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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.
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.
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 Trickster: The swashbuckler may apply two different combat strikes to a single attack if the requirements of both combat strikes are met.
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.
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.
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.
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.
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 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).
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.
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.
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.
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 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.
Combat Strike Mastery (Ex): At 20th level, the swashbuckler automatically confirms any critical hit she scores against an opponent when performing a combat strike.
| SmiloDan RPG Superstar 2012 Top 32 |
Some additional tricks....
Tricks:
Combat Thief: The swashbuckler may make a Sleight of Hand check in place of a CMB when using the Steal combat maneuver.
Dirty Fighter: The swashbuckler may make a Bluff check in place of a CMB when using the Dirty Trick combat maneuver.
Improved Tricks:
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 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.
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.
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.
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.
Sudden Charge: A number of times per day equal to her Dexterity modifier, the swashbuckler can charge as an immediate action.
Greater Tricks:
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.
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.
| SmiloDan RPG Superstar 2012 Top 32 |
Here are a couple more Combat Strikes:
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.
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.
Also, is getting only 1 combat strike at 1st level OK? Would it be overpowering to give out 2 or 3? It would provide a little more flexibility.
| Fellfire |
Here are a couple more Combat Strikes:
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.
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.
Also, is getting only 1 combat strike at 1st level OK? Would it be overpowering to give out 2 or 3? It would provide a little more flexibility.
Are these Combat Strikes homebrew?
Helaman
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You can make a close equivilent archetype taking the tactician, removing the bonus feat in favour of 4 skills a level and adding 2-3 new skills to the skill list, and then replacing the fighter class features.
This would be a great thing to release around the time of Skull and Shackles if Paizo wanted to make a formalised one.