cha); Disguise (Cha); Escape Artist (Dex); Intimidate (Cha); Perception (Wis); Profession (Wis); Ride (Dex); Sense Motive (Wis); Stealth (Dex); and Swim (Str).
Skill Ranks per Level: 6 + Intelligence modifier.
Class Features
Weapon and Armor Proficiency: Swashbucklers are proficient with the following weapons: Dagger, Dart, Gauntlet, Heavy Crossbow, Javelin, Kukri, Light Crossbow, Light Mace, Punching Dagger, Quarterstaff, Rapier; Sap; Scimitar; Shortspear, Short Sword; Spear; Sword Cane, Unarmed Strike, and Whip. Swashbucklers are proficient with padded armor, leather armor, and studded leather armor, but not with chain shirts, medium or heavy armor, or with any type of shield.
Bonus Feat: At 1st level, 2nd level, and every four levels gained thereafter, a swashbuckler gains one of the following feats as a bonus feat: Catch Off-Guard, Improved Disarm, Improved Unarmed Strike, Lunge, Nimble Moves, Quickdraw, Skill Focus (any class skill), and Throw Anything. A swashbuckler does not have to meet the normal prerequisites to select one of these feats.
At 6th level, the swashbuckler adds the following feats to his bonus feat list: Acrobatic Steps, Deflect Arrows, Greater Disarm, Improvised Weapon Mastery, and Stunning Fist. A swashbuckler does not have to meet the normal prerequisites to select one of these feats.
Weapon Finesse (Ex): All swashbucklers gain weapon finesse as a bonus feat at 1st level. Unlike the normal version of weapon finesse available as a bonus feat, the swashbuckler may use this ability with any of the weapons with which the class is proficient—even if such weapons are not normally able to be used with weapon finesse.
Grace (Ex): At 2nd level, a swashbuckler gains a +1 bonus on all Acrobatics, Climb, Ride, and Swim checks that he makes. At 6th level, and every four levels gained thereafter, this bonus increases by +1 to a maximum of +5 at 18th level. The swashbuckler gains this bonus only when he is wearing no armor, padded armor, leather armor, or studded leather armor.
Dodge (Ex): At 3rd level, a swashbuckler gains a +1 Dodge bonus to his Armor Class, provided that he is carrying no more than a light load and is wearing no armor, padded armor, leather armor, or studded leather armor. At 7th level, and four levels gained thereafter, this bonus increases to +1 to a maximum of +5 at 19th level. All Dodge bonus to Armor Class stack with each other.
Deadly with a Blade (Ex): At 4th level, a swashbuckler gains a +1 bonus on all damage rolls with any light or one-handed melee weapon, or any thrown weapon, with which he is proficient. At 8th level, and every four levels gained thereafter, this bonus increases by +1 to a maximum of +5 at 20th level. The swashbuckler gains this bonus only when he is wearing no armor, padded armor, leather armor, or studded leather armor.
A Rapier Wit (Ex): At 5th level, a swashbuckler gains a +1 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks that he makes. At 9th level, and every four levels gained thereafter, this bonus increases by +1 to maximum of +4 at 17th level.
Fighter Training (Ex): At 6th level, a swashbuckler may use ½ of his swashbuckler class level as his effective fighter level for the purpose of selecting feats with the prerequisite fighter only.
Fisticuffs (Ex): At 7th level, a swashbuckler using an Unarmed Strike is always considered armed and can choose to deal lethal damage instead of nonlethal damage at no modifier to his attack roll. In addition, the swashbuckler deals more damage than normal with an unarmed strike, and the damage that he inflicts increases as he continues to advance in level: at 7th level a swashbucklers unarmed strike deals 1d6 points of damage; at 13th level this increases to 1d8 points of damage, and at 19th level it increases again to 1d10 points of damage.
Musketeer (Ex): At 8th level, a swashbuckler gains proficiency with black powder firearms (if such weapons exist in your campaign world). If firearms do not exist, the swashbuckler gains the Toughness feat instead.
It Is All About The Hat 1 (Ex): A 9th level swashbuckler treats his Charisma score as two points higher for the purpose of modifying any class skills that are based on Charisma.
Better Lucky Than Good (Ex): At 10th level, a swashbuckler may reroll any failed attack roll, skill check, ability check, or saving throw once per day. The character must take the result of the reroll, even if it is worse than the original roll. At 15th level, and again at 20th level, a swashbuckler gains one additional daily use of this ability.
Us Against Them (Ex): When flanking an opponent with an ally, a swashbuckler of 11th level gains a +4 bonus on attack rolls rather than a +2 bonus.
Acrobatic Skill Mastery (Ex): At 12th level, a swashbuckler can choose to Take 10 on any Acrobatics, Climb, Ride, or Swim checks that he makes, even in combat or other dangerous or distracting situations where the character could not normally Take 10.
It Is All About The Hat 2 (Ex): A 13th level swashbuckler treats his Charisma score as four points higher for the purpose of modifying any class skills that are based on Charisma.
Distracting Hat (Ex): At 14th level, a swashbuckler can wield an object—such as his hat, if he is wearing one—in his off-hand to distract and fluster his opponent. The swashbuckler makes an attack roll with the distracting object as if using Two-Weapon Fighting; if the attack roll is successful, no damage is inflicted by the hat, but the opponent receives a -2 penalty on attack and damage rolls until the start of the swashbuckler’s next turn.
Hard to Hold (Ex): At 15th level, a swashbuckler can slip any non-magical manacles, chains, or other restraints he is wearing without an Escape Artist check. Instead of slipping a restraint, the swashbuckler can instead automatically escape from a grapple or pin. He may use this ability only once per day, regardless of whichever use he makes of it.
Slippery Mind (Ex): At 16th level, a swashbuckler can sometimes break free of charms and compulsions after failing his original saving throw. One round after the swashbuckler fails a saving throw against any charm or compulsion effect, he gains a new saving throw at the original DC to regain his senses. If this second saving throw is successful, the effect immediately ends.
It Is All About The Hat 3 (Ex): A 17th level swashbuckler treats his Charisma score as six points higher for the purpose of modifying any class skills that are based on Charisma.
Bleeding Critical (Ex): At 18th level, a swashbuckler gains Bleeding Critical as a bonus feat.

master arminas |

Why? Because every other class does? How many swashbuckler/dueling films have you ever seen where they wear anything heavier than a leather coat? And I can't once remember seeing any of them use a buckler!
You may be right mechanics-wise, but for the flavor of this class, chain shirts and mithril bucklers really don't fit.
Master Arminas

SwnyNerdgasm |

I say bucklers because historically, the term swashbuckling originated in the use of a sword and buckler fighting style, and as for the chain shirts it just seems like something they would wear for when they know they are going into a serious battle, sure they'd wear leathers as they travel through the city but they'd want more protection for when they really need it

master arminas |

True, but when I hear the term swashbuckler in game, I don't think about how it was originally used in real life history: I think about Errol Flynn or the The Princess Bride or The Three Musketeers or The Man in The Iron Mask or Pirates of the Caribbean or other such fictitious cinema and literature. These are what has influenced our thoughts and perceptions on swashbucklers and duelists.
In short, I don't want gritty histortical reality in my campaign setting; I want high-fantasy and sword & sorcery adventure, ala Conan and Robin Hood and The Lord of the Rings and . . . well, you get the picture.
Just my thoughts on the subject.
Master Arminas

Matt Stich |

My fear is that it will be way behind in AC. I'd consider the dodge bonus to go monk-ish, and use the charisma modifier to add to AC as well. Seems to fit with your idea of the class and the smartassness of Hollywood swashbucklers. Think of it as him harrying his opponents and making them make mistakes, making his AC higher.
Also, no capstone? nor 19th level ability?

