Swashbuckler - Another one, I know...


Conversions


So, hello! This is the first time I've ever tried to make my own class and I'm hoping to get some opinions from you folks. I was trying to make a Swashbuckler that's high on flavor and fun while balancing it as best as I could. At first I worried it was too bloated, now I'm worried there's too much fun and not enough fight so I'm looking forward to what the community might have to say.

Some of the ideas for Flourishes and other skills came from some of the other Swashbuckler conversions posted on these and other boards, I'm not really sure if there's any kind of unwritten rule about that or not, please do let me know if there's anything that shouldn't be here. In some cases the text was directly copy/pasted, putting that out front so no one thinks I'm trying to claim their work as mine or anything.

Swashbuckler

BAB- as fighter HD- d10 Saves- Fort-full Ref- half Will- half

Skills: Acrobatics(Dex), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Intimidate(Cha), Knowledge(Geography)(Int), Knowledge(Local)(Int), Knowledge(Nobility)(Int), Linguistics(Int), Profession(Wis), Ride(Dex), Sense Motive(Wis), Sleight of Hand(Dex), Swim(Dex)
Skill Points: 4 + (Int modifier)

1-Weapon Finesse --- Bravado
2-Insightful Strike --- Flourish
3-Grace +1
4-Flourish --- Reputation +2
5-Evasion
6-Acrobatic Charge --- Flourish
7-Grace +2
8-Flourish --- Reputation +4
9-Uncommon Footing
10-Flourish --- Uncanny Dodge
11-Grace +3
12-Flourish-Advanced --- Reputation +6
13-Lucky 1/day
14-Flourish --- Improved Evasion
15-Grace +4
16-Flourish --- Reputation +8
17-Slippery Mind
18-Lucky 2/day --- Flourish
19-Grace +5
20-Flourish --- Touche

Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, and with light armor. Some of the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored and unencumbered.

Weapon Finesse: A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.

Bravado (Ex): As long as he is wearing light or no armor or shield 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.

Insightful Strike (Ex): At 2nd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load or any shield.

Flourish (Ex): As a swashbuckler gains experience she learns a number to stylish flourishes that aid her in combat. Starting a 2nd level, and every other level in swashbuckler thereafter, a swashbuckler may choose one of the following flourishes. Unless otherwise noted a flourish cannot be chosen more than once.

Fancy Footwork(Ex): With a whirl and a twist the swashbuckler can involve her feet in any altercation. The swashbuckler can use her feet in an off-hand kick attack or trip attack as per the normal two-weapon fighting rules, without provoking an attack of opportunity(as long as she is also wielding a weapon), and gaining an additional +4 surprise bonus to hit the first time she does this in a combat and a +2 surprise bonus the second time, any additional attacks have no bonus. This ability functions only when the swashbuckler is wearing light or no armor and is unencumbered.

Tumbling Step(Ex): Whenever the swashbuckler would normally be entitled to take a single 5-foot step which does not provoke an attack of opportunity, she is entitled to take a 10-foot step which does not provoke an attack of opportunity. This ability functions only when the swashbuckler is wearing light or no armor and is unencumbered.

Daring Improvisation (Ex): The swashbuckler has learned to use anything she can get her hands on to her advantage in combat. When using an improvised weapon (dinner wear, bar stools, kitchen tools) the swashbuckler does not take a penalty to attack and the improvised weapon deals damage as either a dagger or club depending on the item. The item also deals half this damage to its own hardness with each attack.

Defense Mastery(Ex): The swashbuckler has mastered defensive combat and maneuvers of all kinds. Any kind of defensive maneuver in combat is doubled when used by the swashbuckler. This bonus applies to such things as fighting defensively, all out defense, and combat expertise. In order to qualify for this ability, the swashbuckler must have the Combat Expertise feat. This ability functions only when the swashbuckler is wearing light or no armor and is unencumbered.

Initiative Mastery (Ex): The swashbuckler’s quickness is legendary, and she is rarely out maneuvered. She gains a +4 to initiative whenever initiative checks are made. This bonus does stack with the Improved Initiative feat if the character also has that feat. If someone does surpass her in initiative, then by sacrificing her move action for that round, the swashbuckler can seize the initiative over the opponent that is one place in the initiative order ahead of her. This ability functions only when the swashbuckler is wearing light or no armor and is unencumbered.

