Best Swashbuckler Conversion


Conversions

Liberty's Edge

There are a lot of conversions of the 3.5 swashbuckler for Pathfinder floating around out there. So, which one do you think is the best? Which one is the most balanced? Which one would you rather play/GM?

RPG Superstar 2012 Top 32

I know I've made a bunch! Hahahaha!!! I'm not sure which is best, though. I'll have to re-post them later when I have time.


personally I like the one I made, I'm bias.
But a few of my gamer friends like it too!

Liberty's Edge

Darkon Slayer wrote:

personally I like the one I made, I'm bias.

But a few of my gamer friends like it too!

Ooo! Will you share?


This was my Swashbuckler conversion from 3.5 to pathfinder. In my campaign I separated Jump from Acrobatics and combined it with Climb in Athletics.

Swashbuckler
Alignment: Any Hit Die: d10

Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +1 +2 +2 +0 Dodge bonus +1, Weapon Finesse
2 +2 +3 +3 +0 Insightful Strike
3 +3 +3 +3 +1 Combat Reflexes
4 +4 +4 +4 +1 Bonus combat feat
5 +5 +4 +4 +1 Dodge bonus +2
6 +6/+1 +5 +5 +2 Uncanny Dodge
7 +7/+2 +5 +5 +2 Acrobatic Charge
8 +8/+3 +6 +6 +2 Improved Flanking
9 +9/+4 +6 +6 +3 Bonus combat feat
10 +10/+5 +7 +7 +3 Dodge bonus +3
11 +11/+6/+1 +7 +7 +3 Acrobatic skill mastery
12 +12/+7/+2 +8 +8 +4 Lucky 1/day
13 +13/+8/+3 +8 +8 +4 Weakening critical
14 +14/+9/+4 +9 +9 +4 Bonus combat feat
15 +15/+10/+5 +9 +9 +5 Dodge bonus +4
16 +16/+11/+6/+1 +10 +10 +5 Wounding critical
17 +17/+12/+7/+2 +10 +10 +5 Slippery Mind
18 +18/+13/+8/+3 +11 +11 +6 Lucky 2/day
19 +19/+14/+9/+4 +11 +11 +6 Bonus combat feat
20 +20/+15/+10/+5 +12 +12 +6 Dodge bonus +5, finesse mastery
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Chr), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (Nobility) (Int), Knowledge (Local) (Int), Profession (Wis), Sense Motive (Wis), Swim (Str)
Skill Points per level: 4+Int Mod

Class Features:
Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, and with light armor. Some of the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored and unencumbered.
Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Dodge bonus (Ex): A swashbuckler is trained at focusing her defenses in melee combat and gains a +1 Dodge bonus on AC at 1st level. This bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level and to +5 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. This dodge bonus stacks with the dodge feat and can be used to replace the dodge prerequisite for other feats.
Insightful Strike (Ex): At 2nd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Combat Reflexes: At 3th level, a swashbuckler gains the benefit of the Combat Reflexes feat, the swashbuckler specialized as Combat reflexes instead of 1 plus Dexterity they get half their class level (minimum 1) plus their Dexterity.
Bonus Combat Feat: At 4th level, and at every five levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats
Uncanny Dodge (Ex): Starting at 6th level, a swashbuckler can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A swashbuckler with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8) against her. If a swashbuckler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Acrobatic Charge (Ex): A swashbuckler of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Acrobatic or Athletic checks, in particular) to successfully move over the terrain.
Improved Flanking (Ex): A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don’t gain this increased bonus.)
Acrobatic Skill Mastery (Ex): At 11th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Acrobatic or Athletic check, a swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.
Lucky (Ex): Many swashbucklers live by the credo “Better lucky than good.” Once per day, a swashbuckler of 12th level or higher may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll. The swashbuckler gains a second reroll at 18th level.
Weakening Critical (Ex): A swashbuckler of 13th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.
Wounding Critical (Ex): A swashbuckler of 16th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the swashbuckler’s weakening critical class feature.) Creatures immune to critical hits are immune to this effect.
Slippery Mind (Ex): When a swashbuckler reaches 17th level, her 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.
Finesse Mastery: At 20th level, a swashbuckler that is fighting with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. She automatically confirms all critical threats with that weapon.

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

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), 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.


Here's a link to a version I made a while back.

Liberty's Edge

SmiloDan wrote:

SWASHBUCKLER

** spoiler omitted **...

Wow. That's a lot of different variations of the theme. Have you thought about combining them into one class and rolling all those tricks together?


Here is one that I did that concentrated on the classic movie/literature swashbuckler: Buckle Me Swash Matey

Master Arminas

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