master arminas |

Duh! I must have not copied the final two capstone abilities of the class when I posted it. [blush] Sorry about that. [/blush]
Exceptional Parry (Ex): At 19th level, a swashbuckler may declare a parry against a single melee attack each round that successfully hits his armor class. This is not an action, but is done in response to a successful attack. After the to-hit roll (and any confirmation of a critical threat), but before the damage is rolled, a swashbuckler can roll a Reflex save against the attack, using the attacker’s to-hit roll as the DC. If successful, the swashbuckler has parried the attack and suffers no damage; on a failed save, the swashbuckler takes only one-half the rolled damage. This ability can only be used once per round.
Master Swashbuckler (Ex): The swashbuckler reaches the pinnacle of his class at 20th level. He gains the ability to move between his melee attacks without provoking attacks of opportunity. As part of a full-attack action, the swashbuckler may take a 5-foot step after each melee attack that the makes in the round; these 5-foot steps are in addition to the normal 5-foot step that any character can make when taking a full-attack action. The swashbuckler is limited to a number of 5-foot steps in the round equal to his base movement speed, regardless of the number attacks that he is able to make. This ability can only be used if the swashbuckler is wearing no armor, padded armor, leather armor, or studded leather armor, and if he is not carrying a medium or heavy load.
Matt,
I don’t believe that for this character concept AC is really a problem. A 20th-level fighter can wear full-plate (+8 armor bonus), with a maximum dexterity bonus of +5 (armor training 4), and up to a +5 enhancement bonus. A 20th-level swashbuckler can wear studded leather (+3 armor bonus), with a maximum dexterity bonus of +5, up to a +5 enhancement bonus, and a +5 dodge bonus. Both characters have the exact same potential AC score.
Of course, the fighter could be using a shield, which would increase his AC, but that is a problem experienced by all characters that choose to forgo a shield in order to wield a two-handed weapon, fight with two-weapons, use a bow/crossbow, or avoid arcane spell-casting failure.
Master Arminas

Black_Lantern |

Duh! I must have not copied the final two capstone abilities of the class when I posted it. [blush] Sorry about that. [/blush]
Exceptional Parry (Ex): At 19th level, a swashbuckler may declare a parry against a single melee attack each round that successfully hits his armor class. This is not an action, but is done in response to a successful attack. After the to-hit roll (and any confirmation of a critical threat), but before the damage is rolled, a swashbuckler can roll a Reflex save against the attack, using the attacker’s to-hit roll as the DC. If successful, the swashbuckler has parried the attack and suffers no damage; on a failed save, the swashbuckler takes only one-half the rolled damage. This ability can only be used once per round.
Master Swashbuckler (Ex): The swashbuckler reaches the pinnacle of his class at 20th level. He gains the ability to move between his melee attacks without provoking attacks of opportunity. As part of a full-attack action, the swashbuckler may take a 5-foot step after each melee attack that the makes in the round; these 5-foot steps are in addition to the normal 5-foot step that any character can make when taking a full-attack action. The swashbuckler is limited to a number of 5-foot steps in the round equal to his base movement speed, regardless of the number attacks that he is able to make. This ability can only be used if the swashbuckler is wearing no armor, padded armor, leather armor, or studded leather armor, and if he is not carrying a medium or heavy load.
Matt,
I don’t believe that for this character concept AC is really a problem. A 20th-level fighter can wear full-plate (+8 armor bonus), with a maximum dexterity bonus of +5 (armor training 4), and up to a +5 enhancement bonus. A 20th-level swashbuckler can wear studded leather (+3 armor bonus), with a maximum dexterity bonus of +5, up to a +5 enhancement bonus, and a +5 dodge bonus. Both characters have the exact same potential AC score.Of course, the fighter could be...
Next to no one cares about ac at level 20. As for how it's set up right now it's just fine. However like said before swashbucklers are known for their chain shirts in real life. This class seems to be behind the curve of a lot of martial classes. The swashbuckler should really just be an advanced archetype for the gunslinger.

master arminas |

However like said before swashbucklers are known for their chain shirts in real life. This class seems to be behind the curve of a lot of martial classes. The swashbuckler should really just be an advanced archetype for the gunslinger.
Just the idea of seeing a swashbuckler in mail makes my mind boggle. How many films with this type of character have you seen where he wears chain? In real life, armor (except for leather jerkins and heavy coats) was pretty much dead and gone when the rapier wielding swordsman arrived on scene. A few conquistidors and pilgrims still wore iron cuirasses (typically only the chest piece, their backs were unarmored), but other than that, I can't think of too much metal armor during the Age of Piracy, or during the previous century to boot.
Sure, I can see wheelocks and flintlocks as part and parcel of the era, but makng a swashbuckler an archetype of the gunslinger? No. The two might share a look, and use much of the same weapons, but they have completely different focuses.
Besides, my campaign doesn't have any gunslingers (although we do have firearms).
Master Arminas

Black_Lantern |

Black Lantern said wrote:However like said before swashbucklers are known for their chain shirts in real life. This class seems to be behind the curve of a lot of martial classes. The swashbuckler should really just be an advanced archetype for the gunslinger.Just the idea of seeing a swashbuckler in mail makes my mind boggle. How many films with this type of character have you seen where he wears chain? In real life, armor (except for leather jerkins and heavy coats) was pretty much dead and gone when the rapier wielding swordsman arrived on scene. A few conquistidors and pilgrims still wore iron cuirasses (typically only the chest piece, their backs were unarmored), but other than that, I can't think of too much metal armor during the Age of Piracy, or during the previous century to boot.
Sure, I can see wheelocks and flintlocks as part and parcel of the era, but makng a swashbuckler an archetype of the gunslinger? No. The two might share a look, and use much of the same weapons, but they have completely different focuses.
Besides, my campaign doesn't have any gunslingers (although we do have firearms).
Master Arminas
Why did you ban gunslingers? They have great flavor and work mechanically just fine. I'm just warning you this class won't do much when it comes to damage. You might find a semi optimized bard out damaging it.

master arminas |

I really think that early firearms (while they might fit into the game, on occassion) should be far too rare to create an entire base class around. Plus, I didn't like how Paizo did the firearms rules. The early wheelocks and snaplocks should take at least five full rounds to reload. I agree with them bypassing armor, but the reload times and the entire concept of the class is something that doesn't fit into my fantasy campaign.
Now, of course, I don't think Paizo should remove the gunslinger, because others feel different. I just don't use it in my own campaigns.
Master Arminas

SmiloDan RPG Superstar 2012 Top 32 |

I picture the swashbuckler as a canny opponent that uses circumstances, tactics, and trickery to overcome their opponents. They are adventurous and romantic. They prefer to use light weapons and armor, and rely on quickness and surprise to triumph.
SWASHBUCKLER
BAB: +1
Good Saves: Reflex
Hit Dice: 1d10
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge (history), Knowledge (local), Knowledge (nobility), Perform, Profession, Ride, Sense Motive, Sleight of Hand, Swim.
Skill Ranks per Level: 4 + Intelligence modifier
Swashbucklers are proficient in all simple and martial weapons, and light armor.
LEVEL ABILITY
1. Combat Strike, Weapon Finesse
2. Bonus Combat Feat
3. Trick
4. Dodge +1
5. Combat Strike, Trick
6. Bonus Combat Feat
7. Trick
8. Dodge +2
9. Combat Strike, Trick, Improved Tricks
10. Bonus Combat Feat
11. Trick
12. Dodge +3
13. Combat Strike, Trick
14. Bonus Combat Feat
15. Trick, Greater Tricks
16. Dodge +4
17. Combat Strike, Trick
18. Bonus Combat Feat
19. Trick
20. Combat Strike Mastery, Dodge +5
Combat Strike (Ex): At 1st level, and every 4 levels beyond 1st (5th, 9th, 13th, and 17th), the swashbuckler learns one of the following combat strikes. A combat strike is only effective if the swashbuckler is wielding a weapon that qualifies for use with the Weapon Finesse feat. A target can only be subjected to extra damage from one type of combat strike from a particular swashbuckler at a time, unless the swashbuckler has the Combat Trickster, Improved Combat Trickster, or Greater Combat Trickster tricks. Of course, different swashbucklers can target the same opponent with different combat strikes if they each meet the qualifications of their particular combat strikes.
Ambush Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent after she has moved at least 10 feet from her previous position.
Betraying Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls against an opponent that has the Friendly or Helpful attitude towards her.
Charging Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent after she has charged into combat.
Cruel Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is sickened or nauseated.
Fearsome Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is shaken, frightened, panicked, or cowering.
Flanking Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that she is flanking.
Hidden Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she draws a hidden weapon immediately before making the attack. The swashbuckler must have succeeded on a Sleight of Hand check to hide the weapon on her person against her target’s Perception check to use this combat strike. The swashbuckler cannot make a Hidden Strike with an unarmed strike or natural weapon.
Nightmare Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is fatigued or exhausted.
Opportunistic Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits while making an attack of opportunity.
Surprise Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is flatfooted or otherwise denied its Dexterity modifier to its AC against the swashbuckler.
Tumbling Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent after passing through her opponent’s space.
Underfoot Strike: The swashbuckler adds half her class level (minimum +1) to her damage rolls if she hits an opponent that is 2 or more size categories larger than her.
Weapon Finesse: At 1st level, the swashbuckler gains Weapon Finesse as a bonus feat.
Bonus Combat Feat: At 2nd level, and every 4 levels thereafter, the swashbuckler gains a bonus combat feat. The swashbuckler must meet the requirements of the selected feat.
Trick (Ex): At 3rd level, and every 2 levels thereafter, the swashbuckler learns one of the following tricks.
Acrobatic Charge (Ex). The swashbuckler can charge over difficult terrain, through an ally’s space, and/or in a non-straight line. This usually requires an Acrobatics or Climb skill check of some sort, as determined by the GM.
Combat Strike Maneuver: When the swashbuckler meets the requirements of a Combat Strike she knows and performs a combat maneuver, she adds half her level to her Combat Maneuver Bonus to perform that combat maneuver.
Combat Thief: The swashbuckler may make a Sleight of Hand check in place of a CMB when using the Steal combat maneuver.
Combat Trickster: The swashbuckler may apply two different combat strikes to a single attack if the requirements of both combat strikes are met.
Dirty Fighter: The swashbuckler may make a Bluff check in place of a CMB when using the Dirty Trick combat maneuver.
Flawless Stride: The swashbuckler ignores the penalty for moving through difficult terrain.
Graceful Start: The swashbuckler adds her Charisma modifier to her Dexterity modifier when she rolls for initiative. She may roll for initiative twice and select either result.
Nimble Athlete: The swashbuckler may use her Dexterity modifier in place of her Strength modifier on Climb and Swim skill checks.
Parry: The swashbuckler negates a successful melee attack against her by making an attack of opportunity with melee weapon and hitting an AC equal to the attack roll that would have hit her.
Perilous Weapon: Whenever the swashbuckler wields a weapon that qualifies for use with the Weapon Finesse feat, she increases the threat range of that weapon by +1. This stacks with Improved Critical feat, keen special weapon quality, or any other effect that doubles the threat range of a weapon, but applies after the threat range has been doubled.
Ranged Combat Strike: The swashbuckler may apply the effects of a combat strike when she uses a thrown weapon and is within 30 feet of her target. She must meet all requirements of the combat strike to use this ability with a thrown weapon; this may make it impossible to use some combat strikes with ranged weapons, such as the Charging Strike, Flanking Strike, and Opportunistic Strike.
Swift-footed: The swashbuckler increases her base land speed by +10 feet.
Uncanny Dodge: The swashbuckler gains the Uncanny Dodge ability.
You Shall Not Pass: The swashbuckler adds her level to the DC to Acrobatics checks to move through her threatened space or to move through her space.
Improved Tricks (Ex): Beginning at 9th level, the swashbuckler may select an improved trick in place of a trick.
Acrobatic Skill Mastery: The swashbuckler can choose to take 10 on Acrobatic, Climb, and Escape Artist skill checks, even if she wouldn’t normally be allowed to do so due to difficult circumstances.
Charming Cheater: The swashbuckler may use her Charisma score in place of her Strength, Constitution, Intelligence, or Wisdom score when qualifying for a combat feat.
Confident Manipulator: The swashbuckler can choose to take 10 on Bluff, Diplomacy, Disguise, and Intimidate skill checks, even if she wouldn’t normally be allowed to do so due to difficult circumstances.
Critical Combat Strike: When the swashbuckler meets the requirements of a Combat Strike she knows and threatens a critical hit, she adds half her level to the attack roll to confirm the critical hit.
Fearsome Slash: The swashbuckler can use the Intimidate skill to demoralize opponents as a move action. The swashbuckler must have the Dazzling Display feat before selecting this improved trick.
Flying Blade: When the swashbuckler disarms an opponent of a melee weapon while wielding a weapon that qualifies for the Weapon Finesse feat, she may make a ranged attack using the weapon she disarmed from her opponent against a different target; this target must be within 5 feet of the disarmed opponent for ever 5 points her CMB roll to disarm beat her disarmed opponent’s CMD. The ranged attack causes damage equal to the disarmed weapon’s normal melee damage plus the swashbuckler’s Strength modifier. The swashbuckler must have the Improved Disarm and Greater Disarm feats before selecting this improved trick.
Flying Foe: When the swashbuckler uses the Bull Rush Strike feat to bull rush an opponent after confirming a critical hit, the swashbuckler adds the damage from the critical hit to her CMB to bull rush her opponent. The swashbuckler must have the Improved Bull Rush and Bull Rush Strike feats before selecting this improved trick.
Graceful Maneuvers: The swashbuckler adds her Charisma modifier to her CMB and CMD. She must have the Graceful Start trick before selecting this improved trick.
Graceful Saves: The swashbuckler adds her Charisma modifier to her saving throws. She must have the Graceful Start trick before selecting this improved trick.
Improved Combat Trickster: The swashbuckler may apply three combat strikes to a single attack if the requirements of all three combat strikes are met. The swashbuckler must have the Combat Trickster trick before selecting this improved trick.
Improved Dodge: The swashbuckler adds double the Dodge bonus to AC she gains from her Dodge class ability against attack rolls made to confirm critical hits against her.
Improved Flanker: The swashbuckler gains a +4 bonus on attack rolls when she flanks an opponent, instead of the standard +2 bonus. She also provides her flanking ally with a +4 bonus on his attack rolls instead of the standard +2 bonus.
Improved Mobility: The swashbuckler adds double the Dodge bonus to AC she gains from her Dodge class ability against attacks of opportunity made against her.
Improved Parry: The swashbuckler negates a successful ranged attack against her by making an attack of opportunity with melee weapon and hitting an AC equal to the attack roll that would have hit her. The swashbuckler must have the Parry trick before selecting this improved trick.
Improved Perilous Weapon: Whenever the swashbuckler wields a weapon that qualifies for use with the Weapon Finesse feat, she increases the threat range of that weapon by +2. This stacks with Improved Critical feat, keen special weapon quality, or any other effect that doubles the threat range of a weapon, but applies after the threat range has been doubled. The swashbuckler must have the Perilous Weapon trick before selecting this improved trick; the bonus from the Improved Perilous Weapon trick overlaps with the bonus from the Perilous Weapon trick.
Improved Uncanny Dodge: The swashbuckler gains the Improved Uncanny Dodge ability. She must have Uncanny Dodge before selecting this improved trick.
Improved Weapon Finesse: The swashbuckler adds her Dexterity modifier to the weapon damage rolls of any weapon she wields while using the Weapon Finesse feat; this extra damage cannot exceed half the swashbuckler’s level (minimum +1).
Leaping Overrun: When the swashbuckler makes a successful overrun combat maneuver, she can make an Acrobatics skill check to jump off her opponent, gaining a +5 bonus, +5 for every size category the opponent is larger than her. The swashbuckler must have the Improved Overrun feat before selecting this improved trick.
Lucky: Once per day the swashbuckler can re-roll any d20 roll before the GM announces if it is successful or not; she must take the result of the second roll, even if it is worse than the first roll.
Opportunist: Once per round, the swashbuckler may make an attack of opportunity against an opponent that been struck in melee by an ally of the swashbuckler. Even a swashbuckler with the Combat Reflexes feat can only use this ability once per round.
Quick Feint: The swashbuckler can use the Bluff skill to Feint in Combat as a swift action. The swashbuckler must have the Improved Feint and Greater Feint feats before selecting this improved trick.
Riposte: When the swashbuckler uses her Parry trick to negate an attack, she may make an attack of opportunity against the opponent who’s attack she negated. The swashbuckler must have the Combat Reflexes feat and the Parry trick before selecting this improved trick.
Sudden Charge: A number of times per day equal to her Dexterity modifier, the swashbuckler can charge as an immediate action.
Swift Step: The swashbuckler can move her speed as a swift action. She must have the Swift-footed trick before selecting this improved trick.
Touché: When the swashbuckler threatens to make a critical hit while wielding a weapon that qualifies for the Weapon Finesse feat, she may make a melee touch attack instead of a regular melee attack when she rolls to confirm the critical hit.
Unexpected Strike (Ex). The swashbuckler can make an attack of opportunity against a foe that moves into any square threatened by the swashbuckler, regardless of whether or not that movement would normally provoke an attack of opportunity.
Weakening Critical: The swashbuckler causes 2 points of Strength damage when she scores a critical hit.
Wobbling Critical: The swashbuckler causes 2 points of Dexterity damage when she scores a critical hit.
Greater Trick (Ex): Beginning at 15th level, the swashbuckler may select a greater trick in place of a trick or improved trick.
Evasion: The swashbuckler takes no damage when she successfully makes a Reflex save that normally causes half damage or a partial effect on a successful saving throw. The swashbuckler must have the Uncanny Dodge trick and Improved Uncanny Dodge improved trick before selecting this greater trick.
Fearsome Gaze: The swashbuckler can use the Intimidate check as a swift action to demoralize opponents. The swashbuckler must have the Dazzling Display feat and Fearsome Slash improved trick before selecting this greater trick.
Graceful Moves: The swashbuckler adds her Charisma modifier as a dodge bonus to her AC when she wears no armor. She must have the Graceful Start trick and Graceful Saves improved trick before selecting this greater trick.
Graceful Strike: The swashbuckler adds her Charisma modifier to her melee weapon damage rolls when she uses the Weapon Finesse feat. She must have the Graceful Start trick and the Graceful Maneuvers improved trick before selecting this greater trick.
Greater Combat Trickster: The swashbuckler may apply four combat strikes to a single attack if the requirements of all four combat strikes are met. The swashbuckler must have the Combat Trickster trick and Improved Combat Trickster improved trick before selecting this greater trick.
Greater Critical Combat Strike: When the swashbuckler meets the requirements of a Combat Strike she knows and scores a critical hit, she increases the critical multiplier by 1. The swashbuckler must have the Critical Combat Strike improved trick before selecting this greater trick.
Greater Luck: The swashbuckler can use her Lucky ability a number of times per day equal to her Charisma modifier; she adds her Charisma modifier to the re-roll. The swashbuckler must have the Lucky improved trick before selecting this greater trick.
Greater Parry: The swashbuckler negates a successful melee attack against her as an immediate action. The swashbuckler must have the Parry trick before selecting this greater trick.
Greater Perilous Weapon: Whenever the swashbuckler wields a weapon that qualifies for use with the Weapon Finesse feat, she increases the threat range of that weapon by +3. This stacks with Improved Critical feat, keen special weapon quality, or any other effect that doubles the threat range of a weapon, but applies after the threat range has been doubled. The swashbuckler must have the Perilous Weapon trick and Improved Perilous Weapon improved trick before selecting this greater trick; the bonus from the Greater Perilous Weapon trick overlaps with the bonuses from the Perilous Weapon and Improved Perilous Weapon tricks.
Greater Touché: As a standard action, the swashbuckler resolves a single melee attack made with a weapon that qualifies for the Weapon Finesse feat as a melee touch attack. She must have the Touché improved trick before selecting this greater trick.
Slippery Mind: The swashbuckler’s mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.
Swift Maneuver: The swashbuckler can make a combat maneuver as a swift action. The swashbuckler must have the Swift-footed trick and Swift Step improved trick before selecting this greater trick.
Swift Strike: The swashbuckler can make an attack at her highest attack bonus as a swift action. The swashbuckler must have the Swift-footed trick and Swift Step improved trick before selecting this greater trick.
Wounding Critical: The swashbuckler causes 2 points of Constitution damage when she scores a critical hit. The swashbuckler must have either the Weakening Critical or Wobbling Critical improved trick before selecting this greater trick.
Dodge (Ex): At 4th level, the swashbuckler gains a +1 dodge bonus to her AC when she is wearing light armor or no armor. This bonus increases by +1 at 8th level and every 4 levels thereafter.
Combat Strike Mastery (Ex): At 20th level, the swashbuckler automatically confirms any critical hit she scores against an opponent when performing a combat strike.

