
Elghinn Lightbringer |
2 people marked this as a favorite. |

Well, here's my concept of the Swashbuckler base class. After many hours of tweaking and rebuilding, I've decided to reveal it before the Paizo guys reveal theirs. Enjoy.
While most warriors employ heavy armor, shields and crushing weapons to defeat their foes, swashbucklers instead rely upon their agility, wits, and sword fighting skills to win the day. Swashbucklers have a reputation for seeking adventure, particularly those that involve both risk and great reward. Those of noble birth tend to become professional duelists, seeking the fame and prestige of tournament championships, but others take to the high seas as pirates or privateers, exacting justice by the tip of their sword on behalf of the oppressed, or become bandits in search of opportunities to rob from the rich and flee into the safety of the nearby hills. Far more charismatic than most warriors, a swashbuckler often prefers to negotiate her way out of situations rather than fight. However, her preference to parley should never be mistaken for weakness, for when pressed, she is a formidable swordfighter.
Role: Although swashbucklers come from all walks of life, their natural charm makes them good leaders, as their social skills are often more developed than other characters in the group. They are often found traveling the wilderness or high seas to seek their fortunes, while others serve as bodyguards or duelists, upholding the law and protecting the weak. Swashbucklers are constantly in search of new fighting techniques and often seek out dueling masters or anyone willing to impart their knowledge. Regardless of their backgrounds, swashbucklers work well with bards and rogues and can blend into any urban or high society with the greatest of ease
Alignment: Any.
Hit Dice: d8.
Class Skills: The swashbuckler’s class abilities are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiency: The swashbuckler is proficient with all simple weapons, light and one-handed weapons, and with light armor. A swashbuckler is not proficient with medium armor, heavy armor, or with shields.
Duel (Ex): At 1st level, a swashbuckler can challenge an opponent to single combat with her dueling weapon. A dueling weapon is always a light or one-handed piercing melee weapon. For many of the class features of the swashbuckler, a duelling weapon is required to use them. A swashbuckler cannot use such class abilities with a ranged-only weapon or thrown-only weapon.
To initiate a duel, the swashbuckler must hold her weapon aloft with its point towards his chosen opponent and declare “en garde!” or some similar phrase. The swashbuckler must be within 30 feet of and visible to the opponent. Once the challenge has been declared, the swashbuckler must immediately make an Intimidate check against the target. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If the check is successful, the target accepts the challenge and engages the swashbuckler in a duel the following round. If the check fails, the swashbuckler must engage her opponent in normal combat.
While engaged in a duel, the swashbuckler’s base attack bonus is equal to her swashbuckler level. For all other purposes, such as qualifying for a feat or a prestige class, or engaging in normal combat against another foe, the swashbuckler uses her normal base attack bonus. Single combat requires much of the swashbuckler’s concentration, and she takes a –2 penalty to his Armor Class against all attacks except those made by the target of her dueling challenge. A duel remains in effect until the target is dead or unconscious or until the combat ends.
Challenging an opponent to a duel is a standard action. A swashbuckler can use this ability against any creature with the capability to engage in melee combat, but only against one creature at a time. Should an opponent be defeated by the swashbuckler during a duel, but is not slain, the opponent is shaken for a number of rounds equal to the swashbuckler’s level + her Charisma modifier. A swashbuckler cannot use this ability against an opponent she has defeated in a duel more than once in a 24-hour period.
Panache (Ex): A swashbuckler adds half her class level (minimum 1) to all Bluff, Diplomacy, Intimidate, and Sense Motive skill checks.
Precise Strike (Ex): Whenever a swashbuckler deals damage against an opponent with a light or one-handed piercing weapon, she adds 1/2 her swashbuckler level to her damage roll as precision damage. When making a precise strike, a swashbuckler cannot attack with a weapon in her other hand or use a shield. A swashbuckler's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
Weapon Finesse (Ex): At 1st level, a swashbuckler gains Weapon Finesse as a bonus feat.
Swashbuckling Techniques (Ex): As a swashbuckler gains experience, she learns a number of techniques that aid her in combat and confound her foes. Starting at 2nd level, a swashbuckler gains one swashbuckling technique. She gains an additional swashbuckling technique for every 2 levels of swashbuckler attained after 2nd level. A swashbuckler cannot select an individual technique more than once.
Techniques (or rogue talents or ninja tricks) marked with an asterisk add effects to a swashbuckler’s precise strike. Only one of these techniques can be applied to an individual strike and the decision must be made before the attack roll is made.
Accurate Strike (Ex): The swashbuckler gains a +1 morale bonus on one attack roll made against her dueling opponent. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This technique is used as a swift action before the roll to hit is made. This technique can only be used once per duel.
Advanced Talent: A swashbuckler with this technique can choose an advanced rogue talent from the following list of talents: Another Day, Confounding Blades*, Crippling Strike*, Defensive Roll, Entanglement of Blades*, Fast Tumble, Knock-Out Blow, Opportunist, Redirect Attack, Rumormonger, Skill Master, or Unwitting Ally. The swashbuckler can select this technique multiple times. A swashbuckler must be at least 12th level to select this technique.
Combat Maneuvers (Ex): A swashbuckler can make a combat maneuver against her dueling opponent in the heat of battle. The swashbuckler can perform either a dirty trick, disarm, or sunder combat maneuver in place of one of her attacks when using a full attack action against the target of her duel. The swashbuckler does not provoke an attack of opportunity during the maneuver and gains a +4 circumstance bonus to her CMB when making this check. This technique can only be use once per duel. A swashbuckler must be at least 8th level to select this technique.
Combat Reflexes: A swashbuckler gains the benefit of the Combat Reflexes feat when using a light or one–handed piercing weapon.
Crippling Critical (Ex): When a swashbuckler with this technique confirms a critical hit using a light or one-handed piercing weapon, she can apply one of the following penalties in addition to the damage dealt: reduce all of the target’s speeds by 10 feet (minimum 5 feet), 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage. These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check. The swashbuckler must be at least 16th level to select this technique.
Deflect Arrows: A swashbuckler with this technique gains the benefits of the Deflect Arrows feat when using a light or one-handed piercing weapon. The swashbuckler does not need a free hand to use this feat.
Greater Uncanny Dodge (Ex): A swashbuckler with this technique gains a +4 competence bonus to all checks made to avoid feints, as well as to all CMD checks made against any dirty trick, disarm, reposition, or trip combat maneuvers. In addition, he gains a +4 competence bonus whenever he flanks an opponent, which stacks with any other flanking bonuses. A swashbuckler must be at least 12th level to select this technique.
Guarded Defense (Ex): The swashbuckler gains a +1 dodge bonus to her Armor Class against melee attacks from a dueling opponenet for a number of rounds equal to the swashbuckler’s current Dexterity modifier (minimum 1). This bonus increases by +1 for every 6 levels the swashbuckler has attained. Activating this ability is a move action that does not provoke an attack of opportunity. This technique can only be use once per duel.
Intimidating Stare (Ex): The swashbuckler can make an Intimidate check against one 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.
Knockback (Ex): Once per round, the swashbuckler can make a bull rush attempt against a dueling opponenet in place of a melee attack. If successful, the target takes damage equal to the swashbuckler’s Strength modifier and is moved back as normal. The swashbuckler does not need to move with the target if successful. This does not provoke an attack of opportunity. This technique can only be use once per duel.
Lunging Attack (Ex): A swashbuckler can strike a dueling opponent that would normally be out of reach with her dueling weapon. As a swift action, a swashbuckler can increase the reach of his melee attacks by 5 feet until the end of her turn, but takes a –2 penalty to her AC until her next turn. The swashbuckler must decide to use this technique before any attacks are made. This technique can only be use once per duel.
Ninja Trick: A swashbuckler with this technique can choose a trick from the following list of ninja tricks: Hidden Weapons, High Jumper, or Slow Reactions*. The swashbuckler can select this technique multiple times.
