I'm bored: give me ideas for a new base class I can design!


Homebrew and House Rules

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Really.

Scarab Sages

How about a Magus whose abilities work just as well with two-handed weapons (probably more of a job for an Archetype)?

Better yet, how about a wholly different warrior-mage hybrid: The Archer, a la the Might & Magic series of CRPGs?


Kobold Press has Might of the Magus, which has a feat that allows Bladebound Magi to use two handed weapons. It might be a place to start.


I would like to see a decent champion/paladin of freedom class or mutant full BAB class who gets evolution's as a class feature.

Liberty's Edge

Dragon Rider. That would be badass.


There's already a dragon rider 3rd party base class. You can find it on the d20pfsrd.


Azten wrote:
There's already a dragon rider 3rd party base class. You can find it on the d20pfsrd.

Yup! It's a gem from Super Genius Games; and definitely worth a look!

RPG Superstar 2012 Top 32

I'm working on the Practitioner, a skill-based magic-user.

It may be a while. It's HARD coming up with an appropriate skill check DC. I'm thinking of basing it on a character with a 16 Intelligence, maximum ranks in Spellcraft, and Skill Focus Spellcraft. So a +10 at 1st level, and increasing to around +42 around 20th level (20 ranks + 3 class skill + 3 enhancement + 6 Intelligence + 6 Skill Focus + 4 Magical Aptitude).

15 + triple the spell level?
15 + quadruple the spell level?
15 + quintuple the spell level?

0 15 15 15
1 18 19 20
2 21 23 25
3 24 27 30
4 27 31 35
5 30 35 40
6 33 39 45
7 36 43 50
8 39 47 55
9 42 51 60


There is always the Spellweaver. I can't remember which company made it, but it was skill-based.

RPG Superstar 2012 Top 32

Hex Striker

Alignment: Any non-lawful.
Skills: Bluff 4 ranks, Stealth 4 ranks, Knowledge (arcana) 4 ranks.
Spells: Ability to cast at least one arcane spell of 2nd level or higher.
Special: Ability to use hexes, sneak attack +2d6.

BAB: +½
Medium Saves: Reflex and Will
Hit Dice: 1d6

Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (all skills, selected individually) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Intelligence modifier.

Weapon and Armor Proficiency: Hex strikers gain no proficiency with any weapon or armor.

LEVEL ABILITY
1. Hex strike, sneak attack +1d6 +1 level of existing class
2. Hex, sneaky hexes +1 level of existing class
3. Sneak attack +2d6 +1 level of existing class
4. Hex , Impromptu sneak attack 1/day +1 level of existing class
5. Sneak attack +3d6 +1 level of existing class
6. Hex, major hexes +1 level of existing class
7. Sneak attack +4d6 +1 level of existing class
8. Hex , Impromptu sneak attack 2/day +1 level of existing class
9. Sneak attack +5d6 +1 level of existing class
10. Critical hex, grand hexes, hex +1 level of existing class

Hex strike (Su): Beginning at 1st level, whenever the hex striker makes a successful sneak attack, he can forgo 1 die of sneak attack damage and target the creature with a hex. At 6th level, he can forgo 2 dice of sneak attack damage and target the creature with an advanced hex. At 10th level, he can forgo 3 dice of sneak damage and target the creature with a grand hex.

Sneak Attack (Ex): At 1st level, and every 2 levels thereafter, the hex striker’s sneak attack increases by 1d6.

Hex (Ex or Su): At 2nd level, and every 2 levels thereafter, the hex striker gains an additional hex. Hex striker levels stack with witch levels for the purposes of hexes.

Sneaky hexes (Su): Beginning at 2nd level, whenever the hex striker makes a successful sneak attack against a creature, hat creature suffers a penalty equal to the number of sneak attack dice on saving throws against the hex striker’s hexes for a number of rounds equal to half the hex striker’s class level.

Impromptu sneak attack (Ex): Beginning at 4th level, once per day a hex striker can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
At 8th level, a hex striker can use this ability twice per day.

Major Hexes (Ex or Su): Beginning at 6th level, when the hex striker gains a new hex, he may select a major hex from the list of major hexes available to witches.

Critical Hex (Su): Beginning at 10th level, when the hex strike makes a successful critical hit, or hits an opponent with two sneak attacks in the same round, he may target his opponent with a hex as a free action.

Grand Hexes (Ex or Su): Beginning at 10th level, when the hex striker gains a new hex, he may select a grand hex from the list of grand hexes available to witches.


SmiloDan wrote:
I'm bored: give me ideas for a new base class I can design!!!

Would you be willing to create something for my homebrew campaign Here

RPG Superstar 2012 Top 32

inkedmsd wrote:
SmiloDan wrote:
I'm bored: give me ideas for a new base class I can design!!!
Would you be willing to create something for my homebrew campaign Here

The link didn't work for me. Can you give me a brief description of what you want here?

RPG Superstar 2012 Top 32

3 people marked this as a favorite.

Force Adept (Wizard archetype)

Force Pool (Su): The force adept gains a pool of force points equal to half his class level + his Intelligence modifier (minimum 1). Beginning at 1st level, the force adept can spend 1 force point to cast magic missile. At higher levels, the force adept gains other powers that may also consume force points. The force adept’s pool of force points is renewed each day when he prepares spells.
This ability replaces Arcane Bond.

