
Kelazan |

Hi everyone. I worked on something to fill the iconic «swashbuckler» character concept (Jack Sparrow, Dartanian, Zorro, etc).
I combined a challenge like ability with a grit like mechanic and fencing style similar to ranger combat style, but including some fighter archetype special abilities in addition of feats. The swashbuckler also gains a little bit of bardic abilities to enhance his flavor as a «As quick at wordplay as at swordplay» daredevil.
My intention is to make this class more flavourful, funny and a bit more powerful than a flat dexterity based fighter. In the future, I will finish two other martial specialized class in order to replace the fighter and fill its space with something more similar to this homebrew or my Rogue fix .
If you have any suggestion, comment or ideas about the flavour, balance, wording or design of the class, i will like to receive them ^^
Here is my Swashbuckler `
Alignment: Any.
Hit Die: d10.
Class Skills
The swashbuckler’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (local)(Int), Knowledge (nobility)(Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Full BAB
Good Fortitude, Reflex
Bad Will
Table: Swashbuckler
Level
1st Duel 1/day, weapon finesse, panache, flourishes
2nd Nimble +1, fencing style
3rd Uncanny dodge
4th Duel 2/day, flourishes
5th Blade elegance
6th Nimble +2, fencing style
7th Duel 3/day
8th Improved uncanny dodge, flourishes
9th Evasion
10th Duel 4/day, nimble +3, fencing style
11th Acrobatic charge
12th Flourishes, saving slash
13th Duel 5/day
14th Nimble +4, fencing style
15th Greater saving slash
16th Duel 6/day, flourishes
17th Improved evasion
18th Nimble +5, fencing style
19th Duel 7/day
20th True panache, flourishes
Class Features
Weapon and Armor Proficiency: A swashbuckler is proficient with all simple and martial weapons, plus the aldori dueling sword and the swordbreaker dagger. They are proficient with light armor, but not with shields.
Nimble (Ex)
A swashbuckler is a fluid combatant, relying on quickness rather than heavy armor to deflect blows. When wearing no or light armor, the swashbuckler adds his Nimble bonus to his armor class and CMD. This is considered a dodge bonus and whenever the swashbuckler is denied his Dexterity bonus to armor class he also loses his Nimble bonus.
Nimble may be substituted for the Dodge feat as a prerequisite for other feats (for example, a swashbuckler with Nimble +1 need not take the Dodge feat in order to select the Mobility feat).
Weapon Finesse (Ex)
While proficient in all martial weapons, dexterous swashbucklers are particularly effective with light weapons. The swashbuckler gets Weapon Finesse as a bonus feat at 1st level.
Duel (Ex)
Once per day, a swashbuckler can challenge a foe to combat. As a swift action, the swashbuckler chooses one target within sight to challenge. The swashbuckler’s melee attacks deal extra damage whenever the attacks are made against the target of his duel. This extra damage is equal to the swashbuckler’s level. The swashbuckler can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Maintaining a duel requires much of the swashbuckler’s concentration. The swashbuckler takes a –2 penalty to his Armor Class, except against attacks made by the target of his duel.
The duel remains in effect until the target is dead or unconscious or until the combat ends.
Panache (Ex)
A swashbuckler makes his mark upon the world with daring flourishes. It might be because of a blind self-confidence, an extraordinary gift of luck or an exaggerated sense of pride, but whatever the reason, all swashbucklers have panache. In game terms, panache is a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to his Charisma modifier (minimum 1). His panache goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A swashbuckler spends panache to accomplish flourishes (see below), and regains panache in the following ways.
Critical Hit with a Melee Weapon: Each time the swashbuckler confirms a critical hit with a melee weapon while in the heat of combat, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the swashbuckler’s character level does not restores panache.
Killing Blow with a Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a melee attack while in the heat of combat, he regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points does not restore any panache.
