Graceful Swashbuckler Re-Vamped


Homebrew and House Rules

RPG Superstar 2012 Top 32

Graceful Swashbuckler

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Intimidate, Knowledge history, Knowledge local, Knowledge nobility, Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Swim

Skill Ranks per Level: 4 + Int modifier

Swashbucklers are proficient with all Simple and Martial weapons. They are proficient with Light armor and all Shields (except tower shields).

Level Ability
1. Grace, Graceful Powers, Graceful Recovery (1d12), Weapon Finesse
2. Uncanny Dodge
3. Graceful Strike
4. Graceful Recovery (1d10)
5. Dodge +1,
6. Improved Uncanny Dodge, Lucky 1/day
7. Acrobatic Charge, Improved Graceful Powers
8. Graceful Recovery (1d8)
9. Improved Flanking
10. Dodge +2
11. Skill Mastery
12. Lucky 2/day, Graceful Recovery (1d6)
13. Greater Graceful Powers
14. Weakening Critical
15. Dodge +3
16. Graceful Recovery (1d4)
17. Elegant Strike
18. Graceful Luck, Lucky 3/day
19. Truly Graceful Powers
20. Dodge +4, Graceful Recovery (1), Wounding Critical

Grace (Ex). The swashbuckler adds her Charisma bonus (if any) to her Initiative rolls and Reflex saves.

Graceful Powers (Ex). At level 1, the swashbuckler learns a number of graceful powers equal to her Charisma bonus. At 2nd level, and every level thereafter, the swashbuckler learns 1 additional graceful power. At 7th level, she can begin to learn improved graceful powers. At 13th level, she can begin to learn greater graceful powers. At 19th level, she can begin to learn truly graceful powers.

A graceful power can be used once, then the swashbuckler must spend some time before recovering the ability to use it again. At 1st level, the swashbuckler must wait 1d12 rounds before using the same graceful power again. At 4th level, the swashbuckler only has to wait 1d10 rounds before using the same graceful power again. At 8th, this is reduced to 1d8 rounds. At 12th, she only has to wait 1d6 rounds. At 16th level, she only has to wait 1d4 rounds. At 20th level, she only has to wait 1 round before using the same power again. Using a graceful power is usually a free action unless otherwise stated in its description. A swashbuckler can use a number of graceful powers equal to her Charisma bonus at the same time if the situation warrants it; each graceful power has its own recovery time.

Weapon Finesse. At 1st level, the swashbuckler gains Weapon Finesse as a bonus feat.

Ambush Strike (Ex). If the swashbuckler moves 10 or more feet, she adds her swashbuckler level to her damage.

Improved Ambush Strike (Ex). If the swashbuckler moves 20 or more feet, she adds double her swashbuckler level to her damage.

Greater Ambush Strike (Ex). If the swashbuckler moves 30 or more feet, she adds triple her swashbuckler level to her damage.

Bull Rush Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD to bull rush attempts.

Improved Bull Rush Trick (Ex). On a successful bull rush attempt, the swashbuckler does not need to move with her opponent to move her opponent to the maximum distance of the bull rush.

Greater Bull Rush Trick (Ex). An opponent that is successfully bull rushed by the swashbuckler and strikes a solid object at the end of the bull rush suffers 1d6 points of damage per 10 feet moved prior to the impact.

True Bull Rush Trick (Ex). The swashbuckler cannot be bull rushed.

Clear Minded (Ex). The swashbuckler can re-roll a failed Will save as an immediate action.

Critical Maneuver (Ex). The swashbuckler can use an immediate action and perform a combat maneuver without provoking an attack of opportunity against an opponent she has just scored a critical hit against.

Improved Critical Maneuver (Ex). The swashbuckler can use an immediate action and perform a combat maneuver without provoking an attack of opportunity against an opponent she has just scored a critical hit against, adding her Charisma bonus to the CMB check.

Greater Critical Maneuver (Ex). The swashbuckler can use an immediate action and perform a combat maneuver without provoking an attack of opportunity against an opponent she has just scored a critical hit against, adding her class level to the CMB check.

Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +1 as a free action.

Improved Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +2 as a free action.

Greater Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +3 as a free action.

True Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +4 as a free action.

Disarm Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD to disarm attempts.

Improved Disarm Trick (Ex). On a successful disarm attempt, the swashbuckler chooses the location where her opponent’s weapon lands.

Greater Disarm Trick (Ex). On a successful disarm attempt, as a free action, the swashbuckler can choose to make a ranged attack against an opponent within 15 feet, causing damage equal to the base damage of the weapon she disarmed from her opponent.

True Disarm Trick (Ex). The swashbuckler cannot be disarmed.

Evasion (Ex). The swashbuckler can use Evasion on a single Reflex save.

Improved Evasion (Ex). The swashbuckler can use Improved Evasion on a single Reflex save. She must have evasion and be 7th level before selecting this Grace Power.

Greater Evasion (Ex). The swashbuckler rolls a 2nd Reflex save if the first one fails.

True Evasion (Ex). The swashbuckler automatically makes a single Reflex saving throw.

