Swashbuckler - a rebuild!


Conversions


Hi all! Just dropping a class build I made a while back - I've since attempted to give it a "pathfinder" treatment, so all feedback and comments are welcome. Take a look and hit me with the criticisms.

Swashbuckler
Alignment: Any.
Hit Die: d10.

Class Skills
The swashbuckler's class skills (and the key ability for each skill) are Acrobatics(Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Nobility and Royalty) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Swashbuckler
Level__BAB__Fort Save__Ref Save__Will Save__AC Bonus____Special

1st_____+1______+0________+2_________+2________+1_______Weapon Finesse, Impressive Stunt (1/day)
2nd_____+2______+0________+3_________+3________+1_______Combat Style
3rd_____+3______+1________+3_________+3________+1_______Insightful Strike
4th_____+4______+1________+4_________+4________+1_______Impressive Stunt (2/day)
5th_____+5______+1________+4_________+4________+2_______Scoundrel's Favor (+2)
6th_____+6______+2________+5_________+5________+2_______Improved Combat Style
7th_____+7______+2________+5_________+5________+2_______Trademark Ability
8th_____+8______+2________+6_________+6________+2_______Impressive Stunt (3/day)
9th_____+9______+3________+6_________+6________+2_______Acrobatic Skill Mastery
10th____+10_____+3________+7_________+7________+3_______Trademark Ability
11th____+11_____+3________+7_________+7________+3_______Combat Style Mastery
12th____+12_____+4________+8_________+8________+3_______Impressive Stunt (4/day)
13th____+13_____+4________+8_________+8________+3_______Trademark Ability
14th____+14_____+4________+9_________+9________+3_______Cat's Grace
15th____+15_____+5________+9_________+9________+4_______Combat Style Tactical Feat
16th____+16_____+5________+10________+10_______+4_______Trademark Abilty; Impressive Stunt (5/day)
17th____+17_____+5________+10________+10_______+4_______Crippling Critical
18th____+18_____+6________+11________+11_______+4_______Scoundrel's Favor (+4)
19th____+19_____+6________+11________+11_______+4_______Trademark Ability
20th____+20_____+6________+12________+12_______+5_______Impressive Stunt (6/day)