No Escape (Ex): The swashbuckler can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a 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. A swashbuckler must be at least 10th level to select this technique.
No Retreat (Ex): Enemies adjacent to a swashbuckler with this technique that take a withdraw action provoke an attack of opportunity from the swashbuckler. A swashbuckler must be at least 12th level to select this technique.
Quick Reflexes (Ex): While dueling, the swashbuckler can make one additional attack of opportunity per round against her dueling opponent. This stacks with the Combat Reflexes feat.
Quick Step (Ex): The swashbuckler gains a 5-foot enhancement bonus to her speed. This increase is always active while the swashbuckler is dueling. A swashbuckler can select this technique up to three times. Its effects stack.
Rogue Talent: A swashbuckler with this technique can choose a talent from the following list of rogue talents: Befuddling Strike*, Bleed Attack*, Canny Observer, Charmer, Coax Information, Combat Trick, Convincing Lie, Distracting Attack*, Esoteric Scholar, Expert Leaper, False Friend, Fast Getaway, Fast Stealth, Firearm Training, Guileful Polyglot, Hard to Fool, Honeyed Words, Ledge Walker, Nimble Climber, Offensive Defense*, Peerless Maneuver, Positioning Attack, Resiliency, Rogue Crawl, Rope Master, Stand Up, Strong Stroke, Surprise Attack, Trap Spotter, Wall Scramble, or Weapon Training. The swashbuckler can select this technique multiple times.
Stunning Blow (Ex): When a swashbuckler hits her dueling opponent, she can strike the creature in the head with the guard or butt of her dueling weapon, as n immediate action. The opponent must make a Fortitude saving throw (DC 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Intelligence modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect. This technique can only be use once per duel. A swashbuckler must be at least 16th level to select this technique.
Sure Grip (Ex): A swashbuckler cannot be disarmed while wielding her dueling weapon.
Swashbuckler’s Charge (Ex): A swashbuckler gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Swashbuckler’s Initiative (Ex): A swashbuckler gains a +2 bonus on initiative checks made during a duel. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and her weapon is not hidden, she can draw a dueling weapon as part of the initiative check.
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 at least 8th level to select this technique.
Uncanny Dodge (Ex): Starting at 2nd level, a swashbuckler can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC 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 against her. If a swashbuckler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Agile Maneuvers (Ex): At 3rd level, a swashbuckler gains Agile Maneuvers as a bonus feat.
Defensive Stance (Ex): Starting at 3rd level, while wearing light or no armor and wielding a light or one-handed piercing melee weapon, a swashbuckler gains a +1 competence bonus to AC and her CMD. This bonus increases by 1 for every four swashbuckler levels thereafter, up to a maximum of +5 at 19th level. These bonuses to AC apply even against touch attacks or when the swashbuckler is flat-footed. She loses these bonuses when she wears medium or heavy armor, when she wields a weapon other than a light or one-handed piercing melee weapon, or when she carries a medium or heavy load.
Improved Uncanny Dodge (Ex): At 5th level, a swashbuckler can no longer be flanked. This defense denies another swashbuckler the ability to precise strike or a rogue to sneak attack the character by flanking her, unless the attacker has at least four more swashbuckler (or rogue) levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum swashbuckler level required to flank the character.
Parry (Ex): Starting at 5th level, whenever a swashbuckler takes a full attack action with a light or one–handed piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the swashbuckler makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the swashbuckler, the swashbuckler takes a –4 penalty on her attack roll. The swashbuckler also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The swashbuckler must declare the use of this ability after the attack is announced, but before the roll is made.
Riposte (Ex): Starting at 7th level, a swashbuckler can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.
Battle Finesse (Ex): At 9th level, a swashbuckler treats all one-handed piercing melee weapons as light weapons for the purpose of his Weapon Finesse feat. This applies to all abilities that require the use of her dueling weapon.
First Strike (Ex): At 13th level, a swashbuckler can react quickly during battle to get the drop on an opponent. Once per day as an immediate action, a swashbuckler gains a bonus to her initiative equal to her swashbuckler level. This bonus can only be applied during the first round of combat. If the swashbuckler wins initiative, she takes her full round of attacks. If she wins initiative and beats the next highest initiative by 10 or more, she gains a free surprise round. The only action the swashbuckler can take during this surprise round is a single attack with her dueling weapon at her highest attack bonus. This ability reflects the swashbuckler’s training to attack decisively with lightening speed. During subsequent rounds, the swashbuckler uses her normal initiative roll until the end of combat. A swashbuckler can use this ability an additional time per day at 16th level, and again at 19th level.
Master Cut (Ex): At 17th level, a swashbuckler can attempt to defeat a dueling opponent with a single stroke of her dueling weapon. As a standard action, a swashbuckler can attempt to fascinate her dueling opponent by performing a masterful display of cuts and thrusts unless the target makes a Will save (DC 10 + the swashbuckler’s class level + the swashbuckler’s Charisma modifier). She can maintain the fascination effect by continuing her display for a number of rounds equal to her Charisma modifier. The target may attempt a new save to escape fascination each time a threat (other than the fascinating swashbuckler) appears. At any point after 3 rounds, the swashbuckler can deliver a coup de grace against her opponent, provided the target is still fascinated. Attempting or maintaining a master cut does not provoke an attack of opportunity. The swashbuckler must be within 30 feet of and visible to her dueling opponent to use this ability.
Final Gambit (Ex): At 20th level, a swashbuckler can elect to forgo all his attacks for the chance to draw in and incapacitate his opponent. As a full–round action, a swashbuckler can enter a defensive stance in an attempt to parry every attack made against him by a single opponent. While in this stance, the swashbuckler gains a shield bonus equal to his Dexterity modifier. At any time before his next turn, the swashbuckler can attempt to parry each attack made against him as an immediate action. To parry each attack, the swashbuckler makes an attack roll at his highest attack bonus. If his attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the swashbuckler, the swashbuckler takes a –4 penalty on his attack roll. At the end of the round, the swashbuckler gains an attack of opportunity against the attacking creature. This attack is made using the swashbuckler’s dueling weapon at his highest attack bonus. For each successful parry, the swashbuckler gains a cumulative +2 circumstance bonus to this attack. If the attack is successful, the swashbuckler deals damage normally and can choose one of the following three effects:
The target...
• takes bleed damage equal to 1/2 swashbuckler’s precise strike damage (1/4 damage if save is successful)
• is exhausted (fatigued if save is successful), or
• paralyzed (staggered is save is successful) for 2d6 rounds
Regardless of the effect chosen, the target receives a Fortitude save to reduce the additional effect. The DC of this save is equal to 10 + 1/2 the swashbuckler's level + the swashbuckler's Intelligence modifier. Creatures that are immune to sneak attack or precision damage are also immune to this ability. The swashbuckler must be wielding a dueling weapon to use this ability. In addition, whenever a swashbuckler delivers a coup de grace, he does not provoke attacks of opportunity.
Table: Swashbuckler
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +2 Duel, panache, precise strike, weapon finesse
2nd +1 +0 +3 +3 Swashbuckling technique, uncanny dodge
3rd +2 +1 +3 +3 Agile maneuvers, defensive stance +1
4th +3 +1 +4 +4 Swashbuckling technique
5th +3 +1 +4 +4 Improved uncanny dodge, parry
6th +4 +2 +5 +5 Swashbuckling technique
7th +5 +2 +5 +5 Defensive stance +2, riposte
8th +6/+1 +2 +6 +6 Swashbuckling technique
9th +6/+1 +3 +6 +6 Battle finesse
10th +7/+2 +3 +7 +7 Swashbuckling technique
11th +8/+3 +3 +7 +7 Defensive stance +3
12th +9/+4 +4 +8 +8 Swashbuckling technique
13th +9/+4 +4 +8 +8 First strike
14th +10/+5 +4 +9 +9 Swashbuckling technique
15th +11/+6/+1 +5 +9 +9 Defensive stance +4
16th +12/+7/+2 +5 +10 +10 Swashbuckling technique
17th +12/+7/+2 +5 +10 +10 Masterful cut
18th +13/+8/+3 +6 +11 +11 Swashbuckling technique
19th +14/+9/+4 +6 +11 +11 Defensive stance +5
20th +15/+10/+5 +6 +12 +12 Swashbuckling technique, final gambit