Flanking Strike (Ex). The swashbuckler adds her level to the damage she causes against an opponent she is flanking and has successfully hit.

Improved Flanking Strike (Ex). The swashbuckler adds double her level to the damage she causes against an opponent she is flanking and has successfully hit.

Greater Flanking Strike (Ex). The swashbuckler adds triple her level to the damage she causes against an opponent she is flanking and has successfully hit.

Flashing Blade (Ex). As part of a full round action, the swashbuckler gains an additional attack at her highest base attack bonus.

Improved Flashing Blade (Ex). As part of a full round action, the swashbuckler gains two additional attacks at her highest base attack bonus.

Greater Flashing Blade (Ex). As part of a full round action, the swashbuckler gains three additional attacks at her highest base attack bonus.

True Flashing Blade (Ex). As part of a full round action, the swashbuckler gains four additional attacks at her highest base attack bonus.

Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks for 1 round.

Improved Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks for a number of rounds equal to her Charisma bonus.

Greater Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks for a number of rounds equal to her class level.

Truly Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks.

Graceful Escape Artist (Ex). The swashbuckler adds her class level to a her Escape Artist checks.

Improved Graceful Escape Artist (Ex). The swashbuckler adds her class level to a her Escape Artist checks for a number of rounds equal to her Charisma bonus.

Greater Graceful Escape Artist (Ex). The swashbuckler adds her class level to a her Escape Artist checks for a number of rounds equal to her class level.

Truly Graceful Escape Artist (Ex). The swashbuckler adds her class level to a her Escape Artist checks.

Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat for 1 round.

Improved Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat for a number of rounds equal to her Charisma bonus.

Greater Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat for a number of rounds equal to her class level.

Truly Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat.

Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill checks for 1 round.

Improved Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill checks for a number of rounds equal to her Charisma bonus.

Greater Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill checks for a number of rounds equal to her class level.

Truly Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill.

Graceful Step (Ex). The swashbuckler can take 1 extra 5 foot step as a free action.

Improved Graceful Step (Ex). When the swashbuckler takes a 5 foot step, she can choose to move 10 feet.

Greater Graceful Step (Ex). For 1 round, the swashbuckler can make a number of 5 foot steps (or 10 foot steps) equal to her Charisma bonus.

Truly Graceful Step (Ex). For a number of rounds equal to her Charisma bonus, the swashbuckler can take a number of 5 foot steps (or 10 foot steps) equal to her Charisma bonus each round.

Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks for 1 round.

Improved Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks for a number of rounds equal to her Charisma bonus.

Greater Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks for a number of rounds equal to her class level.

Truly Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks.

Grapple Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD for grapple checks.

Improved Grapple Trick (Ex). The swashbuckler can make a grapple check as an attack action instead of as a standard action.

Greater Grapple Trick (Ex). The swashbuckler adds half her level to the damage she causes with a successful grapple check.

True Grapple Trick (Ex). The swashbuckler cannot be grappled.

Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks for 1 round.

Improved Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks for a number of rounds equal to her Charisma bonus.

Greater Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks for a number of rounds equal to her class level.

True Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks.

Internal Fortitude (Ex). The swashbuckler can remove the sickened or nauseated condition from herself as a swift action. A swashbuckler must be at least 7th level before selecting this Grace Power.

Intimidating Glare (Ex). The swashbuckler can make an Intimidate check against an adjacent foe as a move action. If the swashbuckler successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the swashbuckler’s check exceeds the DC.

No Escape (Ex). The swashbuckler can move up to double her speed as an immediate action but she can only use this ability when an adjacent foe uses the withdraw action to move away from her. She must end her movement adjacent to the enemy that initiated this action.

Overrun Trick (Ex). The swashbuckler adds her Charisma bonus to CMB and CMD to overrun.

Improved Overrun Trick (Ex). Opponents overrun by the swashbuckler require a full round to stand up from a prone position.

Greater Overrun Trick (Ex). Opponents overrun by the swashbuckler take damage equal to the swashbuckler’s class level minus their size bonus to Stealth checks. (The bigger they are, the harder they fall!)

True Overrun Trick (Ex). The swashbuckler cannot be overrun.

Parry (Ex). The swashbuckler negates a successful melee attack against her by making an attack of opportunity with a DC equal to the attack roll that hit her.

Improved Parry (Ex). The swashbuckler negates a successful melee attack against her by making an attack of opportunity, with a bonus to the attack roll equal to her Charisma bonus, with a DC equal to the attack roll that hit her. The swashbuckler must be 7th level and have the Parry Grace Power.

Greater Parry (Ex). The swashbuckler negates a successful melee attack against her as an immediate action.
The swashbuckler must be 13th level and have the Improved Parry Grace Power.

Powerful Blow (Ex). The swashbuckler gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made.

Quick Reflexes (Ex). The swashbuckler can make one additional attack of opportunity per round.

Improved Quick Reflexes (Ex). The swashbuckler can make a number of additional attacks of opportunity equal to her Charisma bonus for 1 round.

