
Mortagon |

I've tried to update the swashbuckler class from The Complete Warrior to Pathfinder, this is what I've got so far.
Bab: Good
Saves: Reflex good, Fortitude and Will poor
HD: D8
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), Knowledge (Local) (Int), Knowledge(Nobility), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str)
Skill Points at 1st Level: (4 + Int modifier)
Skill Points at Each Additional Level: 4 + Int modifier.
1. Bravado, Weapon finesse
2. Grace (+1), Bravery
3. Insightful strike
4. Weapon training
5. Dodge
6. Uncanny dodge
7. Acrobatic charge
8. Lucky
9. Weapon training, Evasion
10. Dodge bonus (+1)
11. Grace (+2)
12. Improved critical
13. Acrobatic mastery
14. Weapon training, Improved uncanny dodge
15. Dodge bonus (+2)
16. Improved evasion
17. Weakening critical
18. Slippery mind
19. Wounding critical
20. Weapon mastery, Dodge bonus (+3), Grace (+3)
Weapons and armor proficiency: All light armors and bucklers, All martial and simple weapons.
Bravado: As long as he is wearing light or no armor and he is unencumbered, the swashbuckler may add his charisma modifier to his armor class. This bonus does not stack with similar bonuses granted by other classes such as a monk’s ac bonus from wisdom. This bonus is lost whenever the swashbuckler would lose his dexterity bonus due to being flat-footed, surprised etc.
Weapon finesse: The swashbuckler gains this feat as a bonus feat at 1st level.
Bravery: The swashbuckler gains a +1 bonus to saving throws against fear, this bonus increases by +1 every four levels beyond second to a maximum of +5 at level 18. Swashbuckler and fighter levels stack for the purpose of this ability.
Grace: The swashbuckler gain a +1 bonus to reflex saves , acrobatics skill checks and initiative rolls as well as a +5 feet bonus to his base land speed. At level 11 this bonus increases to +2 and +10 feet, and at level 20 +3 and +15 feet.
Insightful strike: The swashbuckler may add his intelligence bonus to any damage done with weapons using the weapon finesse feat or one handed ranged weapons.
Weapon training: This ability works as the fighter ability of the same name.
Dodge bonus: The swashbuckler gains the dodge feat as a bonus feat. The armor class bonus from the feat increases by one for every five-swashbuckler levels thereafter.
Uncanny dodge/Improved uncanny dodge/Evasion/Improved evasion: As the rogue abilities of the same name, levels of swashbuckler stacks with levels in other classes that grant these abilities to determine their effectiveness.
Acrobatic charge: The swashbucklers’ movement is no longer hindered by difficult terrain and he may freely charge over or through such terrain. He may also charge through squares occupied by allies. He can charge through squares occupied by enemies if he makes an acrobatics check DC 25, +2 per threatened square he has to move through or past. Furthermore, he no longer suffers a -2 penalty to his armor class for charging, as long as he does it in conjunction with this ability. He may not use this ability while mounted, or if his movement is somehow hindered (with an entangle spell or tanglefoot bag etc.)
Lucky: Once per day, per charisma bonus of the swashbuckler (minimum 1), the swashbuckler may choose to re-roll one failed attack roll, ability or skill check or saving throw. The re-roll must be made before damage is rolled or other effects of the failed roll has applied. The swashbuckler must take the new result and may not re-roll a re-roll.
Improved critical: At level 12 the swashbuckler gains this feat for one weapon using the weapon finesse feat or a one handed ranged weapon
he has weapon training with.
Acrobatic mastery: At level 13 the swashbuckler may always take 10 on acrobatics and climb checks and never lose his dexterity bonus to AC for climbing, balancing, running or performing other precarious stunts.
Slippery mind: As the rogue ability of the same name.
Weakening critical: Whenever the swashbuckler scores a critical hit with a weapon using the weapon finesse feat or a one handed ranged weapon with which he has weapon training and the improved critical feat he may choose to deal four points of temporary strength damage to his target. This strength damage can’t reduce the target to less than one in strength. The opponent may make a fortitude save DC 10+1/2 swashbucklers class level + swashbucklers int modifier to negate this effect.
Wounding critical: Whenever the swashbuckler scores a critical hit with a weapon using the weapon finesse feat or a one handed ranged weapon with which he has weapon training and the improved critical feat he may choose to score a wounding critical instead of a weakening critical, a wounding critical deal four points of temporary constitution damage to his target. This constitution damage can’t reduce the target to less than one in constitution. In addition the target gains bleeding 2d6 until healed with a successful heal check DC 15 or magic. The bleeding effects of this ability stack. The opponent may make a fortitude save DC 10+1/2 swashbucklers class level + swashbucklers int modifier to negate this effect.
Weapon mastery: A 20th level, the swashbuckler gains this ability with a weapon using the weapon finesse feat or a one handed ranged weapon he has weapon training in.

Sir Hexen Ineptus |

I have always had a real problem with armor and characters who get AC from a 2nd stat. Grant it Cha is a lesser of these stats. For flavor, I can't see the Bravado ability working with mithral Breastplate.
Why not do something unique and say No or light mithral, or similar maternity such as Celestial, armor.
I personally would also run a lot of the abilities off of finesse-able weapons.

Mortagon |

I have always had a real problem with armor and characters who get AC from a 2nd stat. Grant it Cha is a lesser of these stats. For flavor, I can't see the Bravado ability working with mithral Breastplate.
Why not do something unique and say No or light mithral, or similar maternity such as Celestial, armor.
I personally would also run a lot of the abilities off of finesse-able weapons.
As for the Bravado ability, i tried to make it consistent with similar abilities and not make things to complicated. I thought about removing the class' armor proficiency altogether and make the class an unarmored fighter, but decided to keep the proficiency. One limiting factor could be to limit the bravado ability to the armors maximum dex modifier.
In retrospect it would be easier to run the abilities off "finesseable" weapons, or at least weapons that is modified by dexterity (to allow for ranged builds) and I think I will change the wording to accommodate this idea.

Gavvin |

I have always had a real problem with armor and characters who get AC from a 2nd stat. Grant it Cha is a lesser of these stats. For flavor, I can't see the Bravado ability working with mithral Breastplate.
Why not do something unique and say No or light mithral, or similar maternity such as Celestial, armor.
I don't see why it shouldn't work with a mithril breastplate. The swashbuckling era in our own history was full of fighters that used a rapier and a breastplate.

Mortagon |

The reason why I decided to rework the class is because my campaigns tend to focus on dashing swordplay and swashbuckling. The class has always been popular in my groups, but compared to the Pathfinder classes and the more recent splatbook core classes, I have found the class to be lacking.
I hope that the Pathfinder RPG will release some sort of swashbuckling class of their own someday, but for now, I will try this version to see how balanced it is compared to the other Pathfinder classes.

Mortagon |

You could try a simpler version, and turn the Swashbuckler into more of a Variant. You could just remove from the pathfinder Fighter what is removed from the fighter in DnD and add the swashbuckler abilities.
I've actually done something similar to this to allow for a more acrobatic, lightly armored fighter style. I made a substitution level for fighters at 1st level.
Agile fighter
You can only take this substitution level as a 1st level fighter.
You lose your medium and heavy armor proficiencies as well as proficiency in the tower shield. You lose the armor training ability.
At level one you gain a bonus to armor class equal to your intelligence bonus, every time you would receive armor training you gain +1 bonus to your armor class. You lose these bonuses any time you wear armor that reduces your speed or are encumbered. These bonuses don't stack with similar abilities granted by other classes such as the monk's wis bonus to AC. Add acrobatics to your list of fighter skills.

Captain Sir Hexen Ineptus |

Turin the Mad wrote:Taken a look at the Duelist PrC for PF Beta ?The duelist is very nice and all, but it's a prestige class and thus not a viable option before you can meet the requirements.
I have to agree with him here Turin. I think this is about as much of a concept in its own as a Paladin and deserves a class of it's own. Personally I don't like PrCs as they don't let you play what you want to from the start.

RiTz21 |

I've tried to update the swashbuckler class from The Complete Warrior to Pathfinder, this is what I've got so far....
I was considering a Swashbuckler for an upcoming Play-by-Post on my forum, but I found it lacking compared to the Core PF classes - Thanks for your work on this!
RiTz21

Mortagon |

Mortagon wrote:I've tried to update the swashbuckler class from The Complete Warrior to Pathfinder, this is what I've got so far....I was considering a Swashbuckler for an upcoming Play-by-Post on my forum, but I found it lacking compared to the Core PF classes - Thanks for your work on this!
RiTz21
Your welcome. :)
(If you do try it, could you please give me some feedback on how it plays?)

Mortagon |

Mortagon wrote:Your welcome. :)
(If you do try it, could you please give me some feedback on how it plays?)My Game Master just green-lighted your adaptation, so I will be creating it in my Character Sheet. I'll give feedback once I get the chance to try it out in the game.
RiTz21
That's awesome, thanks. :)

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Note that in standard Pathfinder, there's not longer a distinction between skill points at 1st level versus any other levels; you just get one skill point allotment for a class ("Skill Ranks Per Level"). That's deliberate, so it doesn't ever matter in figuring out which class you took a level in "first".

Mortagon |

Note that in standard Pathfinder, there's not longer a distinction between skill points at 1st level versus any other levels; you just get one skill point allotment for a class ("Skill Ranks Per Level"). That's deliberate, so it doesn't ever matter in figuring out which class you took a level in "first".
Yes,it was kinda redundant to write up the skills at 1st level, old habit i guess :p

RiTz21 |

Here is my revision of the Class, with a few small tweaks and corrections. For instance, Weapon Training was pushed back to 5th level (I did not think a Swashbuckler should get it before a Fighter does!) and I reverted back to d10. I've restored some original Swashbuckler abilities back to their original levels and added one Ability (Extra Lucky)
Comments are welcome!
RiTz21
http://TheOnlySheet.com
*******************************************
Based on the Swashbuckler adapted to Pathfinder by Mortagon (reference).
Base attack bonus: Good
Saves: Reflex good, Fortitude poor, Will poor
Hit Dice: D10
Class skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (Local) (Int), Knowledge(Nobility), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str)
Skill Points: (4 + Int modifier)
ABILITIES:
1st: Bravado, Weapon Finesse
2nd: Grace +1, Bravery
3rd: Insightful Strike
4th: Evasion
5th: Dodge Bonus +1, Weapon Training
6th: Uncanny dodge
7th: Acrobatic Charge
8th: Improved Flanking
9th: Weapon Training
10th: Dodge Bonus +2
11th: Grace +2, Lucky
12th: Improved Critical
13th: Acrobatic Mastery, Weapon Training
14th: Improved Uncanny Dodge, Weakening Critical
15th: Dodge Bonus +3
16th: Improved Evasion
17th: Slippery Mind, Weapon Training
18th: Extra Lucky
19th: Wounding Critical
20th: Dodge Bonus +4, Grace +3
Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, and with light armor. Some of the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored and unencumbered.
Bravado (Ex): As long as he is wearing light or no armor and he is unencumbered, the swashbuckler may add his charisma modifier to his armor class. This bonus does not stack with similar bonuses granted by other classes such as a monk’s ac bonus from wisdom. This bonus is lost whenever the swashbuckler would lose his dexterity bonus due to being flat-footed, surprised etc.
Weapon Finesse: A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Grace (Ex): At 2nd level, a swashbuckler gains a +1 competence bonus on Reflex saves, Acrobatics skill checks and Initiative rolls and a +5' bonus to land speed. These bonus increases to +2 at 11th level (+10' land speed) and to +3 at 20th level (+15' land speed). A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Bravery (Ex): The swashbuckler gains a +1 morale bonus to saving throws against fear, this bonus increases by +1 every four levels beyond second to a maximum of +5 at level 18. Swashbuckler and fighter levels stack for the purpose of this ability.
Insightful Strike (Ex): At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
TOS+ Note: This ability can be activated on the LapTop worksheet.
Evasion (Ex): At 4th level or higher, if a swashbuckler 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.
Dodge Bonus (Ex): A swashbuckler is trained at focusing her defenses on a single opponent in melee. During her action, she may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. She can select a new opponent on any action. This bonus increases by +1 at every five levels after 5th (+2 at 10th level, +3 at 15th, and +4 at 20th). A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. If the swashbuckler also has the Dodge feat, she need not designate the same target for this ability as for the Dodge feat. (If she designates the same target, the bonuses stack.)
TOS+ Note: This ability can be activated on the LapTop worksheet.
Weapon Training (Ex): Starting at 5th level, a swashbuckler can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. (refer to the fighter ability with the same name). Every four levels thereafter (9th, 13th, and 17th), a swashbuckler becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a swashbuckler reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. Class levels from the Fighter class stacks to determine the total level used for these bonuses.
Uncanny Dodge (Ex): Starting at 4th level, a swashbuckler can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught f lat-footed or struck by an invisible attacker. She still loses her Dexterity bonus to AC if immobilized. If a swashbuckler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Acrobatic Charge (Ex): When Charging, the swashbucklers’ movement is no longer hindered by difficult terrain and he may freely charge over or through such terrain. He may also charge through squares occupied by allies. He can charge through squares occupied by enemies if he makes an acrobatics check DC 25, +2 per threatened square he has to move through or past. Failure means the swashbucklers was unable to get passed that enemy. Furthermore, he no longer suffers a -2 penalty to his armor class for charging, as long as he does it in conjunction with this ability. He may not use this ability while mounted, or if his movement is somehow hindered (with an entangle spell or tanglefoot bag etc.)
Improved Flanking (Ex): An 8th level swashbuckler who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don’t gain this increased bonus.)
TOS+ Note: This ability can be activated on the LapTop worksheet.
Lucky (Ex): Many swashbucklers live by the credo “Better lucky than good.” Once per day, a swashbuckler of 11th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it’s worse than the original roll.
Improved Critical: As a bonus feat, a 12th level swashbuckler gains the Improved Critical feat even if she does not meet the prerequisites. This feat must be applied for a weapon that can be used in conjunction with the Weapon Finesse feat or with a one handed ranged weapon he has Weapon Training with.
Acrobatic Mastery (Ex): A 13th level swashbuckler may always take 10 on Acrobatics and climbing checks and never loses his dexterity bonus to AC for Climbing, Running or performing other precarious stunts.
Improved Uncanny Dodge (Ex): A 14th level swashbuckler can no longer be flanked. This defense denies rogues the ability to sneak attack the swashbuckler by flanking her, unless the attacker has at least four more rogue levels than the swashbuckler does. If the swashbuckler already has uncanny dodge from another class, he automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the swashbuckler.
Weakening Critical (Ex): A 14th level swashbuckler who scores a critical hit against a creature also deals 2 points of Strength damage to that creature. Creatures immune to critical hits are immune to this effect.
Improved Evasion (Ex): At 16th level, a swashbuckler’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless swashbuckler does not gain the benefit of improved evasion.
Slippery Mind (Ex): When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.
Extra Lucky (Ex): Instead of gaining one re-roll, a swashbuckler of 18th level or higher can re-roll twice the failed roll and must take the best roll out of the these two new rolls. This replaces the Lucky ability, and can be used only once per day.
Wounding Critical (Ex): A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the swashbuckler’s weakening critical class feature.) Creatures immune to critical hits are immune to this effect.