master arminas |

BAB, Saves, Hit Dice: Can't object to any of them.
Skills: Once again, all is well. lol
Weapon and Armor Proficiencies: Good, good.
Combat Strike: I really this idea, Smilodan. It is a good solid way to improve damage. +1!
Weapon Finesse: Nothing to see here, moving on.
Bonus Combat Feat: I likes.
Tricks: Very nice, makes for a tricky, tricky swashie. :)
Improved Tricks: Lots of really good ones here, and some real powerful ones.
Greater Tricks: Very, very nice.
Dodge: Needed for the Swishie-swashie. I think I did the same thing.
Combat Strike Mastery: A wonderful capstone ability!
All in all, it is definately more combat oriented than mine, which isn't a bad thing at all. The class gives the player more options than mine (also a good thing), but I am worried that it gives TOO MANY options, which might scare some players away. Still, I do like it.
Very nice, Smilodan.
Master Arminas

SmiloDan RPG Superstar 2012 Top 32 |

BAB, Saves, Hit Dice: Can't object to any of them.
Skills: Once again, all is well. lol
Weapon and Armor Proficiencies: Good, good.
Combat Strike: I really this idea, Smilodan. It is a good solid way to improve damage. +1!
Weapon Finesse: Nothing to see here, moving on.
Bonus Combat Feat: I likes.
Tricks: Very nice, makes for a tricky, tricky swashie. :)
Improved Tricks: Lots of really good ones here, and some real powerful ones.
Greater Tricks: Very, very nice.
Dodge: Needed for the Swishie-swashie. I think I did the same thing.
Combat Strike Mastery: A wonderful capstone ability!
All in all, it is definately more combat oriented than mine, which isn't a bad thing at all. The class gives the player more options than mine (also a good thing), but I am worried that it gives TOO MANY options, which might scare some players away. Still, I do like it.
Very nice, Smilodan.
Master Arminas
Thanks!
I'm considering giving it a Defense Style at level 1, which would be the choice of Light Armor proficiency OR the ability to add Int or Cha to AC as a dodge bonus. My only concern is that an ability like that would be really good for a 1 level dip by a wizard or sorcerer, especially if they're planning on going into Eldritch Knight.
Int or Cha up to your level might work, but would be really weak at level 1. Up to double your level? Then it's equivalent to leather armor at level 1, and a chain shirt at level 2, and if it gets much higher at levels 3-20, it's resources that aren't going into Str, Dex, and Con, etc.