Greater Quick Reflexes (Ex). For 1 round, the swashbuckler adds her Charisma bonus to her attack rolls when making attacks of opportunity.

Truly Quick Reflexes (Ex). For a number of rounds equal to her Charisma bonus, the swashbuckler adds her Charisma bonus to her attack rolls when making attacks of opportunity.

Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for 1 round.

Improved Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for a number of rounds equal to her Charisma bonus.

Greater Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for a number of rounds equal to her class level.

True Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus.

Sprint (Ex). The swashbuckler can move up to her speed as a swift action.

Improved Sprint (Ex) The swashbuckler can move up to double her speed as a swift action.

Greater Sprint (Ex) The swashbuckler can move up to triple her speed as a swift action.

Strength Surge (Ex). The swashbuckler adds her swashbuckler level to one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her.

Improved Strength Surge (Ex) For 1 round, the swashbuckler adds her swashbuckler level to all Strength checks and combat maneuver checks, and to her Combat Maneuver Defense when an opponent attempts a maneuver against her.

Greater Strength Surge (Ex) For a number of rounds equal to her Charisma bonus, the swashbuckler adds her swashbuckler level to all Strength checks and combat maneuver checks, and to her Combat Maneuver Defense when an opponent attempts a maneuver against her.

Sudden Attack (Ex). The swashbuckler adds her class level to the damage against an opponent that is flat-footed or denied its Dexterity bonus to its AC.

Improved Sudden Attack (Ex). The swashbuckler adds double her class level to the damage against an opponent that is flat-footed or denied its Dexterity bonus to its AC.

Greater Sudden Attack (Ex). The swashbuckler adds triple her class level to the damage against an opponent that is flat-footed or denied its Dexterity bonus to its AC.

Sunder Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD to sunder attempts.

Improved Sunder Trick (Ex). For the purposes of sunder attempts, the swashbuckler increases the hardness of any weapon she wields by an amount equal to her Charisma bonus.

Greater Sunder Trick (Ex). When the swashbuckler successfully sunders an opponent’s weapon, her opponent suffers damage equal to the base damage of the weapon.

True Sunder Trick (Ex). The swashbuckler’s weapon cannot be sundered.

Surprise Accuracy (Ex). The swashbuckler gains a +1 bonus on one attack roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made.

Terrifying Display (Ex). The swashbuckler unleashes a terrifying display of weapon mastery as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + ½ the swashbuckler’s level + her Charisa modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to that power for 24 hours. A swashbuckler must have the intimidating glare grace power to select this power. A swashbuckler must be at least 13th level before selecting this power.

Touche (Ex). When the swashbuckler threatens to make a critical hit she can choose to make a melee touch attack instead of a regular melee attack when she rolls to confirm the critical hit.

Improved Touche (Ex). As a standard action, the swashbuckler resolves a single melee attack as a melee touch attack.

Greater Touche (Ex). As a full round action, the swashbuckler resolves all her melee attacks as melee touch attacks.

Trip Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD trip attempts.

Improved Trip Trick (Ex). Opponents tripped by the swashbuckler require a full round to stand up from a prone position.

Greater Trip Trick (Ex). Opponents tripped by the swashbuckler take damage equal to the swashbuckler’s class level minus their size bonus to Stealth checks. (The bigger they are, the harder they fall!)

True Trip Trick (Ex). The swashbuckler cannot be tripped.

Unexpected Strike (Ex). The swashbuckler can make an attack of opportunity against a foe that moves into any square threatened by the swashbuckler, regardless of whether or not that movement would normally provoke an attack of opportunity. A swashbuckler must be 7th level before selecting this power.

Weapon Master (Ex). The swashbuckler gains the use of one combat feat for 1 round as an immediate action. She must meet the requirements of the selected feat.

Improved Weapon Master (Ex). The swashbuckler gains the use of two combat feats for 1 round as an immediate action. She must meet the requirements of the selected feats.

Greater Weapon Master (Ex). The swashbuckler gains the use of three combat feats for 1 round as an immediate action. She must meet the requirements of the selected feats.

True Weapon Master (Ex). The swashbuckler gains the use of four combat feats for 1 round as an immediate action. She must meet the requirements of the selected feats.

You Shall Not Pass (Ex). The swashbuckler adds her level to the DC to Acrobatics checks to move through her threatened space or to move through her space.

Improved You Shall Not Pass (Ex). The spaces adjacent to (and occupied by) the swashbuckler are considered difficult terrain to her opponents.

Greater You Shall Not Pass (Ex). Opponents that fail their Acrobatics checks to move through her threatened space or to move through her space immediately stop their movement in the closest legal space.

Truly You Shall Not Pass (Ex). Opponents that fail their Acrobatics checks to move through her threatened space or to move through her space immediately stop their movement in the closest legal space and fall prone or be subjected to a bull rush attempt that does not provoke an attack of opportunity from the swashbuckler.

Uncanny Dodge (Ex). As the Barbarian ability of the same name.

Graceful Strike (Ex). When wielding a weapon that qualifies for use with the Weapon Finesse feat, the swashbuckler adds her Charisma bonus, if any, to her melee damage rolls.