Intimidating Mark (Ex): The swashbuckler is so quick, and so accurate with her attack that she is capable of carving an initial onto clothing, an object, or even an opponent’s flesh! A swashbuckler can use this ability against any opponent engaged in melee with her. The maneuver is initiated by a successful strike against the target’s AC. Damage is rolled as normal, and it leaves a mark upon the target’s body or clothing (as indicated by the swashbuckler). The target, upon receiving this mark, must make a Will save against a base of 10 plus ½ the swashbuckler’s level plus Cha bonus (if any). The results of the save vary depending on the target’s level compared to the swashbuckler’s. A successful save negates the effects. This ability functions only when the swashbuckler is wearing light or no armor and is unencumbered.

If the target’s level is greater than or, up to 2 below the swashbuckler’s level, then a failure results in the target being shaken for the duration of the encounter.
If the target’s level is 3-5 levels lower than the swashbuckler, then a failure results in the target being frightened.
If the target’s level is 6 or more levels lower than the swashbuckler, then a failure results in the target being panicked

Maneuver Mastery (Ex): The swashbuckler has dedicated his flair and skill to the pursuit of some combat maneuver and gains a +4 bonus to attempts to make this type of maneuver. This bonus stacks with any existing bonuses from other feats or class abilities. This can be taken multiple times, but each time, it applies to a different maneuver (disarm, feint, etc). This ability functions only when the swashbuckler is wearing light or no armor and is unencumbered.

Opportunistic Strike (Ex): The precision of the swashbuckler is such that she is capable of capitalizing on any mistakes that an opponent makes in combat. She inflicts 1d6 additional damage on any successful Attack of Opportunity that is made on an opponent. This ability functions only when the swashbuckler is wearing light or no armor and is unencumbered.

Dashing Strike (Ex): You gain the ability to channel your sheer flair into your attack, taking advantage of your opponent’s opening to deliver a devastating and picturesque hit. Once per encounter you may add your Charisma bonus to an attack roll and add your class level to the damage roll. This ability may only be used with an attack from a light or finesse-able weapon (such as whip or rapier).

Pressing Attack(Ex): So long as she is wearing no or light armor and unencumbered a swashbuckler can declare any full attack action to be a pressing attack action. With each attack the opponent must make a Will save (DC = 10 + Swashbuckler's level + Swashbuckler's Cha bonus) or be forced to take a 5-foot step backwards(this may also force a balance check depending on terrain). The swashbuckler may follow up into the opponents previous square as a free action. For the turn that the swashbuckler committed herself to a pressing attack she takes a -2 penalty to AC.

Combat Trick: A swashbuckler who selects this flourish may choose any one combat feat for which they meet all prerequisites.

Resiliency (Ex): Once per day, a swashbuckler with this flourish can gain a number of temporary hit points equal to her swashbuckler level. Activating this flourish is an immediate action that can only be performed when she is brought to below 0 hit points. This flourish can be used to prevent her from dying. These temporary hit points last for 1 minute. If the swashbuckler's hit points drop below 0 due to the loss of the temporary hit point she falls unconscious and is dying as normal.

Stand Up (Ex): A swashbuckler with this flourish can stand up from prone as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Weapon Training: A swashbuckler that chooses this flourish gains Weapon Focus as a bonus feat.

Grace (Ex): At 3rd level, a swashbuckler gains a +1 competence bonus on Reflex saves, this bonus increases to +2 at 7th level, +3 at 11th level, +4 at 15th level and finally +5 at 19th level.

Evasion (Ex): At 5th 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.

Reputation (Ex): At 5th level and every 5 levels thereafter a swashbuckler gains a reputation bonus to their intimidate and diplomacy skills as well as a reputation power.
5th level: +2 to intimidate and diplomacy
Dramatic Entrance (Ex): You leap into battle just at the nick of time, making a spectacular display of your timely arrival. In the opening round of combat or in the moments leading up to combat, you may ignore damage caused by your entrance up to an amount equal to twice your class level, such as from breaking through a window, leaping through flames, or falling from a great height. This ability does not effect combat damage in any way and only functions if the swashbuckler is wearing light or no armor and unencumbered. This ability can be used outside of combat at the GM's discretion.

10th level: +4
Legendary Skill (Ex): You have trained hard to improve your ability to impress others at games and gain a bonus equal to ½ your swashbuckler level to either: all checks involving alcohol, all checks involving games of chance, all checks involving games of skill, the player must choose one of these and this choice cannot be changed later. This bonus cannot effect combat in any way.

15th level: +6
Smooth Operator (Ex): You've traveled the world and left a string of broken hearts behind you, and sometimes they catch up with you. The swashbuckler gains a bonus equal to ½ their swashbuckler level to diplomacy when dealing with scorned lovers, or when trying to pick up new ones. Like previous reputation powers this cannot be used in combat and cannot effect combat in any way.