Mortagon |

Here is my revision of the Class, with a few small tweaks and corrections. For instance, Weapon Training was pushed back to 5th level (I did not think a Swashbuckler should get it before a Fighter does!) and I reverted back to d10. I've restored some original Swashbuckler abilities back to their original levels and added one Ability (Extra Lucky)
Comments are welcome!
RiTz21
http://TheOnlySheet.com*******************************************
Based on the Swashbuckler adapted to Pathfinder by Mortagon (reference).
Base attack bonus: Good
Saves: Reflex good, Fortitude poor, Will poor
Hit Dice: D10
Class skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (Local) (Int), Knowledge(Nobility), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str)
Skill Points: (4 + Int modifier)ABILITIES:
1st: Bravado, Weapon Finesse
2nd: Grace +1, Bravery
3rd: Insightful Strike
4th: Evasion
5th: Dodge Bonus +1, Weapon Training
6th: Uncanny dodge
7th: Acrobatic Charge
8th: Improved Flanking
9th: Weapon Training
10th: Dodge Bonus +2
11th: Grace +2, Lucky
12th: Improved Critical
13th: Acrobatic Mastery, Weapon Training
14th: Improved Uncanny Dodge, Weakening Critical
15th: Dodge Bonus +3
16th: Improved Evasion
17th: Slippery Mind, Weapon Training
18th: Extra Lucky
19th: Wounding Critical
20th: Dodge Bonus +4, Grace +3Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, and with light armor. Some of the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored and...
Looks pretty good, although there are a few things I would like to comment. First I think the swashbuckler should be proficient in bucklers (to keep the buckler in "swashbuckler" ;), second I don't like the Improved flanking ability, it doesn't feel like a "swashbuckly" thing to me, but I can see why you reinserted it due to backwards compatibility. Last I think you should keep weapon mastery as a capstone ability, or he should get a new capstone ability, I just think that he should get one. I was originally planning on giving him some sort of deadly critical ability, but don't know how it would work exactly, extra multiplier on criticals perhaps?
I was also thinking that the luck ability only working once per day was pretty boring so I was thinking about a feat that could make it more useful.
Extreme luck[general]
Requirements: Swashbuckler level 11+
Effect: You may use your lucky ability two additional times per day, also any rerolls made using the lucky ability gain a +1 luck bonus.
Special: You may take this feat more than once, each time you take this feat you gain two more rerolls per day and the luck bonus to these rolls increases by +1.

RiTz21 |

Looks pretty good, although there are a few things I would like to comment. First I think the swashbuckler should be proficient in bucklers (to keep the buckler in "swashbuckler" ;)
Good idea!! Added that to the definition.
Second I don't like the Improved flanking ability, it doesn't feel like a "swashbuckly" thing to me, but I can see why you reinserted it due to backwards compatibility.
:)
Last I think you should keep weapon mastery as a capstone ability, or he should get a new capstone ability, I just think that he should get one. I was originally planning on giving him some sort of deadly critical ability, but don't know how it would work exactly, extra multiplier on criticals perhaps?
I dunno what you mean by a 'capstone' ability...?
I was also thinking that the luck ability only working once per day was pretty boring so I was thinking about a feat that could make it more useful.
Well, you need to be careful with Luck, as not to out-do the Luck Domain by a class ability... Hence the small improvement at 18th level I put in.
Kirth Gersen wrote:I would cap bravado at +1 per Swashbuckler class level (max. + Cha bonus). Otherwise it's an irresistable 1-level dip for bards, sorcerers with claws, etc.I've been concerned about this as well, I think this is a good idea which would limit such exploits.
I agree and I've reworked the wording to avoid this:
Bravado (Ex): As long as he is wearing light or no armor and he is unencumbered, a swashbuckler may add +1 to his armor class for each swashbuckler level she has, up to a maximum equal to his charisma bonus. A swashbuckler who has no charisma bonus cannot gain this bonus. This bonus does not stack with similar bonuses granted by other classes such as a monk’s ac bonus from wisdom. This bonus is lost whenever the swashbuckler would lose his dexterity bonus due to being flat-footed, surprised etc.
RiTz21
htpp://TheOnlySheet.com

xorial |

If you want to maintain backwards compatibility, then the good save should be Fortitude, not Reflex. The Grace ability was meant to effectively give the swashbuckler a medium save in the Reflex department. Grace stacking onto an already Good Ref save is too much. If you want, and this is a houserule variant I have used, keep the good Ref save & give the Scout's Battle Fortitude ability instead. I would rather see the good Fort save, with Grace as you have written it, which is another variation similar to one I used. I just feel that the Swash shouldn't be better than the rogue in that department.

RiTz21 |

If you want to maintain backwards compatibility, then the good save should be Fortitude, not Reflex. The Grace ability was meant to effectively give the swashbuckler a medium save in the Reflex department. Grace stacking onto an already Good Ref save is too much. If you want, and this is a houserule variant I have used, keep the good Ref save & give the Scout's Battle Fortitude ability instead. I would rather see the good Fort save, with Grace as you have written it, which is another variation similar to one I used. I just feel that the Swash shouldn't be better than the rogue in that department.
Oh I completely agree with your analysis... (I didn't notice that! :P )
I've changed Fort to be GOOD, and Reflex to be Poor (in my version)THANKS!
RiTz21
http://TheOnlySheet.com

Mortagon |

If you want to maintain backwards compatibility, then the good save should be Fortitude, not Reflex. The Grace ability was meant to effectively give the swashbuckler a medium save in the Reflex department. Grace stacking onto an already Good Ref save is too much. If you want, and this is a houserule variant I have used, keep the good Ref save & give the Scout's Battle Fortitude ability instead. I would rather see the good Fort save, with Grace as you have written it, which is another variation similar to one I used. I just feel that the Swash shouldn't be better than the rogue in that department.
While I disagree with this for flavor reasons, I see your point as far as backwards compatibility is concerned.

Mortagon |

I've updated the swashbuckler based on feedback. I have removed the weapon training ability entirely to not infringe to much on the fighter and spread the abilities out more evenly, I've also added a capstone ability. Let me know what you think.
The swashbuckler V.2.0
Base attack bonus: Good
Saves: Reflex poor, Fortitude good, Will poor
Hit Dice: D10
Class skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (Local) (Int), Knowledge(Nobility), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str)
Skill Points: (4 + Int modifier)
ABILITIES:
1st: Bravado, Weapon Finesse
2nd: Grace +1, Bravery
3rd: Insightful Strike
4th: Evasion
5th: Dodge Bonus +1
6th: Uncanny dodge
7th: Acrobatic Charge
8th: Improved Flanking
9th: Improved insightful strike
10th: Dodge Bonus +2
11th: Grace +2, Lucky
12th: Improved uncanny dodge
13th: Acrobatic Mastery
14th: Weakening Critical
15th: Dodge Bonus +3
16th: Improved Evasion
17th: Slippery Mind
18th: Extra Lucky
19th: Wounding Critical
20th: Dodge Bonus +4, Grace +3, Deadly critical
Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, and with light armor and the buckler. Some of the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored and unencumbered.
Bravado (Ex): As long as he is wearing light or no armor or shield (except for a buckler) and he is unencumbered, the swashbuckler may add his charisma modifier to his armor class. This bonus cannot exceed the swashbucklers’ class level. This bonus does not stack with similar bonuses granted by other classes such as a monk’s ac bonus from wisdom. This bonus is lost whenever the swashbuckler would lose his dexterity bonus due to being flat-footed, surprised etc.
Weapon Finesse: A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Grace (Ex): At 2nd level, a swashbuckler gains a +1 competence bonus on Reflex saves, Acrobatics skill checks and Initiative rolls and a +5' bonus to land speed. These bonus increases to +2 at 11th level (+10' land speed) and to +3 at 20th level (+15' land speed). A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Bravery (Ex): The swashbuckler gains a +1 morale bonus to saving throws against fear, this bonus increases by +1 every four levels beyond second to a maximum of +5 at level 18. Swashbuckler and fighter levels stack for the purpose of this ability.
Insightful Strike (Ex): At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load or any shield (except for a buckler).
TOS+ Note: This ability can be activated on the LapTop worksheet.
Evasion (Ex): At 4th level or higher, if a swashbuckler 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.
Dodge Bonus (Ex): A swashbuckler is trained at focusing her defenses on a single opponent in melee. During her action, she may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. She can select a new opponent on any action. This bonus increases by +1 at every five levels after 5th (+2 at 10th level, +3 at 15th, and +4 at 20th). A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. If the swashbuckler also has the Dodge feat, she need not designate the same target for this ability as for the Dodge feat. (If she designates the same target, the bonuses stack.)
TOS+ Note: This ability can be activated on the LapTop worksheet.
Uncanny Dodge (Ex): Starting at 4th level, a swashbuckler can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught f lat-footed or struck by an invisible attacker. She still loses her Dexterity bonus to AC if immobilized. If a swashbuckler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Acrobatic Charge (Ex): When Charging, the swashbucklers’ movement is no longer hindered by difficult terrain and he may freely charge over or through such terrain. He may also charge through squares occupied by allies. He can charge through squares occupied by enemies if he makes an acrobatics check DC 25, +2 per threatened square he has to move through or past. Failure means the swashbucklers was unable to get passed that enemy. Furthermore, he no longer suffers a -2 penalty to his armor class for charging, as long as he does it in conjunction with this ability. He may not use this ability while mounted, or if his movement is somehow hindered (with an entangle spell or tanglefoot bag etc.)
Improved Flanking (Ex): An 8th level swashbuckler who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don’t gain this increased bonus.)
TOS+ Note: This ability can be activated on the LapTop worksheet.
Lucky (Ex): Many swashbucklers live by the credo “Better lucky than good.” Once per day, a swashbuckler of 11th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it’s worse than the original roll.
Improved insightful strike: at 9th level the swashbuckler may add his intelligence bonus on any rolls he makes to confirm critical hits with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. .
Improved Uncanny Dodge (Ex): A 12th level swashbuckler can no longer be flanked. This defense denies rogues the ability to sneak attack the swashbuckler by flanking her, unless the attacker has at least four more rogue levels than the swashbuckler does. If the swashbuckler already has uncanny dodge from another class, he automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the swashbuckler.
Acrobatic Mastery (Ex): A 13th level swashbuckler may always take 10 on Acrobatics and climbing checks and never loses his dexterity bonus to AC for Climbing, Running or performing other precarious stunts.
Weakening Critical (Ex): A 14th level swashbuckler who scores a critical hit against a creature also deals 2 points of Strength damage to that creature. Creatures immune to critical hits are immune to this effect.
Improved Evasion (Ex): At 16th level, a swashbuckler’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless swashbuckler does not gain the benefit of improved evasion.
Slippery Mind (Ex): When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.
Extra Lucky (Ex): Instead of gaining one re-roll, a swashbuckler of 18th level or higher can re-roll twice the failed roll and must take the best roll out of the these two new rolls. This replaces the Lucky ability, and can be used twice per day.
Wounding Critical (Ex): A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the swashbuckler’s weakening critical class feature.) Creatures immune to critical hits are immune to this effect.
Deadly critical (Ex): At 20th level the swashbuckler becomes extremely deadly, when wielding a weapon with the weapon Finesse feat or with a one handed ranged weapon, all his threats are automatically confirmed, and his threat rating and damage multiplier for critical hits increases by one.

xorial |

Looks pretty good now, lol. I do agree with you about the flavor. I even go as far at times to use different Swashbuckler classes that were on the WotC boards, especially the one by Shadowfoot, which seems to be lost after so many board prunings. His version used combat styles along the lines of the ranger class, but added a bunch of styles that were swashbuckler appropriate.

Mortagon |

Looks pretty good now, lol. I do agree with you about the flavor. I even go as far at times to use different Swashbuckler classes that were on the WotC boards, especially the one by Shadowfoot, which seems to be lost after so many board prunings. His version used combat styles along the lines of the ranger class, but added a bunch of styles that were swashbuckler appropriate.
Yeah, I think I have seen that one some time ago. Pity I didn't save a copy, as I remember it was pretty good and flavorful, oh well.
I have a player that's been playtesting the class for some time now and it seems to run smoothly thus far, although I haven't seen how the class would work at higher levels yet.

xorial |

Here is the post from WotC Boards for Shadowfoot's Swashbuckler
SWASHBUCKLER
Adventure is in their blood. Whether heroes or bandits, gentlemen or pirates, swashbucklers all have adventure in their hearts. They survive with cunning and personality – and deadly skill with weapons.
Swashbucklers are most often humans with a thirst for style and adventure. Half-elves also often take the path of swashbuckler. It is not uncommon for gnomes and halflings to also advance in this class.
Combat style prestige classes: Arabian knight (http://boards1.wizards.com/showthread.php?s=&threadid=209155) (Desert Moon), badgerclaw (http://boards1.wizards.com/showthread.php?s=&threadid=122300) (Two-Weapon Fighting), cutthroat ( http://boards1.wizards.com/showthread.php?s=&threadid=189964) (Two-Weapon Fighting), gentleman (http://boards1.wizards.com/showthread.php?s=&threadid=190231) (Fencing), iron snake (http://boards1.wizards.com/showthread.php?s=&threadid=195140) (Iron Snake), lucky bastard (http://boards1.wizards.com/showthread.php?s=&threadid=190231) (Happy-Go-Lucky), renegade (http://boards1.wizards.com/showthread.php?s=&threadid=190718) (Reckless), sailor on the seas of Fate (http://boards1.wizards.com/showthread.php?s=&threadid=226205) (various), simple stick (http://boards1.wizards.com/showthread.php?s=&threadid=201574) (Stick), sylvan rider (http://boards1.wizards.com/showthread.php?s=&threadid=122299) (Mounted), veiled blade (http://boards1.wizards.com/showthread.php?s=&threadid=189497) (Sword and Cloak), wild child (http://boards1.wizards.com/showthread.php?s=&threadid=122301) (Wild), and woodland archer (http://boards1.wizards.com/showthread.php?s=&threadid=122302) (Archery).
http://www.wizards.com/dnd/images/FR_ART/People/ElaithCraulnober.jpg
Trophy Mantle: Core Class Competition: Corenucopia (http://boards1.wizards.com/showthread.php?s=&threadid=145557) (This Should Be Official: 2nd Place; Best Combat Class: 2nd Place); Core Class Competition: Buckle My Swash (http://boards1.wizards.com/showthread.php?s=&threadid=161747) (Best Swashbuckler: 1st Place; Most Imaginative/Flavorful Swashbuckler: 2nd Place; This Swashbuckler Should Be Official: 2nd Place); Random Comment: My Boyfriend (So This Is How You Spend Your Time?: 1st Place).
Game Rule Information
Swashbucklers (Swa) have the following game statistics.
Abilities: The swashbuckler lives by personality and a knack for avoiding defeat. Dexterity is vital to the swashbuckler, as it enhances his Armor Class, fuels his Finesse, and contributes to many class skills. Charisma, the foundation of his Bravado and many class skills, is also important. The swashbuckler also benefits from high Intelligence for skills and high Strength for melee damage.
Base Attack Bonus: Good (as a fighter).
Hit Die: d8.
Saves: Good Reflex / Poor Fortitude and Will.
Class Skills: The swashbuckler’s class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). Skill Points at Each Level: 6 + Intelligence modifier (x4 at 1st level).
Alignment: Any nonlawful.
Starting Age: As a bard.
Starting Gold: 4d4 x 10gp.
Favored Class: Swashbuckler is favored class for half-elves and humans.
Class Features
All of the following are class features of the swashbuckler.
Weapons and Armor Proficiency: Swashbucklers are proficient with the all Simple weapons, the cutlass, rapier, sap, scimitar, shortsword, and one of the following: crossbow (any hand or light), longsword, spiked chain, two-bladed sword, warstaff, or whip. They are proficient with Light armor but not with shields.
1. Bravado, Finesse
2. Combat Style
3.
4. Uncanny Dodge
5. Personality
6. Improved Combat Style
7.
8. Improved Uncanny Dodge
9.
10. Personality
11. Combat Style Mastery
12. Special Ability
13.
14.
15. Defensive Combat Style, Personality
16. Special Ability
17.
18.
19. Combat Style Improvisation
20. Personality, Special Ability
Bravado: The swashbuckler excels by sheer force of personality. He adds his Charisma modifier (if positive) to all saves against fear spells and effects. In addition, he may designate a single foe each round; he can add his Charisma modifier (if positive), up to +1 per swashbuckler level, as a dodge bonus to his AC against that foe’s melee attacks. He loses this bonus if caught flatfooted or incapacitated. This is extraordinary.
Finesse: He often relies on agility more than brute force. The swashbuckler gets the Weapon Finesse feat for free.
Combat Style [2nd/6th/11th/15th/19th level]: The swashbuckler specializes in a specific fighting style, such as Fencing or Two-Weapon Fighting. At 2nd level, he selects one of the combat styles listed below, receiving the indicated feats at the appropriate levels, even if he does not otherwise qualify for the feat granted or selected. At 6th level, he advances in his chosen style, gaining Improved Combat Style. At 11th level, he masters this style with Combat Style Mastery. At 15th level, he learns defense as well as offense, gaining his choice of feats from the Defensive Combat Style. And at 19th level, he utilizes his chosen combat style in new ways, gaining his choice of feats from Combat Style Improvisation. The benefits of a chosen style apply only when the swashbuckler wears light or no armor, except those feats noted by an asterisk, which he enjoys regardless of any armor worn:
Bolts A’Blazing: Rapid Reload. Improved Combat Style: Rapid Shot. Combat Style Mastery: Greater Weapon Focus (Any light or hand crossbow). Defensive Combat Style: Defensive Shot or Deflect Arrows. Combat Style Improvisation: Boltslinger, Improved Rapid Reload, or Ranged Pin.
Desert Moon: Weapon Focus (Scimitar). Improved Combat Style: Cleave. Combat Style Mastery: Improved Critical (Scimitar). Defensive Combat Style: Blind-Fight* or Combat Parry. Combat Style Improvisation: Expanded Finesse (Scimitar), Great Cleave, or Improved Two-Weapon Fighting (with Scimitars).
Exotic: Exotic Weapon Proficiency*. Improved Combat Style: Weapon Specialization (Any Exotic weapon). Combat Style Mastery: Greater Weapon Focus (Any Exotic weapon). Defensive Combat Style: Combat Expertise or Defensive Shot. Combat Style Improvisation: Combat Precision, Exotic Weapon Proficiency*, or Power Attack.
Fencing: Weapon Focus (Rapier). Improved Combat Style: Lunge. Combat Style Mastery: Improved Critical (Rapier). Defensive Combat Style: Combat Parry or En Garde. Combat Style Improvisation: Combat Precision, Improved Disarm, or Piercing Jab.
Fisticuffs: Improved Unarmed Strike. Improved Combat Style: Improved Unarmed Might. Combat Style Mastery: Power Fist. Defensive Combat Style: Clever Wrestling or Combat Expertise. Combat Style Improvisation: Earth’s Embrace, Prone Attack, or Stunning Fist.
Happy-Go-Lucky: Have at Thee. Improved Combat Style: Combat Enthusiasm. Combat Style Mastery: Improved Combat Enthusiasm. Defensive Combat Style: Blind-Fight* or Luck of Legends*. Combat Style Improvisation: Allied Zeal, Greater Combat Enthusiasm, or Lucky Strike.
Iron Snake: Weapon Focus (Spiked Chain). Improved Combat Style: Chain Finesse. Combat Style Mastery: Improved Critical (Spiked Chain). Defensive Combat Style: Combat Expertise or Improved Two-Handed Defense. Combat Style Improvisation: Combat Precision, Improved Disarm, or Improved Trip.
Reckless: Reckless Offensive. Improved Combat Style: Improved Charge Attack. Combat Style Mastery: Improved Rapid Strike. Defensive Combat Style: Mobility or Reckless Defense. Combat Style Improvisation: Have at Thee, Power Attack, or Spring Attack.
Stick: Weapon Focus (Club, Quarterstaff, or Warstaff). Improved Combat Style: Improved Two-Weapon Fighting. Combat Style Mastery: Weapon Specialization (Club, Quarterstaff, or Warstaff). Defensive Combat Style: Combat Expertise or Improved Two-Weapon Defense. Combat Style Improvisation: Greater Two-Weapon Fighting, Staff Sweep, or Stunning Blow.
Sword and Cloak: Sword and Cloak Fighting. Improved Combat Style: Veiled Attack. Combat Style Mastery: Greater Sword and Cloak Fighting. Defensive Combat Style: Cloak Dance or Greater Cloak and Shadow. Combat Style Improvisation: Cloak Finesse, Improved Feint, or Improved Veiled Attack.
Two-Weapon Fighting: Two-Weapon Fighting. Improved Combat Style: Improved Two-Weapon Fighting. Combat Style Mastery: Greater Two-Weapon Fighting. Defensive Combat Style: Dodge or Improved Two-Weapon Defense. Combat Style Improvisation: Off-Hand Might, Targeted Two-Weapon Attack, or Whirlwind Attack.
Whip: Cutting Lash. Improved Combat Style: Improved Whip Strike. Combat Style Mastery: Greater Weapon Focus (Whip). Defensive Combat Style: Combat Expertise or Dodge. Combat Style Improvisation: Combat Precision, Whipcrack, or Whip Finesse.
Feat Notes: New feats and a list of each feat’s source are at the end of this post.
Uncanny Dodge [4th level]: The swashbuckler can react to danger before his senses would normally allow him to do so. He is no longer subject to flanking and retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker, unless immobilized. If he already has Uncanny Dodge from a different class, the swashbuckler automatically gains Improved Uncanny Dodge instead. His swashbuckler level stacks with levels in any class granting Uncanny Dodge to determine the minimum level a rogue must be to flank him. This is extraordinary.
Personality [5th/10th/15th/20th level]: The swashbuckler has panache, flair, and style. At 5th level and every five levels thereafter, he may select a bonus feat from the following: Artist, Buffoonery, Charlatan, Coldhearted, Cosmopolitan, Confident, Dancer’s Grace, Dandy, Deceitful, Diligent, Eloquent Speaker, Empathic, Fiery Temper, Good Manners, Hard to Fool, Intrepid, Mercantile Background, Musician’s Ear, Negotiator, Noble Warrior, Nobody’s Fool, Performer, Persuasive, Seafarer, Skeptical, Sly, Smooth Talk, Songbird, Sophisticated, Street Smart, Thespian, Thug, Unsophisticated, Warmhearted, or Wily.
Improved Uncanny Dodge [8th level]: The swashbuckler can hold his own even when surrounded by enemies and 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 has rogue and swashbuckler levels. If the swashbuckler already has Improved Uncanny Dodge from a different class, he automatically gains Evasion instead. This is extraordinary.
Special Ability [12th/16th/20th level]: The swashbuckler learns unusual maneuvers or acquires uncanny abilities. At 12th level and every four levels thereafter, he may select one of the following special abilities:
Bonus Feat: The swashbuckler can select any feat for which he qualifies as a bonus feat. This Special Ability may be taken multiple times.
Derring-Do: His personality is a force. He adds his Charisma bonus to all Will saves.
Defensive Roll: He can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day each time this Special Ability is selected, when he would be reduced to 0 or fewer hit points by damage in combat from a weapon or other blow, he can attempt to roll with the damage. To use this ability, he 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 executive a defensive roll – if he is denied his Dexterity bonus to AC, he can’t use this ability. Evasion does not apply to Defensive Roll.
Evasion: He can avoid certain magical and unusual attacks. If he makes a successful Reflex saving throw against an attack that normally deals half-damage on a successful save, the swashbuckler instead takes no damage. Evasion can be used only if the swashbuckler is in light or no armor and not helpless. If this special ability is taken twice he gains Improved Evasion. This is an extraordinary ability.
Luck: Lady Luck smiles upon him. He can reroll any failed attack roll, saving throw, or skill check that he just made, taking the better of the two rolls. He can benefit from this extraordinary ability once per day each time Luck is chosen.
Panache: He receives a +1 bonus to all Charisma ability checks and Charisma-based skill checks.
Masterful Finesse: He selects two one-handed melee weapons, such as the longsword and warhammer. His Weapon Finesse feat now extends to these weapons. Masterful Defense can be taken multiple times.
Epic Swashbuckler: The epic-level swashbuckler continues his Hit Die, skill point, and Personality progressions. In addition, he receives bonus epic feats at 23rd level and every three levels thereafter (23rd, 26th, 29th, 32nd, etc.); he may select as epic feats Special Abilities and virtual Defensive Combat Style and Combat Style Improvisation feats.
New Combat Styles
BOLTS A’BLAZING Combat Style [Swashbuckler]
The Bolts A’Blazing combat style focuses on quick and deadly combat with crossbows.
Combat Style: Rapid Reload. Improved Combat Style: Rapid Shot. Combat Style Mastery: Greater Weapon Focus (Any light or hand crossbow). Defensive Combat Style: Defensive Shot or Deflect Arrows. Combat Style Improvisation: Boltslinger, Improved Rapid Reload, or Ranged Pin.
DESERT MOON Combat Style [Ranger] [Swashbuckler]
A style native to desert dwelling civilizations, Desert Moon is common among the corsairs, swashbucklers, and Arabian knights of Al-Qadim.
Combat Style: Weapon Focus (Scimitar). Improved Combat Style: Cleave. Combat Style Mastery: Improved Critical (Scimitar). Defensive Combat Style: Blind-Fight* or Combat Parry. Combat Style Improvisation: Expanded Finesse (Scimitar), Great Cleave, or Improved Two-Weapon Fighting (with scimitars). [* enjoyed regardless of armor worn]
EXOTIC Combat Style [Swashbuckler]
Favored by the more curious and cosmopolitan swashbucklers, the Exotic combat style specializes in unusual weapons.
Combat Style: Exotic Weapon Proficiency*. Improved Combat Style: Weapon Specialization (Any Exotic weapon). Combat Style Mastery: Greater Weapon Focus (Any Exotic weapon). Defensive Combat Style: Combat Expertise or Defensive Shot. Combat Style Improvisation: Combat Precision, Exotic Weapon Proficiency*, or Power Attack. [* enjoyed regardless of armor worn]
FENCING Combat Style [Swashbuckler]
The gentlemen’s combat style is commonly practiced by aristocratic and more elegant, studious swashbucklers.
Combat Style: Weapon Focus (Rapier). Improved Combat Style: Lunge. Combat Style Mastery: Improved Critical (Rapier). Defensive Combat Style: En Garde. Combat Style Improvisation: Combat Precision, Improved Disarm, or Piercing Jab.
FISTICUFFS Combat Style [Swashbuckler]
Fisticuffs is the combat style of pugilists, brawlers, and brutes.
Combat Style: Improved Unarmed Strike. Improved Combat Style: Improved Unarmed Might. Combat Style Mastery: Power Fist. Defensive Combat Style: Clever Wrestling or Combat Expertise. Combat Style Improvisation: Earth’s Embrace, Prone Attack, or Stunning Fist.
HAPPY-GO-LUCKY Combat Style [Swashbuckler]
Equal parts enthusiasm and luck, the Happy-Go-Luck combat style is practiced by optimistic heroes and lucky warriors.
Combat Style: Have at Thee. Improved Combat Style: Combat Enthusiasm. Combat Style Mastery: Improved Combat Enthusiasm. Defensive Combat Style: Blind-Fight* or Luck of Legends*. Combat Style Improvisation: Allied Zeal, Greater Combat Enthusiasm, or Lucky Strike. [* enjoyed regardless of armor worn]
IRON SNAKE Combat Style [Swashbuckler]
Iron Snake combat stylists perfect their martial prowess with the chain.
Combat Style: Weapon Focus (Spiked Chain). Improved Combat Style: Chain Finesse. Combat Style Mastery: Improved Critical (Spiked Chain). Defensive Combat Style: Combat Expertise or Improved Two-Handed Defense. Combat Style Improvisation: Combat Precision, Improved Disarm, or Improved Trip.
RECKLESS Combat Style [Swashbuckler]
The Reckless combat style is commonly practiced by hotheaded and impulsive swashbucklers.
Combat Style: Reckless Offensive. Improved Combat Style: Improved Charge Attack. Combat Style Mastery: Improved Rapid Strike. Defensive Combat Style: Mobility or Reckless Defense. Combat Style Improvisation: Have at Thee, Power Attack, or Spring Attack.
STICK Combat Style [Ranger] [Swashbuckler]
The Stick combat style focuses on the quarterstaff and other simple sticks.
Combat Style: Weapon Focus (Club, Quarterstaff, or Warstaff). Improved Combat Style: Improved Two-Weapon Fighting. Combat Style Mastery: Weapon Specialization (Club, Quarterstaff, or Warstaff). Defensive Combat Style: Combat Expertise or Improved Two-Weapon Defense. Combat Style Improvisation: Greater Two-Weapon Fighting, Staff Sweep, or Stunning Blow.
SWORD AND CLOAK Combat Style [Swashbuckler]
One of the more stylish combat styles, Sword and Cloak employs the cloak to distract and disable your opponent.
Combat Style: Sword and Cloak Fighting. Improved Combat Style: Veiled Attack. Combat Style Mastery: Greater Sword and Cloak Fighting. Defensive Combat Style: Cloak Dance or Greater Cloak and Shadow. Combat Style Improvisation: Cloak Finesse, Improved Feint, or Improved Veiled Attack.
TWO-WEAPON FIGHTING Combat Style [Ranger] [Swashbuckler]
Two-Weapon Fighting combat stylists specialize in fighting with a weapon in each hand.
Combat Style: Two-Weapon Fighting. Improved Combat Style: Improved Two-Weapon Fighting. Combat Style Mastery: Greater Two-Weapon Fighting. Defensive Combat Style: Dodge or Improved Two-Weapon Defense. Combat Style Improvisation: Off-Hand Might, Targeted Two-Weapon Attack, or Whirlwind Attack.
WHIP Combat Style [Ranger] [Swashbuckler]
The Whip combat style is rarely practiced except by more dashing and stylish warriors.
Combat Style: Cutting Lash. Improved Combat Style: Improved Whip Strike. Combat Style Mastery: Greater Weapon Focus (Whip). Defensive Combat Style: Combat Expertise or Dodge. Combat Style Improvisation: Combat Precision, Whipcrack, or Whip Finesse.
New Equipment
CHAIN [Two-Handed Martial Weapon]
Proficiency with the spiked chain grants automatic proficiency with the simple chain, whose only difference from the exotic weapon is the absence of the added spikes. A simple chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. Because the chain can wrap around an enemy’s leg or other limb, you can make trip attacks with it. If you are tripped during you own trip attempt, you can drop the chain to avoid being tripped. When using a chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a chain sized for you, even though it isn’t a light weapon for you. Cost: 30gp. Damage: 1d6 (M), 1d4 (S). Critical: 20/x2. Weight: 2 lbs. Type: Bludgeoning.
REPEATING HAND CROSSBOW [Exotic Ranged Weapon]
The repeating hand crossbow holds 3 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 3 bolts is a full round action requiring both hands that provokes attacks of opportunity. Cost: 650gp. Damage: 1d4 (M), 1d3 (S). Critical: 19-20/x2. Range Increment: 30 feet. Weight: 3 lbs. Type: Piercing. 3-Bolt Clip: 1gp, ½ lb.
WARSTAFF [Two-Handed Martial Weapon]
A thicker, heavier, and more powerful version of the quarterstaff, the warstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a warstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. Warstaffs are reinforced or gilded in metal. Cost: 5gp. Damage: 1d8/1d8 (M), 1d6/1d6 (S). Critical: 20/x2. Weight: 10 lbs. Type: Bludgeoning.
New Feats
ADVANCED DODGE [Fighter] [General]
You can dodge enemies far more effectively than before.
Prerequisites: Dexterity 19, Dodge feat, Greater Dodge feat, Improved Dodge feat.
Benefit: The dodge bonus of the Dodge feat increases to +4. You may designate a single opponent or divide the bonus among multiple designated opponents.
ADVANCED FINESSE [Fighter] [General]
Your blows with selected weapon utilize both agility and brawn.
Prerequisites: Dexterity 19, Strength 13, BAB +14, Greater Finesse feat with selected weapon, Improved Finesse feat with selected weapon, Weapon Finesse feat.
Benefit: Select any weapon with which you enjoy Greater Weapon Finesse. With this weapon, you may add your Dexterity modifier to all damage rolls. Against creatures immune to critical hits, you use only your Strength modifier for damage rolls.
Special: You can gain Advanced Finesse multiple times; its effects do not stack. Each time, it applies to a different weapon. You cannot apply Advanced Finesse to any weapon in which you already enjoy Weapon Charm, Weapon Insight, Weapon Might, or Weapon Zen.
ALLIED ZEAL [Fighter] [General]
Your zeal for combat inspires your allies.
Prerequisites: Charisma 13, BAB +6, Have At Thee feat.
Benefit: At the start of a combat encounter, you and all allies within 10 feet receive a +4 morale bonus to Initiative rolls, a +4 morale bonus to Will saves against fear spells and effects, and a +1 morale bonus on all melee attacks. These bonuses last for a number of rounds equal to your Charisma modifier, even if affected allies move beyond the 10-foot radius. Allied Zeal can be used once per combat encounter.
AMBIDEXTROUS [Background] [General]
You are both right- and left-handed.
Prerequisites: Two hands and either Dexterity 18 when taken as a Background feat as a 1st-level character or Dexterity 21, Deft Hands feat, and Two-Weapon Fighting feat when taken any other time as a General feat.
Benefit: You use your right and left hands with equal skill. You receive a +2 bonus to Sleight of Hand checks, and attack penalties to your offhand attacks are reduced by 4 (to a minimum penalty of –2).
Special: You may normally only take Background feats as a 1st-level character.
ARMORED COMBAT STYLE [Epic]
You can practice your combat style in medium armor.
Prerequisites: BAB +20, Combat Style Mastery class feature, Armor Proficiency (Medium) feat, Armored Mobility feat.
Benefit: You can practice any qualifying combat style in Medium or lighter armor.
ARMORED MOBILITY [Fighter] [General]
You ignore the more restrictive aspects of wearing armor.
Prerequisites: Dexterity 13.
Benefit: When wearing any armor in which you are proficient, the Maximum Dexterity bonus allowed by the armor is increased by 1 and the Armor Check Penalty is decreased by 1 (to a minimum of 0).
ATTRACTIVE [General]
You are physically appealing to others of your kind.
Prerequisites: Charisma 18.
Benefit: You get a +2 bonus on all Bluff checks, Diplomacy checks, and Perform checks when the target is a creature of your same type (Humanoid, Giant, Dragon, etc.) that can see you.
BLUEBLOODED [Background]
You were raised among or mentored by nobility.
Benefit: Knowledge (Nobility and Royalty) is always considered a class skill for you, and you receive a +2 bonus to such checks. In addition, you receive 4 times the normal starting gold for your class.
Special: You may only take Background feats as a 1st-level character.
BOLTSLINGER [Fighter] [General]
You are skilled at firing a crossbow in each hand.
Prerequisite: BAB +9, Dexterity 15, Rapid Reload feat.
Benefit: When wielding a crossbow in each hand, you enjoy the benefits of the Improved Two-Weapon Fighting and Greater Two-Weapon Fighting feats.
BUFFOONERY [General]
You are a skilled comedian.
Benefit: You get a +2 bonus on all Perform (Comedy) checks and Tumble checks.
CHAIN FAMILIARITY [General]
You handle chains with ease.
Prerequisites: Exotic Weapon Proficiency (Spiked Chain) feat.
Benefit: You receive a +2 bonus to Climb checks, Craft checks, Escape Artist checks, and Use Rope checks made when climbing, crafting, escaping from, or using chains.
CHAIN FINESSE [Fighter] [General]
You are skilled at disarming and tripping with the spiked chain.
Prerequisites: BAB +4, Exotic Weapon Proficiency (Spiked Chain) feat, Weapon Finesse feat, Weapon Focus (Spiked Chain) feat.
Benefit: You receive a +3 bonus to Disarm and Trip attempts made with chains.
CLOAK AND SHADOW [Fighter] [General]
You can use your cloak to obscure your position, making you difficult to strike.
Prerequisites: BAB +3, Sword and Cloak Fighting feat, Weapon Finesse feat.
Benefit: When fighting using the Sword and Cloak Fighting feat, your swirling cloak obscures your position during combat, granting you a +1 circumstance bonus to AC, which increases to +2 when using the defensive fighting or total defense action.
CLOAK FINESSE [Fighter] [General]
You are skilled at using your cloak to disable opponents.
Prerequisites: BAB +2, Sword and Cloak Fighting feat, Weapon Finesse feat.
Benefit: You receive a +3 bonus to Disarm and Trip attempts made with a cloak, and a Distracted opponent suffers an additional –1 penalty on its next melee attack against you that round, which stacks with all Sword and Cloak Fighting feats.
COLDHEARTED [General]
You have a severe, icy demeanor.
Benefit: You get a +2 bonus on all Intimidate checks and a +1 bonus to Will saves.
COMBAT ENTHUSIASM [Fighter] [General]
You battle your enemy with zeal and enthusiasm.
Prerequisite: Charisma 13, BAB +6, Have at Thee feat.
Benefit: You designate a single target each round; if you have the Dodge feat, you must designate the same target with both feats. Against that target, you enjoy a +1 morale bonus to all melee attack and damage rolls but suffer a –1 AC penalty against all other enemies that round.
COMBAT PARRY [Fighter] [General]
You are skilled at deflecting melee attacks with your own weapon.
Prerequisites: BAB +4, Weapon Finesse feat.
Benefit: When holding a light or one-handed melee weapon in your main hand, you can use the weapon to deflect melee attacks made against you, gaining a +2 deflection bonus against such attacks to AC by taking a –1 penalty to all your attack rolls that round. When denied your Dexterity modifier to AC, you lose the ability to parry in combat. This stacks with the effects of the Combat Expertise feat.
COMBAT PRECISION [Fighter] [General]
You deliver fewer but more carefully aimed attacks.
Prerequisites: BAB +6, Intelligence 13.
Benefit: On your action, before making attack rolls for a round, you may choose to sacrifice iterative attacks to increase the accuracy of your weapon attacks. For every iterative attack you sacrifice that round, all of your melee and ranged melee attacks receive a +2 bonus to attack rolls.
CONFIDENT [General]
You are bold and self-assured.
Benefit: You get a +1 bonus on all Will saves and a +2 bonus on Initiative rolls.
CORELLON’S GRIP [Elf] [Fighter] [General]
You have a racial knack for swords.
Prerequisites: Elf or Half-Elf, Weapon Focus (Longsword or Rapier) feat.
Benefit: When wielding a longsword or rapier in which you enjoy Weapon Focus, you receive a +1 bonus to damage rolls. This stacks with Weapon Expertise, Weapon Mastery, and all Weapon Specialization feats.
CRITICAL FINESSE [Fighter] [General]
Your attacks with finessed weapons strike with critical accuracy.
Prerequisites: Dexterity 21, Intelligence 17, BAB +17, Improved Critical (Any two Weapon Finesse weapons) feat, Weapon Finesse feat.
Benefit: The benefit of your Improved Critical feats now extend to all weapons in which you enjoy both Weapon Finesse and proficiency.
Special: You cannot apply Critical Finesse to any weapon in which you already enjoy Weapon Charm, Weapon Insight, Weapon Might, or Weapon Zen.
CUTTING LASH [Fighter] [General]
Your whip attacks can deal slashing damage.
Prerequisites: BAB +1, Exotic Weapon Proficiency (Whip) feat, Weapon Finesse feat.
Benefit: Your whip attacks can do slashing or nonlethal damage, at your option, allowing you to attack creatures with damage reduction normally.
DANCER’S GRACE [General]
You are a skilled in the movement of dance.
Benefit: You get a +2 bonus on all Jump checks and Perform (Dance) checks.
DANDY [General]
You are urbane.
Prerequisites: Charisma 13, Blueblooded or Sophisticated feat.
Benefit: You get a +2 bonus to Appraise checks and to Bluff checks and Diplomacy checks in urban surroundings.
DEADLY FINESSE [Epic]
Your damage with finessed weapons is based on Dexterity, not Strength.
Prerequisites: Dexterity 23, BAB +19, Improved Finesse (Any two Weapon Finesse weapons), Weapon Finesse feat.
Benefit: You may use your Dexterity modifier instead of your Strength modifier on damage rolls with any weapon in which you enjoy Weapon Finesse. Against creatures immune to critical hits, you use your Strength modifier for damage rolls.
Special: You cannot apply Deadly Finesse to any weapon in which you already enjoy Weapon Charm, Weapon Insight, Weapon Might, or Weapon Zen.
DEFENSIVE SHOT [Fighter] [General]
Firing a missile does not provoke an attack of opportunity.
Prerequisites: Dexterity 16, BAB +6 or AAB +6, Point Blank Shot feat, Rapid Reload or Rapid Shot feat, Dodge feat.
Benefit: Your first ranged attack each round with a weapon in which you are familiar does not provoke an attack of opportunity. All subsequent ranged attacks you make incur attacks of opportunity normally.
Normal: Firing a ranged weapon in combat provokes an attack of opportunity.
DEVASTATING CRITICAL [Fighter] [General]
Your critical hits do additional damage.
Prerequisites: Intelligence 16, BAB +16, Improved Critical feat in selected weapon, Weapon Focus feat in selected weapon.
Benefit: Select any weapon with which you enjoy Improved Critical and Weapon Focus. When using this weapon, the critical multiplier is increased by x1, to a maximum of x3.
Special: You can gain Devastating Critical multiple times; its effects do not stack. Each time, it applies to a different weapon.
DODGE TRAPS [General]
Your intuition warns you of traps.
Prerequisites: Alertness feat or Trapfinding class feature.
Benefit: You receive a +1 dodge bonus to Armor Class to avoid traps and a +1 bonus to Reflex saves against attacks made by traps. This stacks with the effects of the Trap Sense class feature.
Special: You can gain Dodge Traps multiple times; its effects stack. Each time, the bonuses increased by +1.
ELOQUENT SPEAKER [General]
You are an effective communicator.
Benefit: You get a +2 bonus on all Diplomacy checks and Perform (Oratory) checks.
ELVEN VERSATILITY [Background] [Elf]
You are not bound by the occupations stereotypical of elves.
Prerequisites: Elf.
Benefit: You can select one of the following as an additional favored class: Bard, Druid, Ranger, or Sorcerer. If your campaign also utilizes nontraditional core classes, you may also select from the following: Archer ( http://boards1.wizards.com/showthread.php?s=&threadid=174367), Aristocrat, Hexblade (http://www.wizards.com/default.asp?x=products/dndacc/176640000), Noble (http://www.wizards.com/default.asp?x=products/dlacc/869900000), Swashbuckler (http://www.wizards.com/default.asp?x=products/dndacc/176640000), or Swashbuckler (http://boards1.wizards.com/showthread.php?s=&threadid=126263).
Special: You may only take Background feats as a 1st-level character.
EMPATHIC [General]
You have a deep emotional understanding of others.
Benefit: You get a +2 bonus on all Heal checks and Sense Motive checks.
EN GARDE [Fighter] [General]
You can use your weapon to deflect incoming attacks.
Prerequisites: BAB +8, Combat Parry feat, Weapon Finesse feat.
Benefit: When you fight defensively or take the total defense action while holding a melee weapon in your main hand, you add a deflection bonus to you AC equal to half of your highest unmodified BAB (rounded down) against all melee attacks made against you. For example, an 11th-level fighter using En Garde would add a +5 deflection bonus to his AC when fighting defensively or using the total defense action.
EPIC COMBAT ENTHUSIASM [Epic]
You battle your enemy with epic zeal and enthusiasm.
Prerequisite: Charisma 22, BAB +20, Combat Enthusiasm feat, Greater Combat Enthusiasm feat, Have at Thee feat, Improved Combat Enthusiasm feat.
Benefit: You designate a single target each round; if you have the Dodge feat, you must designate the same target with both feats. Against that target, you enjoy a +4 morale bonus to all melee attack and damage rolls but suffer a –1 AC penalty against all other enemies that round. This does not stack with the benefit of the Combat Enthusiasm, Greater Combat Enthusiasm, and Improved Combat Enthusiasm feats.
EPIC DODGE [Epic]
You can dodge enemies with exceptional skill.
Prerequisites: Dexterity 21, Advanced Dodge feat, Dodge feat, Greater Dodge feat, Improved Dodge feat.
Benefit: The dodge bonus of the Dodge feat increases by +1, which stacks with the benefits of the Advanced Dodge, Dodge, Greater Dodge, and Improved Dodge feats. You may designate a single opponent or divide the bonus among multiple designated opponents.
Special: You can gain Epic Dodge multiple times; its effects stack. Each time, the Dexterity prerequisite increases by +2 and the dodge bonus increases by +1.
EPIC RAPID STRIKE [Epic]
You can make additional but slightly less accurate melee attacks.
Prerequisites: Dexterity 18, BAB +20, Combat Reflexes or Quick feat, Improved Rapid Strike feat, Rapid Strike feat.
Benefit: When wielding any light or one-handed weapon in which you are proficient, you can make an extra melee attack per round at your highest BAB, but all melee attacks that round suffer a –1 penalty to attack rolls. This does not stack with the Improved Rapid Strike or Rapid Strike feat.
EPIC SELF-DEFENSE [Epic]
You can uncannily dodge all attacks about which you are aware.
Prerequisites: Dexterity 24, Advanced Dodge feat, Alertness feat, Dodge feat, Epic Dodge feat, Greater Dodge feat, Greater Self-Defense feat, Improved Dodge feat, Improved Self-Defense feat, Self-Defense feat.
Benefit: The +1 dodge bonuses granted by the Advanced Dodge feat, Dodge feat, Greater Dodge feat, and Improved Dodge feat now apply to all attacks made against you. When you are denied your Dexterity bonus to AC, you lose the benefit of Epic Self-Defense. Epic Self-Defense only applies to the benefits of the Advanced Dodge, Dodge, Greater Dodge, and Improved Dodge feats and does not apply to Epic Dodge or subsequent Dodge feats. For the purposes of those feats, you must still designate the target of Dodge or to feats that enhanced Dodge in other ways, such as Distracting Dodge or Zen Defense. Epic Self-Defense does not stack with the benefit of the Self-Defense and Improved Self-Defense feats.
EXPANDED CRITICAL [Fighter] [General]
You can critically strike with an array of similar weapons.
Prerequisites: BAB +15, three Improved Critical feats (see below).
Benefit: Select three weapons of the same damaging type (bludgeoning, piercing, or slashing) with which you enjoy Improved Critical. The benefit of your Improved Critical feat now extends to all weapons of that damaging type in which you are proficient. For example, if you have Improved Critical in the longbow, rapier, and spear, your Improved Critical feat now extends to all piercing weapons in which you are proficient.
EXPANDED FINESSE [Fighter] [General]
You can finesse one-handed melee weapons.
Prerequisites: Dexterity 15, BAB +8, Weapon Finesse feat, Weapon Focus (Selected weapon) feat.
Benefit: Select any one-handed melee weapon in which you enjoy Weapon Focus. The benefit of your Weapon Finesse feat now extends to this weapon.
Special: You can gain Expanded Finesse multiple times; its effects do not stack. Each time, it applies to a different weapon. You cannot apply Expanded Finesse to any weapon in which you already enjoy Weapon Charm, Weapon Insight, Weapon Might, or Weapon Zen.
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xorial |

New Feats (Continued)
FEINTING EXPERTISE [Fighter] [General]
You are particularly adept at deception in combat.
Benefit: You get a +3 bonus on all Bluff checks and Sense Motive checks made as part of or against combat maneuvers such as feinting, combat prediction, and decipher strategy, or when using feats such as Feign Weakness or Quicker Than the Eye to attack.
FIERY TEMPER [General]
You are prone to anger and acting on impulse.
Benefit: You get a +2 bonus on all Intimidate checks and Initiative rolls.
GNOMISH VERSATILITY [Gnome]
You are not bound by the occupations stereotypical of gnomes.
Prerequisites: Gnome.
Benefit: You can select one of the following as an additional favored class: Rogue, Sorcerer, or Wizard [Illusionist]. If your campaign also utilizes nontraditional core classes, you may also select from the following: Expert, Jester (http://boards1.wizards.com/showthread.php?s=&threadid=228543), Professional (http://boards1.wizards.com/showthread.php?s=&threadid=146203), Swashbuckler (http://www.wizards.com/default.asp?x=products/dndacc/176640000), Swashbuckler (http://boards1.wizards.com/showthread.php?s=&threadid=126263), or Tinker (http://boards1.wizards.com/showthread.php?s=&threadid=85156).
Special: You may only take Background feats as a 1st-level character.
[b]GREATER CLOAK AND SHADOW [Fighter] [General]
You can use your cloak to further obscure your position, making you more difficult to strike.
Prerequisites: BAB +8, Cloak and Shadow feat, Cloak Finesse feat, Sword and Cloak Fighting feat, Weapon Finesse feat.
Benefit: When fighting using the Sword and Cloak Fighting feat, your swirling cloak obscures your position during combat, granting you a +1 circumstance bonus to AC, which increases to +2 when using the defensive fighting or total defense action. This stacks with the Cloak and Shadow feat.
GREATER COMBAT ENTHUSIASM [Fighter] [General]
You battle your enemy with even greater zeal and enthusiasm.
Prerequisite: Charisma 19, BAB +16, Combat Enthusiasm feat, Have at Thee feat, Improved Combat Enthusiasm feat.
Benefit: You designate a single target each round; if you have the Dodge feat, you must designate the same target with both feats. Against that target, you enjoy a +3 morale bonus to all melee attack and damage rolls but suffer a –1 AC penalty against all other enemies that round. This does not stack with the benefit of the Combat Enthusiasm and Improved Combat Enthusiasm feats.
GREATER DODGE [Fighter] [General]
You can dodge enemies even more effectively than before.
Prerequisites: Dexterity 17, Dodge feat, Improved Dodge feat.
Benefit: The dodge bonus of the Dodge feat increases to +3. You may designate a single opponent or divide the bonus among multiple designated opponents.
GREATER FINESSE [Fighter] [General]
You wield the selected weapon with both agility and brawn.
Prerequisites: Dexterity 19, Strength 13, BAB +12, Improved Finesse feat with selected weapon, Weapon Finesse feat.
Benefit: Select any weapon with which you enjoy Improved Weapon Finesse. With this weapon, you may add your Dexterity modifier to all attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: You can gain Greater Finesse multiple times; its effects do not stack. Each time, it applies to a different weapon. You cannot apply Greater Finesse to any weapon in which you already enjoy Weapon Charm, Weapon Insight, Weapon Might, or Weapon Zen.
GREATER MANYSHOT [Fighter] [General]
You consider trajectory and logistics when making ranged attacks.
Prerequisites: BAB +11, Dexterity 19 (see Special), Improved Rapid Shot feat, Manyshot feat, Point Blank Shot feat, Rapid Shot feat.
Benefit: The attack roll penalty when employing the Manyshot feat is decreased by 2, to no lower than -0.
Special: You can gain Greater Manyshot multiple times; its effects stack. Each time, the Dexterity requirement of the feat increases by 2 and the attack roll penalty of the Manyshot feat decreases by 2.
GREATER RANGED MANEUVER [Fighter] [General]
You can make special ranged attacks from a greater distance.
Prerequisites: Dexterity 17, BAB +8, Far Shot feat, Point Blank Shot feat, Precise Shot feat, and two of the following: Manyshot feat, Ranged Disarm feat, Ranged Pin feat, Ranged Sunder feat, or Ranged Trip feat.
Benefit: You can target creatures within 60 feet with the Manyshot, Ranged Disarm, Ranged Pin, Ranged Sunder, and Ranged Trip feats. Against targets within 30 feet, you receive a +1 bonus to attack rolls when making such special attacks.
Normal: You may only use Manyshot, Ranged Disarm, Ranged Pin, Ranged Sunder, and Ranged Trip attempt against creatures within 30 feet.
GREATER SELF-DEFENSE [Fighter] [General]
You can remarkably dodge all attacks about which you are aware.
Prerequisites: Dexterity 22, Advanced Dodge feat, Alertness feat, Dodge feat, Greater Dodge feat, Improved Dodge feat, Improved Self-Defense feat, Self-Defense feat.
Benefit: The +1 dodge bonuses granted by the Dodge feat, Greater Dodge feat, and Improved Dodge feat now apply to all attacks made against you. When you are denied your Dexterity bonus to AC, you lose the benefit of Greater Self-Defense. Greater Self-Defense only applies to the benefits of the Dodge, Greater Dodge, and Improved Dodge feats and does not apply to Advanced Dodge or subsequent Dodge feats. For the purposes of those feats, you must still designate the target of Dodge or to feats that enhanced Dodge in other ways, such as Distracting Dodge or Zen Defense. Greater Self-Defense does not stack with the benefit of the Self-Defense and Improved Self-Defense feats.
GREATER SKILL FOCUS [General]
You are especially adept in a given skill.
Prerequisites: Ability modifier +1 (see text), Skill Focus feat in selected skill.
Benefit: Select any skill in which you enjoy a +1 ability bonus modifier and Skill Focus. You gain a +1 bonus per character level (up to a +20 maximum) to checks made with this skill, as if the relevant ability modifier had increased by 1. This does not stack with the benefit of the Skill Focus feat.
Special: You can gain Greater Skill Focus multiple times; its effects do not stack. Each time, it applies to a different skill.
GREATER STEP [Fighter] [General]
You can move greater distances in heavy combat.
Prerequisites: Mobility feat.
Benefit: Whenever you are allowed to make a 5-foot step as part of your turn, you can instead make a 10-foot step.
GREATER TWO-HANDED DEFENSE [Fighter]
You learn to better block attacks when wielding a weapon in both hands.
Prerequisites: Fighter level 14, Dexterity 17, Improved Two-Handed Defense feat, Two-Handed Defense feat.
Benefit: When wielding a two-handed melee weapon with both hands, you gain a +3 shield bonus to AC. When you are fighting defensively or using the full defense action, this shield bonus increases to +6. This does not stack with the benefits of the Two-Handed Defense and Improved Two-Handed Defense feats.
GREATER UNARMED MIGHT [Fighter] [General]
Your unarmed attacks do even more damage.
Prerequisites: BAB +9, Strength 15, Improved Unarmed Might feat, Improved Unarmed Strike feat, Unarmed Might feat.
Benefit: Your unarmed attacks do 2d6 points of actual or nonlethal damage.
HALFLING VERSATILITY [Halfling]
You are not bound by the occupations stereotypical of halflings.
Prerequisites: Halfling.
Benefit: You can select one of the following as an additional favored class: Bard or Fighter. If your campaign also utilizes nontraditional core classes, you may also select from the following: Expert, Jester (http://boards1.wizards.com/showthread.php?s=&threadid=228543), Swashbuckler (http://www.wizards.com/default.asp?x=products/dndacc/176640000), or Swashbuckler (http://boards1.wizards.com/showthread.php?s=&threadid=126263).
Special: You may only take Background feats as a 1st-level character.
[b]HAVE AT THEE [Fighter] [General]
You leap into combat with zeal.
Prerequisites: BAB +1.
Benefit: At the start of a combat encounter, you receive a +4 morale bonus to Initiative rolls, a +4 morale bonus to Will saves against fear spells and effects, and a +1 morale bonus on all melee attacks. These bonuses last for a number of rounds equal to your Charisma modifier. Have at Thee can be used once per combat encounter.
HERO’S LUCK [General]
You benefit from fate’s favor.
Prerequisites: Nonevil.
Benefit: You get a +1 luck bonus to all saves. This does not stack with the benefit of the Luck of Heroes feat
HUMAN VERSATILITY [Special] [Half-Race]
Your human blood grants you great versatility.
Prerequisites: Half-Orc or any Half-Human race, Wisdom 16 or Orcish Versatility feat.
Benefit: Like the half-elf, all classes are favored classes for you.
IMPROVED ARMORED COMBAT STYLE [Epic]
You can practice your combat style in heavy armor.
Prerequisites: BAB +26, Combat Style Mastery class feature, Armor Proficiency (Heavy) feat, Armor Proficiency (Medium) feat, Armored Mobility feat, Improved Armored Mobility feat.
Benefit: You can practice any qualifying combat styles in Heavy or lighter armor.
IMPROVED ARMORED MOBILITY [Fighter] [General]
You ignore even the more restrictive aspects of wearing armor.
Prerequisites: Dexterity 16, Armored Mobility feat, Armor Proficiency (Any) feat.
Benefit: When wearing any armor in which you are proficient, the Maximum Dexterity bonus allowed by the armor is increased by 1, the armor check penalty is decreased by 1 (to a minimum of 0), and the Maximum Speed is increased by 5 (to a maximum of your normal movement rate). This stacks with the Armored Mobility feat.
IMPROVED CHARGE ATTACK [Fighter] [General]
You can make powerful melee attacks after a charge.
Prerequisites: Power Attack feat.
Benefit: When you make a single melee attack after a charge, you receive a +2 bonus to both your attack and damage rolls and only suffer a –1 penalty to your AC.
IMPROVED COMBAT ENTHUSIASM [Fighter] [General]
You battle your enemy with greater zeal and enthusiasm.
Prerequisite: Charisma 16, BAB +11, Combat Enthusiasm feat, Have at Thee feat.
Benefit: You designate a single target each round; if you have the Dodge feat, you must designate the same target with both feats. Against that target, you enjoy a +2 morale bonus to all melee attack and damage rolls but suffer a –1 AC penalty against all other enemies that round. This does not stack with the benefit of the Combat Enthusiasm feat.
IMPROVED DODGE [Fighter] [General]
You can dodge enemies more effectively than before.
Prerequisites: Dexterity 15, Dodge feat.
Benefit: The dodge bonus of the Dodge feat increases to +2. You may designate a single opponent or divide the bonus among multiple designated opponents.
IMPROVED FINESSE [Fighter] [General]
You nimbly deal damage with the selected weapon.
Prerequisites: Dexterity 17, BAB +10, Weapon Finesse feat, Proficiency with selected weapon.
Benefit: Select any Weapon Finesse weapon in which you are proficient. With this weapon, you may use your Dexterity modifier instead of your Strength modifier on damage rolls. Against creatures immune to critical hits, you use only your Strength modifier for damage rolls.
Special: You can gain Improved Finesse multiple times; its effects do not stack. Each time, it applies to a different weapon. You cannot apply Greater Finesse to any weapon in which you already enjoy Weapon Charm, Weapon Insight, Weapon Might, or Weapon Zen.
IMPROVED RANGED PIN [Fighter] [General]
You are more skilled when attempting to grapple opponents from a distance.
Prerequisites: Dexterity 17, Strength 13, BAB +7, Point Blank Shot feat, Precise Shot feat, Ranged Pin feat.
Benefit: You may use Ranged Pin against targets within 10 feet of a wall, but when the target is within 5 feet of a wall, the DC to escape is 17. To initiate the grapple, you only need to make a ranged touch attack (not ranged attack) against the target.
Normal: Ranged Pin requires the target be within 5 feet of a wall, requires a ranged attack roll, and has an escape DC of 15.
IMPROVED RANGED SUNDER [Fighter] [General]
You are more skilled when attempting to sunder weapons from a distance.
Prerequisites: Strength 15, Dexterity 13, BAB +7, Point Blank Shot feat, Precise Shot feat, Ranged Sunder feat.
Benefit: When attacking objects, you deal full damage (instead of half-damage) with piercing ranged weapons. You also gain a +4 bonus to any attack roll made to attack an object held or carried by another creature.
Normal: Objects only take half damage from piercing ranged weapons if using the Ranged Sunder feat, and no damage without it.
IMPROVED RANGED TRIP [Fighter] [General]
You can perform a trip with any ranged weapon against an opponent not adjacent to you.
Prerequisites: Dexterity 15, BAB +8, Point Blank Shot feat, Precise Shot feat, Ranged Trip feat.
Benefit: You can make trip attempts with any ranged weapon as long as your target is within 30 feet.
Normal: You may only make trip attempts with a single ranged weapon with Ranged Trip.
IMPROVED RAPID RELOAD [Fighter] [General]
You can quickly reload a repeating crossbow.
Prerequisites: BAB +6, Dexterity 16, Rapid Reload feat.
Benefit: Reloading a repeating crossbow is a move action that does not provoke an attack of opportunity.
Normal: Loading a repeating weapon is a standard action that provokes an attack of opportunity.
IMPROVED RAPID STRIKE [Fighter] [General]
You can make additional but less accurate melee attacks.
Prerequisites: Dexterity 16, BAB +12, Combat Reflexes feat or Quick feat, Rapid Strike feat.
Benefit: When wielding any light or one-handed weapon in which you are proficient, you can make an extra melee attack per round at your highest BAB, but all melee attacks that round suffer a –2 penalty to attack rolls. This does not stack with the Rapid Strike feat.
IMPROVED SELF-DEFENSE [Fighter] [General]
You can better dodge all attacks about which you are aware.
Prerequisites: Dexterity 20, Alertness feat, Dodge feat, Greater Dodge feat, Improved Dodge feat, Self-Defense feat.
Benefit: The +1 dodge bonuses granted by both the Dodge feat and Improved Dodge feat now apply to all attacks made against you. When you are denied your Dexterity bonus to AC, you lose the benefit of Improved Self-Defense. Improved Self-Defense only applies to the benefits of the Dodge and Improved Dodge feats and does not apply to Greater Dodge or subsequent Dodge feats or to feats that enhanced Dodge in other ways, such as Distracting Dodge or Zen Defense. For the purposes of those feats, you must still designate the target of Dodge. Improved Self-Defense does not stack with the benefit of the Self-Defense and Improved Self-Defense feats.
IMPROVED SWORD AND CLOAK FIGHTING [Fighter] [General]
You are even more skilled at a combat style utilizing a sword in one hand and a cloak in the other.
Prerequisites: BAB +6, Cloak and Shadow feat, Sword and Cloak Fighting feat, Weapon Finesse feat, Proficiency in the rapier, scimitar, shortsword, or longsword (or similar weapon).
Benefits: When wearing light or no armor and fighting with the Sword and Cloak Fighting feat, you enjoy the benefits of the Improved Two Weapon Fighting feat, and Distracted opponents take a –3 penalty on their next melee attack against you that round.
IMPROVED TWO-HANDED DEFENSE [Fighter]
You better block attacks when wielding a weapon in both hands.
Prerequisites: Fighter level 8, Dexterity 15, BAB +8, Two-Handed Defense feat.
Benefit: When wielding a two-handed melee weapon with both hands, you gain a +2 shield bonus to AC. When you are fighting defensively or using the full defense action, this shield bonus increases to +4. This does not stack with the benefits of the Two-Handed Defense feat.
IMPROVED UNARMED MIGHT [Fighter] [General]
Your unarmed attacks do more damage.
Prerequisites: BAB +6, Strength 13, Improved Unarmed Strike feat, Unarmed Might feat.
Benefit: Your unarmed attacks do 1d10 points of actual or nonlethal damage.
IMPROVED VEILED ATTACK [Fighter] [General]
You can use your cloak to conceal your weapon until the last moment, bypassing your foe’s defenses.
Prerequisites: BAB +12, Improved Sword and Cloak Fighting feat, Sword and Cloak Fighting feat, Veiled Attack feat, Weapon Finesse feat.
Benefit: Your Veiled Attacks now deal an extra 2d6 points of Sneak Attack damage, in addition to the effect of Distracting the target. And you can now make two Veiled Attacks per round.
IMPROVED WHIP STRIKE [Fighter] [General]
Using your whip does not provoke an attack of opportunity.
Prerequisites: BAB +8, Exotic Weapon Proficiency (Whip) feat, Mobility feat, Weapon Finesse feat, Whip Finesse feat.
Benefit: Using your whip does not provoke an attack of opportunity.
INTREPID [General]
You are brave in the face of doom.
Benefit: You receive a +4 bonus to all Will saves against fear spells and effects.
KNACK [General]
You are especially adept at a particular skill.
Benefit: Select any skill. This skill is always considered a class skill for you, and the maximum number of ranks you may have in this skill is equal to your character level +4.
LIGHT ON YOUR FEET [General]
When unarmored, you move nimbly.
Prerequisites: Dexterity 13.
Benefit: You get a +2 bonus on all Balance checks, Jump checks, and Move Silently checks when in no armor and carrying no heavier than a light load.
LUCK OF LEGENDS [General]
You are even luckier than before.
Prerequisites: Charisma 13, Hero’s Luck or Luck of Heroes feat.
Benefit: You get a +1 luck bonus to all saves, which stacks with the benefits of the Hero’s Luck or Luck of Heroes feat.
Special: You can gain Luck of Legends multiple times; its effects stack. Each time, you receive a +1 bonus to all saves. You maximum bonus to saving throws can be no higher than your Charisma bonus +1.
LUCKY CHARM [Special]
A personal item becomes a magical totem of good fortune.
Prerequisites: Charisma 13, Hero’s Luck or Luck of Heroes feat and Luck domain granted power or similar ability.
Benefit: Select any nonmagical personal item of personal significance –a coin won in a bet, your mother’s ring, a dagger from a great war – or any common totem of luck, such a rabbit’s foot, horseshoe, or a four-leaf clover. The item must be no larger than Small and have been in your possession for at least 30 days before being becoming your lucky charm. Designating an item as your lucky charm is a spell-like ability that drains you of 300 experience points and that has no effect on the item itself. You may have only one designated lucky charm at a time.
While the lucky charm is held or in your possession, you receive a +1 luck bonus to AC, saving throws, rerolls prompted by the Luck domain or similar ability, and opposed skill checks; these bonuses stack with other luck bonuses but not with each other. In addition, you can use your Luck domain granted power or similar ability one additional time per day.
The lucky charm itself is still nonmagical; its presence and significance are what trigger magic luck in you. If the lucky charm is dropped, lost, or stolen, your luck bonuses immediately end, even if you’re unaware of the loss. A lucky charm can be replaced after waiting 13 days, costing an additional 300 experience points.
Even though not actually a magic item, a lucky charm must be held or assigned to a magic item space to trigger the luck bonuses. It takes up either an amulet space (if worn on a chain around the neck, for example), a belt magic item space (carried in a belt pouch), or a magic item space appropriate to the object (ring, hat, etc.); if the item cannot accommodate a magic item space, it must be held.
LUCKY STRIKE [Fighter] [General]
Your weapon attacks strike with luck.
Prerequisites: BAB +6, either Hero’s Luck, Luck of Heroes, or Luck of Legends feat.
Benefit: Each round, you may designated one of your melee or ranged melee attacks, receiving a +1 luck bonus to attack and damage rolls.
LUNGE [Fighter] [General]
You can lunge at distance enemies in battle.
Prerequisites: BAB +6, Dexterity 13, Mobility feat.
Benefit: When in light or no armor and fighting with a piercing melee weapon in one hand and nothing in your other, you can enjoy reach 10-foot reach as a standard action as part of a 5-foot step.
MAJOR COMBAT STYLE [General]
You excel at another combat style.
Prerequisites: BAB +16, Combat Style class feature, Combat Style Master or Defensive Combat Style class feature, Improved Combat Style class feature, Minor Combat Style feat in selected combat style.
Benefit: Select any Combat Style you access with the Minor Combat Style feat. You gain the benefit of Improved Combat Style in this style, such as Improved Combat Style (Improved Two-Weapon Fighting) or Improved Combat Style (Manyshot). This feat does not grant access to other levels of a given combat style, such as Combat Style Mastery (Improved Precise Shot).
Special: You may take Major Combat Style multiple times; its effects do not stack. Each time, it applies to a different combat style.
MASTER COMBAT STYLE [Epic]
You master another combat style.
Prerequisites: BAB +20, Combat Style class feature, Combat Style Improvisation class feature, Combat Style Mastery class feature, Defensive Combat Style class feature, Improved Combat Style class feature, Major Combat Style feat in selected combat style, Minor Combat Style feat in selected combat style.
Benefit: Select any Combat Style you access with the Major Combat Style feat. You gain the benefit of Combat Style Mastery in this style, such as Combat Style Mastery (Greater Two-Weapon Fighting) or Combat Style Mastery (Improved Precise Shot). This feat does not grant access to other levels of a given combat style, such as Defensive Combat Style (Two-Weapon Defense).
Special: You may take Master Combat Style multiple times; its effects do not stack. Each time, it applies to a different combat style.
MINOR COMBAT STYLE [General]
You practice an additional combat style.
Prerequisites: BAB +12, Combat Style class feature, Combat Style Mastery class feature, Improved Combat Style class feature.
Benefit: You can gain the benefit of an additional Combat Style, such as Combat Style (Rapid Shot) or Combat Style (Two-Weapon Fighting). This feat does not grant access to other levels of a given combat style, such as Improved Combat Style (Manyshot).
Special: You may take Minor Combat Style multiple times; its effects do not stack. Each time, it applies to a different combat style.
MUSICIAN’S EAR [General]
You have an ear for music.
Benefit: You get a +2 bonus on all Listen checks and Perform (Any Instrument) checks.
OFF-HAND MIGHT [Fighter] [General]
Your off-hand attacks are just as forceful as your main hand attacks.
Prerequisites: Dexterity 19, Strength 15, BAB +13, Ambidextrous Feat, Greater Two-Weapon Fighting feat, Improved Two-Weapon Fighting feat, Two-Weapon Fighting feat.
Benefit: You apply your full Strength bonus to your off-hand attacks.
Normal: You apply half of your Strength bonus to off-hand attacks.
PERFECT FINESSE [Epic]
You can add your Dexterity and Strength modifiers to all damage rolls with Weapon Finesse weapons.
Prerequisites: Dexterity 25, Strength 17, BAB +24, Advanced Finesse feat (Any two Weapon Finesse weapons), Deadly Finesse feat, Greater Finesse feat, Improved Finesse feat (Any two weapon Finesse weapons), Weapon Finesse feat.
Benefit: You may add your Dexterity modifier to all damage rolls with Weapon Finesse weapons. Against creatures immune to critical hits, you use only your Strength modifier for damage rolls.
Special: You cannot apply Epic Weapon Finesse to any weapon in which you already enjoy Weapon Charm, Weapon Insight, Weapon Might, or Weapon Zen.
PERFORMER [General]
You are a skilled performer.
Prerequisites: Charisma 15.
Benefit: You get a +1 bonus on all Perform (Any five) checks.
PIERCING JAB [Fighter] [General]
You can deliver precise but shallow piercing attacks.
Prerequisites: BAB +6, Dexterity 13, Weapon Focus (Any piercing melee weapon) feat.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all damage rolls and add that same number to all attack rolls you make with piercing melee weapons with which you enjoy Weapon Focus. The amount of damage that you may subtract can be no greater than the maximum damage allowed by the weapon type, making it possible to deal no weapon damage with your attack. For example, when wielding your Weapon Focus rapier, you may subtract up to 6 from its damage rolls and add +6 to your attack rolls, dealing only Strength damage, magical weapon damage bonuses, and other forms of damage unrelated to the weapon’s damage potential.
POWER FIST [Fighter] [General]
Your unarmed attacks do massive damage.
Prerequisites: BAB +12, Strength 17, Greater Unarmed Might feat, Improved Unarmed Might feat, Improved Unarmed Strike feat, Unarmed Might feat.
Benefit: Your unarmed attacks do 2d8 points of actual or nonlethal damage.
QUICK [General]
You are deft and light on your feet.
Benefit: You receive a +2 bonus to Initiative rolls and a +1 bonus on all Reflex saves.
RAGE [Fighter] [General]
You can fly into a berserker rage.
Prerequisites: BAB +6, Proficiency with all martial weapons.
Benefit: Once per day, you can fly into a Rage as a barbarian of your character level.
RAISED BY FEY
Whether due to rescue or kidnap, you were raised from infancy or early childhood by Fey.
Benefit: You gain Sylvan as a bonus language and a +2 bonus on all Diplomacy checks, Knowledge (Nature) checks, and Sense Motive checks when the subject or target is Fey and a +2 bonus to saving throws against the spell-like abilities of Fey.
Special: You may only take Background feats as a 1st-level character. Taking this feat replaces either one of your race’s automatic languages (except for Common and Sylvan) or all of your bonus languages.
RANGED TRIP [Fighter] [General]
You can perform a ranged trip against an opponent not adjacent to you.
Prerequisites: Dexterity 15, BAB +6, Point Blank Shot feat, Precise Shot feat.
Benefit: Choose one type of ranged weapon with which you are proficient. You can make trip attempts with this weapon as long as your target is within 30 feet.
Special: When using this feat, the character gains no benefit from the Improved Trip feat. You may take Ranged Trip multiple times; each time, you select a different weapon.
RAPID STRIKE [Fighter] [General]
You can make additional but much less accurate melee attacks.
Prerequisites: Dexterity 13, BAB +6, Combat Reflexes feat or Quick feat.
Benefit: When wielding any light or one-handed weapon in which you are proficient, you can make an extra melee attack per round at your highest BAB, but all melee attacks that round suffer a –3 penalty to attack rolls.
RECKLESS DEFENSE [Fighter] [General]
You focus your defense on a single for.
Prerequisites: Dexterity 13.
Benefit: Each round, you may target one enemy with Reckless Defense; if you are using the Dodge feat, you must target the same foe with both feats. You enjoy a +2 dodge bonus to your AC against the targeted foe but suffer a –1 penalty to your AC against all other threatening foes.
REGAIN FOOTING [General]
You can regain your footing from a prone position.
Prerequisites: Dexterity 13, Lightning Reflexes feat, Tumble 4 ranks.
Benefit: When in light or no armor, you can regain your footing from a prone position as a free action on your next turn. Standing from a prone position provokes an attack of opportunity.
Normal: Standing from a prone position is a move-equivalent action.
SEAFARER [General]
You are at home on a ship at sea.
Benefit: You get a +1 bonus on all Knowledge (Geography) checks, Profession (Sailor) checks, Swim checks, and Use Rope checks.
SELF-DEFENSE [Fighter] [General]
You can dodge all attacks about which you are aware.
Prerequisites: Dexterity 18, Alertness feat, Dodge feat, Improved Dodge feat.
Benefit: The +1 dodge bonus granted by the Dodge feat now applies to all attacks made against you. When you are denied your Dexterity bonus to AC, you lose the benefit of Self-Defense. Self-Defense only applies to the benefit of the Dodge feat and does not apply to Improved Dodge or subsequent Dodge feats or to feats that enhanced Dodge in other ways, such as Distracting Dodge or Zen Defense. For the purposes of those feats, you must still designate the target of Dodge.
SKEPTICAL [General]
You have a sharp eye for deception.
Benefit: You get a +2 bonus on all Sense Motive checks and Spot checks.
SLY [General]
You are elusive and cunning.
Benefit: You get a +2 bonus on all Bluff checks and Move Silently checks.
SOPHISTICATED [General]
You are cultured and refined.
Benefit: You get a +2 bonus on all Diplomacy checks and Knowledge (Nobility and Royalty) checks.
STAFF SWEEP [Fighter] [General]
You can make trip attempts with the staff.
Prerequisites: BAB +1, Improved Trip feat, either Intelligence 13 and Combat Expertise feat or Wisdom 13 and Flurry of Blows class feature.
Benefit: You can make trip attempts with the quarterstaff and warstaff. You gain a +2 bonus on your Strength check to trip your opponent.
STUNNING BLOW [Fighter] [General]
Your bludgeoning attacks can stun.
Prerequisites: Strength 16, BAB +8, Power Attack feat, Improved Critical feat or Weapon Focus feat with the selected weapon.
Benefit: Select a bludgeoning melee weapon in which you enjoy either Improved Critical or Weapon Focus. When making attacks with the selected weapon, you can stun your opponents with the force of your blow. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Blow forces a foe damaged by your attack to make a Fortitude saving throw (DC 10 + one-half your character level + your Strength modifier), in addition to the attack dealing damage normally. If the target struck fails the save, it is stunned for 1 round (until just before your next action). A stunned creature can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a Stunning Blow once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
SWORD AND CLOAK FIGHTING [Fighter] [General]
You are skilled at a combat style utilizing a sword in one hand and a cloak in the other.
Prerequisites: BAB +1, Weapon Finesse feat, Proficiency in the rapier, scimitar, shortsword, or longsword (or similar weapon).
Benefits: You have learned to use a cape or similar swath of cloth as a tool in combat, and you are proficient with it as a light exotic melee weapon. In addition, when wearing light or no armor and fighting with sword in one hand and a cloak the other, you enjoy the benefits of the Two-Weapon Fighting feat.
Special: A cloak deals no damage, but you may use one to attempt to disarm, trip, and distract your opponent. With a successful cloak melee attack, you may make either a Disarm or Trip attempt or Distract your opponent, imposing a –2 penalty on its next melee attack against you that round. Any bonuses of a cloak apply to attack rolls when used as a weapon.
TARGETED TWO-WEAPON ATTACK [Epic]
You may target a single creature with a devastating succession of blows.
Prerequisites: Strength 20, BAB +20, Greater Two-Weapon Fighting feat, Improved Two-Weapon Fighting feat, Power Attack feat, Two-Weapon Fighting feat.
Benefit: When wielding a weapon in each hand and focusing your attacks against a single target, you progressively strike more accurately and for more damage. If you successfully strike the target with a two-weapon melee attack, all subsequent and consecutive iterative and off-hand attacks made against that same creature that round enjoy a cumulative +1 morale bonus to attack and damage rolls with each successful strike. If all of your possible iterative and off-hand attacks in a round successfully strike the same creature, you receive an additional off-hand attack against that creature at a –15 penalty; this additional off-hand attack does not benefit from the morale bonuses of this feat. If you fail to strike the targeted creature with any attack or you switch targets, you lose the benefits of this feat for the remainder of your turn. For example, if your first attack of the round strikes the targeted creature, then your next attack that round, if you target the same creature, enjoys a +1 bonus to attack and damage rolls; if that second attack successfully strikes, then your third attack that round, if it targets the same creature, enjoys a +2 bonus to attack and damage rolls; and so on. If your second attack had missed the target, you would lose the benefit of this feat for the rest of your turn. If you had targeted all of your possible two-weapon attacks against the target and successfully struck each time, you would received the bonus off-hand attack.
THESPIAN [General]
You are a skilled actor.
Benefit: You get a +2 bonus on all Disguise checks and Perform (Act) checks.
TWO-HANDED DEFENSE [Fighter] [General]
You learn to block attacks when wielding a weapon in both hands.
Prerequisites: Dexterity 13, BAB +2.
Benefit: When wielding a two-handed melee weapon with both hands, you gain a +1 shield bonus to AC. When you are fighting defensively or using the full defense action, this shield bonus increases to +2.
UNARMED MIGHT [Fighter] [General]
Your unarmed attacks do additional damage.
Prerequisites: BAB +3, Strength 11, Improved Unarmed Strike feat.
Benefit: Your unarmed attacks do 1d8 points of actual or nonlethal damage.
UNSHAKABLE [General]
You have a sturdy heart.
Benefit: You receive a +1 bonus to all Will saves and cannot become shaken.
UNSTOPPABLE [General]
It is difficult to keep you at bay.
Benefit: You received a +4 bonus to all saves against all hold, slow, and paralysis spells and effects.
UNSOPHISTICATED [Background] [General]
Your unrefined nature is not always a hindrance.
Benefit: Select one of the following skills: Craft, Handle Animal, Intimidate, or Survival. You may ignore any negative ability modifier when making checks with this skill.
Special: You can gain this feat multiple times. Each time, it applies to a different skill. If you take Unsophisticated as a Background feat at 1st level, you may select two skills from the list the first time you take the feat.
VEILED ATTACK [Fighter] [General]
You can use your cloak to conceal your weapon until the last moment.
Prerequisites: BAB +6, Sword and Cloak Fighting feat, Weapon Finesse feat, Proficiency in the rapier, scimitar, shortsword, or longsword (or similar weapon).
Benefit: When fighting with the Sword and Cloak Fighting feat and using your cloak attack to Distract your melee opponent, you can use your cloak to conceal your weapon, striking without notice to severely injure the opponent. When you use your cloak to Distract your opponent, your next sword attack against that opponent that round ignores its Dexterity bonus to AC (if any) and deals an extra 1d6 points of Sneak Attack damage, in addition to the effect of Distracting the target. You can make one Veiled Attack per round.
WARMHEARTED [General]
You have a pleasant, amicable demeanor.
Benefit: You get a +2 bonus on all Diplomacy checks and Handle Animal checks.
WEAPON EXPERTISE [Fighter] [General]
You do additional damage with the selected weapon.
Prerequisites: BAB +7, Weapon Focus with selected weapon.
Benefit: Select any weapon in which you enjoy Weapon Focus. You gain a +1 bonus on all damage rolls you make using this weapon. This does not stack with the effects of Weapon Mastery or any Weapon Specialization feats.
WHIPCRACK [Fighter] [General]
The sound of your cracking whip can deafen your enemy.
Prerequisites: BAB +4, Exotic Weapon Proficiency (Whip) feat, Weapon Finesse feat, Whip Finesse feat.
Benefit: You can designated one whip attack each round to strike with a loud crack. If that whip attack strikes the targeted creature, or you only fail your attack roll by no more than 2, the creature must make a Fortitude save (DC = whip attack roll) or be deafened for 1 round.
WHIP FINESSE [Fighter] [General]
You are skilled at using your whip for exotic maneuvers.
Prerequisites: BAB +4, Exotic Weapon Proficiency (Whip) feat.
Benefit: You receive a +3 bonus to Disarm and Trip attempts made with a whip.
WILY [General]
You are difficult to pin down.
Benefit: You get a +2 bonus on all Bluff checks and Escape Artist checks.
All the above was the work of a guy called Shadowfoot. It is not meant to be compoatible with PFRPG, but allot of it could be adapted