Win a Duel: When the target of a swashbuckler’s duel flee or is reduced to 0 or fewer hit point by the swashbuckler or his allies, the swashbuckler regains 1 panache point. A swashbuckler can’t regain panache by winning a duel and by giving the killing blow at the same time.
Flourishes
Swashbucklers spend panache points to accomplish flourishes. Most flourishes grant the swashbuckler some momentary bonus or effect, but there are some that provide longer-lasting effects. Some flourishes stay in effect as long as the swashbuckler has at least 1 panache point. The following is the list of base swashbuckler flourishes. A swashbuckler can only perform flourishes of his level or lower. Unless otherwise noted, a flourishes can be performed multiple successive times, as long as the appropriate amount of panache is spent to perform the flourishes.
Fabulous Presence (Ex): At 1st level, as long as the swashbuckler has at least 1 panache point, he can add his Charisma modifier as a moral bonus to initiative checks (minimum 1).
«En Guarde! » (Ex): At 1st level, the swashbuckler can take the time to adopt a mastered fighting stance while setting a duel. Doing so increase his confidence and focus as it repeats a well-known pattern of combat. When activating his duel ability, the swashbuckler may use a move action to mind himself and take his posture. The swashbuckler adds his Charisma modifier as a circumstance bonus to attack roll and as a dodge bonus to AC against the target of his duel. This ability use 1 point of panache and last as long as the duel.
Swashbuckler’s Dodge (Ex): At 1st level, the swashbuckler gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the swashbuckler, he can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the swashbuckler can drop prone to gain a +4 bonus to AC against the triggering attack. The swashbuckler can only perform this flourishes while wearing light or no armor, and while carrying no more than a light load.
Parade (Ex): At 4th level, the swashbuckler gains the ability to deflect dangerous blow by an agile twist of his wrist. When a melee attack hit the swashbuckler, he may, as an immediate action and at the cost of 1 panache point, roll an attack with his full attack bonus against a DC equal to his opponent’s attack result. If he succeeds, the attack misses. A swashbuckler must be aware of the attack and holding a melee weapon to use this flourishes.
Bravado (Ex): At 4th level, the swashbuckler may taunt and undermine his opponents by a provocative display of skills, insults or unstopping jabbers. By spending 1 panache point as a move action, the swashbuckler may start a Satire, as the court bard performance, for a number of round equal to ½ the swashbuckler’s level + the swashbuckler’s Charisma modifier. The swashbuckler his considered a bard of his swashbuckler level -3 for the purpose of this performance. Using this flourishes become a swift action at 10th level.
Charming Adventurer (Ex): At 4th level, the swashbuckler’s aura of self-confidence and his natural charm impresses the ones who meet him. As long as he keeps at least 1 point of panache, a swashbuckler adds ½ his swashbuckler level to Bluff, Diplomacy and Perform checks. This bonus increases by 2 against people or creatures that could be sexually attracted to him.
Riposte (Ex): At 8th level, when the swashbuckler succeeds when using the parade flourishes, he can counter-attack his opponent as a free action at his full attack bonus. The target counts as flat-footed against this attack. The swashbuckler must have at least 1 panache point and be threatening his attacker to use this flourishes.
Provocation (Ex): At 8th level, when the swashbuckler hit the target of his duel with a melee attack, he can couple his attack with a scathing insult. The opponent receive a penalty to attack and concentration rolls equal to the swashbuckler’s Charisma modifier whenever he doesn’t include the swashbuckler as a target of his attack. The swashbuckler must have at least 1 panache point to use this flourishes.
Thrusting (Ex): At 8th level, when the swashbuckler only attacks once during his initiative, may it be as part of a standard action, a charge or a spring attack, he may expends 1 panache point as a free action to add 3d6 bonus precision damages to the hit. This bonus damage isn’t multiplied on a critical hit. The swashbuckler must choose to expend the panache point before the attack his rolled. If he misses, the swashbuckler deals half the extra damage anyway. This precision damage increases to 4d6 at 12th level, to 5d6 at 16th level, and to 6d6 at 20th level.