Dodge (Ex). At 5th level, the swashbuckler gains a +1 Dodge bonus to her AC as long as she is wearing light armor or no armor, and is unencumbered. This improves by +1 at 10th level and every 5 levels thereafter.

Improved Uncanny Dodge (Ex). As the Barbarian ability of the same name.

Acrobatic Charge (Ex). At 7th level, the swashbuckler can charge over difficult terrain and/or in a non-straight line. This usually requires an Acrobatics or Climb skill check of some sort, as determined by the GM.

Improved Flanking (Ex). At 9th level, the swashbuckler adds +4 to her attack roll instead of +2 when flanking an opponent.

Acrobatic Skill Mastery (Ex). The swashbuckler can choose to take 10 on Acrobatic, Climb, and Escape Artist skill checks, even if she wouldn’t normally be allowed to do so due to difficult circumstances.

Lucky (Ex). At 6th level, once per day the swashbuckler can re-roll any d20 roll before the GM announces if it is successful or not; she must take the result of the 2nd roll, even if it is worse than the first roll. She gains a second use of this ability at 12th level and a third use at 18th level. At 18th level, she gains the Graceful Luck ability, which allows her to add her Charisma bonus to the results of the re-roll.

Weakening Critical (Ex). At 14th level, when the swashbuckler confirms a critical hit on an opponent, the opponent also takes 2 points of Strength damage.

Elegant Strike (Ex). At 17th level, when the swashbuckler wields a weapon using the Weapon Finesse feat, she adds her Dexterity bonus to damage.

Wounding Critical (Ex). At 20th level, when the swashbuckler confirms a critical hit on an opponent, the opponent also takes 2 points of Constitution damage.

RPG Superstar 2012 Top 32

OK, that was a little overwhelming to read. Hopefully, re-organized into Basic, Improved, Greater, and True powers it will be a little easier to read.

I'm also thinking of changing some of the activiation times to Free, Immediate, Swift, Standard, or Constant as balancing issues.

For example, I'm thinking of having Ambush Strike activate as a swift action, then changing Improved Ambush Strike to a free activation with the same damage as Ambush Strike, then have have Greater Ambush Strike deal double the swashbuckler's level.

One of the difficult aspects of this class is balancing the synergies between the different grace powers. Should a super high level swashbuckler be able to make 8 (or 11!) melee touch attacks that cause +40 damage each AND disarms each opponent, while shooting the disarmed weapons at other opponents?

Basic Grace Powers:

1. Ambush Strike (Ex). If the swashbuckler moves 10 or more feet, she adds her swashbuckler level to her damage.
2. Bull Rush Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD to bull rush attempts.
3. Clear Minded (Ex). The swashbuckler can re-roll a failed Will save as an immediate action.
4. Critical Maneuver (Ex). The swashbuckler can use an immediate action and perform a combat maneuver without provoking an attack of opportunity against an opponent she has just scored a critical hit against.
5. Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +1 as a free action.
6. Disarm Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD to disarm attempts.
7. Evasion (Ex). The swashbuckler can use Evasion on a single Reflex save.
8. Flanking Strike (Ex). The swashbuckler adds her level to the damage she causes against an opponent she is flanking and has successfully hit.
9. Flashing Blade (Ex). As part of a full round action, the swashbuckler gains an additional attack at her highest base attack bonus.
10. Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks for 1 round.
11. Graceful Escape Artist (Ex). The swashbuckler adds her class level to a her Escape Artist checks.
12. Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat for 1 round.
13. Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill checks for 1 round.
14. Graceful Step (Ex). The swashbuckler can take 1 extra 5 foot step as a free action.
15. Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks for 1 round.
16. Grapple Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD for grapple checks.
17. Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks for 1 round.
18. Intimidating Glare (Ex). The swashbuckler can make an Intimidate check against an adjacent foe as a move action. If the swashbuckler successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the swashbuckler’s check exceeds the DC.
19. No Escape (Ex). The swashbuckler can move up to double her speed as an immediate action but she can only use this ability when an adjacent foe uses the withdraw action to move away from her. She must end her movement adjacent to the enemy that initiated this action.
20. Overrun Trick (Ex). The swashbuckler adds her Charisma bonus to CMB and CMD to overrun.
21. Parry (Ex). The swashbuckler negates a successful melee attack against her by making an attack of opportunity with a DC equal to the attack roll that hit her.
22. Powerful Blow (Ex). The swashbuckler gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made.
23. Quick Reflexes (Ex). The swashbuckler can make one additional attack of opportunity per round.
24. Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for 1 round.
25. Sprint (Ex). The swashbuckler can move up to her speed as a swift action.
26. Strength Surge (Ex). The swashbuckler adds her swashbuckler level to one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action.
27. Sudden Attack (Ex). The swashbuckler adds her class level to the damage against an opponent that is flat-footed or denied its Dexterity bonus to its AC.
28. Sunder Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD to sunder attempts.
29. Surprise Accuracy (Ex). The swashbuckler gains a +1 bonus on one attack roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made.
30. Terrifying Display (Ex). The swashbuckler unleashes a terrifying display of weapon mastery as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + ½ the swashbuckler’s level + her Charisa modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to that power for 24 hours. A swashbuckler must have the intimidating glare grace power to select this power. A swashbuckler must be at least 13th level before selecting this power.
31. Touche (Ex). When the swashbuckler threatens to make a critical hit she can choose to make a melee touch attack instead of a regular melee attack when she rolls to confirm the critical hit.
32. Trip Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD trip attempts.
33. Weapon Master (Ex). The swashbuckler gains the use of one combat feat for 1 round as an immediate action. She must meet the requirements of the selected feat.
34. You Shall Not Pass (Ex). The swashbuckler adds her level to the DC to Acrobatics checks to move through her threatened space or to move through her space.