master arminas |

I've given the class some thought and made some revisions. Let me know what you think!
Swashbuckler
For some, it is not enough to fight well. For these few, the fight must be conducted with style and panache; with wit and charm; and more than a bit of luck to boot. Forsaking the heavy armor and powerful weapons wielded by fighters and paladins and barbarians and rangers, the swashbuckler depends upon his dexterous grace to avoid blows and his stunning agility to move across a crowded battlefield without suffering harm. He relies upon light weapons that become truly lethal in his skilled hands; and yet, he knows that sometimes the outcome of battle rests not on skill with a weapon, but with a word whispered in the right ear.
Role: Swashbuckler’s are not your typical front-line warrior. Although able to go toe-to-toe with many more traditional swordsmen, the swashbuckler brings a host of skills and abilities to the table along with his acrobatics and his flashing blade. More at home in an urban environment than a traditional dungeon setting, the swashbuckler uses his silver tongue and dashing acrobatics as weapons nearly as often as his rapier.
Alignment: Any
Hit Die: d10.
BAB: High.
Good Saves: Fort; Ref
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (Local) (Int), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 6 + Intelligence modifier.
CLASS FEATURES
Weapon and Armor Proficiency: Swashbucklers are proficient with the following weapons: Dagger, Dart, Gauntlet, Kukri, Light Crossbow, Main-gauche (see below), Punching Dagger, Rapier, Sap, Short Sword, Sword Cane, Unarmed Strike, and Whip. Swashbucklers are proficient with light armor, but not with medium or heavy armor, or with any type of shield.
Fighter Training (Ex): Levels in the swashbuckler class are considered fighter levels for the purposes of qualifying for feats that have a prerequisite of ‘fighter level x’. This stacks with actual fighter levels gained through multi-classing.
Weapon Finesse (Ex): All swashbucklers gain Weapon Finesse as a bonus feat at 1st level.
Bonus Feat: At 2nd level, and every four levels gained thereafter, a swashbuckler gains one of the following feats as a bonus feat: Catch Off-Guard, Improved Disarm, Lunge, Nimble Moves, Quickdraw, Skill Focus (any class skill), Throw Anything, Two-Weapon Defense, and Two-Weapon Fighting.
At 6th level, the swashbuckler adds the following feats to his bonus feat list: Acrobatic Steps, Deflect Arrows, Greater Disarm, Improved Two-Weapon Fighting, Improvised Weapon Mastery, Stunning Fist, and Vital Strike.
At 10th level, the swashbuckler adds the following feats to his bonus feat list: Greater Two-Weapon Fighting, Greater Weapon Focus, Improved Vital Strike, Penetrating Strike, and Weapon Specialization.
At 14th level, the swashbuckler adds the following feats to his bonus feat list: Critical Mastery, Greater Vital Strike, Greater Weapon Specialization, Penetrating Strike.
A swashbuckler must meet all of the listed prerequisites for a feat that he selects.
Grace (Ex): Starting at 2nd level, the swashbuckler gains a +1 bonus on all Acrobatics, Climb, and Swim checks that he makes. At 6th level, and every four levels gained thereafter, this bonus increases by +1 to a maximum of +5 at 18th level. The swashbuckler gains this bonus only when he is wearing no armor or light armor, and if he is not encumbered.
Dodge (Ex): Beginning at 3rd level, a swashbuckler gains a +1 Dodge bonus to his Armor Class, provided that he is carrying no more than a light load and is wearing no armor, padded armor, leather armor, or studded leather armor. At 7th level, and four levels gained thereafter, this bonus increases to +1 to a maximum of +5 at 19th level. All Dodge bonuses to Armor Class stack with each other.
A Rapier Wit (Ex): At 4th level, a swashbuckler gains a +1 bonus on all Bluff, Diplomacy, and Intimidate checks that he makes. At 8th level, and every four levels gained thereafter, this bonus increases by +1 to maximum of +4 at 16th level.
Deadly with a Blade (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls when using any of the following weapons: Dagger, Gauntlet, Kukri, Main-gauche (see below), Punching Dagger, Rapier, Short Sword; Sword Cane, or Unarmed Strike.
Every four levels thereafter (9th, 13th, and 17th), the bonus on attack and damage a swashbuckler receives with these weapons increases by +1, to a maximum of +4 at 17th level.
A swashbuckler also adds this bonus to any combat maneuver checks made with the listed weapons. This bonus also applies to the swashbuckler's Combat Maneuver Defense when defending against disarm and sunder attempts made against any of the listed weapons.
For the purpose of using gloves of dueling, this ability is the same as the fighter-class Weapon Training ability.
The swashbuckler gains this bonus only when he is wearing no armor, padded armor, leather armor, or studded leather armor.
Fisticuffs (Ex): At 6th level, a swashbuckler using an Unarmed Strike is always considered armed and can choose to deal lethal damage instead of nonlethal damage at no modifier to his attack roll. In addition, the swashbuckler deals more damage than normal with an unarmed strike, and the damage that he inflicts increases as he continues to advance in level: at 6th level a swashbucklers unarmed strike deals 1d6 points of damage; at 12th level this increases to 1d8 points of damage, and at 18th level it increases again to 1d10 points of damage.
Parry (Ex): Starting at 7th level, a swashbuckler may declare a parry against a single melee weapon attack that has successfully hit him. Once per round, when the swashbuckler would normally be hit with an attack from a melee weapon, he may parry it so that he takes no damage from it. The swashbuckler must be aware of the attack and not flat-footed. Attempting to parry a melee attack doesn't count as an action. Unusually massive melee weapons (such as huge or larger weapons) and melee attacks generated by natural attacks of a creature of Huge or larger size cannot be parried.
Acrobatic Charge (Ex): At 8th level, the swashbuckler gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. In addition, the swashbuckler need not charge in a straight line, but instead can make up to one turn during the charge. He may charge through squares occupied by his allies, but each such square counts as difficult terrain and costs twice its normal movement cost (a 5’ square that is difficult terrain and occupied by an ally would therefore cost a swashbuckler 15’ of movement).
A swashbuckler can use this ability to make dramatic charges, such as swinging from a chandelier or jumping over obstacles, provided that he successfully makes the appropriate skill check.
Ledge Walker (Ex): At 9th level, the swashbuckler may move along narrow surfaces at full speed, using the Acrobatics skill without penalty. In addition, a swashbuckler with this ability is not flat-footed when using Acrobatics to move along narrow surfaces.
Better Lucky Than Good (Ex): At 10th level, a swashbuckler may reroll any failed attack roll, skill check, ability check, or saving throw once per day. The character must take the result of the reroll, even if it is worse than the original roll. At 15th level, and again at 20th level, a swashbuckler gains one additional daily use of this ability.
Us Against Them (Ex): When flanking an opponent with an ally, a swashbuckler of 11th level or higher gains a +4 bonus on attack rolls rather than a +2 bonus.
Shielded Duelist (Ex): Starting at 12th level, when a swashbuckler is fighting with a finesse weapon and his off-hand is either empty or he is holding a dagger, kukri, main-gauche, or punching dagger in his off-hand, the swashbuckler gains a +1 shield bonus to his armor class, as if using the Two-Weapon Defense feat. The swashbuckler gains this bonus even if he is not using Two-Weapon Fighting to gain additional attacks from his off-hand, and it applies even when the swashbuckler uses an attack action or charge instead of a full-attack action.
Acrobatic Skill Mastery (Ex): At 13th level, a swashbuckler can choose to Take 10 on any Acrobatics, Climb, or Swim checks that he makes, even in combat or other dangerous or distracting situations where the character could not normally Take 10.
Riposte (Ex): At 14th level, a swashbuckler who parries (see above) a melee attack can make an immediate attack of opportunity against the opponent whose attack just missed. This attack of opportunity is a free attack and does not count as one of the swashbucklers normal attacks of opportunity for the round.
Hard to Hold (Ex): At 15th level, a swashbuckler can automatically slip any non-magical manacles, chains, or other restraints he is wearing without an Escape Artist check. Instead of slipping a restraint, the swashbuckler can instead automatically escape from a grapple or pin. He may use this ability three times per day, plus his Intelligence modifier (minimum of 1), regardless of which option he uses.
Slippery Mind (Ex): At 16th level, a swashbuckler can sometimes break free of charms and compulsions after failing his original saving throw. One round after the swashbuckler fails a saving throw against any charm or compulsion effect, he gains a new saving throw at the original DC to regain his senses. If this second saving throw is successful, the effect immediately ends.
Stand Up (Ex): A swashbuckler of 17th level may, on his turn, stand up from prone as a free action that does not provoke an attack of opportunity.
Bleeding Critical (Ex): At 18th level, a swashbuckler gains Bleeding Critical as a bonus feat.
Opportunist (Ex): Once per round, a 19th level swashbuckler can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a swashbuckler with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Master Swashbuckler (Ex): The swashbuckler reaches the pinnacle of his class at 20th level. He gains the ability to move between his melee attacks without provoking attacks of opportunity.
The swashbuckler may take a free 5-foot step after making a successful melee attack. Like all 5-foot steps, this movement does not provoke an attack of opportunity. The swashbuckler is limited to moving no more than his standard movement in this fashion, even if the number of successful attack rolls that makes would allow him to exceed this amount. These free 5-foot steps do not subtract from the swashbuckler’s normal movement and can be used even if the character has already taken his 5-foot step for the round. This ability can only be used if the swashbuckler is wearing no armor or light armor, and if he is not encumbered.