Demanding Duel (Ex): At 12th level, as long as the swashbuckler has at least 1 panache point, he can force the target of his duel to pay attention to the threat he poses. As long as the target is within the threatened area of the swashbuckler, it takes a –2 penalty to its AC from attacks made by anyone other than the swashbuckler.
Redirect Attack (Ex): At 12th level, when the swashbuckler succeeds when using the parade flourishes, he can redirect the attack to strike at an adjacent creature with a free action at the cost of 1 panache point. The creature targeted must be within melee reach of the attack, and the creature that made the attack against the swashbuckler must make a new attack roll against the new target.
«Surrender !» (Ex): At 12th level, when the swashbuckler confirm a critical hit against a target, he may suspend his attack and instead make an Intimidate check to demoralize his opponent as a free action. If he succeeds, he may initiate a Throat Threat, as the rogue talent. However, the swashbuckler may affect an opponent of any size, and the vital strike action increases his weapon critical modifier by 1. If the swashbuckler fails the demoralize attempt, the attack hit normally, but isn’t a critical hit. The swashbuckler must have at least 1 panache point to use this flourishes.
Swashbuckler’s Luck (Ex): At 16th level, the swashbuckler can spend panache to reroll a saving throw or a skill check. It costs 2 panache points to reroll a saving throw, and 1 panache point to reroll a skill check. The swashbuckler must take the result of the second roll, even if it is lower. The flourishes’s cost cannot be reduced by the true panache class ability, the Signature Flourishes feat, or any other effect that reduces the amount of panache a flourishes costs.
Denouncing Invective (Sp): At 16th level, the swashbuckler can spend 1 panache point as a standard action to emulate spell effects as a special ability, his word being almost as strong as magic. The save DC related to these effects his equal to 10 + ½ the swashbuckler’s class level + the swashbuckler’s Charisma modifier. The spells that can be emulated are Denounce, Utter Contempt, and Malicious Spite.
Distractive Sting (Ex): At 16th level, the swashbuckler does not provoke attacks of opportunity from any creatures he hit earlier on the same turn. The swashbuckler must have at least 1 panache point to use this flourishes.
Too Fast to Catch (Ex): At 20th level, the swashbuckler never provokes attack of opportunities by moving out an opponent treated square and have an unbeatable CMD against grapple attempts. The swashbuckler must have at least 1 panache point to use this flourishes.
Flamboyant Diatribe (Sp): At 20th level, the swashbuckler adds Song of Discord and Vengeful Outrage to the spells he can emulate with his denouncing invective flourishes.
Cheat Death (Ex): At 20th level, whenever the swashbuckler is reduced to 0 or fewer hit points, he can spend all of his remaining panache points (minimum 1) to instead be reduced to 1 hit point and attempt a free Bluff or Perform (acting) check opposed to his attacker’s Sense Motive to appear dead.
Fencing Style (Ex)
At 2nd level, a swashbuckler must select one fencing style to pursue.
The swashbuckler's expertise manifests in the form of bonus feats or extraordinary ability at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style list, even if he does not have the normal prerequisites.
The benefits of the swashbuckler’s chosen style feats and abilities apply only when he wears light or no armor and respect his style restriction. Once a swashbuckler selects a fencing style, it cannot be changed.
Fencing abilities marked by a F mimic fighter’s abilities and treat the swashbuckler as a fighter of his level. Ability advancement uses the level the swashbuckler gained the ability instead of the normal fighter’s level.
Cloak and Sword Style
If the swashbuckler selects the cloak and sword fencing, he can choose from the following list whenever he gains a fencing style ability:
Two-Weapon Fighting, Dazzling Display, Improved Dirty Trick and Improved Disarm
• At 6th level, he adds Deflect Arrow, Disruptive, Disarming Strike and Quick Dirty Trick.
• At 10th level, he adds Sweeping PrankF, Greater Dirty Trick, Ray Shield (using cloak as shield) and Osyluth Guile to the list list.