The swashbuckler must be 7th level to choose the following grace powers.

1. Improved Ambush Strike (Ex). If the swashbuckler moves 20 or more feet, she adds double her swashbuckler level to her damage.
2. Improved Bull Rush Trick (Ex). On a successful bull rush attempt, the swashbuckler does not need to move with her opponent to move her opponent to the maximum distance of the bull rush.
3. Improved Critical Maneuver (Ex). The swashbuckler can use an immediate action and perform a combat maneuver without provoking an attack of opportunity against an opponent she has just scored a critical hit against, adding her Charisma bonus to the CMB check
4. Improved Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +2 as a free action.
5. Improved Disarm Trick (Ex). On a successful disarm attempt, the swashbuckler chooses the location where her opponent’s weapon lands.
6. Improved Evasion (Ex). The swashbuckler can use Improved Evasion on a single Reflex save. She must have evasion and be 7th level before selecting this Grace Power.
7. Improved Flanking Strike (Ex). The swashbuckler adds double her level to the damage she causes against an opponent she is flanking and has successfully hit.
8. Improved Flashing Blade (Ex). As part of a full round action, the swashbuckler gains two additional attacks at her highest base attack bonus.
9. Improved Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks for a number of rounds equal to her Charisma bonus.
10. Improved Graceful Escape Artist (Ex). The swashbuckler adds her class level to a her Escape Artist checks for a number of rounds equal to her Charisma bonus.
11. Improved Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat for a number of rounds equal to her Charisma bonus.
12. Improved Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill checks for a number of rounds equal to her Charisma bonus
13. Improved Graceful Step (Ex). When the swashbuckler takes a 5 foot step, she can choose to move 10 feet.
14. Improved Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks for a number of rounds equal to her Charisma bonus.
15. Improved Grapple Trick (Ex). The swashbuckler can make a grapple check as an attack action instead of as a standard action.
16. Improved Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks for a number of rounds equal to her Charisma bonus
17. Internal Fortitude (Ex). The swashbuckler can remove the sickened or nauseated condition from herself as a swift action.
18. Improved Overrun Trick (Ex). Opponents overrun by the swashbuckler require a full round to stand up from a prone position.
19. Improved Parry (Ex). The swashbuckler negates a successful melee attack against her by making an attack of opportunity, with a bonus to the attack roll equal to her Charisma bonus, with a DC equal to the attack roll that hit her.
20. Improved Quick Reflexes (Ex). The swashbuckler can make a number of additional attacks of opportunity equal to her Charisma bonus.
21. Improved Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for a number of rounds equal to her Charisma bonus.
22. Improved Sprint (Ex) The swashbuckler can move up to double her speed as a swift action.
23. Improved Strength Surge (Ex) For 1 round, the swashbuckler adds her swashbuckler level to all Strength checks and combat maneuver checks, and to her Combat Maneuver Defense when an opponent attempts a maneuver against her.
24. Improved Sudden Attack (Ex). The swashbuckler adds double her class level to the damage against an opponent that is flat-footed or denied its Dexterity bonus to its AC.
Improved Sunder Trick (Ex). For the purposes of sunder attempts, the swashbuckler increases the hardness of any weapon she wields by an amount equal to her Charisma bonus.
25. Improved Touche (Ex). As a standard action, the swashbuckler resolves a single melee attack as a melee touch attack.
26. Improved Trip Trick (Ex). Opponents tripped by the swashbuckler require a full round to stand up from a prone position.
27. Unexpected Strike (Ex). The swashbuckler can make an attack of opportunity against a foe that moves into any square threatened by the swashbuckler, regardless of whether or not that movement would normally provoke an attack of opportunity.
28. Improved Weapon Master (Ex). The swashbuckler gains the use of two combat feats for 1 round as an immediate action. She must meet the requirements of the selected feats.
29. Improved You Shall Not Pass (Ex). The spaces adjacent to (and occupied by) the swashbuckler are considered difficult terrain to her opponents.

The swashbuckler must be 13th level to choose the following grace powers.