master arminas |

Main-gauche (Light Exotic Weapon)
Cost: 15 gold
Damage (S): 1d3
Damage (M): 1d4
Critical: 19-20/x2
Range: N/A
Weight: 1 lb.
Type: Piercing
Special: Disarm
Description: Also known as a parrying dagger, the main-gauche has a long, thin blade and is normally crafted with a basket hilt. When this weapon is wielded as the second weapon in two-weapon fighting, the wielder gains a +1 shield bonus to his armor class (that stacks with the bonus granted by the feat Two Weapon Defense). The weapon's light weight makes it very suitable for counter-attacks against foes that leave themselves open to attack. If the wielder is using two-weapon fighting and wields the main-gauche in his off-hand, he gains one bonus attack of opportunity per round. This bonus attack of opportunity must be taken with the main-gauche and follows the rules for using two weapons in combat (including applying only one-half of the wielder's Strength bonus on rolls for damage).
This weapon makes conducting disarm attacks easier (as the disarm special weapon quality) and also grants the wielder a +2 bonus to his CMD against disarm attempts made against the main-gauche itself. The main-gauche is not designed to be thrown, but a character with the Throw Anything feat can do so, using the listed damage and critical range of the main-gauche, rather than that of an improvised weapon.
While any character may pick up and use the main-gauche without spending a feat on proficiency (at a -4 penalty to hit), the shield bonus conferred by this weapon, the bonus on CMD versus disarm attacks conferred by this weapon, and the counter-attack bonus attack of opportunity conferred by this weapon require actual training in the proper use of the main-gauche. As such, these properties can only be used by a wielder who has selected the Exotic Weapon Feat for the main-gauche.

SmiloDan RPG Superstar 2012 Top 32 |

It looks pretty good. You could probably simplify things by just refering to "light weapons" instead of a sub-list of light weapons each time. It would also simplify fisticuffs since unarmed strikes are also light weapons.
You also give out some specific feats and give a list of bonus feats; might want to combine them for simplicity's sake. Just make them all bonus feats, with appropriate level requirements, etc.
Ditto with the rogue talents. You might want to make the class a bit more customizationable. Is that a word? It is now! ;-)
Parry and Hard to Hold are both very powerful defenses. Automatic at will successes are very powerful, especially against an opponent that may have rolled a natural 20.
Riposte should just be a regular attack of opportunity. If the swashbuckler wants more than one AoO, he can take Combat Reflexes. Either that, or make it an immediate action, and have it cost his Swift Action for the round. But an AoO that doesn't count as an AoO is just awkward, and swashbucklers should be elegant and graceful! ;-)
Fighter Training at 1st level might be a bit powerful for multiclassing; a Swashbuckler 2/Fighter 2 gets 4 bonus feats in 4 levels! And can get Weapon Specialization at character level 4 too!
But overall, it looks pretty good. Anything I didn't criticize, I liked. :-)

Richard Leonhart |

after looking over your last version, I believe it's still too strong on the base abilities.
d10 hp
full BaB
2 good saves
6 skill points
perception and sense motive as class skills (not as big, but he still got very good class skills)
Parry is very strong as there is no check involved.
Stand up, any chance it can be abused with double hackbut?
So all in all:
your base abilities seem too strong, but your class abilities are a bit weak, I don't think that one can consider both canceling each other out.
I would suggest that you no longer require prerequisites for extra feats (and adjust the list), and you gain extra attacks of opportunity per lvl (1 every 4).

master arminas |

So like this?
Grace (Ex): Starting at 2nd level, the swashbuckler gains a +1 bonus on all Acrobatics, Climb, and Swim skill checks and a +1 bonus on all Initiative checks that he makes. At 6th level, and every four levels gained thereafter, these bonuses increas by +1 to a maximum of +5 at 18th level. The swashbuckler gains this bonus only when he is wearing no armor or light armor, and if he is not encumbered.
Riposte (Ex): At 14th level, a swashbuckler who parries (see above) a melee attack can make an immediate attack of opportunity against the opponent whose attack just missed.
I'm not sure what to do about Parry. It is, bascially, the Deflect Arrows feat, applied to melee attacks. Few folks say that Deflect Arrows is over-the-top, even though you can auto-deflect a Nat 20 ranged attack; right? Yes, I do understand that melee is more common than ranged--that's why I put in the prohibition against using it vs. Huge or larger weapons or Huge or larger critters. Plus, he cannot parry if he is unaware of the attack OR flat-footed. How would you guys suggest making it more palatable?
Hard to hold is a poor man's (i.e. non-caster's) version of freedom of movement. Each use lasts for one (1) escape, it doesn't affect everything that FoM affects, and the swashbuckler gets limited uses (3+Int Mod) per day. And he doesn't get it to 15th level. Should I cut it back to 3 per or (1 + Int mod) per day, or something different?
Master Arminas

master arminas |

after looking over your last version, I believe it's still too strong on the base abilities.
d10 hp
full BaB
2 good saves
6 skill points
perception and sense motive as class skills (not as big, but he still got very good class skills)Parry is very strong as there is no check involved.
Stand up, any chance it can be abused with double hackbut?So all in all:
your base abilities seem too strong, but your class abilities are a bit weak, I don't think that one can consider both canceling each other out.
I would suggest that you no longer require prerequisites for extra feats (and adjust the list), and you gain extra attacks of opportunity per lvl (1 every 4).
The Ranger, has d10 HD, full BAB, two good saves, 6+Int Mod skills (Perception and Survival, no Sense Motive). Plus the Ranger can wear medium armor, gets SPELLS, has an animal companion (okay, hunter's bond), favored enemies, favored terrains, etc., etc., etc.
Now, I didn't want a class as powerful as a Ranger, which is why many of the class abilities are somewhat on the weak side (although Parry and Hard to Hold aren't exactly weak). I like the idea of extra attacks of opportunity; let me see how to add that into the class without messing things up too much, but I'm not sure about ignoring prereqs is the way to go with the bonus feats. This class is far more fighter than monk, and fighters don't get to ignore prereqs.
Master Arminas

Wildonion |

A Rapier Wit (Ex): At 4th level, a swashbuckler gains a +1 bonus on all Bluff, Diplomacy, and Intimidate checks that he makes. At 8th level, and every four levels gained thereafter, this bonus increases by +1 to maximum of +4 at 16th level.
A quick question, why cap this bonus at level 16? If it goes up every four levels I don't think there is too much harm in achieving a full +5 at level 20. Otherwise I am enjoying the class so far, good work as usual Master Arminas!

master arminas |

master arminas wrote:A Rapier Wit (Ex): At 4th level, a swashbuckler gains a +1 bonus on all Bluff, Diplomacy, and Intimidate checks that he makes. At 8th level, and every four levels gained thereafter, this bonus increases by +1 to maximum of +4 at 16th level.A quick question, why cap this bonus at level 16? If it goes up every four levels I don't think there is too much harm in achieving a full +5 at level 20. Otherwise I am enjoying the class so far, good work as usual Master Arminas!
DUH! It should have gone up to +5; I didn't change it. Thanks for the spot Wildonion.
MA

Richard Leonhart |

when compared to a ranger, your class seems at least as powerful, yes the ranger has a few spells and maybe a companion. This equals your skill and AoO bonuses.
The Ranger gets feats, you get feats.
But the ranger only gains evasion and additional very situational stuff (ennemy or place specific), while you gain bonus attack and damage, fun acrobatic stuff and a little more.
the armor proficiency is only a feat (or multiclass) away as you only have a restriction on grace that only function for light armor I believe.
I really forgot the ranger who's got the same base stats as you, so in comparison your are less situational, but all in all you are about equal in strength (assuming the ranger meets a favourite something about every 5-6 session).
I would lower the base stats to flesh out some abilities to make a less general class, but it's good as is.

master arminas |

Grace, dodge, deadly with blade, and master swashbuckler all require no armor, light armor, and no encumbrence, Richard. So if he wears heavier armor, he loes his dodge bonus to AC, attack and damage bonus, initiative bonus, mobility, and skill check bonuses. LOL
And that companion and spells make all the difference in the world; even excluding favored enemy and favored terrain. In my opinion. Overall, I think my swashbuckler is less powerful than a ranger--especially in situations where FE and FT come into play for the ranger. The swashbuckler might be better in an urban environment, and a low-magic setting, but even then the ranger has archetypes that do very well.
Thanks for the advice and comments!
Master Arminas