Special: The swashbuckler must use a one handed or light weapon and hold a cloak in the other hand to use these fencing abilities. When holding a cloak, he gains a +2 to Combat Manoeuver checks to perform disarm and dirty trick manoeuvers. The swashbuckler consider cloak as an off-hand weapon for the purpose of two-weapon fighting and never gains two-weapon fighting penalties using it, but can only perform combat manoeuvers with his cloak.
Daredevil Style
If the swashbuckler selects the daredevil style, he can choose from the following list whenever he gains a fencing style ability.
Step Up, Improved Side Step, Mobility, Disengaging Flourish.
• At 6th level, he adds Wind Stance, Step Up and Strike, Spring Attack and Monkey Style to the list.
• At 10th level, he adds Lighning Stance, Fleet FootedF, Monkey Move (using light or one handed finesse weapons instead of unarmed strikes) and Hair’s BreadthF to the list.
Special: The swashbuckler must carry no more than a light load and can’t be entangled when using these fencing abilities.
Sword Master Style
If the swashbuckler selects the sword master style, he can choose from the following list whenever he gains a fencing style ability.
Power Attack, Dueling Mastery, Defensive Weapon Training, Combat Expertise
• At 6th level, he adds Whirlwind Attack, Combat Patrol, Weapon Specialisation and Steel NetF to the list
• At 10th level, he adds Strike Back, Penetrating Strike, Greater Weapon Specialisation and Lightning StrikeF to the list.
Special: The swashbuckler must hold a one handed or two-handed finesse weapon and can’t include off-hand or unarmed attacks in his full-attack actions in order to use these fencing abilities.
Twin Blades Style
If the swashbuckler selects two-weapon fencing style, he can choose from the following list whenever he gains a fencing style ability.
Improved Disarm, Two-Weapon Feint, Break Guard, and Two-Weapon Fighting.
• At 6th level, he adds Improved Two-Weapon Fighting, Improved Two-Weapon Feint, and Two-Weapon Defense to the list.
• At 10th level, he adds Greater Two-Weapon Fighting, DoublestrikeF, Improved BalanceF and Two-Weapon Rend to the list.
Special: The swashbuckler must hold two weapons or hold a double weapon to use these fencing abilities.
Uncanny Dodge (Ex)
Starting at 3th 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 Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus 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.
Blade Elegance (Ex)
At 5th level, a swashbuckler can select one specific type of melee weapon. This must be a light of finesse piercing or slashing weapon. He can add his Dexterity modifier instead of his Strength modifier on damage rolls when using that type of weapon. The swashbuckler can choose to change his selected weapon at 10th level, 15th level and 20th level.
Improved Uncanny Dodge (Ex)
A swashbuckler of 8th level or higher can no longer be flanked. This defense denies to opponents the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has swashbuckler 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.
Evasion (Ex)
At 9nd 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.
Acrobatic Charge (Ex)
At 11th level, a swashbuckler gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain.
Saving Slash (Ex)
At 12th level, when wielding a weapon modified by the blade elegance ability, a swashbuckler can, once per round as a free action, try to deflect a melee critical hit targeting him, reducing its damage to that of a normal hit, with a 25% chance of success. This does not stack with the fortification special ability of magical armor or similar effects.
Greater Saving Slash (Ex)
At 15th level, a swashbuckler’s saving slash has a 50% chance of reducing a melee critical hit to a normal hit. In addition, he can attempt a saving slash against a ranged critical hit, including those by rays and other ranged touch effects, with a 25% chance of success.
Improved Evasion (Ex)
At 17th level, a swashbuckler's evasion improves. This ability 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
True Panache (Ex)
At 20th level, a swashbuckler picks two flourishes that he has access to and that he must spend panache to perform. He can perform these flourishes for 1 fewer panache point (minimum 0) than usual. If the number of panache points to perform a flourishes is reduced to 0, the swashbuckler can perform this flourishes as long as he has at least 1 panache point.

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I'm a little worried about the fact that he regains panache on a crit. Gunslingers have to do it with a firearm-- all of which only crit on a 20 without help. A Swashbuckler could dual-wield rapiers and end up with more panache than he knows what to do with.
Also, the Sword Master style only applies to "finneseable" weapons, which means the spiked chain, but not the longsword. Are you sure you want to call it "Sword Master"?

Kelazan |

They are proficient with the aldori dueling sword...which is a finnessable long sword. I could however rename the sword master « Weapon Master » to cover the spiked chain and other exotic weapons.
About the panache recovery on a critical: swashbucklers target AC, when gunslingers target touch AC. Critical confirmation roll on touch AC are way easier. However, I could include a mechanic that limit the panache recovery by critical to 1 by round, since the gunslingers weren't designed to full-attack as easily as the swashbucklers do.

Kelazan |

Thank for your comment Malachi ^^ I started working on this before even ear about the advanced class guide.
Now, some adjustments :
V 2.0 Modifications
Regaining Panache
Critical Hit with a Melee Weapon: Once per round, when the swashbuckler confirms a critical hit with a melee weapon while in the heat of combat, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the swashbuckler’s character level does not restores panache.
Flourishes
Charming Adventurer (Ex): At 4th level, the swashbuckler’s aura of self-confidence and his natural charm impresses the ones who meet him. As long as he keeps at least 1 point of panache, a swashbuckler adds ½ his swashbuckler level to Bluff or Diplomacy and to Perform checks. The choice must be made at 4th level and can’t be changed latter. This bonus increases by 2 against people or creatures that could be attracted to him.
Fencing Style
Sword and Pistol Style
If the swashbuckler selects the pistol dueling style, he can choose from the following list whenever he gains a fencing style ability.
- Two-Weapon Fighting, Point Blank Shot, Opening Volley and Rapid Reload
At 6th level, he adds Sword and Pistol, Snap Shot, Shot on the Run and Deadly Aim to the list.
At 10th level, he adds Improved Snap Shot, Firearm Training (as a gunslinger) and Two-Weapon Rend to the list.
Special: The swashbuckler must wield a one-handed firearm. He can add his duel bonus to ranged attack using one handed firearms and treats pistols as clubs for the purpose of melee combat. The swashbuckler doesn’t need a free hand to reload a firearm if he is only holding a light weapon.
*The swashbuckler is now proficient with pistols

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may i suggest?
1 - Duel, Weapon Finesse, Panache, Flourishes
2 - Nimble +1, Fencing Style
3 - Flourishes
4 - Blade Elegance
5 - Saving Slash (melee)
6 - Fencing Style, Nimble +2
7 - Flourishes
8 - Blade Elegance
9 - Saving Slash (ranged)
10- Fencing Style, Nimble +3
11- Flourishes
12- Blade Elegance
13- Saving Slash (magic touch)
14- Fencing Style, Nimble +4
15- Flourishes
16- Blade Elegance
17- Saving Slash (magic ray)
18- Fencing Style, Nimble +5
19- Flourishes
20- Blade Elegance, True Panache
Duel measured in rounds (use Rage/Bardic Performance as model rather than Challenge). erase the whole -2 AC thing. the swahbuckler is a multitasker not a tunnel-visionary. i would say grant the following:
0) may duel for 4 rounds per day, +2/lv
1) may declare a 'duel' upon a number of foes equal to his CHA
2) may add his CHA to attacks of opportunity made against them
3) may add his level to damage rolls against them
4) may not be flanked by them
Panache: unchanged, except <<En Guarde!>> changed to "pay 1 panache to duel for 2 additional rounds"
Flourishes: re-adjusted to 'standard grit levels' (1st/3rd/7th/11th/15th/19th), otherwise unchanged (nice, btw - especially the Parade line - excellent both mechanically and thematically!)
Blade Elegance: gained earlier, each iteration adds another 'elegant weapon' (rather than merely the option of switching). 'elegant weapons' may sub DX to damage, never provoke attacks of opportunity when using 'finesse-y' combat maneuvers (Disarm, Reposition, Trip), and may utilize the Saving Slash line of abilities.
Saving Slash: i would re-organize this ability to be gained at 5th/9th/13th/17th and to scale 25%/50%/75%/100% reducing crits from different kinds of attacks.
True Panache: unchanged except only while using an 'elegant weapon'
anyhow, i would shy away from Uncanny Dodge, Evasion (completely - he's got two saves), and Acrobatic Charge, except maybe as tucked into flourishes? for example:
replacing Swashbucklers Dodge (1st): pay 1 panache, retain DX bonus to AC no matter what for 1 round
replacing Demanding Duel (11th): pay 1 panache, Acrobatic Charge go!
...
my 2 cps

Kelazan |

Thanks for your suggestion Rainzax ^^
Your Duel mechanic is very interesting, but I think it could be dangerous and a bit strange to allow duelling against multiple opponents. Duel refer in my mind to one-on-one combat. Maybe an archetype could open this mechanic with a different flavor. This class is also proposed as a MCA of cavalier and gunslinger. Removing the Challenge like ability is like killing the cavalier part of the class (not that it is more important that to improve the class, but I like the platform that MCA is offering). Do you have other suggestion to keep more of the cavalier's challenge flavor ?
The flourishes level can effectively be modified to adjust to standard gunslinger progression. Don't know why I started it at 2nd level -_-
Saving slash as a low-level scaling defensive ability is interesting, but I would not sacrifice Evasion or Uncanny dodge for it (Ranger get evasion at mid levels and have also 2 good saves). Uncanny dodge, at least, is necessary for the swashbuckler since a big chunk of his AC is based on dexterity and dodge bonus. I could however remove improve uncanny dodge and follow your suggestion of a uncanny dodge-like flourishes...
The Blade elegance progression is a good idea and allow more efficient two-weapon fighting build. I buy it.
Will work on a v.3 including your suggestions soon.

Kelazan |
1 person marked this as a favorite. |

Here is the alternate Swashbuckler, using a performance-challenge hybrid mechanic instead of the cavalier's challenge aka former Duel.
This version is actually in opposition with my former take of the class, and I would appreciate comparative appreciation of these class. Should we fuse some ability of both ? Which one is the best starting point ?
Here is the google doc of my first swashbuckler proposition.

Volvogg |
Very nice execution Kelazan! I have only just perused what you have done so I cannot give a detailed breakdown of what I think. However, so far your idea is very well done. Once I have read through both versions I will give a more detailed response.
I really like some of the abilities and ideas that you've incorporated into this. Very evocative of what a swashbuckler should be.:)
Cheers
Volf

Oceanshieldwolf |

I would call the Panache what it seems to be. Grit. and Flourishes what they seem to be. Deeds.
That makes them compatible with current feats like Signature Deed and Extra Grit.
I like the "reskins" of Panache and Flourish. You can alway provide a note that they act as girt and deeds for all feats that use those mechanics. It's not a streamlined I grant you, but it does
a: distance the Swashbuckler from the gunslinger and
b: provide a very particular and specific flavor reminiscent of many (but not all) signature swashbucklers.

Kelazan |

As cutlass and buckler fighting is a little bit too narrow as a concept, I prefer the more popularized swashbuckler that modern fantasy exposed around the world. The concept is evocative enough to bring a full class to life.
I will follow oceanshieldwolf suggestion and add in the panache/flourishes entry that they act as grit and deeds for the purpose of feats. This will open a better compatibility with official Paizo content.

Azaelas Fayth |

I was meaning more of the Hardened Sailor...
Basically the Basic Swashbuckler is simply able to use their abilities with any Light or One-Handed Weapon they are proficient with and uses Wisdom for Grit.
Then there is the Bravado Archetype built for the Hollywood Style of a Charismatic Hero who uses CHA for Grit. Then there is a Fencer Archetype built around DEX and INT.

Laurefindel |

Good pitch Kelazan.
I prefer the 2.0 version of duel, even if its less of a copy-pasted edit of the cavalier's ability.
I personally like panache/flourishes as disambiguation from grit/deeds abilities, even if they are symmetrically compatible.
I have a love-hate relationship with your parrade (and later-on riposte) abilities and other mechanical way of cancelling an attack with an attack roll of your own (effectively making it a "save negate" line of defense in addition to attack roll). On one side it's flavorful and a good mechanical representation of the slash-dodge-couter attack-parry-riposte musketeer pulp-action, but that isn't how D&D/Pathfinder/d20 portrays combat. I keep changing my mind about it. What's your input on that? (beyond the obvious, since you did include it in your list of abilities)
I'll have a few case-specific questions once I digest the doc a bit more

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Laurefindel, Kelazan,
as a compromise, instead of a straight negation of an attack, what about Parade as a pre-roll-declared attack-of-opportunity AC-raiser (say, +4)?:
DM "so the giant spider drops down on you and attacks"
Swashy "i want to parry the bite - so AC 21 against that"
...
then, later abilities can feed from one of two triggers: 1) that the Paraded attack misses, or 2) that the Paraded attack hits.
(brainstorm)

Laurefindel |

AC raiser is indeed how D&D portrayed parrying before Paizo. It's consistent with what AC represents, but somewhat unsatisfying from a player's stand point.
But Kelazan is right about the "miss" mechanics already existing in PF. It is still "optional" (via prestige class or archetype), but there nevertheless.
I'm still on the fence about this, and keep changing my mind on a active parry mechanics for my own system.

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fair enough, but no matter what it's going play out as an 'interrupting' action. this cannot be changed if you want to keep the 'flavor'
is the reason you are on the fence because you can't decide how much information to give the 'parrier'? for example, a 'parry' could be declared in one of three stages of 'known information':
1) before an attack is rolled
2) after it is rolled, but before it is 'known' to be a hit or miss
3) after it is 'known' to be a hit or miss

Laurefindel |

There are a few reasons as to why I'm on the fence.
This is going a bit into a thread derail, so I'll spoiler it
I'm partially on the fence because I keep reconsidering what AC and hit points represents. If AC is "how hard it is to penetrate your defense", then parrying legitimately means higher AC. Can we make a difference between active parrying and passive parrying? Perhaps. Then I wish the game had a similar mechanic for shield users, cause I believe that shields are more about deflecting blows than providing cover.
Also as a general rule in D&D/PF, attacks either have to beat a fixed DC, or possess a fixed difficulty which can be lessen/avoided with a saving throw. Very few abilities impose both an attack roll and allow a save, which is what essentially active parries are. Players (including DMs) are quick to cry foul when successful attack rolls repetitively fail to have an effect. If the parry-er doesn't have to sacrifice something significant in exchange, of if this triggers a counter attack on top, the knee-jerk reaction is only stronger.
On a larger scale, if damage-negating parries/blocking/dodges become too frequent on both sides of the battlefield, then combat grids to a halt.
But this all sounds worse than it is. Parrades (as described by Kelazan) are not guarantied to succeed. Besides, the higher the swashbuckler's AC, the higher his parrade roll will need to be in order to have an effect. And there is a price for a parrade: 1 panache point, which come in limited numbers. And the crunch fits the fluff.
So yeah, on the fence...

Davick |

I haven't read all the flourishes, but assuming none of them are ridiculous it looks good overall.
I had to pause when I saw that you gave an additional way to regain Panache. A swashbuckler with a rapier is already going to be getting a lot more panache than a gunslinger, giving them another (relatively simple) method means they are going to be rolling in the stuff.

Kelazan |

Droping ennemy and landing critical are the same recovery mechanics that for the gunslinger. However, I limited the critical panache recovery to once per round to reduce the power of dual-wielding-keen-kukri-builds and the like and reduce the disparity with the gunslinger.

Davick |

Droping ennemy and landing critical are the same recovery mechanics that for the gunslinger. However, I limited the critical panache recovery to once per round to reduce the power of dual-wielding-keen-kukri-builds and the like and reduce the disparity with the gunslinger.
** spoiler omitted **
Ah, I was going off the initial post. Looking at the Doc, I see winning a duel was removed anyway.

Volvogg |
I like the "reskins" of Panache and Flourish. You can alway provide a note that they act as girt and deeds for all feats that use those mechanics. It's not a streamlined I grant you, but it does
a: distance the Swashbuckler from the gunslinger and
b: provide a very particular and specific flavor reminiscent of many (but not all) signature swashbucklers.
This is exactly what I would do! Just add a caveat that each ability is, functionally, similar to grit and deeds.
Overall, I really like both versions. If, however, I would have to pick one I would go with v2. I like the duel mechanic a bit better than the original version, although both are excellent ideas. I also reviewed the flourishes and whatnot. I am not seeing anything overly unbalanced nor overly powerful. Only with a bit of playtesting will you be able to find out for sure.
Excellent class Kelazan! If you don't mind I will be adding this as an optional base class in my campaigns going forward. This is leagues ahead of the swashbuckler that was posted recently by paizo.
Cheers
Volf

Kelazan |

Excellent class Kelazan! If you don't mind I will be adding this as an optional base class in my campaigns going forward. This is leagues ahead of the swashbuckler that was posted recently by paizo.
Yes you can ^^ If, eventually, you see one of my swashbuckler pop in your campaign, I just want you to send me comments if you see something wrong :P

Laurefindel |

I think the mechanic debate about parry VS AC is pertinent, but I am not the only one using similar method. Even official Paizo content use this. If this subject interest you, I think it should be done in a different thread ^^
I'm not here to fight with you Kelazan. Despite my objections, your parrade ability as written is coherent with published material and similar abilities granted by a class with similar flavour.
I can see people having issues with riposte however, where the swashbuckler gains the chance to negate an attack made against him/her AND the opportunity to make an extra attack at full BAB, AND this attack is made against flat-footed AC.
I feel it might be a bit much for 1 panache point.