1. Greater Ambush Strike (Ex). If the swashbuckler moves 30 or more feet, she adds triple her swashbuckler level to her damage.
2. Greater Bull Rush Trick (Ex). An opponent that is successfully bull rushed by the swashbuckler and strikes a solid object at the end of the bull rush suffers 1d6 points of damage per 10 feet moved prior to the impact.
3. Greater Critical Maneuver (Ex). The swashbuckler can use an immediate action and perform a combat maneuver without provoking an attack of opportunity against an opponent she has just scored a critical hit against, adding her class level to the CMB check.
4. Greater Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +3 as a free action.
5. Greater Disarm Trick (Ex). On a successful disarm attempt, as a free action, the swashbuckler can choose to make a ranged attack against an opponent within 15 feet, causing damage equal to the base damage of the weapon she disarmed from her opponent.
6. Greater Evasion (Ex). The swashbuckler rolls a 2nd Reflex save if the first one fails.
7. Greater Flanking Strike (Ex). The swashbuckler adds triple her level to the damage she causes against an opponent she is flanking and has successfully hit.
8. Greater Flashing Blade (Ex). As part of a full round action, the swashbuckler gains three additional attacks at her highest base attack bonus.
9. Greater Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks for a number of rounds equal to her class level.
10. Greater Graceful Escape Artist (Ex). The swashbuckler adds her class level to a her Escape Artist checks for a number of rounds equal to her class level.
11. Greater Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat for a number of rounds equal to her class level.
12. Greater Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill checks for a number of rounds equal to her class level.
13. Greater Graceful Step (Ex). For 1 round, the swashbuckler can make a number of 5 foot steps (or 10 foot steps) equal to her Charisma bonus.
14. Greater Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks for a number of rounds equal to her class level.
15. Greater Grapple Trick (Ex). The swashbuckler adds half her level to the damage she causes with a successful grapple check.
16. Greater Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks for a number of rounds equal to her class level.
17. Greater Overrun Trick (Ex). Opponents overrun by the swashbuckler take damage equal to the swashbuckler’s class level minus their size bonus to Stealth checks. (The bigger they are, the harder they fall!)
18. Greater Parry (Ex). The swashbuckler negates a successful melee attack against her as an immediate action.
19. Greater Quick Reflexes (Ex). For 1 round, the swashbuckler adds her Charisma bonus to her attack rolls when making attacks of opportunity.
20.Greater Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for a number of rounds equal to her class level.
21. Greater Sprint (Ex) The swashbuckler can move up to triple her speed as a swift action.
22. Greater Strength Surge (Ex) For a number of rounds equal to her Charisma bonus, the swashbuckler adds her swashbuckler level to all Strength checks and combat maneuver checks, and to her Combat Maneuver Defense when an opponent attempts a maneuver against her.
23. Greater Sudden Attack (Ex). The swashbuckler adds triple her class level to the damage against an opponent that is flat-footed or denied its Dexterity bonus to its AC.
24. Greater Sunder Trick (Ex). When the swashbuckler successfully sunders an opponent’s weapon, her opponent suffers damage equal to the base damage of the weapon.
25. Greater Touche (Ex). As a full round action, the swashbuckler resolves all her melee attacks as melee touch attacks.
26. Greater Trip Trick (Ex). Opponents tripped by the swashbuckler take damage equal to the swashbuckler’s class level minus their size bonus to Stealth checks. (The bigger they are, the harder they fall!)
27. Greater Weapon Master (Ex). The swashbuckler gains the use of three combat feats for 1 round as an immediate action. She must meet the requirements of the selected feats.
28. Greater You Shall Not Pass (Ex). Opponents that fail their Acrobatics checks to move through her threatened space or to move through her space immediately stop their movement in the closest legal space

The swashbuckler must be 19th level to choose the following grace powers.

1. True Bull Rush Trick (Ex). The swashbuckler cannot be bull rushed.
2. True Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +4 as a free action.
3. True Disarm Trick (Ex). The swashbuckler cannot be disarmed.
4. True Evasion (Ex). The swashbuckler automatically makes a single Reflex saving throw.
5. True Flashing Blade (Ex). As part of a full round action, the swashbuckler gains four additional attacks at her highest base attack bonus.
6. Truly Graceful Climber (Ex). The swashbuckler adds her class level to a her Climb checks.
7. Truly Graceful Escape Artist (Ex). The swashbuckler adds her class level to a her Escape Artist checks.
8. Truly Graceful Feint (Ex). The swashbuckler adds her level to her Bluff skill checks used to feint in combat.
9. Truly Graceful Leaper (Ex). The swashbuckler adds her level to her Acrobatic skill.
10. Truly Graceful Step (Ex). For a number of rounds equal to her Charisma bonus, the swashbuckler can take a number of 5 foot steps (or 10 foot steps) equal to her Charisma bonus each round.
11. Truly Graceful Swimmer (Ex). The swashbuckler adds her level to her Swim skill checks.
12. True Grapple Trick (Ex). The swashbuckler cannot be grappled.
True Guarded Stance (Ex). The swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks.
13. True Overrun Trick (Ex). The swashbuckler cannot be overrun.
14. Truly Quick Reflexes (Ex). For a number of rounds equal to her Charisma bonus, the swashbuckler adds her Charisma bonus to her attack rolls when making attacks of opportunity.
15. True Rolling Dodge (Ex). The swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus.
16. True Sunder Trick (Ex). The swashbuckler’s weapon cannot be sundered.
17. True Trip Trick (Ex). The swashbuckler cannot be tripped.
18. True Weapon Master (Ex). The swashbuckler gains the use of four combat feats for 1 round as an immediate action. She must meet the requirements of the selected feats.
19. Truly You Shall Not Pass (Ex). Opponents that fail their Acrobatics checks to move through her threatened space or to move through her space immediately stop their movement in the closest legal space and fall prone or be subjected to a bull rush attempt that does not provoke an attack of opportunity from the swashbuckler.