Class Features
All of the following are class features of the swashbuckler.
Weapon and Armor Proficiency: A swashbuckler is proficient with all light melee weapons, all crossbows, rapiers, whips, bucklers, and with light armor. Exotic weapon types are not included in the previously mentioned selections. Some of the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored and unencumbered.
Note: If blackpowder weapons are in use in the campaign, it is suggested that they be proficient in the use of such weapons as well.
Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
AC Bonus (Ex): When unarmored, or wearing no more than light armor and unencumbered, the swashbuckler gains a +1 dodge bonus to her AC. In addition, the swashbuckler’s bonus increases by +1 for every 5 levels the swashbuckler has attained (+2 at 5th, +3 at 10th, +4 at 15th, and +5 at 20th level). It does stack with any other dodge bonuses the character may possess from feats, or class abilities.
These bonuses to AC apply even against touch attacks, but not when the swashbuckler is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears medium or heavy armor, or when carrying a medium or heavy load.
Combat Style (Ex): Once a swashbuckler reaches second level she must choose one of four possible combat styles to master. Each one has its own strengths and weaknesses. Once a swashbuckler selects a style, that choice will determine future advancements. The swashbuckler only gains the benefits if her fighting style when wearing only light armor, wielding a light weapon, and unencumbered. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. The styles and their progressions are as follows: The Combat Dancer, The Blade Master, The Trickster, and Dual Weapon Master.
•____The Combat Dancer: is treated as if she has the Dodge feat at 2nd level, the Spring Attack feat at 6th level, and the Bounding Assault feat at 9th level.
•____The Blade Master: is treated as if she has the Weapon Focus feat at 2nd level, the Improved Disarm feat at 6th level, and the Improved Critical feat at 9th level.
•____The Trickster: is treated as if she has the Combat Expertise feat at 2nd level, the Improved Disarm feat at 6th level, the Elusive Target feat at 9th level.
•____The Dual Weapon Master: is treated as if she has the Two Weapon Fighting feat at 2nd level, the Improved Two Weapon Fighting feat at 6th level, the Two Weapon Rend feat at 9th level.
Any of the feats in these progressions can be replaced with another combat feat if the character already has the feat selected from a previous class, or as a character level feat.
Insightful Strike (Ex): At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applier her Intelligence bonus (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.
Scoundrel’s Favor (Su): Having proven herself to be a daring and dashing figure, the gods of fortune look down with favor upon the swashbuckler. At 5th level, a swashbuckler gains a +2 bonus to all of her saving throws.
Impressive Stunt (Ex): A swashbuckler always manages to outshine his competition. Once for every five levels in swashbuckler the character has attained she may add her Charisma bonus (if any) to an attack action, or skill check. The only requirement is that the action taken must be difficult to accomplish (ie: tumbling across a series of tables in an attempt to charge, running partially up a wall to circumvent a floor trap or pressure plate, diving through a pile of enemies to pursue the leader who’s told them to hold off the swashbuckler, swinging from the top floor using a rope to kick the villain and pick up the damsel, etc). If the action involves several rolls, then the bonus is applied to all of them until the completion (or failure) of the action is resolved.
Trademark Abilities (Ex): All swashbucklers develop unique and impressive fighting styles. Beginning at 7th level and every 3 levels there after, swashbucklers choose one ability from the list below to add to their personal repertoires.
*_____Acrobatic Charge (Ex): A swashbuckler is able to charge under conditions that others normally would not be able to. She may charge according to normal charge rules with the following exceptions: (1) she may tumble through friendly or unfriendly threat areas without loosing speed for the charge according to normal tumbling rules. (2) She may also charge over obstacles in her path by making a successful jump check according to jumping rules. In addition, the swashbuckler may elect to make a leaping charge. A leaping charge exchanges the +2 to hit bonus of a charge for a +2 bonus to damage inflicted due to added momentum. The DC of a leaping charge is 20. If the check result is 30 or more, then the damage bonus is raised to +4. All other charge effects work as normal upon the swashbuckler.
*_____Defense Mastery (Ex): The swashbuckler has mastered defensive combat and maneuvers of all kinds. Any kind of defensive maneuver in combat is doubled when used by the swashbuckler. This bonus applies to such things as fighting defensively, all out defense, and combat expertise. In order to qualify for this ability, the swashbuckler must have the Combat Expertise feat.
*_____Dramatic Entrance (Ex): The swashbuckler has mastered the ability to take command of a room and ride the high of attention generated by an outstanding entrance. Anytime she just arrives and joins into a scene (as determined by the GM), she gains a temporary circumstance bonus equal to her Charisma modifier (if any). This bonus is applied to all skill checks, attack rolls (but not damage), and saving throws, but lasts for only the first round of actions. At the start of a new initiative round, these bonuses disappear as the entrance has already been made.
*_____Evasion (Ex): 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.
If a swashbuckler already has evasion from a different class she automatically gains improved evasion instead.
*_____Extrordinary Luck (Ex): A swashbuckler is often quite lucky in ways that other warriors can barely dream to hope of. Once per day, a swashbuckler may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll. This ability may be taken multiple times, each one granting an additional use per day.
*_____Fearless (Ex): The swashbuckler has become so daring that she is completely unaffected by fear effects, mundane, magical, or otherwise.
*_____Gift of Gab (Ex): Few characters are as striking as the swashbuckler. A swashbuckler who selects this ability has learned to not only be physically impressive, but to also use words to great effect as well. She gains a circumstantial bonus to any Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks she makes. The bonus is equal to ½ of the swashbuckler’s level, and is dependant on the listeners being able to understand the language that the swashbuckler is using when performing the check.
*_____Initiative Mastery (Ex): The swashbuckler’s quickness is legendary, and she is rarely out maneuvered. She gains a +4 to initiative whenever initiative checks are made. This bonus does stack with the Improved Initiative feat if the character also has that feat. If someone does surpass her in initiative, then by sacrificing her move action for that round, the swashbuckler can seize the initiative over the opponent that is one place in the initiative order ahead of her.
*_____Intimidating Mark (Ex): The swashbuckler is so quick, and so accurate with her attack that she is capable of carving an initial onto clothing, an object, or even an opponent’s flesh! A swashbuckler can use this ability against any opponent engaged in melee with her. The maneuver is initiated by a successful strike against the target’s AC. Damage is rolled as normal, and it leaves a mark upon the target’s body or clothing (as indicated by the swashbuckler). The target, upon receiving this mark, must make a Will save against a base of 10 plus ½ the swashbuckler’s level plus Cha bonus (if any). The results of the save vary depending on the target’s level compared to the swashbuckler’s. A successful save negates the effects.
__________If the target’s level is greater than or, up to 2 below the swashbuckler’s level, then a failure results in the target being shaken for the duration of the encounter.
__________If the target’s level is 3-5 levels lower than the swashbuckler, then a failure results in the target being frightened.
__________If the target’s level is 6 or more levels lower than the swashbuckler, then a failure results in the target being panicked.
*_____Maneuver Mastery (Ex): The swashbuckler has dedicated his flair and skill to the pursuit of some combat maneuver and gains a +4 bonus to attempts to make this type of maneuver. This bonus stacks with any existing bonuses from other feats or class abilities. This can be taken multiple times, but each time, it applies to a different maneuver. {disarm, feint, etc}
*_____Opportunistic Strike (Ex): The precision of the swashbuckler is such that she is capable of capitalizing on any mistakes that an opponent makes in combat. She inflicts 1d6 additional damage on any successful Attack of Opportunity that is made on an opponent.
*_____Precise Strike (Ex): The swashbuckler gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.
When making a precise strike, a swashbuckler cannot attack with a weapon in her other hand or use a shield. A swashbuckler’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
*_____Uncanny Dodge (Ex): A swashbuckler can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a swashbuckler already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
*_____Cat’s Grace (Ex): The swashbuckler has become so certain of her actions that she is no longer denied her dexterity bonus to armor class when engaged in difficult activities. She is perfectly able to hold combat while hanging from a rope, walking a high wire, or fighting on ladders. She is no longer considered to be flat footed when using the balance, or climb skills.
*_____Acrobatic Skill Mastery (Ex): The swashbuckler becomes so certain in the use of acrobatic skills that she can use them reliably even under adverse conditions. When making a Balance, Climb, Jump, or Tumble check, the swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.
Acrobatic Skill Mastery (Ex): The swashbuckler becomes so certain in the use of acrobatic skills that she can use them reliably even under adverse conditions. When making a Balance, Climb, Jump, or Tumble check, the swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.
Cat’s Grace (Ex): The swashbuckler has become so certain of her actions that she is no longer denied her dexterity bonus to armor class when engaged in difficult activities. She is perfectly able to hold combat while hanging from a rope, walking a high wire, or fighting on ladders. She is no longer considered to be flat footed when making balance, or climb checks.
Combat Style Tactical Feat (Ex): The swashbuckler has learned to add multiple options into her combat style that helps to make her more versatile in her combat options in a way that compliments her chosen style. The Tactical Feat gained depends upon the swashbuckler’s personal Combat Style choice.
Combat Dancer: gain the Elusive Target tactical feat (CW)
The Blade Master: gain the Einhander tactical feat (PHBII)
The Trickster: gain the Combat Panache tactical feat (PHBII)
The Dual Weapon Master: gain the Dual Weapon Expert tactical feat (see below)
Crippling Critical (Ex): The swashbuckler is so precise and deadly with the use of her weapons that when she scores a successful critical hit, she inflicts special debilitating conditions on her target. In addition to the regular critical hit damage inflicted, the swashbuckler can choose to apply one of the following effects upon her target:
•_____reduce all of the target’s speeds by 10 feet (minimum 5 feet)
•_____1d4 points of Strength, Dexterity, or Constitution damage
•_____–4 penalty on all saving throws
•_____–4 penalty to Armor Class,
•_____2d6 points of bleed damage.
These penalties last for 1 minute, except for ability damage (which must be healed normally) and bleed
damage (which continues until the target receives magic healing or a DC 15 Heal skill check).

New Feat
Dual Weapon Expert (General/Tactical)

You are highly skilled in the use of two weapon fighting (actual two weapons, or a single double-weapon). By a combination of weapon movement, personal positioning, and paying close attention to your opponents, you can bring your weapons to bear with unusual swiftness and catch your opponents off guard and in unexpected ways. Additionally, this feat allows you to take away certain combat advantages from your opponent in the middle of the fight.
Prerequisite: Dex 17, Int 13, Two Weapon Fighting, Improved Two Weapon Fighting, Base Attack Bonus +6
Benefit: The users of this feat have learned to perform amazing maneuvers with the use of their two blades. While maintaining a constant flurry of weapons, many unique and devastating combat maneuvers are open to them. The character must be actively wielding two weapons in order to utilize them.
Negate Critical Hit: to use this maneuver, the character must designate one enemy that is threatening attack. Once chosen, if that enemy should score a successful critical hit, the character can instantly sacrifice all off-hand weapon attacks for that round in order to negate the effects of a critical hit result. This can not, however, negate the effects of weapons with special abilities that only trigger with critical hits (vorpal, etc). When the character opts to drop the off hand attacks, her main weapon attacks still operate with the dual weapon penalty for that round.
Deadly Follow Through: if you score a critical hit while wielding two weapons, and it is confirmed, you roll damage like normal. In addition, you gain an additional attack by the same weapon and at the same base attack bonus as the strike that made the successful hit. For example, a character with a +6 attack and dual wielding scores a critical hit with his off hand at the +6 modifier. He immediately gets one additional attack at +6 to be resolved as normal.
No Openings: when wielding two weapons (or a single double-weapon), you have learned to erect a sort of protective shield of obscuring and furious blows. They work to keep your opponent on the defensive and confused when trying to read your body language. In effect, you gain a +2 Shield bonus to your AC while wielding two weapons. If you have any other shield-bonus feats (Two Weapon Defense, etc), this bonus stacks with the effects of those bonuses.


Nice, the Swashbuckler was one of my favorite base classes, but everyone agreed that he lacked some customization and more abilities tied to movement and defensive combat, like in the movies/books. That Impresive Stunt feature is something to be taken seriosly for the class concept

It seems pretty cool, but I think the swashblucker should also have Knowledge(Local) as a class skill and maybe not have a good Will saving throw but instead gain Bravery (like fighters) and also Evasion at mid levels (like rangers). I dont fully agree to apply directly some Tactical Feats, but in this case, many of the feats you listed seems appropiate for the class theme (until revision). About dodge bonuses, maybe this should be changed like the Int modifier to Dex modifier to AC just in the same way the Duelist does, or/and just apply against melee attacks like the Dodge feat.

Anyway its cool =).


Not bad ... I like it. I think the Trickster might be more thematic with Improved Feint rather than Improved Disarm, but without sneak attack that loses some of it's panache.


Adding a skill isn't a big deal (especially Know-Local), so consider it added.

I'm totally open to more thoughts on the saves, honestly. I was just thinking that using the 3 Musketeers (Athos, Porthos, and Aramis) as a baseline for comparison, I'd say that all had/should have good reflexes and agility. So the Ref Save keeps a "good" progression, IMO, for a swashbuckler period. The other stuff ... I can see being dependent upon factors.

For instance, Porthos (the tough one) is likely to have taken Great Fortitude and the like, and so he comes off as "they should have a good Fort save, too!"

But then the emotionally tortured Athos and the perpetually tempted Aramis are "they should have good Will saves, too!" However, like Porthos, they can be explained by feat-choices as well.

I've been torn on how to set it for them, honestly.

With the Bravery/Evasion - those *could* come in at the mid-levels depending on the individual swashbuckler's in question, however. That "Trademark Ability" thing is for each to customize a bit - 5 different abilities over the 20-level career, but the first comes at level 7. Evasion is there and Fearless takes the place of the Bravery thing for them. It's not something they all get by default, though - it's a customization option for each. If you want to build the dare-devil swashbuckler that laughs at danger - Fearless will get you there nicely. If you want to be impossible to pin down - Evasion can get that, too.

Taking the "Canny Defense" trait from the Duelist is certainly an option. The thing with the flat bonus, though, was to not increase any unnecessary MAD if possible. Currently they need Dex (to fully take advantage of class stuff), and Cha (for the Impressive Stunt). IMO, those really are the *shining point* of what swashbucklers are all about - fighting with precision, and looking good while doing it! If we add in Int (it's there for a small damage bonus on Int if you've got some, but it's not much) then now 3 stats are requisite. Hmm ... maybe I should forgo the option of the +Int bonus to damage and just rip the Duelist +1dmg/level instead?

Another thought - to avoid the MAD, what about basing the AC bonus (as a Dodge bonus or whatever) off of the current Ref. Save value (or base save - not sure) of the character UP TO 1/2 of his current swashbuckler level? This would avoid MAD entirely (since it's not keyed to a stat at all) and at level 1 with a Good Ref save, it gives a +1 dodge bonus to the character! I think this is a really neat, and easy to intuit work around that totally fits the concept, no?

You know ... I really have no problem ripping whole-sale from the Duelist as I don't think that PrC's been designed "right" in order to really capitalize. Since this is a full "base class" this would be the time to "do it right" I'd think.

I'd hesitate to put the dodge bonus as melee-only, as musketeers and pirates (primary sources of inspiration) had to deal just as much with pistols and ranged threats as they did anything else. In fact, more so since historically, these guys are the ones that began to ditch armor outright and focus much more on mobility than previous fighting styles in history - that mostly depended upon heavy armor for protection and deflection of enemy weapons. So ... it should just make them "hard targets" in general, IMO.

On the feats - all the feats I chose were based on 3.x - so if there are PF specific and more fitting feats - fire away! I'm game!

One last thought - what about granting some sort of ability to pick up wpn specialization and the like for light-weapons only? Something like "levels of swashbuckler count as fighter levels for X feats?" It's a small thing, but it would allow the "light weapon warrior" to get fighter-like feats (no where near as much, though).

RPG Superstar 2012 Top 32

SmiloDan's Re-Re-Vamped Pathfinder Swashbuckler

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Intimidate, Knowledge history, Knowledge local, Knowledge nobility, Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Swim

Skill Ranks per Level: 4 + Int modifier

Swashbucklers are proficient with all Simple and Martial weapons. They are proficient with Light armor and all Shields (except tower shields).

Level Ability
1. Grace, Graceful Stance, Weapon Finesse
2. Grace Power, Uncanny Dodge
3. Insightful Strike
4. Bonus Feat, Grace Power
5. Dodge +1
6. Grace Power, Improved Uncanny Dodge
7. Acrobatic Charge, Improved Graceful Stance
8. Bonus Feat, Grace Power
9. Improved Flanking
10. Dodge +2, Grace Power
11. Lucky, Skill Mastery
12. Bonus Feat, Grace Power
13. Greater Graceful Stance
14. Grace Power, Weakening Critical
15. Dodge +3
16. Bonus Feat, Grace Power
17. Elegant Strike
18. Grace Power
19. Mighty Graceful Stance
20. Bonus Feat, Grace Power, Wounding Critical

Grace (Ex). As long as the swashbuckler has at least 1 round remaining of his daily allotment of Graceful Stance, the swashbuckler adds her Charisma bonus (if any) to her Initiative rolls and Reflex saves.