Force School: A force adept must choose to specialize in spells of the force descriptor, gaining additional spells and powers based on that school. This choice is made at 1st level, and once made, it cannot be changed.
A force adept chooses to specialize in spells of the force descriptor and therefore all other spells are opposition spells, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A force adept who prepares opposition spells from his spellbook must use two spell slots of that level to prepare the spell. For example, a force adept must expend two of his available 3rd-level spell slots to prepare a fireball spell, since fireball lacks the force descriptor. In addition, a force adept takes a –4 penalty on any skill checks made when crafting a magic item that has an opposition spell as a prerequisite.
Force adepts receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a force adept can prepare a spell of the force descriptor in that slot. This spell must be in the force adept’s spellbook. A force adept can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.
This replaces Arcane School.

Forceful Missiles (Su): At 1st level, the damage dice of the force adept’s magic missile spells increases by one category, from 1d4+1 to 1d6+1. At 8th level, they increase to 1d8+1. At 14th level, they increase to 1d10+1. At 20th level, they increase to 1d12+1.
This ability replaces the Arcane School powers gained at 1st and 6th or 8th level.

Force Adaptations (Su): At 1st level, 5th level, and every 5 levels thereafter, the force adept gains one of the following special abilities. These special abilities replace Scribe Scroll and the bonus item creation and metamagic feats gained at levels 5, 10, 15, and 20.

Force Adaptations:

Abundant Missiles: Beginning at 11th level, you gain an additional missile when you cast magical missile, for a total of 6 missiles. At 13th level, and every 2 levels thereafter, the number of missiles you gain when you cast magic missile increases by one.

Exploding Missiles: By spending 1 force point from your force pool, you can cause enhance a single casting of magic missile to explode upon strike its target(s). Creatures adjacent to your target take half the damage of your magic missile; they can make a Reflex save with a DC of 10 + ½ your force adept level + your Intelligence modifier for half damage.

Impact Missile: You add your Intelligence modifier to the damage caused by one of the missiles produced whenever you cast magic missile.

Greater Impact Missiles: By spending 1 force point from your force pool, you can add your Intelligence modifier to the damage caused by each of the missiles produced when you cast magic missile. You must have the Impact Missile adaptation before selecting this adaptation.

Maneuver Missiles: By spending 1 force point from your force pool, you can perform one of the following combat maneuvers to each target of your magic missile spell: bull rush, dirty trick, disarm, or trip. You use your caster level + your Intelligence modifier in place of your standard CMB; if you strike a creature with multiple missiles, you gain a +2 bonus to your CMB for each additional missile beyond the first.

Metamagic Missile Mastery: You can reduce the increase in spell slot levels when applying metamagic feats to magic missile spells by spending an equivalent number of force points from your force pool. You cannot spend a portion of the spell level increase; if you do not have enough points in your force pool to completely pay the cost of reducing the extra levels of the metamagic feat applied to the spell, you cannot use this ability.

Penetrating Missiles: When you make a caster level check to overcome the spell resistance of a target of your magic missile spell, you may roll twice and select the higher result. At 20th level, you may roll 3 times and select the highest result.

Spellstriking Missiles: As a full round action, you can cast magic missile and a second companion spell, with the target(s) of your magic missile spell also being the target(s) of the companion spell. You must spend a number of force points equal to the level of the companion spell to activate this ability. A target struck by multiple missiles can only be targeted by the companion spell once.

Greater Spellstriking Missiles: When you use your Spellstriking Missiles ability, you only need to spend half the level of the companion spell in force points. If the target is hit with multiple missiles, for each missile beyond the 1st, you gain a +1 on caster level checks and increase the save DC by +1. You must have the Spellstriking Missiles adaptation before selecting this adaptation.

Sundering Missiles: You can target non-living objects with your magic missile spells. You can make the sunder combat maneuver with your magic missile spells by spending 1 force point from your force pool and making a combat maneuver check with a CMB of your caster level + your Intelligence modifier in place of your standard CMB; if you strike a creature’s object with multiple missiles, you gain a +2 bonus to your CMB for each additional missile beyond the first.

Greater Sundering Missiles: When you target a non-living object with your magic missile spells, you ignore an amount of its hardness equal to your caster level. You can also target golems and other constructs normally immune or resistant to magic with your magic missile spells if your caster level is greater than or equal to the amount of DR/adamantite or DR/- of the golem or construct. You must have the Sundering Missiles adaptation before you can select this adaptation.


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Good to see you back at it

RPG Superstar 2012 Top 32

Just re-posting some swashbucklers for another thread.

Swashbuckler

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

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge history (Int), Knowledge local (Int), Knowledge nobility (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str).

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, Dodge +4, 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, 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.

Grace Powers::

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.

RPG Superstar 2012 Top 32

SWASHBUCKLER

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

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge history (Int), Knowledge local (Int), Knowledge nobility (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str).

Skill Ranks per Level: 4 + Intelligence modifier

Swashbucklers are proficient in all simple and martial weapons, light armor, but not shields.

