Swashbuckler version 1.5


Homebrew and House Rules


Based on the Swashbuckler made by Magnusk, but with some of the discussed changes.

Swashbuckler

Role: The swashbuckler’s role is to be on the frontlines, bewildering his opponents with his wit, grace and his outstanding talent at acrobatics. Be it in a dark alley or on the field of battle, a swashbuckler can step up to the plate and deliver his special brand of derring-do whenever a worthy challenge presents itself.

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), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex) and Swim (Str)
Skill ranks per level: 4 + Int modifier.

Class Features
All of the following are class features of the Swashbuckler class.

Weapon and Armor Proficiency: The swashbuckler is proficient with all simple and martial weapons and with handguns. Swashbucklers are proficient with light armor and bucklers.

Weapon Finesse (Ex): At 1st level, the swashbuckler gains Weapon Finesse as a bonus feat.

Daring Strike (Ex): At 1st level a swashbuckler gains the ability to strike daringly with a light melee weapon, as well as any weapon which can be used with Weapon Finesse, adding half of her swashbuckler level to her damage roll. When making a daring strike with a one-handed weapon in her main hand, a swashbuckler cannot apply the damage bonus of this ability to attacks with an off-hand weapon or use a shield other than a buckler.

Daredevil (Ex): At 2nd level, the swashbuckler receives a +1 insight bonus to her Acrobatics Skill for every two levels she has in the Swashbuckler class, to a maximum of +10 at 20th level.

Daring Trick (Ex): As a swashbuckler grows in experience he learns new tricks to take advantage of his natural grace and luck. Starting at 3rd level and every four levels after (7th, 11th, 15th, 19th) the swashbuckler gains one daring trick. Unless otherwise noted, a swashbuckler cannot select each trick more than once.

Fast Movement: A swashbuckler’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the swashbuckler’s speed because of
any load carried or armor worn. This bonus stacks with any other bonuses to the swashbuckler’s land speed. This trick can be selected more than once.

Combat Trick: A swashbuckler that selects this trick gains a bonus combat feat.

Defensive Roll: With this trick, the swashbuckler can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the swashbuckler can attempt to roll with the damage. To use this ability, the swashbuckler must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute her defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the swashbuckler’s evasion ability does not apply to the defensive roll. The swashbuckler must be at least 10th level before choosing this trick.

Improved Flanking: A swashbuckler with this trick increases his bonus when flanking by 2 for a total of +4. Other characters flanking with the swashbuckler don’t gain this bonus. This bonus can stack with the one gained form Outflank to a total of +6.

Fool’s Luck: Whenever the swashbuckler uses Lucky reroll he adds he gains +1 luck bonus on the reroll. This trick can be taken a second time, the bonus increases to +2.

Born Lucky: The swashbuckler was born under a lucky star. He gains an extra Lucky reroll. The swashbuckler must be at least 10th level before choosing this trick.

Acrobatic Strike: If the swashbuckler succeeds in an Acrobatics check to avoid an attack of opportunity or tumble trough an occupied square, he gains a +2 bonus to attacks against that enemy. This bonus lasts to the beginning of his next turn.

With Style: The swashbuckler is naturally graceful and stylish, every action suave and every word smooth. He gains a +2 competence bonus in all Charisma and Charisma-based skill checks that relate to social interaction. Attempts to feint, demoralize or similar abilities do receive this bonus.

Antagonize: The swashbuckler is master of getting under an opponent’s skin. Each time he succeeds on a feint or a demoralize check he gains a cumulative +2 circumstance bonus on all future such rolls against that opponent. This bonus accumulates until the opponent is knocked unconscious, the swashbuckler is knocked unconscious or a day passes.

Sharp Tongue: The swashbuckler is always ready to dispense one-liners, witty repartee and quick insults. When the swashbuckler feints in combat instead of the normal effect the opponent is rendered flat-footed for one round.

Panache: The swashbuckler is brave and free-spirited. He receives half his Daredevil bonus as a bonus on Will saves against fear.

Charming Smile: The swashbuckler is a skilled flirt and capable of seducing even in the heat of battle. When fighting an opponent from the opposite sex (and some from the same sex) the swashbuckler can make a Diplomacy check to flirt with the opponent. The DC for this check is the same as the DC for a feint. If the swashbuckler succeeds the targets becomes reluctant to fight him taking -2 morale penalty on attack rolls and AC against the swashbuckler for the rest of the fight.

Dashing Strike (Ex): At 4th level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage due to her intimidating prowess. For every four levels in the Swashbuckler class, she may apply +1 of her Charisma bonus (if any) as a bonus on attack rolls with any light melee weapon, as well as any weapon which can be used with Weapon Finesse. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load. When making a dashing strike with a one-handed weapon in her main hand, a swashbuckler cannot apply the to-hit bonus of this ability to attacks with an off-hand weapon or use a shield other than a buckler.

Dodge Bonus (Ex): A swashbuckler of 4th level or higher is trained at focusing her defenses. She receives a +1 dodge bonus to Armor Class against attacks. This bonus increases by +1 every five levels after 4th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. The Dodge Bonus class feature counts as the Dodge feat in terms of prerequisites to other feats. The Dodge feat stacks with the Dodge Bonus class feature.

Uncanny Dodge (Ex): At 4th level, a swashbuckler gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity 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.

Lucky (Ex): A swashbuckler of 5th level or higher may once per day reroll any of her failed attack rolls, skill checks, ability checks, or saving throws. The character must take the result of the reroll, even if it’s worse than the original roll. At 10th level and every five levels thereafter, the swashbuckler may use this ability one additional time per day.

Acrobatic Charge (Ex): At 5th level, 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.

Fleet of Foot (Ex): At 6th level the swashbuckler can make a single direction change of 90 degrees or less when running or charging. She cannot use this feat in medium or heavy armor, or if carrying a medium or heavy load. If she is charging, she must move in a straight line for 10 feet (2 squares) after the turn to maintain the charge.
Steady Stance (Ex): At 8th level a swashbuckler remains stable on her feet when others have difficulty standing. She is not considered flat-footed while balancing or climbing and she adds a +5 bonus on Acrobatics or Climb checks to remain balancing or climbing when she takes damage.

Evasion (Ex): At 9th level or higher, a swashbuckler can avoid damage from many area-effect attacks. If a swashbuckler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.

Kip Up (Ex): At 11th level, a swashbuckler can stand up from a prone position as a free action that doesn’t provoke attacks of opportunity. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Improved Uncanny Dodge (Ex): At 12th level and higher, a swashbuckler can no longer be flanked. This defense denies a rogue (or other class with the sneak attack feature) the ability to sneak attack the swashbuckler by flanking her, unless the attacker has at least four more rogue levels than the target has swashbuckler levels. 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 level required to flank the character.

Fast Acrobatics (Ex): at 13th level, a swashbuckler can avoid the normal penalties for accelerated movement while using her Acrobatics skill. She ignores the normal -5 penalty when making a balance check while moving at her full normal speed. She can climb at half her speed as a move action without taking the -5 penalty on her Climb check. Finally, she can tumble at her full speed without taking the -10 penalty on her Acrobatics check.

Deadly Critical (Ex): At 16th level, when a swashbuckler confirms a critical hit with her weapon, she can increase the weapon’s damage multiplier by +1 as an immediate action. She can use this ability once per day.

Positioning Attack (Ex): At 17th level once per day, when a swashbuckler hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.

Improved Evasion (Ex): At 18th level, a swashbuckler’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless swashbuckler does not gain the benefit of improved evasion.

Heart Strike (Ex): At 20th level a swashbuckler can use a heart strike on a foe as a swift action. Once declared, the swashbuckler can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier. Regardless of whether or not the save is made, the target creature is immune to the swashbuckler’s heart strike ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Any ideas for a new name for Daring Trick would be appreciated. And ideas for Tricks too. I should have some archetypes ready by friday, if anyone's interested.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Needless to say, I am against the change to Daring Strike, because it returns the Swashbucklers need for Power Attack/Piranha Strike to maintain a somewhat decent damage ratio, making the class either reliant on a decent Strength score ( and making it less likely that you'll be able to get INT 13 for Combat Expertise and the resulting feats ) or that your GM will even allow Piranha Strike, which is not a core feat ( although maybe it will after Ultimate Combat... we'll know in a month ). Not to mention the effect that the class now once again only can hit as good and for as much damage as a one-handed weapon Fighter, ever. My version at least had to look forward to having a better damage ratio against high AC opponents. ^^

The Daring Tricks look nice and you can expect me to steal them for my own revised version ( which will probably either lose or diminish the Dodge Bonus ). :p Of course you'll get full credit for them.

I'm drawing a blank on a better name for Daring Tricks at the moment.


magnuskn wrote:
I'm drawing a blank on a better name for Daring Tricks at the moment.

What if you refer to them "Daring Wiles" or just "Wiles"? The actual definition is "a trick or stratagem intended to ensnare or deceive; also, a beguiling or playful trick; skill in outwitting." I think that pretty much sums up those kinds of abilities.


Just for the sake of clarity, this version of Daring Strike probably should have the words "minimum 1" after "half of her swashbuckler level". Without that, and given the rule of always round down, it wouldn't actually grant any bonus until 2nd level.

Other than that, another interesting build, though I always have my comments. From the name and description on daring strike, it almost sounds like it ought to be something similar to power attack, only instead trading AC for damage. Maybe it's just me, but saying "to strike daringly" sounds like it's risky somehow, hence these mechanics. Not that I think that's a better way to go, I much prefer the flat damage bonus as a class feature. OTOH, if you did go with a name change, daring strike could become a feat that might be a nice option for this build, or others. Who'd want to trade some AC for damage? Confident people, that's who, so maybe require Cha 13 instead the Str for power attack.

Similarly, dashing strike mentions gaining charisma bonus to attack rolls "due to her intimidating prowess". Should this maybe not work on something mindless? Then again, as far as I can tell there's no such caveat on the intimidate skill itself, so maybe not.

Just offering some input, not trying to say I think there's anything "wrong" with the work anyone else has done.


hmm, looks interesting, but one side note, it seems unless I am missing something, that level 10 is a dead level, you dont gain ainything but an increase in dare devil.

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