Ok, quite frankly, this is overwhelming. I spent a couple minutes trying to sort through this class and eventually gave up due to the frustration of it all. This is, easily, too many options for a character.

First, you've got the issue of a character having 20+ grace powers at level 20 which she can use EVERY OTHER ROUND. This is more broken than any wizard I've ever seen built for plausible play. Even before level 20 she has to track the individual recovery of over a dozen abilities, each regenerating at a random rate. You've already discussed the difficulty you've found with balancing this.

My first recommendation is to condense this list. You can devolve it into something akin to rogue talents, gaining them every 2 levels and having the bonuses scale. You could give the swashbuckler a pool of "flourish" points that she could spend on different maneuvers she gains throughout the class. This runs the risk of your swashbucklers "going nova," but it could work. Or you simply whittle the list into what you find the most swashbuckler-y and give it that from the get-go. I recommend going with the rogue talent idea, personally.

If you did this you'd have a much better sense of what the class is capable of and would be able to weed out potentially devastating combinations. Your best balancing tool is to compare it to a level 20 fighter or monk(since they don't have very much situational damage like paladins and rangers). If it's more powerful than both, you need to pull it back a bit. If it can't hold its own, you'll need to beef it up.

I hope any of that helps.

RPG Superstar 2012 Top 32

Thanks for the feedback. It's really helpful.

I think basically what I did was design a gish, and then made up a whole bunch of new "spells," except instead of calling them spells, I call them grace powers.

There are basically 5 types of Grace Powers:
1. Grace Powers that enhance skills
2. Grace Powers that enhance combat manuevers
3. Grace Powers that cause situational bonus damage
4. Grace Powers that enhance mobility
5. Miscellaneous Grace Powers that allow special attacks or abilities or defenses.

Would it be too powerful to condense the skill and CMB/CMD stunts into two separate stunts, one for skills and one for manuevers?

I didn't want to limit them per day like a spell, because it didn't seem reasonable to me that you can run out of times per days you can do a specific physical task.

I didn't want to have a pool of points like rage or ki, because that's been done already.

So I thought I would try to do the recovery system, where you can do a stunt, but then it takes some time to set it up again. I figure the character sheet would have a list of the stunts, with a space near them to track when you can use it again, and then each round, make a mark until you can use it again, at which time you'd erase it and leave it blank until the next time you use it.


I'm not sure, but I seem to remember that you first posted that class as an alternative to another conversion that granted the swashbuckler his charisma bonus to AC at first level, which encouraged dips.
If you are concerned about that, then that's another problem with your idea. Some early abilities are really useful. Graceful strike, of course, but that was already the case in 3.5, but your version of Grace, and some graceful powers like Sprint, Trip trick (for bard/whip builds) and other combat maneuver powers, Touche... Also flanking strike as it is written.

Also, you don't state the duration for most powers.

RPG Superstar 2012 Top 32

Fred Ohm wrote:

I'm not sure, but I seem to remember that you first posted that class as an alternative to another conversion that granted the swashbuckler his charisma bonus to AC at first level, which encouraged dips.

If you are concerned about that, then that's another problem with your idea. Some early abilities are really useful. Graceful strike, of course, but that was already the case in 3.5, but your version of Grace, and some graceful powers like Sprint, Trip trick (for bard/whip builds) and other combat maneuver powers, Touche... Also flanking strike as it is written.

Also, you don't state the duration for most powers.

Most powers are usable once (for example, for a single attack), unless the description has a different duration, like 1 round. Some are constant, like the True Combat Maneuver Tricks.

EDIT:

This is also a thumbnail sketch of a work in progress. I'm working on some slightly more detailed and hopefully concise and understandable powers.

Also, I didn't totally realize how many powers there were until I numbered them. I'm really thinking about combining some of them, like maybe Graceful Step will be a 5 foot step as a swift, Improved Graceful Step will be a move action as a Swift Action, Greater Graceful Step will increase the number of 5 foot steps per round to equal Cha bonus, and True Graceful Step might increase duration of Swift Movements to Cha rounds. Something like that.


Then forget what I said about dips.
You should precise it, though, like
2. Bull Rush Trick (Ex). The swashbuckler adds her Charisma bonus to her CMB and CMD for her next bull rush attempt in that round.

RPG Superstar 2012 Top 32

Here's some editting I've done to the "level 1" powers.