20th level: +8
King of the Blade (Ex): Your exploits have become legendary, so much so that a number of able men and women are ready to follow you into danger. They will demand no other compensation than a fair share of the booty. Treat this ability as the equivalent of the Leadership feat, except only followers and no cohorts are gained.

Acrobatic Charge (Ex): At 6th level the swashbucklers’ movement is no longer hindered by difficult terrain and she may freely charge over or through such terrain. She may also charge through squares occupied by allies. She can charge through squares occupied by enemies if she makes an acrobatics check DC 25, +2 per threatened square she has to move through or past. Failure means the swashbucklers was unable to get passed that enemy. Furthermore, she no longer suffers a -2 penalty to her armor class for charging, as long as she does it in conjunction with this ability. She may not use this ability while mounted, or if her movement is somehow hindered (with an entangle spell or tanglefoot bag etc.)

Uncommon Footing (Ex): At 9th level the swashbuckler has become so certain of her actions that she is no longer denied her dexterity bonus to armor class when engaged in difficult activities. She is perfectly able to hold combat while hanging from a rope, walking a high wire, or fighting on ladders. She is no longer considered to be flat footed when making balance, or climb checks and can fight on any surface provided she succeeds her balance check.

Uncanny Dodge (Ex): Starting at 10th 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 flat-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.

Advanced Flourish (Ex): At 12th level and every other level thereafter a swashbuckler can choose one of the following advanced flourishes:
Counterstrike(Ex): Always on the lookout for an opening, the swashbuckler holds back her full offensive power to be able to exploit a weakening in her opponents defenses. When using this talent the swashbuckler may only make one melee attack at her highest attack bonus. At any time before her next turn she may take an immediate action to make another melee attack using her highest base attack bonus against an opponent that attacks her in melee. This ability only functions if the swashbuckler is wearing light or no armor and unencumbered.

Defensive Blades (Ex): By choosing this ability a swashbuckler using two weapons doubles the bonuses to her Armor Class granted by the Two-Weapon Defense feat. She then gets a +2 shield bonus to her AC and the bonus increases to +4 when fighting defensively. She must have the Two-Weapon Defense feat before choosing Defensive Blades. This ability only functions if the swashbuckler is wearing light or no armor and unencumbered.

Feat: A swashbuckler may gain any feat for which she qualifies.

Opportunist (Ex): Once per round the swashbuckler can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the swashbuckler's attack of opportunity for that round. Even with the Combat Reflexes feat she cannot use the Opportunist ability more than once per round. This ability only functions if the swashbuckler is wearing light or no armor and unencumbered.

Defensive Roll (Ex): With this ability a swashbuckler can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the swashbuckler can attempt to roll with the damage. To use this ability, the swashbuckler must attempt a Reflex saving throw (DC = damage dealt). If the save succeds, she takes only half damage from the blow; if it fail, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-- if she is denied her Dex bonus to AC she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage the Evasion ability does not apply to the defensive roll.

Skill Master (Ex): The swashbuckler becomes so experienced in the use of certain skill that she can use them reliably even under adverse conditions.
Upon gaining this ability she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills she may take a 10 even if stress and distractions would normally prevent her from doing so. A swashbuckler may gain this special ability multiple time, selecting additional skills for it to apply each time.

Winning Smile (Ex): A number of times per day equal to her Charisma modifier a swashbuckler is able to cast the spell Charm Person on one humanoid who is able to see the swashbuckler. The humanoid must make a Will save (DC = 20 + swashbuckler's Cha modifier) or be charmed as if cast by a wizard of the same level as the swashbuckler.

Lucky (Ex): Many swashbucklers live by the credo “Better lucky than good.” Once per day, a swashbuckler of 13th 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.
At 18th the swashbuckler gains an additional use of Lucky per day.

Improved Evasion (Ex): At 14th 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.

Touche (Ex): A Swashbuckler of 20th level gains the following abilities, which work only with light weapons or a weapon that can be used with the Weapon Finesse feat. The Critical Threat range for any light melee weapon wielded in combat is increased by 2. This bonus stacks with the Improved Critical feat, but it is applied after the weapons critical threat range is doubled by the feat, not before. Any Critical threats are automatically confirmed.


All right! Thread is fixed and people can actually read this now.


Looks very well thought out. I think yours is better than the last 3.5 swashbuckler I saw in Complete Warrior. The key is to make one that competes with the BF of fighters. Since Pathfinder's fighter has an armor emphasis built in, and you are going with more of a dashing rogue feel, that makes it worth giving a try.