master arminas |

Okay, about time I got back to this. I have toned down the class somewhat, and (against your suggestions) returned to the original armor scheme I had envisioned (i.e., no chain shirt). But I think that the changes make it a solid, fun class and not overpowered at all. Let me know what you think.
MA
Swashbuckler
For some, it is not enough to fight well. For these few, the fight must be conducted with style and panache; with wit and charm; and more than a bit of luck to boot. Forsaking the heavy armor and powerful weapons wielded by fighters and paladins and barbarians and rangers, the swashbuckler depends upon his dexterous grace to avoid blows and his stunning agility to move across a crowded battlefield without suffering harm. He relies upon light weapons that become truly lethal in his skilled hands; and yet, he knows that sometimes the outcome of battle rests not on skill with a weapon, but with a word whispered in the right ear.
Role: Swashbuckler’s are not your typical front-line warrior. Although able to go toe-to-toe with many more traditional swordsmen, the swashbuckler brings a host of skills and abilities to the table along with his acrobatics and his flashing blade. More at home in an urban environment than a traditional dungeon setting, the swashbuckler uses his silver tongue and dashing acrobatics as weapons nearly as often as his rapier.
Alignment: Any
Hit Die: d10.
BAB: High.
Good Saves: Fort; Ref
Class Skills: Acrobatics (Dex); Bluff (Cha); Climb (Str); Craft (Int); Diplomacy (Cha); Disguise (Cha); Escape Artist (Dex); Knowledge (Local) (Int), Intimidate (Cha); Perception (Wis); Profession (Wis); Ride (Dex); Sense Motive (Wis); Stealth (Dex); and Swim (Str).
Skill Ranks per Level: 6 + Intelligence modifier.
CLASS FEATURES
Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial light melee weapons (except for the light hammer and light pick), plus the light crossbow, main-gauche (see below), rapier, and sword-cane. Swashbucklers are proficient with light armor (except for the chain shirt), but not with medium or heavy armor, or with any type of shield.
In addition, if your campaign allows the use of early firearms, swashbucklers are also proficient in the pistol and coat pistol.
Gunsmithing: If your campaign allows the use of early firearms, all swashbucklers gain Gunsmithing as a bonus feat at 1st level.
Weapon Finesse: All swashbucklers gain Weapon Finesse as a bonus feat at 1st level.
Bonus Feat: At 2nd level, and every four levels gained thereafter, a swashbuckler gains one of the following feats as a bonus feat: Combat Expertise, Combat Reflexes, Improved Disarm, Lunge, Nimble Moves, Quickdraw, Two-Weapon Defense, and Two-Weapon Fighting.
At 6th level, the swashbuckler adds the following feats to his bonus feat list: Acrobatic Steps, Greater Disarm, Improved Two-Weapon Fighting, Vital Strike, and Weapon Specialization.
At 10th level, the swashbuckler adds the following feats to his bonus feat list: Greater Two-Weapon Fighting, Greater Weapon Focus, and Improved Vital Strike.
At 14th level, the swashbuckler adds the following feats to his bonus feat list: Greater Weapon Specialization and Penetrating Strike.
A swashbuckler must meet all of the listed prerequisites for a feat that he selects.
Grace (Ex): Starting at 2nd level, the swashbuckler gains a +1 bonus on all Acrobatics, Climb, and Swim skill checks. This bonus also applies on all Initiative checks made by the swashbuckler. At 6th level, and every four levels gained thereafter, this bonus increases by +1 to a maximum of +5 at 18th level. The swashbuckler gains this bonus only when he is wearing no armor, light armor with which he is proficient, and if he is not encumbered.
Fighter Training (Ex): Staring at 3rd level, a swashbuckler counts his swashbuckler class levels -2 as his effective fighter level for the purpose of qualifying for feats that have a prerequisite of ‘fighter level x’. This stacks with actual fighter levels gained through multi-classing.
Dodge (Ex): Beginning at 3rd level, a swashbuckler gains a +1 Dodge bonus to his Armor Class, provided that he is wearing no armor, light armor with which he is proficient, and if he is not encumbered. At 7th level, and four levels gained thereafter, this bonus increases to +1 to a maximum of +5 at 19th level. All Dodge bonuses to Armor Class stack with each other.
A Rapier Wit (Ex): At 4th level, a swashbuckler gains a +1 bonus on all Bluff, Diplomacy, and Intimidate checks that he makes. At 8th level, and every four levels gained thereafter, this bonus increases by +1 to maximum of +5 at 20th level.
Deadly with a Blade (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack rolls when using a simple or martial light melee weapons (except for the light hammer and light pick), or the main-gauche (see below), rapier, and sword-cane.
Every four levels thereafter (9th, 13th, and 17th), the bonus on attack a swashbuckler receives with these weapons increases by +1, to a maximum of +4 at 17th level.
A swashbuckler also adds this bonus to any combat maneuver checks made with the listed weapons. This bonus also applies to the swashbuckler's Combat Maneuver Defense when defending against disarm and sunder attempts made against any of the listed weapons.
For the purpose of using gloves of dueling, this ability is the same as the fighter-class Weapon Training ability (but does not apply a bonus to damage).
The swashbuckler gains this bonus only when he is wearing no armor, light armor with which he is proficient, and if he is not encumbered.
Fisticuffs (Ex): At 6th level, a swashbuckler using an Unarmed Strike is always considered armed and can choose to deal lethal damage instead of nonlethal damage at no modifier to his attack roll. In addition, the swashbuckler deals more damage than normal with an unarmed strike, 1d6 for a swashbuckler of Medium size. Small swashbucklers instead deal 1d4 damage with unarmed strikes, while Large swashbucklers deal 1d8.
Parry (Ex): Starting at 7th level, a swashbuckler may declare a parry against a single melee weapon attack that has successfully hit him. Once per round, when the swashbuckler would normally be hit with an attack from a melee weapon, he may parry it so that he takes no damage from it. The swashbuckler must be aware of the attack and not flat-footed.
In order to use this ability, the swashbuckler must either have one hand free, or be wielding a dagger, kukri, main-gauche, or punching dagger in his off-hand.
Attempting to parry a melee attack doesn't count as an action. Unusually massive melee weapons (such as huge or larger weapons) and melee attacks generated by natural attacks of a creature of Huge or larger size cannot be parried.
Acrobatic Charge (Ex): At 8th level, the swashbuckler gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. In addition, the swashbuckler need not charge in a straight line, but instead can make up to one turn during the charge. He may charge through squares occupied by his allies, but each such square counts as difficult terrain and costs twice its normal movement cost (a 5’ square that is difficult terrain and occupied by an ally would therefore cost a swashbuckler 15’ of movement).
A swashbuckler can use this ability to make dramatic charges, such as swinging from a chandelier or jumping over obstacles, provided that he successfully makes the appropriate skill check.
Ledge Walker (Ex): At 9th level, the swashbuckler may move along narrow surfaces at full speed, using the Acrobatics skill without penalty. In addition, a swashbuckler with this ability is not flat-footed when using Acrobatics to move along narrow surfaces.
Better Lucky Than Good (Ex): At 10th level, a swashbuckler may reroll any failed attack roll, skill check, ability check, or saving throw once per day. The character must take the result of the reroll, even if it is worse than the original roll. At 15th level, and again at 20th level, a swashbuckler gains one additional daily use of this ability.
Us Against Them (Ex): When flanking an opponent with an ally, a swashbuckler of 11th level or higher gains a +4 bonus on attack rolls rather than a +2 bonus.
Shielded Duelist (Ex): Starting at 12th level, when the swashbuckler is not flat-footed and his off-hand is either empty or he is armed with a dagger, kukri, main-gauche, or punching dagger in his off-hand, the swashbuckler gains a +1 shield bonus to his armor class, as if using the Two-Weapon Defense feat. The swashbuckler gains this bonus even if he is not using Two-Weapon Fighting to gain additional attacks from his off-hand, and it applies even when the swashbuckler uses an attack action or charge instead of a full-attack action.
If the swashbuckler is Two-Weapon Fighting and he already has the Two-Weapon Defense feat, this ability stacks with the shield bonus granted by the feat, providing a total shield bonus of +2 to the swashbuckler (+3 if fighting defensively or using total defense).
Acrobatic Skill Mastery (Ex): At 13th level, a swashbuckler can choose to Take 10 on any Acrobatics, Climb, or Swim checks that he makes, even in combat or other dangerous or distracting situations where the character could not normally Take 10.
Riposte (Ex): At 14th level, a swashbuckler who parries (see above) a melee attack can make an immediate attack of opportunity against the opponent whose attack was parried.
Hard to Hold (Ex): At 15th level, a swashbuckler who is grappled, pinned, manacled, bound, snared, or entangled (even by a magical effect), can attempt to slip his bonds as a full-round action. The swashbuckler gains a morale bonus on his Escape Artist skill check equal to his swashbuckler class level. If the skill check succeeds against a magical effect, the swashbuckler escapes and can move free of the area of effect on his next turn without a new saving throw; provided that he is able to leave the area of effect in a single turn. This ability can be used three times per day.
Slippery Mind (Ex): At 16th level, a swashbuckler can sometimes break free of charms and compulsions after failing his original saving throw. One round after the swashbuckler fails a saving throw against any charm or compulsion effect, he gains a new saving throw at the original DC to regain his senses. The swashbuckler gains a +3 morale bonus to this saving throw. If this second saving throw is successful, the effect immediately ends.
Stand Up (Ex): A swashbuckler of 17th level may, on his turn, stand up from prone as a free action that does not provoke an attack of opportunity.
Bleeding Critical (Ex): At 18th level, a swashbuckler gains Bleeding Critical as a bonus feat.
Opportunist (Ex): Once per round, a 19th level swashbuckler can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a swashbuckler with the Combat Reflexes feat cannot use the opportunist ability more than once per round.
Master Swashbuckler (Ex): The swashbuckler reaches the pinnacle of his class at 20th level. He gains the ability to move between his melee attacks without provoking attacks of opportunity.
The swashbuckler may take a free 5-foot step after making a successful melee attack; this free 5-foot step is in addition to, and does not replace, the swashbuckler’s normal 5-foot step. Like all 5-foot steps, this movement does not provoke an attack of opportunity. The swashbuckler is limited to moving no more than half his base land speed for his race in this fashion (typically 10 or 15 feet), even if the number of successful attack rolls that makes would allow him to exceed this amount. This ability can only be used if the swashbuckler is wearing no armor or light armor, and if he is not encumbered.
Main-gauche (Light Exotic Weapon)
Cost: 15 gold
Damage (S): 1d3
Damage (M): 1d4
Critical: 19-20/x2
Range: N/A
Weight: 1 lb.
Type: Piercing
Special: Disarm
Description: Also known as a parrying dagger, the main-gauche has a long, thin blade and is normally crafted with a basket hilt. When this weapon is wielded as the second weapon in two-weapon fighting, the wielder gains a +1 shield bonus to his armor class (that stacks with the bonus granted by the feat Two Weapon Defense). The weapon's light weight makes it very suitable for counter-attacks against foes that leave themselves open to attack. If the wielder is using two-weapon fighting and wields the main-gauche in his off-hand, he gains one bonus attack of opportunity per round. This bonus attack of opportunity must be taken with the main-gauche and follows the rules for using two weapons in combat (including applying only one-half of the wielder's Strength bonus on rolls for damage).
This weapon makes conducting disarm attacks easier (as the disarm special weapon quality) and also grants the wielder a +2 bonus to his CMD against disarm attempts made against the main-gauche itself. The main-gauche is not designed to be thrown, but a character with the Throw Anything feat can do so, using the listed damage and critical range of the main-gauche, rather than that of an improvised weapon.
While any character may pick up and use the main-gauche without spending a feat on proficiency (at a -4 penalty to hit), the shield bonus conferred by this weapon, the bonus on CMD versus disarm attacks conferred by this weapon, and the counter-attack bonus attack of opportunity conferred by this weapon require actual training in the proper use of the main-gauche. As such, these properties can only be used by a wielder who has selected the Exotic Weapon Feat for the main-gauche.