Oceanshieldwolf |

Well as I probably said before, there a re so many ways to look at a swashbuckler and tropes to express - as long as there are archetypes that completely replaces Duel - like environment as allies (ship's masts, chairs/doors/statues, chandeliers) or the swashbuckler who is actually focused and geared to take on multiple foes, I'm interested!!!

Pupsocket |

Well, here's my concept of the Swashbuckler base class. After many hours of tweaking and rebuilding, I've decided to reveal it before the Paizo guys reveal theirs. Enjoy.
Wall of text. What's the three-sentence description of the actual mechanics?
Duel (Ex): At 1st level, a swashbuckler can challenge an opponent to single combat with her dueling weapon. A dueling weapon is always a light or one-handed piercing melee weapon. For many of the class features of the swashbuckler, a duelling weapon is required to use them. A swashbuckler cannot use such class abilities with a ranged-only weapon or thrown-only weapon.
To initiate a duel, the swashbuckler must hold her weapon aloft with its point towards his chosen opponent and declare “en garde!” or some similar phrase. The swashbuckler must be within 30 feet of and visible to the opponent. Once the challenge has been declared, the swashbuckler must immediately make an Intimidate check against the target. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If the check is successful, the target accepts the challenge and engages the swashbuckler in a duel the following round. If the check fails, the swashbuckler must engage her opponent in normal combat.
While engaged in a duel, the swashbuckler’s base attack bonus is equal to her swashbuckler level. For all other purposes, such as qualifying for a feat or a prestige class, or engaging in normal combat against another foe, the swashbuckler uses her normal base attack bonus. Single combat requires much of the swashbuckler’s concentration, and she takes a –2 penalty to his Armor Class against all attacks except those made by the target of her dueling challenge. A duel remains in effect until the target is dead or unconscious or until the combat ends.
Challenging an opponent to a duel is a standard action. A swashbuckler can use this ability against any creature with the capability to engage in melee combat, but only against one creature at a time. Should an opponent be defeated by the swashbuckler during a duel, but is not slain, the opponent is shaken for a number of rounds equal to the swashbuckler’s level + her Charisma modifier. A swashbuckler cannot use this ability against an opponent she has defeated in a duel more than once in a 24-hour period.
Action type goes to the start of the ability.
Is the Intimidate check difficulty modified by fear resistance as usual?Does the Swashbuckler gain multiple attacks for higher BAB in a duel than outside? How many of her attacks must be directed at the chosen foe? Does this accomplish anything useful that couldn't have been handled by a bonus to attack rolls against the duel opponent?
What sort of thing is a "creature" but not "with the capability to engage in melee combat"?
What's the point in making a defeated creature shaken?
Can I really use Duel as often as I want?

Elghinn Lightbringer |

Action type goes to the start of the ability.Is the Intimidate check difficulty modified by fear resistance as usual?
Does the Swashbuckler gain multiple attacks for higher BAB in a duel than outside? How many of her attacks must be directed at the chosen foe? Does this accomplish anything useful that couldn't have been handled by a bonus to attack rolls against the duel opponent?
What sort of thing is a "creature" but not "with the capability to engage in melee combat"?
What's the point in making a defeated creature shaken?
Can I really use Duel as often as I want?
1) Fixed.
2) If that's a usual effect of fear resistance, then yes. But then, this is a specialist ability to engage in single combat, so perhaps fear resistance shouldn't have an effect. Thoughts?
3) Yes, while engaged in a "Duel" his BAB is equal to his level, as it statesa. This is similar to how the monk's Flurry of Blows works, in that, while dueling, he functions as a full BAB combatant. So, while she normally has a normal BAB of +15/+10/+5 at 20th, when dueling it would be +20/+15/+10/+5.
Now, if someone whould insert themselves between the swashbuckler and her challenged target, she still uses her full BAB, as she is still in the middle of a duel. However, remember, this only happens if the Intimidate check is made and the duel challenge is "accepted" otherwise she's fighting with her normal BAB for the rest of the fight. SO really, it comes down to the intimadate check, whether or not she's getting the full BAB or not.
4) An example of such a creature is the Pycomid, which has no melee combat stats. So it would be something that can actually engage in metlee combat, not just ranged combat. NOw, with your comment, I'm wondering if there should be some more clarification as to what constitutes a "Dueling" target, and whaether there should be more parameters.
A paladin has to smite an "evil" creature, so I'm wondering if the Duel should be limited to actual creatures that could return the duel challenge, which would likely be those with a generally humanoid form (humanoids, monstrous humanopids, "humanoid" elementals or outsiders, etc.), and not just any creatrue, such as a dragon or chimera. I know that limits the ability a bit, but, a duel is generally done with weapon against weapon, not necessarily weapon against natural attack. However, I'm trying to make this class viable beyond just the normal typical duel senario. Thoughts? I want to make sure there is a balance with parameters where a Duel makes sense but also allows the class to remain viable against multiple types of creatures.
Perhaps Duel should only work against creatures that can enter into melee combat, and have an Int score of 3 or more, as the whole dueling thing is a semi-intelligent response to intimidation, vs. an animalistic response. This would then negate the majority of creatrues with the Animal, Construct, and Undead types (unless they have an Intelligence of 3+), which makes sense. She shouldn't beable to "duel" just any creature, unless it can make an intelligent response to the challenge, whether it's a reasoned response or a poor response by being intimidated, which really only works on intelligent creatures (in general). I think that may be a better way to go with parameters fro the Duel mechanic.
5) As dueling is a somewhat intelligent decision, I can totally see a defeated creatrue, especially a humanoid, beceome shaken once they've been beaten. The shaken only happens if the target is defeated, but not slain. This is also, essentially, an extension of demoralize aspect of the Intimidate check. If the Intimidate works, the duel is engaged. If the target is defeated, its "demoralized" and is shaken for X rounds. I should probably reword it to work on the demoralize aspect of Intimidate checks. THen there won't be any questions about it.
6) Yes, you can use it as many times as you want. Sort of.
As long as you are using a dueling weapon, you can attempt to duel any creature (wothin the parameters discussed above). The ability is based upon the Intimidate skill, which can be used as often as one wants to. However, there are some other caveats in the ability its self. While you can use the ability unlimited times, the ability says...
a) "If the check fails, the swashbuckler must engage her opponent in normal combat.: Which necessitates that she can't try again against the same creature.
b) "A swashbuckler can use this ability against any creature with the capability to engage in melee combat, but only against one creature at a time." Likely I should add in that if she decides to "Duel" someone else, the previous duel immediately ends.
c) "A swashbuckler cannot use this ability against an opponent she has defeated in a duel more than once in a 24-hour period." Now, while it says a "defeated" opponent, I think this should likely be changed to "A swashbuckler cannot use this ability against an opponent she has engaged in a duel more than once in a 24-hour period." Similar to how other abilities from other classes that, once they work, cannot be used against the same creatrue again in a 24-hour period. I am wondering though, if the initial "Duel" attempt fails (a.k.a. the Intimidate check fails), then shoudl the swashbuckler be unable to attempt to "duel" the same creature in a 24-hour period. Which may make sense. If the first Intimidate check doesn't work, then maybe she can't attempt to duel that creature again until the next day.
Thoughts? I know the Duel mechanic is somewhat contrived, but I based it on Intimidate checks, along with the Cavalier's Challenge. I want this to be usable at any time (as duelling challenges are), but have it restricted enough to not be abusable. Thus the tought of putting in the one attempt to duel the same creature in a 24-hour period.
Or I could make it per encounter or combat? I know that's a very D&D 4E approach to an ability, but it might work very well here. Maybe a 1 attempt to duel an individual opponent per combat/encounter, but only 1 successful use against a single creature in a 24-hour period.
I think I want to make the Duel viable, but also close any major loopholes to avoid abusability. :D
Anyways, any additional feedback on the class is welcome, especially on the current topics.

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Duel should be swift.
What does 'defeated' in a Duel mean? maybe as a special caveat, the 'final blow' (normally crossing a foe into negative HP), at the Duelist's option, may instead deal enough subdual damage to reduce their foe's HP to exactly 0, staggering them. (free action).
Also, i think a 'defeated' foe should be considered shaken so long as the Duelist remains in sight, up to one full day. just me. maybe also have their attitude 'forced friendly' per Intimidate skill.
kind of a roundabout charm, eh?
does weapon proficiency include light/1-hand exotics?
I like the inferred limits of the ability (1/day/foe, etc). X/encounter has no precedence within the pf rules. besides, 1/foe/day is functionally very similar to 1/encounter.
also, what about at 5th/9th/13th/17th being able to Duel up to 2/3/4/5 foes at a time? that'd be badass! maybe "while engaged in a duel with multiple foes, the duelist gains a dodge bonus to her AC equal to the number of foes she is currently dueling with" lol
edit - i am currently pouring over rogue talents, and as some of them are repressively restrictive (like 1/day - really! once per friggin' day!! that's it!!!), with a minor tweak, for example 1/day/foe, many would be a much sounder investment as compared to feats. that said, i would consider granting Redirect Attack at 5th level to a Duelist usable against those against whom she is dueling with. style points!
also, 6 skill points please!
cheers

Elghinn Lightbringer |

Duel should be swift.
What does 'defeated' in a Duel mean? maybe as a special caveat, the 'final blow' (normally crossing a foe into negative HP), at the Duelist's option, may instead deal enough subdual damage to reduce their foe's HP to exactly 0, staggering them. (free action).
Also, i think a 'defeated' foe should be considered shaken so long as the Duelist remains in sight, up to one full day. just me. maybe also have their attitude 'forced friendly' per Intimidate skill.
kind of a roundabout charm, eh?
does weapon proficiency include light/1-hand exotics?
I like the inferred limits of the ability (1/day/foe, etc). X/encounter has no precedence within the pf rules.
also, what about at 5th/9th/13th/17th being able to Duel up to 2/3/4/5 foes at a time? that'd be badass! maybe "while engaged in a duel with multiple foes, the duelist gains a dodge bonus to her AC equal to the number of foes she is currently dueling with" lol
also, 6 skill points please!
cheers
I see you edited.
1) Swift is the best I believe, then it allows for attacks in the same round.
2) Defeated I think is 1 of 3 things: slain, unconscious, surrenders. AS for defeated but not slain, I think the last two qualify. I do like the idea of subduing her opponent, or able to drop it to just 0 hp. Maybe a choice? If a blow would normally kill her opponenet, she can choose to deal enough damage to drop the opponent to 0 hp and unconscious.
3) I like your shaken aspect. Sort of a fear effect, the opponent goit his but handed to him and any time he sees the swashbuckler, he's shaken. Makes sense, I think that's very true to life, especially after being defeated by some one else. Blow to the ego and confidence. Also like you "forced friendly" idea too. +1 I'll have to think about the latter.
4) Good question. I've taken a look, and think I'll be changing the Wp/Armor prof entry to this...
Weapon and Armor Proficiency: The swashbuckler is proficient with all simple weapons, light and one-handed melee weapons, plus the dueling sword, sawtoothed sabre, scorpion whip, swordbreaker dagger, and whip. A swashbuckler is proficient with light armor, but not with medium armor, heavy armor, or with shields.
...still debating about bucklers? Not sure if it really fits or not, even though it is a dueling style.
5) Glad you like the limits, I think they are neede4d due to thebreadth of the ability.
6) That's a very good possibility with the increasing of dueling multiple foes. That would also be very within the swashbuckelr's ability. And it would give my good frien Oceanshieldwolf a reason to like the Swashbuckler more. :D That's definitely one I'll think about incorporating.
7) 6 skill points may be better, more rangery in respects to skills. I think that's a go too.