I like how your "flourishes" function like the talents of Pathfinder's Rogue. Having a choice is always nice.

Suggestions:
1)you should think about an unarmored AC bonus like a monk, but using Int instead of Wis.
2) To mimic some real life steet fencing, you should have "Cloak for a shield" (but with a better title than that)since they often blocked or wrapped an opponents blade with a cape or cloak. These were usually of quality silk which resists cutting.
3)Minor and major magic talents from the rogue. Makes for a nice surprise in combat and would replace the pistol you would find in most pirate movies.


One thing I've always wanted to see in the swashbuckler is a full Ref Save progression, especially if they have the evasion ability.

Also, what weapons and armor does your swashbuckler start with, or are we assuming same as CW?


DSRMT wrote:

One thing I've always wanted to see in the swashbuckler is a full Ref Save progression, especially if they have the evasion ability.

Also, what weapons and armor does your swashbuckler start with, or are we assuming same as CW?

Scratch the Armor and Weapons question, just re-read your post, lol


Knight who says Neek! wrote:


1)you should think about an unarmored AC bonus like a monk, but using Int instead of Wis.

That would be Bravado at level 1, it's Cha instead of Int but personally I like it that way. I was going more for a big ego and over the top personality here rather than high-Int style calculating precision.

Knight who says Neek! wrote:


2) To mimic some real life steet fencing, you should have "Cloak for a shield" (but with a better title than that)since they often blocked or wrapped an opponents blade with a cape or cloak. These were usually of quality silk which resists cutting.

Funny you should mention that, I had something like that written up in my list of ideas that I only just realized didn't end up in this version of the class. It was going to be an ability where you throw your cloak, or maybe a feathered hat, at you opponent and gain a cover bonus for that round plus possibly a bonus to attack... I never finished writing it and now I think I should really go do that.

DSRMT wrote:


One thing I've always wanted to see in the swashbuckler is a full Ref Save progression, especially if they have the evasion ability.

I thought about doing a full Ref save, but with Grace giving +5 to Ref that brings them just 1 point short of a full save. If I end up getting rid of Grace I'd definitely bump them up to a full Ref.

Alright, and now for my observations. I'm playing this class at 6th level currently and it honestly feels a little under-powered, but I'm not sure how to fix that without adding more abilities to an already huge list of abilities! =/


Grace went to +3 for a reason I think. Less and it's Lightning Reflexes. More and why not have a full save?

Grace (and the 3.5 Scout's Battlefield Fortitude) scale to +3 because that puts their corresponding saves at +9, right between a good and a poor save.

When making a class, you really need to ask yourself if it can be accomplished with a reasonable combination of existing classes. The obvious combo here is fighter/rogue. Maybe Fighter only.

Weapon Training + Weapon Focus + Combat Expertise = Bravado
Weapon Specialization + Weapon Training = Insightful Strike
Rogue Talents = Evasion, Slippery Mind, Improved Evasion, etc
Persuasive Feat = Reputation
Nimble Moves + Acrobatic Steps = Acrobatic Charge

I'd suggest doing your best to model the swashbuckler with other classes. This will help you compare power, see if there is too much overlap and look for the differences that will make this classes stand apart (not over or under powered).

Now, if you come to the conclusion that this class is unique and cannot be captured in with other classes, go for it.

Good Luck.


Lavender wrote:
That would be Bravado at level 1, it's Cha instead of Int but personally I like it that way. I was going more for a big ego and over the top personality here rather than high-Int style calculating precision.

I saw Bravado--and agree thay you are definitey going for a charming swashbuckler...what I meant by the monk is the AC bonus that continues.

Perhaps the simplest is to merely make Grace add to both Reflex and AC when wearing light/no armor.

The underpowered feel is what I get whenever I play a rogue. They don't hit has hard...partly because finesse weapons aren't as nasty as big two handed fighter-style weapons. An easy solution--instead of adding a little of your Int bonus to damage every few levels, at 3rd or 4th add your dex bonus to damage with any weapon you have finesse with. Then at 7th or 8th say they can use double their dex bonus when using two hands with their finesse weapon. Since a swashbuckler will be constantly improving dex (by increases every 4th or magic items)your damage will scale with it the same way a fighter's Str does.

But to be honest, I'd play your class because it has a great feel to it. I mean, I've played a d&D 3.0 rogue when every creature we fought was immune to sneak attack. I just like characters with a lot of ...well, character to them. I like to role as much as roll.

nnd on advantage of leaning on cha is that your class makes a great group leader.


I may not have been completely happy with the rest of the book, but the Tome of Secrets has a really good Swashbuckler in it.

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