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I'm really digging your Swashbuckler revamp, Mortagon. Eventually I'll give it a try on an NPC in a SD game, so I'll be able to tell you how at least a low level one runs.
Not a huge fan of the one with combat styles though; it seems to be too focused on giving bonus feats (the fighter's niche, really) rather than interesting class features.

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As I was pondering this class today, I wondered how much of this could just be alternative class features for a fighter, stacked with a suggested set of feats chains.
More and more, I'm liking a reduced role to prestige classes and classes outside the "core". I may try that approach as an alternative, seeking as few diffs from the base fighter as possible.

Mortagon |

I'm really digging your Swashbuckler revamp, Mortagon. Eventually I'll give it a try on an NPC in a SD game, so I'll be able to tell you how at least a low level one runs.
Thanks, I've been testing it myself and so far it has worked excellent. Can't take all the credit though, the input from the people on this thread has really inspired me.
As I was pondering this class today, I wondered how much of this could just be alternative class features for a fighter, stacked with a suggested set of feats chains.
More and more, I'm liking a reduced role to prestige classes and classes outside the "core". I may try that approach as an alternative, seeking as few diffs from the base fighter as possible.
Yes I hope this is the path that Paizo chooses should they ever create their own version of this sort of class. While I have no problem against new core classes or prestige classes I think those should have a focus independent from the other classes out there. For a new core class this focus needs to be broad, while a prestige class should have a more narrow focus IMO.