LEVEL ABILITY
1. Combat Strike, Combat Trick, Grace, Weapon Finesse
2. Bonus Feat, Combat Trick
3. Insightful Strike
4. Combat Trick, Main Gauche +1
5. Combat Strike
6. Bonus Feat, Combat Trick
7.
8. Combat Trick, Main Gauche +2
9. Combat Strike
10. Bonus Feat, Combat Trick
11. Twin Tricks
12. Combat Trick, Main Gauche +3
13. Combat Strike
14. Bonus Feat, Combat Trick
15. Elegant Strike
16. Combat Trick, Main Gauche +4
17. Combat Strike
18. Bonus Feat, Combat Trick
19. Triple Tricks
20. Combat Trick, Main Gauche +5

Combat Strike (Ex): At 1st level, and every 4 levels beyond 1st (5th, 9th, 13th, and 17th), the swashbuckler learns a combat strike.

Ambush Strike: The swashbuckler adds her class level to her damage rolls if she hits an opponent after she has moved at least 10 feet from her previous position.

Charging Strike: The swashbuckler adds her class level to her damage rolls if she hits an opponent after she has charged into combat.
Fearsome Strike: The swashbuckler adds her class level to her damage rolls if she hits an opponent that is shaken, frightened, panicked, or cowering.

Flanking Strike: The swashbuckler adds her class level to her damage rolls if she hits an opponent that she is flanking.

Flatfooted Strike: The swashbuckler adds her class level to her damage rolls if she hits an opponent that is flatfooted or otherwise denied its Dexterity modifier to its AC.

Opportunistic Strike: The swashbuckler adds her class level to her damage rolls if she hits while making an attack of opportunity.

Tumbling Strike: The swashbuckler adds her class level to her damage rolls if she hits an opponent after passing through her opponent’s space.

Underfoot Strike: The swashbuckler adds her class level to her damage rolls if she hits an opponent that is 2 or more size categories larger than her.

RPG Superstar 2012 Top 32

SWASHBUCKLER

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

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge history (Int), Knowledge local (Int), Knowledge nobility (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str).

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.

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.

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.

Improved Tricks:

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.

Apt Student: The swashbuckler may choose to learn 2 tricks in place of 1 improved trick. The swashbuckler may select this improved trick multiple times; each time, the swashbuckler may select different tricks.

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 every 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.

Greater Tricks:

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.

Student is Now the Master: The swashbuckler may select 2 improved tricks in place of 1 greater trick. The swashbuckler may select this greater trick multiple times, each time selecting different improved tricks.

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.

RPG Superstar 2012 Top 32

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. Using a graceful power is usually a free action unless otherwise stated in its description. A swashbuckler can use a number of graceful powers equal to her Charisma bonus at the same time if the situation warrants it; each graceful power has its own recovery time.

Weapon Finesse. At 1st level, the swashbuckler gains Weapon Finesse as a bonus feat.

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.

Bull Rush Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD to bull rush attempts.

Improved Bull Rush Trick (Ex). On a successful bull rush attempt, the swashbuckler does not need to move with her opponent to move her opponent to the maximum distance of the bull rush.

Greater Bull Rush Trick (Ex). An opponent that is successfully bull rushed by the swashbuckler and strikes a solid object at the end of the bull rush suffers 1d6 points of damage per 10 feet moved prior to the impact.

True Bull Rush Trick (Ex). The swashbuckler cannot be bull rushed.

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.

Disarm Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD to disarm attempts.

Improved Disarm Trick (Ex). On a successful disarm attempt, the swashbuckler chooses the location where her opponent’s weapon lands.

Greater Disarm Trick (Ex). On a successful disarm attempt, as a free action, the swashbuckler can choose to make a ranged attack against an opponent within 15 feet, causing damage equal to the base damage of the weapon she disarmed from her opponent.

True Disarm Trick (Ex). The swashbuckler cannot be disarmed.

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 foot steps (or 10 foot steps) equal to her Charisma bonus.

Truly Graceful Step (Ex). For a number of rounds equal to her Charisma bonus, the swashbuckler can take a number of 5 foot steps (or 10 foot steps) equal to her Charisma bonus each round.

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.

Grapple Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD for grapple checks.

Improved Grapple Trick (Ex). The swashbuckler can make a grapple check as an attack action instead of as a standard action.

Greater Grapple Trick (Ex). The swashbuckler adds half her level to the damage she causes with a successful grapple check.

True Grapple Trick (Ex). The swashbuckler cannot be grappled.

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

Improved Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks for a number of rounds equal to her Charisma bonus.

Greater Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks for a number of rounds equal to her class level.

True Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks.

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 initiated this action.

Overrun Trick (Ex). The swashbuckler adds her Charisma bonus to CMB and CMD to overrun.

Improved Overrun Trick (Ex). Opponents overrun by the swashbuckler require a full round to stand up from a prone position.

Greater Overrun Trick (Ex). Opponents overrun by the swashbuckler take damage equal to the swashbuckler’s class level minus their size bonus to Stealth checks. (The bigger they are, the harder they fall!)

True Overrun Trick (Ex). The swashbuckler cannot be overrun.

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.

Improved Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for a number of rounds equal to her Charisma bonus.

Greater Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for a number of rounds equal to her class level.

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

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.

Sudden Attack (Ex). The swashbuckler adds her class level to the damage against an opponent that is flat-footed or denied its Dexterity bonus to its AC.

Improved Sudden Attack (Ex). The swashbuckler adds double her class level to the damage against an opponent that is flat-footed or denied its Dexterity bonus to its AC.