Graceful Stance (Ex). For a number of rounds per day equal to 4 + her Charisma bonus, the swashbuckler can enter a Graceful Stance as a free action. There rounds do not need to be consecutive; the swashbuckler is fatigued for twice as many rounds as she was in her Graceful Stance once she ends her Stance. At 2nd level, and every level thereafter, the she adds 2 rounds to her daily limit of Graceful Stance rounds.
When in a Graceful Stance, the swashbuckler gains a +2 morale bonus to Dexterity and a +5 foot morale bonus to her speed. At 7th level, she gains the Improved Graceful Stance ability, which increases her bonus to Dexterity to +4 and her speed to +10 feet; she also doubles the threat range of any melee weapon she wields and applies the Weapon Finesse feat to while in her stance; this does not stack with keen weapons or the Improved Critical feat. At 13th level, she gains the Greater Graceful Stance ability, which increases her bonus to Dexterity to +6 and her speed to +15 feet; she also increases the critical multiplier of any melee weapon she wields and applies the Weapon Finesse feat to while in her stance. At 19th level, she gains the Mighty Graceful Stance ability, which increases her bonus to Dexterity to +8 and her speed to +20 feet; she also triples the threat range of any melee weapon she wields and applies the Weapon Finesse feat to while in her stance; this does not stack with keen weapons, the Improved Critical feat, or her Improved Graceful Stance ability.
Weapon Finesse. At 1st level, the swashbuckler gains Weapon Finesse as a bonus feat. If she already has this feat, she may select any feat from the list of bonus feats available to swashbucklers; she must meet any requirements of the selected feat.

Grace Power (Ex). At 2nd level, and every 2 levels thereafter, the swashbuckler gains a Grace Power from the list below. Unless otherwise stated, a Grace Power can only be selected once.

Acrobatic Athlete (Ex). While in the Graceful Stance, the swashbuckler adds her Dexterity bonus to Climb and Swim checks.

Ambush Strike (Ex). While in the Graceful Stance, in any round the swashbuckler moves 10 or more feet, she adds her swashbuckler level to her damage.

Clear Minded (Ex). Once per Graceful Stance, the swashbuckler can re-roll a failed Will save as an immediate action.

Critical Maneuver (Ex). While in the Graceful Stance, the swashbuckler can use an immediate action and perform a combat maneuver without provoking an attack of opportunity against opponent she has just scored a critical hit against.

Evasion (Ex). While in the Graceful Stance, the swashbuckler benefits from the rogue ability of the same name.

Fearless Stance (Ex). While in the Graceful Stance, the swashbuckler is immune to the shaken and frightened conditions.

Flanking Strike (Ex). While in the Graceful Stance, the swashbuckler adds her level to the damage she causes against an opponent she is flanking and has successfully hit.

Graceful Climber (Ex). While in the Graceful Stance, she adds her swashbuckler level to her Climb skill checks.

Graceful Feint (Ex). While in the Graceful Stance, she adds her swashbuckler level to her Bluff skill checks used to feint in combat.

Graceful Leaper (Ex). While in the Graceful Stance, she adds her swashbuckler level to her Acrobatic skill checks.

Graceful Swimmer (Ex). While in the Graceful Stance, she adds her swashbuckler level to her Swim skill checks.

Guarded Stance (Ex). The swashbuckler gains a +1 dodge bonus to her AC against melee attacks for a number of rounds equal to her Charisma bonus (minimum 1). This bonus increases by +1 for every 6 swashbuckler has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Improved Evasion (Ex). While in the Graceful Stance, the swashbuckler benefits from the advanced rogue talent of the same name. She must have evasion and be 12th level before selecting this Grace Power.

Internal Fortitude (Ex). While in the Graceful Stance, the swashbuckler is immune to the sickened and nauseated conditions. A swashbuckler must be at least 8th level before selecting this Grace Power.

Intimidating Glare (Ex). The swashbuckler can make an Intimidate check against an adjacent foe as a move action. If the swashbuckler successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the swashbuckler’s check exceeds the DC.

Mighty Swing (Ex). The swashbuckler automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A swashbuckler must be at least 12th level before selecting this power. This power can only be used once per Graceful Stance.

No Escape (Ex). The swashbuckler can move up to double her speed as an immediate action but she can only use this ability when an adjacent foe uses the withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The swashbuckler provokes attacks of opportunity as normal during this movement. This power can only be used once per Graceful Stance.

Powerful Blow (Ex). The swashbuckler gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per Graceful Stance.

Quick Reflexes (Ex). While in the Graceful Stance, the swashbuckler can make one additional attack of opportunity per round.

Renewed Vigor (Ex). As a standard action, the swashbuckler heals 1d8 points of damage + her Constitution modifier. For every 4 levels the swashbuckler has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A swashbuckler must be at least 4th level before selecting this power. This power can be used only once per day and only while in a Graceful Stance.

Rolling Dodge (Ex). The swashbuckler gains a +1 dodge bonus to her AC against ranged attacks for a number of rounds equal to her Charisma bonus (minimum 1). This bonus increases by +1 for every 6 swashbuckler has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Sprint (Ex). While in the Graceful Stance, the swashbuckler can move up to her speed as a swift action. This power can only be used once per Graceful Stance.

Strength Surge (Ex). The swashbuckler adds her swashbuckler level to one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per Graceful Stance.

Surprise Accuracy (Ex). The swashbuckler gains a +1 bonus on one attack roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per Graceful Stance.

Terrifying Howl (Ex). The swashbuckler unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + ½ the swashbuckler’s level + her Charisa modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to that power for 24 hours. A swashbuckler must have the intimidating glare grace power to select this power. A swashbuckler must be at least 12th level before selecting this power.

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. This ability can only be used once per Graceful Stance. A swashbuckler must be 8th level before selecting this power.

Weapon Master (Ex). The swashbuckler gains the use of one combat feat for 1 round as an immediate action. This ability can only be used once per Graceful Stance.

You Shall Not Pass (Ex). While in the Graceful Stance, the swashbuckler adds her level to the DC to Acrobatics checks to move through her threatened space or to move through her space.

Uncanny Dodge (Ex). As the Barbarian ability of the same name.

Insightful Strike (Ex). When wielding a weapon that qualifies for use with the Weapon Finesse feat, the swashbuckler adds her Intelligence bonus, if any, to her melee damage rolls.

Bonus Feat. At 4th level, and every 4 levels thereafter, the swashbuckler may select a bonus feat from the list below. She must meet any requirements of the selected feat.

Acrobatic, Agile Maneuvers, Alertness, Athletic, Blind-Fight, Catch Off Guard, Combat Expertise (Improved Disarm, Greater Disarm, Improved Feint, Greater Feint, Improved Trip, Greater Trip, Whirlwind Attack), Combat Reflexes (Stand Still), Critical Focus (Bleeding Critical, Blinding Critical, Deafening Critical, Sickening Critical, Staggering Critical, Stunning Critical, Tiring Critical, Exhausting Critical), Dodge (Mobility, Spring Attack, Wind Stance, Lightning Stance), Exotic Weapon Proficiency, Fleet, Improved Critical, Improved Initiative, Improvised Weapon Mastery, Lightning Reflexes (Improved Lightning Reflexes), Lunge, Nimble Steps (Acrobatic Steps), Persuasive, Quick Draw, Run, Skill Focus, Step Up, Strike Back, Throw Anything, Two-Weapon Fighting (Double Slice, Two Weapon Rend, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Defense), Vital Strike (Improved Vital Strike, Greater Vital Strike), Weapon Focus (Dazzling Display, Shatter Defenses, Deadly Stroke).

Dodge (Ex). At 5th level, the swashbuckler gains a +1 Dodge bonus to her AC as long as she is wearing light armor or no armor, and unencumbered. This improves by +1 at 10th level and every 5 levels thereafter.

Improved Uncanny Dodge (Ex). As the Barbarian ability of the same name.

Acrobatic Charge (Ex). At 7th level, the swashbuckler can charge over difficult terrain and/or in a non-straight line. This usually requires an Acrobatics or Climb skill check of some sort, as determined by the GM.

Improved Flanking (Ex). At 9th level, the swashbuckler adds +4 to her attack roll instead of +2 when flanking an opponent.

Acrobatic Skill Mastery (Ex). 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.

Lucky (Ex). At 11th level, 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 2nd roll, even if it is worse than the first roll.

Weakening Critical (Ex). At 14th level, when the swashbuckler confirms a critical hit on an opponent, the opponent also takes 2 points of Strength damage.

Elegant Strike (Ex). At 17th level, when the swashbuckler wields a weapon using the Weapon Finesse feat, she adds her Dexterity bonus to damage.

Wounding Critical (Ex). At 20th level, when the swashbuckler confirms a critical it on an opponent, the opponent also takes 2 points of Constitution damage.


Another great build ... dammit guys, I am now spoiled for choice!


You know ... I think I saw this build in a different thread, and I really don't like the "rage-like" flavor of it at all.

Everything that's bad about the Barbarian class is taken whole-sale and recreated here - even a fatigue effect - WTF!?!?!

If anything, a swashbuckler should be the antithesis of a barbarian - not raging and getting all winded and crazy. Rather, finesse, and precision and no. Wasted. Effort. Ever! This is what exemplifies the style, imo. If you're putting in fatigue and limited burst-energy, this same thing can be said of ANY combat and exerting behavior. I really, really do NOT like that feature at all! Even the idea of suddenly improving stats and such - just doesn't fit.

Now, that said, a lot of the ideas are good in and of themselves ... when you divorce them from that "rage-like" mechanic that is. ;-)

Then there are others that just don't fit at all ... Strength surge - for a swashbuckler? Terrifying Howl? Renewed Vigor? - these are too much of a straight rip from the Barbarian and really don't fit the swashbuckler.


I don't really think a good will save is something the average Swashbuckler would have, especially the pirate swashbucklers. I also agree with The Speaker in Dreams about the "rage-like" flavor, sure there are some that would fight like that don't get me wrong but the majority of them focus on finesse and agile movements.

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Thanks for the feedback. I know it's weird for a canny, finessing combatant to have "rage," but I couldn't think of another mechanic that allowed limited, once per combat abilities, without using the "once per encounter" mechanic, which is a little awkward. Once per minute, once per 1d4 rounds, once every 5 rounds, etc., seem a little odd for a non-magical class.

Actually, the once per 1d4 rounds might work.....except if there are a lot of once per 1d4 round abilities, it might make bookkeeping a nightmare. (Or 1d6, 1d8, 1d10, 1d12, etc.....I actually really hate rolling d4s, so I try to avoid designing class features that use them. That said, I just thought of another neat system or mechanic.

At 1st level, you can use ability A once every 1d12 rounds. At levels 5, 10, 15, and 20, the reset die is reduced to 1d10, 1d8, 1d6, and 1d4, respectively.

GREAT! Now I have to re-re-re-vamp the swashbuckler! ;-)


I don't like combat classes having 'limited uses per X' powers unless it is justificable such a monks mystical ki or a barbarian's rage where he uses it and is then tired. Maybe the 'flashy maneuver once per day' where you get a bonus to an ability is OK, but otherwise ... it's something I would prefer to avoid. In my mind, you should be able to do it or not.

The Exchange

I thought of another ability that might fit with swashbucklers' flavour yes, it is rather similar to challenge from cavalier but whatever

Fencing (Level 3);
At the beginning of each round, the swashbuckler may choose one opponent, against this opponent, the swashbuckler may add one third of their swashbuckler level to AC and Damage roles against this opponent until end of turn.

Although I do like insightful strike, I do think it could be replaced with " Panache: The Swashbuckler applies his or her charisma modifier to damage against foes she has hit in combat."

Edit: I also think that Skill points could be bumped up to 6+. Look at rangers, they also get 4+ and combat feats, and an animal companion and spells, ditto with bard, so I think the Swashbuckler as a finesse / charisma / skill-monkey character is not a bad idea.


Dalbrine De Viseler wrote:
Although I do like insightful strike, I do think it could be replaced with " Panache: The Swashbuckler applies his or her charisma modifier to damage against foes she has hit in combat."

Isn't the class MAD enough as it is? I prefer the intelligence focus myself, it synergises better with the Combat Expertise feat tree which is certainly tailor made for the Swashbuckler concept.


Dabbler wrote:
Isn't the class MAD enough as it is? I prefer the intelligence focus myself, it synergises better with the Combat Expertise feat tree which is certainly tailor made for the Swashbuckler concept.

True, BUT (at least on my rebuild) the primary stats have become Dex and Cha now. I kind of like the idea of "panache" adding damage ... it's cool!

Skill bumping ... hmmm ... interesting. I'm not sure I'd want to go that far, BUT it's a neat idea. Certainly the Ranger was my baseline of comparison, though - 2 good saves, companion, spells, skills, etc, etc, etc.

Yeah ... this build could certainly stand to gain a bit.

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I think the combo of Cha to damage instead of Int and 6 skill ranks per level would be cool. There are lots of other, non-Int based feat trees that sub-genius swashbucklers could focus on. Or just give them a class feature that emulates or gives Combat Expertise for free (without meeting the pre-requisites, like the monk's feats).


Dalbrine De Viseler wrote:
Edit: I also think that Skill points could be bumped up to 6+. Look at rangers, they also get 4+ and combat feats, and an animal companion and spells, ditto with bard, so I think the Swashbuckler as a finesse / charisma / skill-monkey character is not a bad idea.

Who ISN'T thinking of Elan taking a level of "Dashing Swordsman?"

As for skill points, I think 4 would be ok. Bards and rangers have a number of skills they have to keep up, while the swashbuckler would focus more on Cha-based skills, and the mundane fighter skills like climb, swim, etc.

This warrants some play-testing, because I could be wrong. Int wouldn't be a dump stat for this class, but it shouldn't be a deal-breaker if the character doesn't have an average int score. You do want some str and con, after all.

Sometimes, it helps to be a little stupid, and have a flair for the dramatic. XD

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Benicio Del Espada wrote:
Dalbrine De Viseler wrote:
Edit: I also think that Skill points could be bumped up to 6+. Look at rangers, they also get 4+ and combat feats, and an animal companion and spells, ditto with bard, so I think the Swashbuckler as a finesse / charisma / skill-monkey character is not a bad idea.

Who ISN'T thinking of Elan taking a level of "Dashing Swordsman?"

As for skill points, I think 4 would be ok. Bards and rangers have a number of skills they have to keep up, while the swashbuckler would focus more on Cha-based skills, and the mundane fighter skills like climb, swim, etc.

This warrants some play-testing, because I could be wrong. Int wouldn't be a dump stat for this class, but it shouldn't be a deal-breaker if the character doesn't have an average int score. You do want some str and con, after all.

Sometimes, it helps to be a little stupid, and have a flair for the dramatic. XD

Why Elan? Dashing Swordsman is the Fighter/Swashbuckler feat from Complete Scoundrel, right?


Benicio Del Espada wrote:
Sometimes, it helps to be a little stupid, and have a flair for the dramatic. XD

And you, sir, have a FANTASTIC little quote to use for swashbuckler's in general. If you go by Dumas and the Musketeers at all, Dartangion(sp?) was damn near INSANE as much as he was a great swordsman with half the crap he tries to pull. Certainly not a candidate for sky-high IQ, but he's not a bumbling idiot, either.

Int is DEFINITELY not a dump-stat for these guys.

I've an idea for a Dodge/whatever bonus that can help the light-armor only swashbuckler's keep pace with the heavy-armor tanks in the AC department - consider ...

Class Feature X (not sure what to call it yet): Swashbuckler gains up to 1/2 of his current class level added to his dodge bonus, and it is treated as such (ie: can be negated if flat-footed, feinted, etc). This bonus is not to exceed his current Reflex save value, however (thus capping the level 20 bonus to a +10). I think this would really, REALLY help the class out. More than other things, what really bones the 'light weapon user' in the current builds is the fact that they're supposed to be all "hard targets" (maybe the feature name there?), but they can't be in D&D due to the armor restrictions. Without some ungodly high Dex bonus to ac, a light-fighter can NOT approach the levels of protection/AC that a heavy w/sword and board can manage. Yet ... the whole concept of the "light fighter" is moving faster and therefore hit less often.


Pathfinder Starfinder Roleplaying Game Subscriber

Just make it this (modified in quote)

The Speaker in Dreams wrote:


Nimble Target:: Swashbuckler gains up to 1/2 of his current class level added to his dodge bonus to AC to a maximum of 10 at 20th level.

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Graceful Swashbuckler

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Intimidate, Knowledge history, Knowledge local, Knowledge nobility, Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Swim

Skill Ranks per Level: 4 + Int modifier

Swashbucklers are proficient with all Simple and Martial weapons. They are proficient with Light armor and all Shields (except tower shields).

Level Ability
1. Grace, Graceful Powers, Graceful Recovery (1d12), Weapon Finesse
2. Uncanny Dodge
3. Graceful Strike
4. Graceful Recovery (1d10)
5. Dodge +1,
6. Improved Uncanny Dodge, Lucky 1/day
7. Acrobatic Charge, Improved Graceful Powers
8. Graceful Recovery (1d8)
9. Improved Flanking
10. Dodge +2
11. Skill Mastery
12. Lucky 2/day, Graceful Recovery (1d6)
13. Greater Graceful Powers
14. Weakening Critical
15. Dodge +3
16. Graceful Recovery (1d4)
17. Elegant Strike
18. Graceful Luck, Lucky 3/day
19. Truly Graceful Powers
20. Dodge +4, Graceful Recovery (1), Wounding Critical

Grace (Ex). The swashbuckler adds her Charisma bonus (if any) to her Initiative rolls and Reflex saves.

Graceful Powers (Ex). At level 1, the swashbuckler learns a number of graceful powers equal to her Charisma bonus. At 2nd level, and every level thereafter, the swashbuckler learns 1 additional graceful power. At 7th level, she can begin to learn improved graceful powers. At 13th level, she can begin to learn greater graceful powers. At 19th level, she can begin to learn truly graceful powers.

A graceful power can be used once, then the swashbuckler must spend some time before recovering the ability to use it again. At 1st level, the swashbuckler must wait 1d12 rounds before using the same graceful power again. At 4th level, the swashbuckler only has to wait 1d10 rounds before using the same graceful power again. At 8th, this is reduced to 1d8 rounds. At 12th, she only has to wait 1d6 rounds. At 16th level, she only has to wait 1d4 rounds. At 20th level, she only has to wait 1 round before using the same power again.

Weapon Finesse. At 1st level, the swashbuckler gains Weapon Finesse as a bonus feat. If she already has this feat, she may select any feat from the list of bonus feats available to swashbucklers; she must meet any requirements of the selected feat.

Ambush Strike (Ex). If the swashbuckler moves 10 or more feet, she adds her swashbuckler level to her damage.

Clear Minded (Ex). The swashbuckler can re-roll a failed Will save as an immediate action.

Critical Maneuver (Ex). The swashbuckler can use an immediate action and perform a combat maneuver without provoking an attack of opportunity against opponent she has just scored a critical hit against.

Evasion (Ex). The swashbuckler can use Evasion on a single Reflex save.

Flanking Strike (Ex). The swashbuckler adds her level to the damage she causes against an opponent she is flanking and has successfully hit.

Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks for 1 round.

Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat for 1 round.

Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill checks for 1 round.

Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks for 1 round.

Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee for 1 round.

Improved Evasion (Ex). While in the Graceful Stance, the swashbuckler benefits from the advanced rogue talent of the same name. She must have evasion and be 13th level before selecting this Grace Power.

Internal Fortitude (Ex). The swashbuckler can remove the sickened or nauseated condition from herself as a swift action. A swashbuckler must be at least 7th level before selecting this Grace Power.

Intimidating Glare (Ex). The swashbuckler can make an Intimidate check against an adjacent foe as a move action. If the swashbuckler successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the swashbuckler’s check exceeds the DC.

Mighty Swing (Ex). The swashbuckler automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A swashbuckler must be at least 13th level before selecting this power.

No Escape (Ex). The swashbuckler can move up to double her speed as an immediate action but she can only use this ability when an adjacent foe uses the withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The swashbuckler provokes attacks of opportunity as normal during this movement.

Powerful Blow (Ex). The swashbuckler gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made.

Quick Reflexes (Ex). The swashbuckler can make one additional attack of opportunity per round.

Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for 1 round.