Elghinn Lightbringer |

I've reworked the Swashbuckler's Duel ability. It hink it's far more robust and viable than before, and now allows for her to duel multiple opponents.
At 1st level, a swashbuckler can challenge an opponent to single combat with her dueling weapon as a swift action. A dueling weapon is always a light or one-handed piercing melee weapon. For many of the class features of the swashbuckler, a dueling weapon is required to use them. A swashbuckler cannot use such class abilities with a ranged-only weapon or thrown-only weapon.
To initiate a duel, the swashbuckler must hold her weapon aloft with its point towards her chosen opponent and declare “en garde!” or some similar phrase. The swashbuckler must be within 30 feet of and visible to the opponent. Once the challenge has been declared, the swashbuckler must immediately make an Intimidate check against the target. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If the check is successful, the target accepts the challenge and engages the swashbuckler in a duel the following round. If the check fails, the swashbuckler must engage her opponent in normal combat. The opponent must have the capacity to engage in melee combat (has melee combat stats) and an Intelligence score of 3 or more to enter a duel.
As a swashbuckler gains experience, she learns techniques that allow her to challenge multiple foes to a duel at the same time. At 5th level, and every four levels thereafter, a swashbuckler can challenge one additional opponent simultaneously, up to a maximum of five opponents at 17th level. A swashbuckler must make a separate Intimidate check against each opponent she wishes to duel. For each additional opponent that the swashbuckler successfully engages, she gains a +1 dodge bonus to her AC. This bonus only applies against her dueling opponents. Any condition that makes her lose her Dexterity bonus also makes her lose this dodge bonus.
While dueling, the swashbuckler’s base attack bonus is equal to her swashbuckler level. For all other purposes, such as qualifying for a feat or a prestige class, or engaging in normal combat against another foe, the swashbuckler uses her normal base attack bonus. Single combat requires much of the swashbuckler’s concentration, and she takes a –2 penalty to his Armor Class against all attacks except those made by the target of her dueling challenge. A duel remains in effect until the target is dead, unconscious, or until the combat ends.
At any time during a duel, whenever the swashbuckler deals lethal damage that would normally kill her opponent, she may choose to deal an equal amount of nonlethal damage as an immediate action instead. The opponent is reduced to 0 hit points and becomes staggered.
If a swashbuckler’s opponent is defeated, but not slain, he is demoralized and becomes shaken (see Intimidate skill), but only when the swashbuckler is within his visual range. An opponent is considered defeated if he surrenders to the swashbuckler or falls unconscious during the duel. The opponent is also considered to have a starting attitude of “friendly” whenever the swashbuckler makes a Diplomacy check concerning a defeated opponent. These effects last until the swashbuckler has rested for 8 hours or 24 hours have passed, whichever comes first.
A swashbuckler can use this ability against an individual opponent once per combat, but not against the same opponent more than once in a 24-hour period if the duel attempt was successful.
Now, one concern I have is that the Dodge bonus gained against multiple opponents. As she gets uncanny Dodge at 2nd, this bonus remains since she can't be caught flat-footed. This would then stack with her Defensive Stance ability, granting her a total of +9 to her AC at 19th if fighting against 5 opponents simultaneously. But then again, she's still vulnerable to nondueling oppponents while doing so. Plus she is only limited to light armor.
So, say a 19th level Swashbuckler has a +5 chain shirt (+4 armor. +5 enhancement), +5 ring, Dex of 27 (+8), Defensive Stance (+5) and is dueling 5 opponents (+4 dodge) = AC 10 + 9 armor +5 deflection +8 Dex +5 circumstance +4 dodge = AC 41 vs opponents, AC 37 vs any one else.
Thoughts? Too big? On par for a 19th level semi front-line combatant? Or should we forget the Dodge bonus agains multiple opponents, or keep it and make the Defensive Stance function only while dueling or against dueling opponents?

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two more cents:
no bucklers.
precise strike should have "(minimum +1)"
i would get rid of the -2 AC thing, and instead grant a flat +1 AC for each dueling opponent right out of the gates. that keeps the number of 'ACs' down to two (dueling AC and non-dueling AC), maintaining the thematic difference via bonuses over penalties. besides, these guys only get light armor, and no shields.
i would also consider granting the per-dueling-opponent bonus (+1/+2/+3/+4/+5 @ 1st/5th/9th/13th/17th) as an additional bonus to all saving throws made against spells and abilities generated by their dueling opponents. to make this fair, you could drop all but a good Reflex save, as this would drive the point home further that these guys do best against those they are formally dueling, be they a swordsman, wizard, or dragon.
if you go single save, i would up skill points to 8. whether or not you do, i would add handle animal and more knowledge skills as class skills.
does the dodge bonus shrink as foes drop or surrender? or does it continue until the very last foe?
defeated (="friendly") opponents ought to continue to be cajoled with Intimidate, not Diplomacy. this should be a fear effect. maybe even a charm effect too?
i think a +10 dodge over 20 levels is ok. i mean, you have to say "i can take all five of you with one hand tied behind my back!" and that's crazy-nuts.

Trogdar |

Swashbucklers have buckler in the name for a reason. I have no idea why some people get so hung up on the Errol Flynn concept.
I would really consider pushing the narrative aspect of some of the intimidate qualities for the character. If they are going to be a front liner who doesn't get a bunch of the bells and whistles that other front liners get, they should get some specific skill strengths. Leveraging charisma based skills seems to be the route your focusing on, so I would consider giving the swashbuckler more to do with those skills.
Even things that would normally be charm effects would be cool.

Elghinn Lightbringer |

I have taken each of your suggestions into account.
I have added in the buckler as a shield option, but nothing bigger. Trogdar is right, too many people think Errol Flynn is only swashbuckler concept, and the name does have buckler in it for reason.
I hae removed the -2 AC during duels, and made it a +1 dodge bonus per opponent, that remains until the ned of the duel, even after an opponent is defeated or slain.
I am staying with 6 points, and the two good saves. They aren't necessarily good at fighting against magic, but they can choose feats or techniques that enamble them to become so if they so desire.
The friendly aspect is tied only to Diplomacy based checks, though, I've reworded it to be neutral, just making an opponent "friendly" to the swashbuckler, but make no reference to it being a charm or magic-based effect.
With regards to Intimidate qualities and Cha-based skills, read Panache. He's adding 1/2 his level to all Buff, Diplomacy, Intimidate, and Sense Motive checks. If you have further suggestions on this Trodgar, I'd love to hear them.
At 1st level, a swashbuckler can challenge an opponent to single combat with her dueling weapon as a swift action. A dueling weapon is always a light or one-handed piercing melee weapon. For many of the class features of the swashbuckler, a dueling weapon is required to use them. A swashbuckler cannot use such class abilities with a ranged-only weapon or thrown-only weapon.
To initiate a duel, the swashbuckler must hold her weapon aloft with its point towards her chosen opponent and declare “en garde!” or some similar phrase. The swashbuckler must be within 30 feet of and visible to the opponent. Once the challenge has been declared, the swashbuckler must immediately make an Intimidate check against the target. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If the check is successful, the target accepts the challenge and engages the swashbuckler in a duel the following round. If the check fails, the swashbuckler must engage her opponent in normal combat. The opponent must have the capacity to engage in melee combat (has melee combat stats) and an Intelligence score of 3 or more to enter a duel.
While dueling, the swashbuckler’s base attack bonus is equal to her swashbuckler level. For all other purposes, such as qualifying for a feat or a prestige class, or engaging in normal combat against another foe, the swashbuckler uses her normal base attack bonus. The swashbuckler also gains a +1 dodge bonus to her AC while she duels her opponent. A duel remains in effect until the target is dead, unconscious, or until the combat ends.
As a swashbuckler gains experience, she learns tactics that allow her to challenge and duel multiple foes at the same time. At 5th level, and every four levels thereafter, a swashbuckler can challenge one additional opponent simultaneously, up to a maximum of five opponents at 17th level. A swashbuckler must make a separate Intimidate check against each opponent she wishes to duel. For each additional opponent that the swashbuckler successfully engages in a duel, she gains an additional +1 dodge bonus to her AC. This bonus only applies against her dueling opponents and remains until the end of the duel, even if an opponent is defeated or slain. Any condition that makes her lose her Dexterity bonus also makes her lose this dodge bonus.
At any time during a duel, whenever the swashbuckler deals lethal damage that would normally kill her opponent, she may choose to deal an equal amount of nonlethal damage as an immediate action instead. The opponent is reduced to 0 hit points and becomes staggered.
If a swashbuckler’s opponent is defeated, but not slain, he is demoralized and becomes shaken (see Intimidate skill), but only when the swashbuckler is within his visual range. An opponent is considered defeated if he surrenders to the swashbuckler or falls unconscious during the duel. The opponent is also considered to have an attitude of “friendly” towards the swashbuckler. These effects last until the swashbuckler has rested for 8 hours or 24 hours have passed, whichever comes first.
A swashbuckler can use this ability against an individual opponent once per combat, but not against the same opponent more than once in a 24-hour period if the duel attempt was successful.

Trogdar |

I haven't thought it through thoroughly or anything, but I would say that having the ability to use those charisma skills to accomplish things that would be the equivalent of a spell of an appropriate level would be good.
Since these guys have the gift of the gab to a supernatural degree, you could give them a swashbuckler talent that uses diplomacy to effectively compel someone. At the appropriate level breaks it would become more powerful. Anything that would give a guy with a sword a way to shift the paradigm would be lovely.
Improving the action economy of certain effects tied to skills might do the trick as well.
Let me think about it some more today.

Elghinn Lightbringer |

Here's a few new Swashbuckling Techniques I developed from the various comments here and on the Swashbuckler Advocacy thread.
Auspicious Maneuvers (Ex): When the swashbuckler attempts a combat maneuver, she only provokes attacks of opportunity if the maneuver fails.
Expert Maneuvers (Ex): A swashbuckler with this technique can use her swashbuckler level in place of her base attack bonus when calculating her Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Greater Mobility (Ex): The swashbuckler can take a 5-foot step without being hampered by difficult terrain. If she has the Blind-Fight feat, she can also take a 5-foot step in darkness. In addition, the distance that the swashbuckler can move when taking a 5-foot step in normal terrain increases by 5 feet for every 4 swashbuckler levels she possesses. The swashbuckler may spend a full-round action to move the full distance of her adjusted 5-foot step in difficult terrain (or darkness if she has the Blind-Fight feat).
Intimidating Charge (Ex): The swashbuckler can unsettle foes while swinging into battle. Whenever the swashbuckler makes an Acrobatics check to swing on a rope, and makes either a charge or a bull rush maneuver, she can immediately make an Intimidate check to demoralize her opponent.
Maneuvering Opportunist (Ex): Whenever the swashbuckler is within 5 feet of an enemy that provokes an attack of opportunity, she can attempt a combat maneuver in place of the normal melee attack. The swashbuckler does not provoke attacks of opportunity when making this combat maneuver.
Opportunity Flanker (Ex): The swashbuckler can use inanimate objects to flank a foe. The swashbuckler gains a +2 flanking bonus against her enemy whenever an inanimate object, such as a tree, a boulder, or a piece of furniture is in a position that would normally allow her ally to threaten her opponent. The object must be the same size or larger than the swashbuckler’s target.
Rope Swing (Ex): The swashbuckler gains a bonus on Acrobatics and Climb checks equal to her swashbuckler level when climbing or swinging on a rope. If she makes her Acrobatics or Climb check by 10 or more, her move while climbing or swinging on a rope does not provoke attacks of opportunity.
Swinging Reposition (Ex): The swashbuckler incorporates a ship’s masts, rigging, ropes, sails, or even vines and other such structures into her combat style. Provided she is wearing light armor, when fighting in an environment where such structures exist, the swashbuckler incorporates them into her Acrobatics checks by grabbing hold of the structure and swinging toward her opponent, making either a charge or a bull rush maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity.

Elghinn Lightbringer |

Hm, battlefield controller. That's an interesting idea - doing so through positioning, combat style, and skill use nstead of spells like a wizard or similar class.
Although I do look at other's similar work when I create a class (eg. my Artificer), I try not to do so too much, as I attempt to create my own thing without ripping off too much from others. Though, if something fits...
Why don't you post links to your 5 and I'll take a look, see if there is anything you've done better than I did.

Elghinn Lightbringer |

Cool. Let me know what you think. None of them were designed to act primarily as a battlefield controller. That will probably be version 6.0. :-P
OK, I'm open to discussing this here. How could one turn a swashbuckler into a battlefield controller? SmiloDan, you suggested it, any examples/suggestions? Or anyone else?

SmiloDan RPG Superstar 2012 Top 32 |

Specialize in Disarm, Trip, Dirty Tricks, Reposition, Bull Rush, Drag, especially if they can be used as AoOs and the Swashbuckler has Combat Reflexes, and maybe Combat Patrol or whatever that feat is.
Also, an ability to wave your weapon around so the squares you threaten become difficult terrain, maybe eventually 10 feet around you if you have Lunge or a class ability like it.
Special attacks that give opponents negative conditions like fatigued, exhausted, slowed, sickened, shaken/frightened/panicked.
Maybe an En Guard! ability that acts as aggro, forcing opponents to target the swashbuckler....especially since he WON'T be a big armored hulk like the 3.5 Knight class with a similar ability. Just a skinny guy with a skinnier sword.
A combo that lets you Spring Attack and eventually hit multiple opponents.
A way to use terrain better, like a bonus when using Cover, an ability to swift action knock over debris into your opponent's path during a chase or duel.
Maybe a way to get temporary feats for the right situation, like an Int-based bardic performance-like system. Then you can really trip, disarm, feint, dirty trick, etc. Critical feats at higher levels.

Goth Guru |

Though about it before=Continuing threat. I still want this for the Rogue, but I'm offering it for the swashbuckler too. They attack a foe, surprise or otherwise, then hide. As long as the foe cannot spot them, they threaten for the flank. When they come out of hiding to attack, this thing resets to the new foe. Anything immune to this feat or class feature is allowing the threat an attack of opportunity at +4.

Elghinn Lightbringer |

OK, here's some more Techniques based on a bunch of your suggestions.
Compulsive Engagement (Ex): The swashbuckler can compel an enemy to fight her instead of an ally. As a swift action, the swashbuckler makes an Intimidate check against her chosen target. If the check is successful, on its turn, the target moves its speed toward the swashbuckler, avoiding any other dangers along its path (including any movement that would provoke attacks of opportunity). The target may do nothing but move on its turn. If the target ends its move adjacent to swashbuckler, the swashbuckler can make an attack of opportunity against the target. The swashbuckler must be at least 4th level to select this technique.
Deadly Threat (Ex): The swashbuckler increases her threatened area by 5 feet and can make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. The swashbuckler may move as part of these attacks, provided her total movement before her next turn does not exceed her speed. Any movement the swashbuckler makes provokes attacks of opportunity as normal. A swashbuckler can select this technique once at 6th level, and again every six levels she attains thereafter. Its effects stack.
Decisive Strike (Ex): The swashbuckler can make a calculated and focused strike that results in complications for the target. As a standard action, the swashbuckler can make a single melee attack against the target of her duel. If the attack is successful, the target also receives the additional effect from one of the complications of her attack, as chosen by the swashbuckler. This choice is made when the swashbuckler makes the melee attack. The target receives a Fortitude save to avoid the complication. If the save is successful, the target takes the damage as normal, but not the effects of the ensuing complication. The DC of this save is equal to 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Intelligence modifier.
At 6th level, the swashbuckler can select the following initial complications.
• Fatigued: The target is fatigued.
• Shaken: The target is shaken for 1 round per level of the swashbuckler.
• Sickened: The target is sickened for 1 round per level of the swashbuckler.
• Staggered: The target is staggered for 1 round per two levels of the swashbuckler.
At 9th level, a swashbuckler adds the following complications to the list of those that can be selected.
• Crippled: The target’s movement is halved for 1 round per two levels of the swashbuckler.
• Exhausted: The target is exhausted. The swashbuckler must have the fatigue complication before selecting this complication.
• Frightened: The target is frightened for 1 round per two levels of the swashbuckler. The swashbuckler must have the shaken complication before selecting this complication.
• Nauseated: The target is nauseated for 1 round per three levels of the swashbuckler. The swashbuckler must have the sickened complication before selecting this complication.
At 12th level, a swashbuckler adds the following cruelties to the list of those that can be selected.
• Bleed: The target takes 1d6 bleed.
• Blinded: The target is blinded for 1 round per level of the swashbuckler.
• Deafened: The target is deafened for 1 round per level of the swashbuckler.
• Panicked: the target is panicked for 1 round per three levels of the swashbuckler.
At 15th level, a swashbuckler adds the following cruelties to the list of those that can be selected.
• Paralyzed: The target is paralyzed for 1 round.
• Stunned: The target is stunned for 1 round per four levels of the swashbuckler.
This technique can be chosen multiple times. Each time it is chosen it applies to a new compliction. A swashbuckler must be at least 6th level to select this technique.
Duelist’s Mark (Ex): The swashbuckler can mark her target as a constant threat. The swashbuckler can make a single melee attack against the target of her duel. If the attack is successful, the target takes a –2 penalty on all attack rolls made against the swashbuckler until the end of the duel.
Improvised Obstruction (Ex): Whenever the swashbuckler is adjacent to an object of Large size or smaller (such as a table, chair, desk, armoire, bookshelf, etc.), she can, as a swift action, hurl, overturn, or reposition the object so as to hamper the movement of an advancing opponent. If the object hampers movement but doesn't completely block it, each obstructed square or obstacle between squares counts as 2 squares of movement. The creature must pay this cost to cross the obstacle, in addition to the cost to move into the square on the other side. If the creature doesn't have sufficient movement to cross the obstacle and move into the square on the other side, he can't cross it. Some obstacles may require a skill check to cross. If the object blocks the creature’s movement entirely, the creature can't move through the blocking obstacle. A flying and incorporeal creatures is able to avoid most obstacles. The swashbuckler must be at least 4th level to select this technique.
Master Opportunist (Ex): The swashbuckler may choose one of the following feats: Improved Bull Rush, Improved Dirty Trick, Improved Disarm, Improved Drag, Improved Feint, Improved Reposition, or Improved Trip. The swashbuckler gains the benefits of this feat for the purpose of any related combat maneuvers she attempts. She can choose one of these feats at the start of each day, gaining its benefits for the next 24 hours, or until she rests for the day, whichever comes first. A swashbuckler must be at least 10th level to select this technique.
Stop Them Dead (Ex): When a foe provokes an attack of opportunity due to moving through the swashbuckler’s adjacent squares, the swashbuckler can make a combat maneuver check as her attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This also applies to any creature that attempts to move from a square that is adjacent to the swashbuckler if such movement provokes an attack of opportunity. A swashbuckler must be at least 4th level to select this technique.
Swashbuckling Attack (Ex): As a full-round action, the swashbuckler can move up to her speed and make a single melee attack against each target of her duel without provoking any attacks of opportunity from any of the targets of her attacks. The swashbuckler can move both before and after this full-round action, but she must move at least 10 feet before the attack and the total distance that she moves cannot be greater than her speed. The swashbuckler can use this technique to attack a target of her duel that is adjacent to her at the start of her turn, but not a foe that is not the target of her duel. A swashbuckler must be at least 10th level to select this technique.
Tactical Defense (Ex): As part of a full-round action, the swashbuckler can make it difficult for opponents to engage her in combat. All squares threatened by the swashbuckler are considered difficult terrain by any creature that enters or begins its turn in the threatened area. This technique can be used in conjunction with any ability, feat, or technique that increases the swashbuckler’s threatened squares. A swashbuckler must be at least 8th level to select this technique.

SmiloDan RPG Superstar 2012 Top 32 |

BATTLEFIELD CONTROLLER SWASHBUCKLER
BAB: +1
Good Saves: Fortitude and Reflex
Hit Dice: 1d10
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge history, Knowledge local, Knowledge nobility, Linguistic, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Swim.
Skill Ranks per Level: 4 + Intelligence modifier.
Gritty Swashbucklers are proficient in all simple and martial weapons, light armor, and shields.
LEVEL ABILITY
1. Cunning Combat +1, Weapon Finesse
2. Trick
3. Dancing Blade +1d6
4. Trick, Uncanny Dodge
5. Cunning Combat +2
6. Trick
7. Dancing Blade +2d6
8. Improved Uncanny Dodge, Trick
9. Cunning Combat +3
10. Advanced Tricks, Trick
11. Dancing Blade +3d6
12. Evasion, Trick
13. Cunning Combat +4
14. Trick
15. Dancing Blade +4d6
16. Improved Evasion, Trick
17. Cunning Combat +5
18. Trick
19. Dancing Blade +5d6
20. Deadly Blade, Trick
Cunning Combat (Ex): At 1st level, the swashbuckler gains the use of one combat feat for a number of rounds per day equal to 4 + his Intelligence modifier. At 2nd level, and every level thereafter, the swashbuckler increases the number of rounds he can use this ability by 2. These rounds do not need to be consecutive and the swashbuckler can change the feat chosen each time he uses this ability. At 4th level, and every 4 levels thereafter, the number of feats the swashbuckler gains when using this ability increases by 1, to a maximum of 6 feats at 20th level. He must meet the prerequisites of these feats; the swashbuckler can use one or more of his temporary feats to qualify for more advanced temporary feats.
In addition, at 1st level, the swashbuckler gains a +1 bonus to his CMB and CMD. At 5th level, and every 4 levels thereafter, this bonus increases by an additional +1.
Tricks (Ex): At 2nd level, and every 2 levels thereafter, the swashbuckler gains a trick. He must meet the requirements of the selected trick.
Acrobatic Master: The swashbuckler gains a competence bonus equal to his class level on all Acrobatics skill checks. He treats all Acrobatics checks made to jump as if he made a running jump.
Antagonize: The swashbuckler gains Antagonize as a bonus feat.
Barrier of Blades: An opponent that begins its turn in the swashbuckler’s threatened area treats all the squares that you threaten as difficult terrain. If an opponent attempts to use the Acrobatics skill to move through your threatened area or your space without provoking attacks of opportunity, the Acrobatics skill check to tumble DC to avoid provoking your attacks of opportunity increases by an amount equal to your class level.
Betrayer: The swashbuckler gains Betrayer as a bonus feat.
Clever Combat: When qualifying for a combat feat, the swashbuckler may use his Intelligence modifier in place of his Strength, Dexterity, Constitution, Wisdom, or Charisma modifier.
Clever Cover: When the swashbuckler has a cover bonus to AC, he increases it by an amount equal to his Intelligence modifier.
Clever Opportunist: The swashbuckler may make an additional number of Attacks of Opportunity per round equal to his Intelligence modifier. He can spend 1 round from his Cunning Combat pool as an immediate action and add his Intelligence modifier to his attack rolls on Attacks of Opportunity until the end of his next turn.
Combat Trick: The swashbuckler gains a bonus combat feat.
Critical Maneuvers: When the swashbuckler makes a CMB roll, he uses his weapon’s critical threat range on the d20 roll. If the d20 roll falls within his critical threat range, he may roll a second d20 and add the results to his CMB roll.
Dauntless: The swashbuckler adds his Charisma modifier to his Will saves. This bonus is doubled against fear effects.
Distraction: As a swift action, the swashbuckler can knock over an unattended object or perform a similar action and make a square difficult terrain. By spending 1 round from his Cunning Combat pool, he can increase the number of squares of movement the difficult terrain costs to traverse by an amount equal to his Intelligence modifier.
En garde: As a swift action, the swashbuckler spends 2 rounds from his Cunning Combat pool and chooses one target within sight to challenge. The swashbuckler gains a +1 bonus to attack and damage rolls against the target of this challenge. This bonus increases by +1 at 5th level and every 4 levels thereafter. He also gains a dodge bonus equal to his Charisma modifier against the target of his challenge.
Fast Movement: The swashbuckler’s speed increase by 10 feet, but only if he is wearing light armor or no armor and has light encumbrance.
Grace: The swashbuckler can spend 1 round from his Cunning Combat pool as a swift action and avoid all attacks of opportunity for moving for 1 round.
Head Start: The swashbuckler adds his Intelligence modifier to initiative rolls. He can spend 1 round from his Cunning Combat pool and roll his initiative twice, selecting either of the results.
Lunging Opportunist: When wielding a light or one-handed weapon, the swashbuckler’s reach for the purposes of determining his threatened area increases by 5 feet.
Nimble: When the swashbuckler is not wearing any armor, he gains a dodge bonus to AC equal to his Charisma modifier. If the swashbuckler is wearing light armor or no armor, he also gains a +1 dodge bonus to AC. This bonus increases by +1 at 5th level and every 4 levels beyond 5th.
Parry: The swashbuckler can deflect a melee attack that would normally hit him by making an Attack of Opportunity against an AC equal to the results of his opponent’s attack roll (this AC increases by 4 for each size category his opponent is larger than him by). If the swashbuckler succeeds, his opponent’s attack misses him.
Riposte: Whenever the swashbuckler makes a successful Parry, he may make an attack of opportunity against the opponent that hit him. He must have the Parry trick before selecting this trick.
Rogue Talent: The swashbuckler may select a Rogue Talent.
Skill Focus: The swashbuckler may select Skill Focus as a bonus feat.
Swashbuckler’s Edge: When wielding a light weapon or a one-handed weapon, the swashbuckler adds his Intelligence modifier to his damage rolls.
Swift Movement: The swashbuckler can spend 2 rounds from his Cunning Combat pool as a swift action and move a distance up to his speed.
Swift Strike: The swashbuckler can spend 2 rounds from his Cunning Combat pool as a swift action and make a single melee attack at his highest attack bonus.
Team Leader: When you use your Combat Cunning ability, you add Teamwork feats to the list of feats you may select from. You can spend 1 additional round from you Cunning Combat pool and grant a number allies equal to your Charisma modifier the same Teamwork feats you have for 1 round.
Touché: When the swashbuckler is confirming a critical hit while wielding a light weapon or a one-handed weapon, he rolls to confirm against his target’s touch AC.i
Weapon Trick: The swashbuckler gains Weapon Focus as a bonus feat.
Dancing Blade (Ex): A swashbuckler relies on mobility to deal extra damage. Beginning at 3rd level, he deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks made with weapons that the Weapon Finesse feat can be used with. This extra damage increases by 1d6 for every four levels gained above 3rd (2d6 at 7th, 3d6 at 11th, 4d6 at 15th, and 5d6 at 19th level). Creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The swashbuckler must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
Uncanny Dodge (Ex): Starting at 4th level, a swashbuckler can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity modifier to AC if the attacker is invisible. He still loses his Dexterity to AC if immobilized. A swashbuckler with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
If a swashbuckler already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A swashbuckler of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the swashbuckler‘s level.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Advanced Tricks (Ex): Beginning at 10th level, the swashbuckler may select one of the following advanced tricks in place of a trick.
Advanced Clever Combat: When selecting combat feats while using his Cunning Combat ability, the swashbuckler may add his Intelligence modifier to his BAB for the purposes of qualifying for the selected feats. The swashbuckler must have the Clever Combat trick before selecting this advanced trick.
Advanced Rogue Talent: The swashbuckler may a select an advanced rogue talent in place of an advanced trick.
Bounding Assault: As a full round action, the swashbuckler can move his speed and make a series of attacks as if taking the full attack action. He can split up his movement between multiple targets, and he can attack each target only once. For example, an 11th level swashbuckler could move 10 feet, attack his first target with his +11 BAB, move 10 feet and attack his second target with his +6 BAB, and then move 10 more feet, ending his movement, and attack his third target with his +1 BAB. The swashbuckler does not provoke attacks of opportunity from his targets for moving out or through their threatened squares when using this ability.
Critical Finesse: When wielding a weapon that qualifies for the Weapon Finesse feat, the swashbuckler is considered to have the Critical Focus and Improved Critical feats.
Elegant Strike: When using the Weapon Finesse feat, the swashbuckler also adds his Dexterity modifier to damage rolls.
Main-gauche: When two-weapon fighting, the swashbuckler can choose to forgo making any attacks with his off-hand weapon and instead gain a shield bonus to his AC equal to his Intelligence modifier.
Opportunist: Once per round, the swashbuckler can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a swashbuckler with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Path of Destruction: The swashbuckler can move his speed and attack each opponent he passes once at his highest attack bonus. This movement provokes attacks of opportunity as normal.
True Strike (Sp): By spending 4 rounds from his Cunning Combat pool, the swashbuckler can cast true strike as a swift action.
Evasion (Ex): At 12th level and higher, a swashbuckler can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.
Improved Evasion (Ex): At 16th level the swashbuckler gains improved evasion. This works like evasion, except that while the swashbuckler still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless swashbuckler does not gain the benefit of improved evasion.
Deadly Blade (Ex): At 20th level, whenever the swashbuckler scores a critical hit, his Dancing Blade damage automatically causes maximum damage.

Insanity Logic |

I think it's a good start, but I think you're providing too many abilities too early.
Uncanny dodge for example. I would not provide any earlier than a rogue acquires it. Level 4. Respectively Improved Uncanny Dodge at level 8.
I also kind of feel like Master Cut is a bit strong, even though it's so delayed. Though if it's anything like the Assassin Prestige class assassinate ability. Then I'd say it's fine.

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SmiloDan,
you should start your own thread with this class proposal.
feedback:
Cunning Combat:
i would restrict the list of feats to just the Improved Maneuver and Greater Maneuver feats. this would make more sense to hand out at level 1. next, i would get rid of the whole +1/+2/+3/+4/+5 at 1st/5th/9th/13th/17th progression, as the above feats grant CMB/CMD bonuses. in it's place i would implement a damage progression that scales with level and acts as rider-damage for a successfully used maneuver. i propose 1d4/1d6/1d8/1d10/1d12 at 1st/5th/9th/13th/17th. plus your choice of charisma or intelligence bonus to damage (or not).
Dancing Blade:
this should be 'precision damage'. i would like to see this ability encourage an even higher degree of mobility. i would say that they must move 10 feet per +1d6 damage, subject to your maximums as written. this coupled with a class feature that increases land speed, or that frees up restrictions to charging, or that mitigates difficult terrain, etc, would be excellent, so that the swashbuckler could move 50 feet by 17th level pretty regularly to get his +5d6 damage bonus.
finally, Tricks are for Ninjas.
also, back up off the rogue's Uncanny Dodge and Evasion and Talents. No you can't have them all thank you!