Greater Sudden Attack (Ex). The swashbuckler adds triple her class level to the damage against an opponent that is flat-footed or denied its Dexterity bonus to its AC.

Sunder Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD to sunder attempts.

Improved Sunder Trick (Ex). For the purposes of sunder attempts, the swashbuckler increases the hardness of any weapon she wields by an amount equal to her Charisma bonus.

Greater Sunder Trick (Ex). When the swashbuckler successfully sunders an opponent’s weapon, her opponent suffers damage equal to the base damage of the weapon.

True Sunder Trick (Ex). The swashbuckler’s weapon cannot be sundered.

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 Display (Ex). The swashbuckler unleashes a terrifying display of weapon mastery 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 13th 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.

Trip Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD trip attempts.

Improved Trip Trick (Ex). Opponents tripped by the swashbuckler require a full round to stand up from a prone position.

Greater Trip Trick (Ex). Opponents tripped by the swashbuckler take damage equal to the swashbuckler’s class level minus their size bonus to Stealth checks. (The bigger they are, the harder they fall!)

True Trip Trick (Ex). The swashbuckler cannot be tripped.

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 fall prone or be subjected to a bull rush attempt that does not provoke an attack of opportunity from the swashbuckler.
.

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 hit on an opponent, the opponent also takes 2 points of Constitution damage.

RPG Superstar 2012 Top 32

GRACEFUL SWASHBUCKLER

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

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge history (Int), Knowledge local (Int), Knowledge nobility (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str).

Skill Ranks per Level: 4 + Intelligence 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. Using a graceful power is usually a free action unless otherwise stated in its description. A swashbuckler can use a number of graceful powers equal to her Charisma bonus at the same time if the situation warrants it; each graceful power has its own recovery time.

Weapon Finesse. At 1st level, the swashbuckler gains Weapon Finesse as a bonus feat.

Graceful Powers::

1. Ambush Strike (Ex). If the swashbuckler moves 10 or more feet in the round, she can spend a swift action prior to making an attack roll and, if she successfully hits, add her class level to the damage roll.
2. Bull Rush Trick (Ex). As a free action, the swashbuckler adds her Charisma bonus to her CMB and CMD to bull rush attempts for 1 round.
3. Clear Minded (Ex). The swashbuckler can re-roll a failed Will save as an immediate action.
4. 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.
5. Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +1 as a an immediate action.
6. Disarm Trick (Ex). As a free action, the swashbuckler adds her Charisma bonus to her CMB and CMD to disarm attempts for 1 round
7. Evasion (Ex). As an immediate action, the swashbuckler can benefit from Evasion on a single Reflex save.
8. Flanking Strike (Ex). If the swashbuckler is flanking an opponent, she can spend a swift action prior to making an attack roll and, if she successfully hits, add her class level to the damage roll.
9. Flashing Blade (Ex). As part of a full round action, the swashbuckler gains an additional attack at her highest base attack bonus for 1 round.
10. Graceful Climber (Ex). As a free action, the swashbuckler adds her class level to a her Climb checks for 1 round.
11. Graceful Escape Artist (Ex). As a free action, the swashbuckler adds her class level to a her Escape Artist checks.
12. Graceful Feint (Ex). As a free action, the swashbuckler adds her level to her Bluff skill checks used to feint in combat for 1 round.
13. Graceful Leaper (Ex). As a free action, the swashbuckler adds her level to her Acrobatic skill checks for 1 round.
14. Graceful Step (Ex). The swashbuckler can take 1 extra 5 foot step as a swift action.
15. Graceful Swimmer (Ex). As a free action, the swashbuckler adds her level to her Swim skill checks for 1 round.
16. Grapple Trick (Ex). As a free action, the swashbuckler adds her Charisma bonus to her CMB and CMD for grapple checks for 1 round.
17. Guarded Stance (Ex). As a swift action, the swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks for 1 round.
18. 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.
19. 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 initiated this action.
20. Overrun Trick (Ex). As a free action, the swashbuckler adds her Charisma bonus to CMB and CMD for overrun attempts for 1 round
21. 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.
22. 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.
23. Quick Reflexes (Ex). The swashbuckler can make one additional attack of opportunity per round.
24. Rolling Dodge (Ex). As a swift action, the swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for 1 round.
25. Sprint (Ex). The swashbuckler can move up to her speed as a swift action.
26. Strength Surge (Ex). As an immediate action, 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.
27. Sudden Attack (Ex). If the swashbuckler targets an opponent that is flat-footed or denied it Dexterity bonus to its AC, she can spend a swift action prior to making an attack roll and, if she successfully hits, add her class level to the damage roll.
28. Sunder Trick (Ex). As a free action, the swashbuckler adds her Charisma bonus to her CMB and CMD to sunder attempts for 1 round.
29. 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.
30. Touché (Ex). When the swashbuckler threatens to make a critical hit she can choose to spend a swift action to make a melee touch attack instead of a regular melee attack when she rolls to confirm the critical hit.
31. Trip Trick (Ex). As a free action, the swashbuckler adds her Charisma bonus to her CMB and CMD trip attempts for 1 round
32. Weapon Master (Ex). As a free action, the swashbuckler gains the use of one combat feat for 1 round. She must meet the requirements of the selected feat.
33. You Shall Not Pass (Ex). As a free action, the swashbuckler adds her level to the DC to Acrobatics checks to move through her threatened space or to move through her space for 1 round.

The swashbuckler must be 7th level to choose the following grace powers.

Improved Grace Powers:

1. Improved Ambush Strike (Ex). If the swashbuckler moves 20 or more feet, she adds double her swashbuckler level to her damage.
2. Improved Bull Rush Trick (Ex). On a successful bull rush attempt, the swashbuckler does not need to move with her opponent to move her opponent to the maximum distance of the bull rush.
3. 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
4. Improved Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +2 as a free action.
5. Improved Disarm Trick (Ex). On a successful disarm attempt, the swashbuckler chooses the location where her opponent’s weapon lands.
6. 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.
7. 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.
8. Improved Flashing Blade (Ex). As part of a full round action, the swashbuckler gains two additional attacks at her highest base attack bonus.
9. 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.
10. 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.
11. 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.
12. Improved Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill checks for a number of rounds equal to her Charisma bonus
13. Improved Graceful Step (Ex). When the swashbuckler takes a 5 foot step, she can choose to move 10 feet.
14. Improved Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks for a number of rounds equal to her Charisma bonus.
15. Improved Grapple Trick (Ex). The swashbuckler can make a grapple check as an attack action instead of as a standard action.
16. Improved Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks for a number of rounds equal to her Charisma bonus
17. Internal Fortitude (Ex). The swashbuckler can remove the sickened or nauseated condition from herself as a swift action.
18. Improved Overrun Trick (Ex). Opponents overrun by the swashbuckler require a full round to stand up from a prone position.
19. 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.
20. Improved Quick Reflexes (Ex). The swashbuckler can make a number of additional attacks of opportunity equal to her Charisma bonus.
21. Improved Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for a number of rounds equal to her Charisma bonus.
22. Improved Sprint (Ex) The swashbuckler can move up to double her speed as a swift action.
23. 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.
24. Improved Sudden Attack (Ex). The swashbuckler adds double her class level to the damage against an opponent that is flat-footed or denied its Dexterity bonus to its AC.
25. Improved Sunder Trick (Ex). For the purposes of sunder attempts, the swashbuckler increases the hardness of any weapon she wields by an amount equal to her Charisma bonus.
26. Improved Touche (Ex). As a standard action, the swashbuckler resolves a single melee attack as a melee touch attack.
27. Improved Trip Trick (Ex). Opponents tripped by the swashbuckler require a full round to stand up from a prone position.
28. 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.
29. 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.
30. Improved You Shall Not Pass (Ex). The spaces adjacent to (and occupied by) the swashbuckler are considered difficult terrain to her opponents.

The swashbuckler must be 13th level to choose the following grace powers.

Greater Grace Powers:

1. Greater Ambush Strike (Ex). If the swashbuckler moves 30 or more feet, she adds triple her swashbuckler level to her damage.
2. Greater Bull Rush Trick (Ex). An opponent that is successfully bull rushed by the swashbuckler and strikes a solid object at the end of the bull rush suffers 1d6 points of damage per 10 feet moved prior to the impact.
3. 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.
4. Greater Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +3 as a free action.
5. Greater Disarm Trick (Ex). On a successful disarm attempt, as a free action, the swashbuckler can choose to make a ranged attack against an opponent within 15 feet, causing damage equal to the base damage of the weapon she disarmed from her opponent.
6. Greater Evasion (Ex). The swashbuckler rolls a 2nd Reflex save if the first one fails.
7. 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.
8. Greater Flashing Blade (Ex). As part of a full round action, the swashbuckler gains three additional attacks at her highest base attack bonus.
9. 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.
10. 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.
11. 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.
12. Greater Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill checks for a number of rounds equal to her class level.
13. Greater Graceful Step (Ex). For 1 round, the swashbuckler can make a number of 5 foot steps (or 10 foot steps) equal to her Charisma bonus.
14. Greater Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks for a number of rounds equal to her class level.
15. Greater Grapple Trick (Ex). The swashbuckler adds half her level to the damage she causes with a successful grapple check.
16. Greater Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks for a number of rounds equal to her class level.
17. Greater Overrun Trick (Ex). Opponents overrun by the swashbuckler take damage equal to the swashbuckler’s class level minus their size bonus to Stealth checks. (The bigger they are, the harder they fall!)
18. Greater Parry (Ex). The swashbuckler negates a successful melee attack against her as an immediate action.
19. Greater Quick Reflexes (Ex). For 1 round, the swashbuckler adds her Charisma bonus to her attack rolls when making attacks of opportunity.
20.Greater Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for a number of rounds equal to her class level.
21. Greater Sprint (Ex) The swashbuckler can move up to triple her speed as a swift action.
22. 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.
23. Greater Sudden Attack (Ex). The swashbuckler adds triple her class level to the damage against an opponent that is flat-footed or denied its Dexterity bonus to its AC.
24. Greater Sunder Trick (Ex). When the swashbuckler successfully sunders an opponent’s weapon, her opponent suffers damage equal to the base damage of the weapon.
25. Terrifying Display (Ex). The swashbuckler unleashes a terrifying display of weapon mastery 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.
26. Greater Touché (Ex). As a full round action, the swashbuckler resolves all her melee attacks as melee touch attacks.
27. Greater Trip Trick (Ex). Opponents tripped by the swashbuckler take damage equal to the swashbuckler’s class level minus their size bonus to Stealth checks. (The bigger they are, the harder they fall!)
28. 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.
29. 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

The swashbuckler must be 19th level to choose the following grace powers.

True Grace Powers:

1. True Bull Rush Trick (Ex). The swashbuckler cannot be bull rushed.
2. True Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +4 as a free action.
3. True Disarm Trick (Ex). The swashbuckler cannot be disarmed.
4. True Evasion (Ex). The swashbuckler automatically makes a single Reflex saving throw.
5. True Flashing Blade (Ex). As part of a full round action, the swashbuckler gains four additional attacks at her highest base attack bonus.
6. Truly Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks.
7. Truly Graceful Escape Artist (Ex). The swashbuckler adds her class level to a her Escape Artist checks.
8. Truly Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat.
9. Truly Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill.
10. Truly Graceful Step (Ex). For a number of rounds equal to her Charisma bonus, the swashbuckler can take a number of 5 foot steps (or 10 foot steps) equal to her Charisma bonus each round.
11. Truly Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks.
12. True Grapple Trick (Ex). The swashbuckler cannot be grappled.
True Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks.
13. True Overrun Trick (Ex). The swashbuckler cannot be overrun.
14. 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.
15. True Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus.
16. True Sunder Trick (Ex). The swashbuckler’s weapon cannot be sundered.
17. True Trip Trick (Ex). The swashbuckler cannot be tripped.
18. 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.
19. 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 fall prone or be subjected to a bull rush attempt that does not provoke an attack of opportunity from the swashbuckler.

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 hit on an opponent, the opponent also takes 2 points of Constitution damage.

RPG Superstar 2012 Top 32

Rake

Fighter Archetype

Rakish Skills. The Rake removes the skills Handle Animal, Knowledge (dungeoneering), Knowledge (engineering), Ride, and Survival from his list of class skills. The Rake adds the skills Acrobatics, Bluff, Knowledge (local), Knowledge (nobility), and Sense Motive to his list of class skills.

Rakish Wit. The Rake adds his Intelligence bonus as a Dodge bonus to his AC and CMD while wearing light armor or no armor and when carrying no more than a light load. This ability replaces the Rake’s Heavy Armor, Medium Armor, and Shield proficiencies.

Bonus Feats. The Rake must select Weapon Finesse as his bonus feat at 1st level.

Rakish Celerity. The Rake increases his base speed by +5 at 2nd level. This increases by 5 feet at 6th level and every 4 levels thereafter. This ability replaces the Bravery class feature.

Rakish Defense. At 3rd level, the Rake increases the Dodge bonus to AC he gets while wearing light armor or no armor by +1. This bonus increases by +1 at levels 7, 11, and 15. This replaces the Rake’s Armor Training I-IV class features.

Rakish Weapon Training. At 5th level, the Rake must select Light Blades as the weapon group he gains Weapon Training in.

Rakish Weapon Training II. At 9th level, the Rake adds his Intelligence bonus, if any, to his damage rolls and CMB with Light Blades. This replaces Weapon Training II.

Rakish Weapon Training III. At 13th level, the Rake increases the threat range of any Light Blade he wields by 2. This increase is applied after any doubling of the weapon’s threat range from Improved Critical, keen weapon, or the like. This ability replaces Weapon Training III.

Elegant Strike. At 17th level, the Rake adds his Dexterity bonus, if any, to his damage rolls with Light Blades. This replaces Weapon Training IV.

Rakish Evasion. At 19th level, whenever the Rake is struck in melee, he may make a Reflex Save with a DC equal to the attack roll that hit him. If the Reflex Save is successful, the Rake negates the hit.

Weapon Mastery. At 20th level, the Rake must select a Light Blade as the weapon he applies his Weapon Mastery ability to.


SmiloDan wrote:
Evil Midnight Lurker wrote:
SmiloDan, I think there's something missing from the Evolver. How does the point pool work? Do you burn through a fixed amount of points daily as you change forms (and if so, do the changes have a time limit), or do you have a reserve from which you can reallocate points at any time?

Evolution Pool (Su). You have a pool of evolution points equal to ½ your class level + your Constitution modifier. You use these points to power your shape changing abilities. This pool is replenished after 8 hours of rest.

Each time the evolver uses his Evolve Form ability, he spends 1 evolution point. He can spend additional points to grant himself evolutions while in the Evolved Form.

I haven't really playtested it, so the Evolution Pool might need to change from 1/2 your level + your Constitution modifier to either your level + your Constitution modifier or maybe even 4 + your Constitution modifier at 1st level + 2 for each level thereafter. I want the class to be dynamic, and have lots of fluid shapechanging, but I don't want it to be super powerful.

Yeah, I'm creating a character with this class, and shapeshifting feels pretty limited. I basically get about two shapechanges per day at low levels: One to be a decent fighter (Alter Self, +2 Str, Claws, natural armor) and one to be a subpar fighter or grab a utility. I don't know if it's underpowered—I haven't started playing yet—but it's not quite as fluid as I'd hoped (no changing forms just for conversation or stupid puns like the Genie).

We'll see how it works out. I'm still very excited to give it a shot.

RPG Superstar 2012 Top 32

Thanks for playtesting it! Definitely feel free to try out different sized pools.

I hope you have fun!


So the duration of the Evolve Form is supposed to match the listed spells', right?


Well, having played my first session, what a blast! Transformations were very useful, of the three I used. I was playing a 2nd-level human evolver, with some focus on both melee and skills. I'd taken Extra Evolution, giving me a +1, and so had 5 Evolution Points. I had Early Form and thus access to Alter Self.

The Encounters:
The first encounter was a combat, and I chose to Alter into a half-orc with Reach and a +2 Strength. My plan was to destroy the enemies' lantern and use my own darkvision to gain an advantage, but that didn't quite pan out due to an ally not wanting to be in the dark. So I just bashed them with my knobkerrie. 1d6+6 isn't crazy damage, but it ain't nothing, either—especially with Reach. I rolled two crits, so my experience was a bit biased, but it was tons of fun.

The second encounter was a roleplaying scene with a prisoner from before. I Enlarged myself into a looming, shadowy creature with a huge, glowing maw, taking Skilled. Automatic +12 Intimidate! I then got three aids and proceeded to roll a 19, so the target was pretty much catatonic.

So now I only had 1 EP. I used that on a Disguise Self to look Chelish (we're in Sargava, and the gate guards there are crazy racist) and we went on our way. The nice thing is that Disguise Self has a way bigger duration than most of my "spells", so my +2 Con will last until the final encounter. That's good, because I'm entirely out now.

Honestly, the limit fees a bit harsh considering I had to spend a feat on it. I think we were lucky in only getting one combat, since combat tends to demand a bigger investment of points. With three combats per day, even assuming just two EPs spent per fight, I'm down to bare essentials by the end. Most characters spend almost no resources on "skill challenges", after all. And every class feature I've got hinges on this one pool. I could see an uncautious evolver having absolutely nothing to show the boss when the mooks are done with.

On the other hand, though, most games have combats much closer together. That would allow one form to last throughout. It could probably be abused, in fact.* But for me, just wanting a fair diversity of forms per day, the limit's a bit awkward. Even just one or two extra points would probably solve the problem. Maybe 2-3 + Con modifier +1 per level past first.

Also, it might be nice to be able to grab an Evolution after shifting without having to take a whole new form. If I've grabbed Enlarge Self and Reach for 2 EP, it's a bit awkward to then have to grab Enlarge Self again just to get Claws for 2 RP. But it hasn't bothered me too much. I may be just a bit biased as a player. About everything. :P

I can't wait to be able to morph as a standard or move action, by the way. :)

Overall, it's a super cool class that maybe feels a tad claustrophobic at times. It's pretty MAD—basically a monk in that regard—but also very diverse, so I never feel like I've neglected my main interests. It's the first MAD class that really makes each ability useful. So despite my mere 14 Strength and Dex (I rolled a lot of 14s), I can melee and skill without a problem. As long as I've got the points for it.

Sunt the Shifter lives to fight another day!

*EDIT: As a sidenote, I could totally use Disguise Self, grab a bunch of evolutions, and nova for 20 minutes. I'm not sure how optimal that is—it sure does limit your options—but it's worth noting.

RPG Superstar 2012 Top 32

I'm glad you had fun with it.

Maybe double Constitution modifier + level?

Maybe adding evolutions to a shape can be a trick?

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Seeing as the Evolver has no spells, I'd give it a pool closer to a Bard or Barbarian, 2 + Con at first level, and 2 at each additional level. Shape shifting is their main schtick, and at a certain point a Barbarian or Bard barely needs to track Rage rounds or Music rounds.

I'd also change Evolver's defence from Wisdom (Dodge bonus) to Constitution (Natural Armour bonus when unarmoured) first to reduce some MADness, and also because shifting a tougher hide/armoured body seems more in lore for a shapeshifter than the prescient dodgery of a monk.

They already need Charisma for social stuff, and while they can shift some extra strength/Dex they are more likely to use natural weapons than two-handed or ranged weapons so need the boost there.


Bards and barbarians get rounds with those pools, though, while each evolver point contributes to something that can last as long as 10 minutes/level.

I really prefer the Wisdom to AC on a thematic sense—the idea I get is that they warp and twist their body to avoid attacks (opening a hole in the stomach to avoid a spear wound), and that's really cool and fitting—way cooler than just giving them natural armor like a Scarred Witch Doctor. On a rules sense, I can relate more—I was lucky enough to roll 14s on every relevant stat, and took Dual Talent to supplement my Con and Wis, but I know not everyone can be a Dual Talented human/dwarf with good rolls. Maybe Con bonus as a Dodge bonus to AC?

I need Charisma? For what? That's the one ability that has no bearing on anything I do except Disguise, and Disguise Self + Skilled makes it incredibly easy to supplement that.

EDIT: Oh, I just noticed the AC bonus only applies when wearing no armor. I hadn't seen that before, and was wearing masterwork studded leather armor to keep up in melee. Without this armor, I'll need to grab Barkskin or Natural Armor evolutions every time I enter a fight. A 14 AC isn't protecting anyone.

RPG Superstar 2012 Top 32

I would suggest increasing it to Con modifier + level to begin. If that still seems a little weak or frustrating, increase it to 4 + Con modifier + 2 per level, like bards and barbarians.

Since it is utility and combat pooled together, increasing the size of the pool might not be over powering.

Using Con instead of Wis for AC shouldn't be overpowered, using the 5th Ed. Barbarian as an example.


Late to the party, but here are a few suggestions:

Stalwart Defender, base class edition!

A fighter or swashbuckler archetype that allows the swashbuckler to use his deeds without being tied to using light armor and wielding one handed weapons.

A Samurai archetype that trades his mount abilities for ki powers and things?

A druid archetype that can effectively heal in exchange for wild shape, or or something, maybe.


dotting


Son of the Veterinarian wrote:

A spellcaster archtype who prepares spells by writing them down on slips of paper then casts them by either burning the paper or affixing them to the target.

You actually just want to refluff base class wizard. I did this once, my wizard prepared his spells by stitching the material components between two pieces of parchment, then drew arcane icons for each spell on the outside.


Incidentally, a fellow player tried out the force adept last night. It's pretty bonkers. More on that story as it unfolds.

RPG Superstar 2012 Top 32

OK, cool. It looks like a bit of a one-trick pony, but that trick can destroy everything!

Except The Darkness.

And possibly Gazebos.


I always liked the Swiftblade prestige class from 3.5, but never actually got to play one. What do you think it would work best as? Base class, Magus archetype, or Bloodrager archetype?

RPG Superstar 2012 Top 32

Looks cool. Maybe magus or base class.


As one of the authors of that prestige class I always feel proud that people still refer, and even play it, to this day.:) Let me know what you do with the archetype. I would be more than willing to help iron out a Pathfinderized version of it.

Cheers
Volf


So far, the biggest problem I see is that the force adept is insane at low levels. I have a player doing 1d6+5 damage automatically, and at low levels where AC matters, that's a lot. She basically takes down a goblin per turn.

At first level, the one-trick ponyness of the class has not yet begun to surface. Mage Armor, Shield, Floating Disk and Magic Missile are enough to keep her viable, and her DPR is the best on the team.

I estimate that at around 3rd level it will start to hurt a lot more. It just hasn't happened yet, and in the meantime, everything else is getting steamrolled.

RPG Superstar 2012 Top 32

I've been playing a lot of 5E, and one way they balance stuff is removing many Ability Score-based stuff to their ki pools and rage rounds and stuff.

Maybe change the Force Pool to just 1/2 level (round down, minimum 1). So occasionally shining, but not shining always.

Liberty's Edge

A proper, Shadowrun-style Technomancer, because the prestige class in the Technology Guide is pathetically underwhelming.

RPG Superstar 2012 Top 32

I've never played Shadowrun before. What is a Technomancer? Like a necromancer that controls technology (robots, programs, computers, apps, networks, etc.) instead of undead?


SmiloDan wrote:
I've never played Shadowrun before. What is a Technomancer? Like a necromancer that controls technology (robots, programs, computers, apps, networks, etc.) instead of undead?

Yes and No. Yes, he's a guy that can "magically" interact with technology. No, he has nothing to do with a necromancer. A technomancer is most often described as a magical hacker.

(Sidenote : necromancer is a compound word made from two words with greek origin - νεκρός, meaning corpse; and μαντεία meaning more or less magic; a necromancer is literally a mage of corpses. The technomancer term is built in the same manner and is a mage of technology)

RPG Superstar 2012 Top 32

Is there enough computer technology in Pathfinder or Golarion to warrant a base class or PrC specializing in it?


I would say for a prestige class, probably. Paizo had one in their Technology Guide after all. Same goes for archetypes, but I'd be loathe to say there's enough tech in Golarion to warrant a full base class.


What about a chainsaw wielder? Preferably wielding a hockey mask.


Do you have any classes that might help give a campaign a more video game-y feel?

No reason, of course. >.>


Perhaps a brawler archetype that kills things by jumping on their heads?


Azten wrote:

Do you have any classes that might help give a campaign a more video game-y feel?

No reason, of course. >.>

I could see this as being pretty neat. You could try something along the lines of giving them a hot key set up for spells, so semi spawn caster like the alchemist. They assign spells at the start of the day, but with 10 minutes of concentration they can swap all their spell slots around. They don't roll their own dice, the computer (dm) does it for them. They see results like a damage number above the target but not whether they did well on their lockpick attempt.

Their capstone could be "damage cap" deal 256 damage to a target, if the target has less than 256 hp remaining. 1/day or so. Since they can have a passive ability to see the hp bar of any monster with hd equal or less than their own+3, that makes a very useful boss finisher.


Hey, I think I need a clarification.

Evolver Base Class wrote:
Early Form. When you choose this Evolver’s Trick, you add an Evolve Form type of level equal to 1 higher than you currently can use to your list of known Evolved Forms. For example, at 1st level, you could add alter self, barkskin, or tree shape to your list of known Evolved Forms.

Question: What is the intention of this ability? I just noticed it only gives one effect, which, okay, sure, but what does it mean by "equal to one higher"? Barkskin/tree shape/alter self come at 3rd level, so at 1st level, would I really be able to use Early Form to get one of them like it says? What will happen when I hit 3rd level?

RPG Superstar 2012 Top 32

Um....
I don't know.

It's been a while since I made this. I think you just have earlier access to that one form.


Alright, fair enough. I was just wondering if it was an error (since you don't get any of that stuff at level 2).

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