Sprint (Ex). The swashbuckler can move up to her speed as a swift action.

Strength Surge (Ex). The swashbuckler adds her swashbuckler level to one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action.

Surprise Accuracy (Ex). The swashbuckler gains a +1 bonus on one attack roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made.

Terrifying Howl (Ex). The swashbuckler unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + ½ the swashbuckler’s level + her Charisa modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to that power for 24 hours. A swashbuckler must have the intimidating glare grace power to select this power. A swashbuckler must be at least 12th level before selecting this power.

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. A swashbuckler must be 7th level before selecting this power.

Weapon Master (Ex). The swashbuckler gains the use of one combat feat for 1 round as an immediate action. She must meet the requirements of the selected feat.

You Shall Not Pass (Ex). The swashbuckler adds her level to the DC to Acrobatics checks to move through her threatened space or to move through her space.

Uncanny Dodge (Ex). As the Barbarian ability of the same name.

Graceful Strike (Ex). When wielding a weapon that qualifies for use with the Weapon Finesse feat, the swashbuckler adds her Charisma bonus, if any, to her melee damage rolls.

Dodge (Ex). At 5th level, the swashbuckler gains a +1 Dodge bonus to her AC as long as she is wearing light armor or no armor, and unencumbered. This improves by +1 at 10th level and every 5 levels thereafter.

Improved Uncanny Dodge (Ex). As the Barbarian ability of the same name.

Acrobatic Charge (Ex). At 7th level, the swashbuckler can charge over difficult terrain and/or in a non-straight line. This usually requires an Acrobatics or Climb skill check of some sort, as determined by the GM.

Improved Flanking (Ex). At 9th level, the swashbuckler adds +4 to her attack roll instead of +2 when flanking an opponent.

Acrobatic Skill Mastery (Ex). 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.

Lucky (Ex). At 6th level, 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 2nd roll, even if it is worse than the first roll. She gains a second use of this ability at 12th level and a third use at 18th level. At 18th level, she gains the Graceful Luck ability, which allows her to add her Charisma bonus to the results of the re-roll.

Weakening Critical (Ex). At 14th level, when the swashbuckler confirms a critical hit on an opponent, the opponent also takes 2 points of Strength damage.

Elegant Strike (Ex). At 17th level, when the swashbuckler wields a weapon using the Weapon Finesse feat, she adds her Dexterity bonus to damage.

Wounding Critical (Ex). At 20th level, when the swashbuckler confirms a critical it on an opponent, the opponent also takes 2 points of Constitution damage.

I need to come up with some fun Improved, Greater, and Truly Graceful Powers.

Liberty's Edge

SMiloDan, I like this version. I am one for options and this is similar to the way the rogue works. I like it.

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Elucidus wrote:
SMiloDan, I like this version. I am one for options and this is similar to the way the rogue works. I like it.

I'm glad you like it. It's been an evolving concept. First it was a fairly static "Fighter with some class abilities," then it became "a Dex-based barbarian with better clothing," and now it's something a little different--a flashy swordsman with some less-than-reliable tricks up its sleeves.


Still looks like a Barbarian rip ... and I still hate the way barbarian's and rage powers work, so yeah. Not a fan of the particular mechanic you've followed.

That said, some of the powers are interesting on their own, and the mechanic you do have (1dX of recovery time) is interesting, but certainly not as lame as 1/rage, and still FAR too limiting.

If it's really supposed to follow the Rogue Talent thing - just go that way (ie: whatever they know how to do - they can do).

RPG Superstar 2012 Top 32

The Speaker in Dreams wrote:

Still looks like a Barbarian rip ... and I still hate the way barbarian's and rage powers work, so yeah. Not a fan of the particular mechanic you've followed.

That said, some of the powers are interesting on their own, and the mechanic you do have (1dX of recovery time) is interesting, but certainly not as lame as 1/rage, and still FAR too limiting.

If it's really supposed to follow the Rogue Talent thing - just go that way (ie: whatever they know how to do - they can do).

It's not really supposed to work as rogue talents, which are "always on" or "always available," so they have to be relatively weak. I want some pretty spectacular moves to be available, but not always, as that would be too powerful. I'm basically trying to make a warrior that has a bunch of "trump card" abilities, similar to how the barbarian has rage powers and the duskblade has spells and the monk has ki powers. But not rage-based, spell-based, or mystically-based; preferably training-based, or possibly luck-based.


:shrugs:

Setting up to mimic barbarian's "x/rage" is reeking of FAIL to me (I can't explain how much I loathe what they did with that mechanic).


I may not have been completely happy with the rest of the book, but the Tome of Secrets has a really good Swashbuckler in it.

RPG Superstar 2012 Top 32

I updated the grace powers. The swashbuckler must be 7th level or higher to select any grace power with Improved in its title. She must be 13th level or higher to select any grace power with Greater in its title. She must be 19th level or higher to select any grace power with Truly in its title.

Ambush Strike (Ex). If the swashbuckler moves 10 or more feet, she adds her swashbuckler level to her damage.

Improved Ambush Strike (Ex). If the swashbuckler moves 20 or more feet, she adds double her swashbuckler level to her damage.

Greater Ambush Strike (Ex). If the swashbuckler moves 30 or more feet, she adds triple her swashbuckler level to her damage.

Clear Minded (Ex). The swashbuckler can re-roll a failed Will save as an immediate action.

Critical Maneuver (Ex). The swashbuckler can use an immediate action and perform a combat maneuver without provoking an attack of opportunity against an opponent she has just scored a critical hit against.

Improved Critical Maneuver (Ex). The swashbuckler can use an immediate action and perform a combat maneuver without provoking an attack of opportunity against an opponent she has just scored a critical hit against, adding her Charisma bonus to the CMB check.

Greater Critical Maneuver (Ex). The swashbuckler can use an immediate action and perform a combat maneuver without provoking an attack of opportunity against an opponent she has just scored a critical hit against, adding her class level to the CMB check.

Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +1 as a free action.

Improved Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +2 as a free action.

Greater Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +3 as a free action.

True Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +4 as a free action.

Evasion (Ex). The swashbuckler can use Evasion on a single Reflex save.

Improved Evasion (Ex). The swashbuckler can use Improved Evasion on a single Reflex save. She must have evasion and be 7th level before selecting this Grace Power.

Greater Evasion (Ex). The swashbuckler rolls a 2nd Reflex save if the first one fails.

True Evasion (Ex). The swashbuckler automatically makes a single Reflex saving throw.

Flanking Strike (Ex). The swashbuckler adds her level to the damage she causes against an opponent she is flanking and has successfully hit.

Improved Flanking Strike (Ex). The swashbuckler adds double her level to the damage she causes against an opponent she is flanking and has successfully hit.

Greater Flanking Strike (Ex). The swashbuckler adds triple her level to the damage she causes against an opponent she is flanking and has successfully hit.

Flashing Blade (Ex). As part of a full round action, the swashbuckler gains an additional attack at her highest base attack bonus.

Improved Flashing Blade (Ex). As part of a full round action, the swashbuckler gains two additional attacks at her highest base attack bonus.

Greater Flashing Blade (Ex). As part of a full round action, the swashbuckler gains three additional attacks at her highest base attack bonus.

True Flashing Blade (Ex). As part of a full round action, the swashbuckler gains four additional attacks at her highest base attack bonus.

Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks for 1 round.

Improved Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks for a number of rounds equal to her Charisma bonus.

Greater Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks for a number of rounds equal to her class level.

Truly Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks.

Graceful Escape Artist (Ex). The swashbuckler adds her class level to a her Escape Artist checks.

Improved Graceful Escape Artist (Ex). The swashbuckler adds her class level to a her Escape Artist checks for a number of rounds equal to her Charisma bonus.

Greater Graceful Escape Artist (Ex). The swashbuckler adds her class level to a her Escape Artist checks for a number of rounds equal to her class level.

Truly Graceful Escape Artist (Ex). The swashbuckler adds her class level to a her Escape Artist checks.

Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat for 1 round.

Improved Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat for a number of rounds equal to her Charisma bonus.

Greater Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat for a number of rounds equal to her class level.

Truly Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat.

Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill checks for 1 round.

Improved Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill checks for a number of rounds equal to her Charisma bonus.

Greater Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill checks for a number of rounds equal to her class level.

Truly Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill.

Graceful Step (Ex). The swashbuckler can take 1 extra 5 foot step as a free action.

Improved Graceful Step (Ex). When the swashbuckler takes a 5 foot step, she can choose to move 10 feet.

Greater Graceful Step (Ex). For 1 round, the swashbuckler can make a number of 5 steps (or 10 foot steps) equal to her Charisma bonus.

Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks for 1 round.

Improved Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks for a number of rounds equal to her Charisma bonus.

Greater Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks for a number of rounds equal to her class level.

Truly Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks.

Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee for 1 round.

Internal Fortitude (Ex). The swashbuckler can remove the sickened or nauseated condition from herself as a swift action. A swashbuckler must be at least 7th level before selecting this Grace Power.

Intimidating Glare (Ex). The swashbuckler can make an Intimidate check against an adjacent foe as a move action. If the swashbuckler successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the swashbuckler’s check exceeds the DC.

No Escape (Ex). The swashbuckler can move up to double her speed as an immediate action but she can only use this ability when an adjacent foe uses the withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The swashbuckler provokes attacks of opportunity as normal during this movement.

Parry (Ex). The swashbuckler negates a successful melee attack against her by making an attack of opportunity with a DC equal to the attack roll that hit her.

Improved Parry (Ex). The swashbuckler negates a successful melee attack against her by making an attack of opportunity, with a bonus to the attack roll equal to her Charisma bonus, with a DC equal to the attack roll that hit her. The swashbuckler must be 7th level and have the Parry Grace Power.

Greater Parry (Ex). The swashbuckler negates a successful melee attack against her as an immediate action.
The swashbuckler must be 13th level and have the Improved Parry Grace Power.

Powerful Blow (Ex). The swashbuckler gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made.

Quick Reflexes (Ex). The swashbuckler can make one additional attack of opportunity per round.

Improved Quick Reflexes (Ex). The swashbuckler can make a number of additional attacks of opportunity equal to her Charisma bonus.

Greater Quick Reflexes (Ex). For 1 round, the swashbuckler adds her Charisma bonus to her attack rolls when making attacks of opportunity.

Truly Quick Reflexes (Ex). For a number of rounds equal to her Charisma bonus, the swashbuckler adds her Charisma bonus to her attack rolls when making attacks of opportunity.
Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for 1 round.

Sprint (Ex). The swashbuckler can move up to her speed as a swift action.

Improved Sprint (Ex) The swashbuckler can move up to double her speed as a swift action.

Greater Sprint (Ex) The swashbuckler can move up to triple her speed as a swift action.

Strength Surge (Ex). The swashbuckler adds her swashbuckler level to one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action.

Improved Strength Surge (Ex) For 1 round, the swashbuckler adds her swashbuckler level to all Strength checks and combat maneuver checks, and to her Combat Maneuver Defense when an opponent attempts a maneuver against her.

Greater Strength Surge (Ex) For a number of rounds equal to her Charisma bonus, the swashbuckler adds her swashbuckler level to all Strength checks and combat maneuver checks, and to her Combat Maneuver Defense when an opponent attempts a maneuver against her.

Surprise Accuracy (Ex). The swashbuckler gains a +1 bonus on one attack roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made.

Terrifying Howl (Ex). The swashbuckler unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + ½ the swashbuckler’s level + her Charisa modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to that power for 24 hours. A swashbuckler must have the intimidating glare grace power to select this power. A swashbuckler must be at least 12th level before selecting this power.

Touche (Ex). When the swashbuckler threatens to make a critical hit she can choose to make a melee touch attack instead of a regular melee attack when she rolls to confirm the critical hit.

Improved Touche (Ex). As a standard action, the swashbuckler resolves a single melee attack as a melee touch attack.

Greater Touche (Ex). As a full round action, the swashbuckler resolves all her melee attacks as melee touch attacks.

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. A swashbuckler must be 7th level before selecting this power.

Weapon Master (Ex). The swashbuckler gains the use of one combat feat for 1 round as an immediate action. She must meet the requirements of the selected feat.

Improved Weapon Master (Ex). The swashbuckler gains the use of two combat feats for 1 round as an immediate action. She must meet the requirements of the selected feats.

Greater Weapon Master (Ex). The swashbuckler gains the use of three combat feats for 1 round as an immediate action. She must meet the requirements of the selected feats.

True Weapon Master (Ex). The swashbuckler gains the use of four combat feats for 1 round as an immediate action. She must meet the requirements of the selected feats.

You Shall Not Pass (Ex). The swashbuckler adds her level to the DC to Acrobatics checks to move through her threatened space or to move through her space.

Improved You Shall Not Pass (Ex). The spaces adjacent to (and occupied by) the swashbuckler are considered difficult terrain to her opponents.

Greater You Shall Not Pass (Ex). Opponents that fail their Acrobatics checks to move through her threatened space or to move through her space immediately stop their movement in the closest legal space.

Truly You Shall Not Pass (Ex). Opponents that fail their Acrobatics checks to move through her threatened space or to move through her space immediately stop their movement in the closest legal space and either fall prone or be subjected to a bull rush attempt that does not provoke an attack of opportunity from the swashbuckler.

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