Would it be easier if there was a standardized form that described activation time, duration, effect, target, etc., kind of like spells? I was kind of hoping to avoid that, because I was basing these on the barbarian rage powers, but if it is still unclear, then it might be best to do that.

1. Ambush Strike (Ex). If the swashbuckler moves 10 or more feet in the round, she can spend a swift action prior to making an attack roll and, if she successfully hits, add her class level to the damage roll.
2. Bull Rush Trick (Ex). As a free action, the swashbuckler adds her Charisma bonus to her CMB and CMD to bull rush attempts for 1 round.
3. Clear Minded (Ex). The swashbuckler can re-roll a failed Will save as an immediate action.
4. Critical Maneuver (Ex). The swashbuckler can use an immediate action and perform a combat maneuver without provoking an attack of opportunity against an opponent she has just scored a critical hit against.
5. Critical Mastery (Ex). The swashbuckler can choose to increase the damage multiplier of a single critical hit by +1 as a an immediate action.
6. Disarm Trick (Ex). As a free action, the swashbuckler adds her Charisma bonus to her CMB and CMD to disarm attempts for 1 round.
7. Evasion (Ex). As an immediate action, the swashbuckler can benefit from Evasion on a single Reflex save.
8. Flanking Strike (Ex). If the swashbuckler is flanking an opponent, she can spend a swift action prior to making an attack roll and, if she successfully hits, add her class level to the damage roll.
9. Flashing Blade (Ex). As part of a full round action, the swashbuckler gains an additional attack at her highest base attack bonus for 1 round.
10. Graceful Climber (Ex). As a free action, the swashbuckler adds her class level to a her Climb checks for 1 round.
11. Graceful Escape Artist (Ex). As a free action, the swashbuckler adds her class level to a her Escape Artist checks.
12. Graceful Feint (Ex). As a free action, the swashbuckler adds her level to her Bluff skill checks used to feint in combat for 1 round.
13. Graceful Leaper (Ex). As a free action, the swashbuckler adds her level to her Acrobatic skill checks for 1 round.
14. Graceful Step (Ex). The swashbuckler can take 1 extra 5 foot step as a swift action.
15. Graceful Swimmer (Ex). As a free action, the swashbuckler adds her level to her Swim skill checks for 1 round.
16. Grapple Trick (Ex). As a free action, the swashbuckler adds her Charisma bonus to her CMB and CMD for grapple checks for 1 round.
17. Guarded Stance (Ex). As a swift action, the swashbuckler adds her Charisma bonus as a dodge bonus to her AC against melee attacks for 1 round.
18. Intimidating Glare (Ex). The swashbuckler can make an Intimidate check against an adjacent foe as a move action. If the swashbuckler successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the swashbuckler’s check exceeds the DC.
19. No Escape (Ex). The swashbuckler can move up to double her speed as an immediate action but she can only use this ability when an adjacent foe uses the withdraw action to move away from her. She must end her movement adjacent to the enemy that initiated this action.
20. Overrun Trick (Ex). As a free action, the swashbuckler adds her Charisma bonus to CMB and CMD for overrun attempts for 1 round
21. Parry (Ex). The swashbuckler negates a successful melee attack against her by making an attack of opportunity with a DC equal to the attack roll that hit her.
22. Powerful Blow (Ex). The swashbuckler gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made.
23. Quick Reflexes (Ex). The swashbuckler can make one additional attack of opportunity per round.
24. Rolling Dodge (Ex). As a swift action, the swashbuckler gains a dodge bonus to her AC against ranged attacks equal to her Charisma bonus for 1 round.
25. Sprint (Ex). The swashbuckler can move up to her speed as a swift action.
26. Strength Surge (Ex). As an immediate action, the swashbuckler adds her swashbuckler level to one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her.
27. Sudden Attack (Ex). If the swashbuckler targets an opponent that is flat-footed or denied its Dexterity bonus to its AC, she can spend a swift action prior to making an attack roll and, if she successfully hits, add her class level to the damage roll.
28. Sunder Trick (Ex). As a free action, the swashbuckler adds her Charisma bonus to her CMB and CMD to sunder attempts for 1 round.
29. Surprise Accuracy (Ex). The swashbuckler gains a +1 bonus on one attack roll. This bonus increases by +1 for every 4 levels the swashbuckler has attained. This power is used as a swift action before the roll to hit is made.
30. Touche (Ex). When the swashbuckler threatens to make a critical hit, as an immediate action, she can choose to make a melee touch attack instead of a regular melee attack when she rolls to confirm the critical hit.
31. Trip Trick (Ex). As a free action, the swashbuckler adds her Charisma bonus to her CMB and CMD trip attempts for 1 round
32. Weapon Master (Ex). As a free action, the swashbuckler gains the use of one combat feat for 1 round. She must meet the requirements of the selected feat.
33. You Shall Not Pass (Ex). As a free action, the swashbuckler adds her level to the DC to Acrobatics checks to move through her threatened space or to move through her space for 1 round.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Graceful Swashbuckler Re-Vamped All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules