
Writer |

Seriously, nobody's mentioned this Swashbuckler yet? While I do think the rogue needs another look I believe Adamant Entertainment's write-up of the class is pretty well-done.

AinvarG |

Seriously, nobody's mentioned this Swashbuckler yet? While I do think the rogue needs another look I believe Adamant Entertainment's write-up of the class is pretty well-done.
I believe it was referenced on the first page. And it's the one I mentioned dumping because it was unbalanced. It's a starting point, but it wasn't finished when it was released, imho.

Kolokotroni |

Kolokotroni wrote:I definately think some kind of pool system is a necessity. Pathfinder is pretty clearly moving toward that end for most classes. Every paizo created class has something like this.Cavalier
Witch
Oracle
Antipaladin
AlchemistA list of some "Paizo-created" classes that do not have a "pool" ability.
In fact only Monk, Ninja, Gunslinger and Magus do. That is less than half.
When I say pool i mean unique per day abilities that allow them to do something beyond what they are normally capable of.
Cavalier - Challenge
Witch - most of their hexes, and you know, spells.
Oracle - Most Revelations, also spells.
Antipaladin - smite, channel etc
Alchemist - bombs, mutegens, infusions.
It doesnt have to be exactly like a ki pool, but they need to have some kind of per day resource they can expend to do cool things.

Kolokotroni |

Orthos wrote:A single ability with multiple uses per day is a totally different beast from a pool of "points" that can be used to fuel myriad separate powers. It's a type of diversity vs. specialization. If the paladin drew all of their Mercies/Smites from the same pool, it would be different. You have to balance things out in another fashion when you design towards one rather than the other.Granted, each of those classes has something relatively similar. The Cavalier's Challenges, the Anti/Paladin's smites and ToC/LoH, the Alchemist's bombs, and the uses of the Oracle's mystery abilities are all limited to X uses per day, usually scaling with level. The Witch is the odd one out - their Hexes aren't limited use, but they can (usually) only target an individual target once a day.
The point I think that's being made is that, with the singular exceptions of the Rogue and Fighter and the oddball reversed mechanic of the Witch, every Paizo class has some ability(/ies) keyed off a limited resource, be it numbered uses of the individual ability or a pool of points that must be expended to pay for uses of various disparate abilities.
I am fine with either a combination of singular per day abilities in place of a 'pool' depending on how it is implemented. But I am now heavily leaning on a gunslinger chasis using something like grit based off charisma instead of wisdom. All I was saying was that I think all or most classes should have something like this, to allow the 'peak' abilities that make for awesome moments instead of a collection of +1s

AinvarG |

I have not looked at the class in over a year, so I can't quote much, but I recall it as having a few abilities that were just over the top too good. Tone those down and it certainly had the right flavor, but I wasn't interested in reworking it and trying to sell it to my GM.
And, to be honest, he had a better idea that I'm using instead, anyway.
But I don't think that swashbuckler is fully developed, not as it was originally released.

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How so? It seems like a good blending of rogue and fighter. It's a little heavy on the damage imho but it seems like it'd work just fine.
d10 hit die.
4+Int skillsThrust stacks with sneak attack.
Bonus feats like a fighter.
Find the Mark stacks with effects that increase critical range.
Improved Mark adds two to the critical range.
Basically, there are many, many ways to outclass every other melee class here.
Plus, it's not terribly exciting.

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Jester David wrote:Finesse weapons are light (low dice) and they can't add their strength.They add their strength just fine. They just tend to have low strength (because if it's high, why bother with Weapon Finesse?).
What they CAN'T do is get the 1.5xSTR bonus for two-handing the weapon.
Crap. You're right. That's what I meant, but posted pre-coffee.
Low strength, no 1.5x, and also no Power Attack.

magnuskn |
1 person marked this as a favorite. |

How so? It seems like a good blending of rogue and fighter. It's a little heavy on the damage imho but it seems like it'd work just fine.
Personally, I find Sneak Attack on a swashbuckler type character completely wrong. It may work as a real-life analogue for one-on-one fight, but in the world of Pathfinder group combat it means that you need to flank constantly with other characters ( feinting is a pretty horrible method in PF for reliable damage output, anyway ).
As a full BAB frontline class, the Swashbuckler should be able to take on an opponent alone and expect to be competitive in his damage output with other full BAB classes.

Lemmy |
1 person marked this as a favorite. |

Writer wrote:How so? It seems like a good blending of rogue and fighter. It's a little heavy on the damage imho but it seems like it'd work just fine.Personally, I find Sneak Attack on a swashbuckler type character completely wrong. It may work as a real-life analogue for one-on-one fight, but in the world of Pathfinder group combat it means that you need to flank constantly with other characters ( feinting is a pretty horrible method in PF for reliable damage output, anyway ).
As a full BAB frontline class, the Swashbuckler should be able to take on an opponent alone and expect to be competitive in his damage output with other full BAB classes.
I agree. Maybe something like a Cavalier's Challenge would work better.
I still think it should have an emphasis on Dex/Cha and 6 skills per level, though, that's not even close to OP. It'd be like a SAD Ranger without Medium Armor profiency, spells or Animal Companion.

magnuskn |

Well, take a look at my version for which I posted a link on the last page. It has only 4 skill points per level and doesn't have a limited resource system ( outside of the Lucky ability ), but otherwise I think it comes near to what you want.

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In the 3.5 days Skull and Bones had write-ups for different RW fencing schools (Diestro, Master of Fence, and Master of Scrimia) as prestige classes. They are OGL. Each school has access to certain special moves (Beat, Bind, Bonetti's Defense, Botta Segrete, Cavatione, Cloak Deceits, Fling, Fling and Thrust, Desparate Fling, Colpo di Arresto, Contratempo, Coup de Jarnac, Double False, Duo Tempo, Esquive, Lunge, Mezzo Tempo, Saviolo's Ward, Stesso Tempo, & Quart Guard. These could be rebuilt as Swashbuckler abilities.
Also, Razor Coast has a whole bunch of fencing-inspired feats as well.

Oceanshieldwolf |

I have something by AEG called Swashbuckling Adventures: Heroes Monsters and Villains. I'm obviously missing the Swashbuckling Adventures Core Rules or whatever it is, but the NPCs in this book have Unarmored Defense Proficiency feats that give them unbelievable bonuses to AC in a just a nightshirt, silk shirt with puffy sleeves or mere pantaloons.
Just putting that here for any interested parties.

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I have something by AEG called Swashbuckling Adventures: Heroes Monsters and Villains. I'm obviously missing the Swashbuckling Adventures Core Rules or whatever it is, but the NPCs in this book have Unarmored Defense Proficiency feats that give them unbelievable bonuses to AC in a just a nightshirt, silk shirt with puffy sleeves or mere pantaloons.
Just putting that here for any interested parties.
Swashbuckling Adventures was the d20 version of 7th Sea.

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I'm weighing developing my own class for my purposes. Of course, this thread has been very useful in formulating my thinking on this class.
My thinking: The outline of the class uses the Duelist PC as a frame. I'm going to use "Bottas" and "Guardias" like Hexes. You get to learn them as you go up in level, roughly like a witch. You also, like a Hex, get to use them once per opponent per combat. They're trick moves - they can change the rules of the game (initiative moves backward for a turn, cancel an opponent's action as an immediate action, make someone flat-footed, or temporarily change the range increment of a character, base AC for an opponent on Int rather than Dex... etc), or simply modify an attack, combat manuever, or defensive action.
Different "bottas" may get Saves. These Saves may be based on different DCs based on the Swashbuckler's abilities; hence there's no perfect Swashbuckler build, but a "feinting" Swashbuckler will pick different Bottas (Int or Dex) than a "flamboyant, witty" Swashbuckler (Cha or Str).
Thoughts?

Assuming_Control |

I hate this idea. What needs to happen is the Fighter needs to get the skills and skill points to accommodate Dex-based swashbuckler concepts. Voila, you have the perfect dashing fencer and we fix the Fighter all in one go.
It is absurd that the Fighter gets straight-jacketed into the dumb meat-shield concept via a hamstrung skill list when it is otherwise perfectly suited to accommodate any Martial concept via feats.

Grey Lensman |
Assuming, you might want to look into the SGG guide to the talented fighter, which probably comes closest to what you want.
For everyone else, you can't make a skilled, light armored character with a base that gives the lowest amount of skill points per level out of them all and has abilities that are married to wearing armor.
I would use one of the 4 classes as the 'frame' of the swashbuckler and work out from there. (in much the same way that the bard is the frame for the magus and inquisitor)
Monk (specifically the weapon master archetype), with the wis-based ablities retooled for either charisma or intelligence.
Ranger, with the hunter's bond, spells, and favored enemy stuff replaced with more appropriate things.
Cavalier, again with something in exchange for the mount. Challenge seems like a very good fit for what the swashbuckler would do.
Gunslinger, because grit fueling swashbuckler feats looks like a near-perfect fit. Also, the most well-known swashbuckler examples come from the age of guns. (for those not into PFS, the SGG guide to grit and gunslingers has something along these lines, and could provide inspiration of nothing else)

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I'm weighing developing my own class for my purposes. Of course, this thread has been very useful in formulating my thinking on this class.
My thinking: The outline of the class uses the Duelist PC as a frame. I'm going to use "Bottas" and "Guardias" like Hexes. You get to learn them as you go up in level, roughly like a witch. You also, like a Hex, get to use them once per opponent per combat. They're trick moves - they can change the rules of the game (initiative moves backward for a turn, cancel an opponent's action as an immediate action, make someone flat-footed, or temporarily change the range increment of a character, base AC for an opponent on Int rather than Dex... etc), or simply modify an attack, combat manuever, or defensive action.
Different "bottas" may get Saves. These Saves may be based on different DCs based on the Swashbuckler's abilities; hence there's no perfect Swashbuckler build, but a "feinting" Swashbuckler will pick different Bottas (Int or Dex) than a "flamboyant, witty" Swashbuckler (Cha or Str).Thoughts?
Replying to my own post... the reason for using a one-use ability like Hexes is that the key to this style of fighting is unpredictability. Spamming a particular class ability or effect with a Grit-like pool would completely invalidate that. In fact, some schools of fencing would teach "secret moves" (much like, um, modern day "ninja" schools) that were supposedly unbeatable, but only against an opponent who had never seen them before. This reflects that.

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For players who'd like to play a Swashbuckler fighter, I have Talented Fighters, a variant using a mechanic similar to grit in exchange for the 1st level bonus feat and Bravery - they may improve their swashbuckling style by selecting for example one-handed-weapon and unarmed exploits in order to increase their combat efficiency. Stack it onto one of the duelist-like fighter options and go to town !
I also wrote the Bravo fighter archetype some years ago using similar Deeds mechanics, but right now it is obviously less polished and should be seen as a simpler, less versatile proof-of-concept.
If you wish for something more thoroughly tested and approved, Dreadfox games has the Swordmaster, dex-based fighter with pretty cool combat mechanics, highly rated by the infamous reviewer Endzeitgeist.

Queen Moragan |

I was trying to think of how to allow the Swashbuckler to use any combat maneuver, and I think your idea of being similar to Witch hexes. Where some hexes are limited in number per target per day is the key here.
I was thinking Swashes or Flurishes, for the Swashbuckler's for the classes key ability.
First, I don't think a Swashbuckler should have any (Sp) or (Su) abilities PERIOD.
My idea was to allow the class free use of any combat maneuver, plus some new ones, against any opponent, with the opponent generally flat-footed. This to me, is the ability that seems to be the iconic Swashbuckler definition.
So, scaling it along Minor Swashes, Medium Swashes, Greater Swashes, and Fancy Moves/Grand Swashes (played En Garde last night). Where they don't provoke AoOs from anyone but are limited in number against a specific opponent like hexes are.
The Swashes would scale in effect, something like Tripping Swash;
Minor Tripping Swash - Opponent goes down on one knee. Plus dazed.
Medium Tripping Swash - Opponent goes down on all four. Plus stunned.
Greater Tripping Swash - Opponent goes prone. Plus confused.
Grand Tripping Swash - Opponent pancakes into ground. Plus incapacitated.
This is just a bunch of stuff off the top of my head right now, to get the idea across, and yes I know that this is not how Trip works - its just an example.

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Swashbuckler
3/4 BAB (i know! blasphemy! give it a read anyhow)
d10 HD
Reflex and Will
8 skill points
simple and martial weapons and light armor
Swashbuckler Grit:
(add 1st level Cha-based grit pool here)
so long as she has 1 point, she benefits from the Quickdraw feat.
she may reroll one attack roll for 1 point of grit.
she may make an additional attack of opportunity for 1 point of grit.
Swashbuckle Parry and Riposte:
a 1st level swashbuckler gains a bonus to her AC and to any attacks of opportunity attacks she makes equal to her Charisma bonus so long as she wears no heavier than light armor and has at least one hand free.
Swashbuckle Precision:
a 1st level swashbuckler gains a bonus equal to half her swashbuckler level while wielding a finesse weapon or using a ranged weapon. This bonus is applied to confirmation rolls when she threatens a critical hit, and is further taken as a damage bonus on a successful critical hit. The bonus damage is multiplied as normal, but still counts as precision damage for the purposes of effects and immunities.
Swashbuckler Talents:
(add a menu-option list of tricks here, at 2nd and every even thereafter)
a theme here can be to create situations in which the foe provokes additional attacks of opportunity
Swashbuckle Whirlwind:
a 2nd level swashbuckler may take an untyped bonus to AC and all attacks she makes during a round equal to the number of 5 foot squares she has moved this round. This bonus may not exceed +1 at 2nd level, plus +1 for every four levels thereafter to a maximum of +5 at 18th level.
this is the make-up for 3/4 BAB. especially with multiple attacks, this can be very powerful, and incentivizes constant mobility
Swashbuckle Mobility:
a 3rd level swashbuckler may, as part of a full attack, move up to 10 feet either before or after her attack. this movement provokes opportunity attacks as normal. this range increases by 10 feet every three levels thereafter, to a maximum of 60 feet at 18th level. she may never exceed twice her total land speed in a single round when using this ability.

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I feel like a lot of folks proposing Swashbuckler crunch are really just proposing a list of 5-6 feats that could show up in an Ultimate Intrigue resource someday, and be picked up by a fighter, rogue or our much-hungered for swashbuckler base class.
A new base class should come with a new mechanic completely unlike any we already have - something different than grit, magus arcana, judgements, etc. Otherwise those could just be "swashbuckling" archetypes for those respective classes.
Without a lot of time to contemplate, I'd propose something that really capitalizes on the daring of classic swashbuckling heroes and opportunistic nature of fencing.
Imagine a new resource of derring-do/audacity.
Every combat, a swashbuckler starts with 0 derring-do.
For leaping across a chasm, swinging on a chandelier, tumbling under a table, they can gain a point of derring-do. These need to be used by the end of the combat, or they are lost.
Depending on the archetype taken, there can be multiple ways to earn these points. Perhaps one archetype is allowed to step in front of a spell as an immediate action a number of times per day to prevent the effect from hitting a companion. Another, different archetype could gain a point for getting the attention of a dragon and standing in a round of full attacks.
I'd suggest this is the right time to introduce a parry mechanic where a swashbuckler could ready his standard action to parry and do something like roll an attack and use the result as his AC for a round. Any hits falling in the range between his old AC and his parry AC could grant derring-do (thus a reward for these brave types who allow a decent gap to exist between their usual AC and their parry-AC).
This resource could be used like a lesser version of hero points. The swashbuckler who steps into a magic missile or fireball can maybe use the resource to ignite his blade with magical fire as reward for stepping in its path, or deflect the magic missile at half power back at the enemy or his mooks. The swashbuckler who deftly parried the dragon's countless swings could perhaps stand close enough that he gains a single attack with a full round action that is an automatic critical hit.
In this way, the crunch of the swashbuckler evokes player decision-making in line with how the class should feel - dangerous gambles and risky decisions are both encouraged and rewarded.
Something like this also allows for countless archetypes and feats which continue to embellish on a new mechanic, which ultimately is what I'd think justifies a new base class more than just a juggling of current mechanics.

magnuskn |

I feel like a lot of folks proposing Swashbuckler crunch are really just proposing a list of 5-6 feats that could show up in an Ultimate Intrigue resource someday, and be picked up by a fighter, rogue or our much-hungered for swashbuckler base class.
I don't. ^^
A new base class should come with a new mechanic completely unlike any we already have - something different than grit, magus arcana, judgements, etc. Otherwise those could just be "swashbuckling" archetypes for those respective classes.
I don't think we need to cook up completely new mechanics all the time do have an exciting class.

Grey Lensman |
I think a swashbuckler could work just fine as an alternate class for either the Ranger, Cavalier, or Gunslinger.
You need a method of boosting AC to keep pace with other melee characters, and of boosting damage enough to not be ignored by the things you are fighting.
The class skills will need to be altered to fit the theme, and a few things will have to be added to capture the feel of the genre.
For ranger you change the combat style to fit the combat styles. Single weapon, weapon and buckler, two-weapon, weapon and cloak, and firearms (swashbuckling to me is part of the early age of firearms, so this style should be included).
Spells get exchanged for an expanded form of the 'combat tricks' from the skirmisher ranger archetype in the APG. Or, access to a list of rogue talents instead.
Favored enemy is exchanged for a smaller bonus to hit, damage, and armor class. The bonus should be smaller because it will be 'always on' rather than situational, and also covers defenses.
Alternatively, one of the previous two items could be exchanged for some of the duelist abilities.
Favored terrian would be exchanged for abilities that allow the swashbuckler to use terrain to his advantage (purposely vague to allow them to be used in places other than ships and castle dining halls).
That's just a few thought off the top of my head before I head into work.
I won't do a gunslinger version, as I feel that Ultimate Options: Grit and Gunslinger from the guys at Super Genius Games present something superior in the Fusilier than what I can come up with in the limited time I have.
I might toss some rough ideas out for a cavalier version after I finish work.

Joy X Baker |

My group's running a One Piece inspired pirates game, and we're not likely to use this since our group builds mostly 3rd party weirdness, but I do think having swashbuckler archetypes for certain classes that seem to fit different styles of swashbuckler would be cool. For instance, a nice Magus archetype.
Dotting to watch in the future, this is a cool thread.

Mythic +10 Artifact Toaster |

For those directly interested in a true fencer class, with a swashbuckler flair, try this

Cthulhudrew |

I like Oceanshieldwolf's idea of the swashbuckler being able to consider furniture, etc. as "allies" for the purposes of flanking.
As an extension of that, I think it would be a cool idea- possibly as an archetype, and not necessarily part of the "base" swashbuckler, depending on tastes- to give them some sort of ability like the Solo Tactics ability of the Inquisitor; to use Teamwork Feats in conjunction with their "inanimate allies."

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Hmm. I would like a Swashbuckler Base Class.
Here are some of the things I think such a class should really have:
Combat:
-------
- Don't require armor or shields (light armor should be an option).
- Possible Fighting Styles: 1h weapon+off hand free, 1h weapon+cloak, 1h weapon+knife, improvised weapons, pistol and sword (relying mostly on the sword, but not being terrible with the pistol), 1h weapon + buckler.
- Hard to hit.
- Tons of mobility. I would not want the swashbuckler locked to a single 5 foot step or have no offensive capabilities.
- Clever maneuvering and tactical positioning.
- charging while going around/over/through obstacles
- combat maneuver capability built into the class: (bull rush, overrun, disarm, trip, feint, trip, plus the new ones below) Swashbuckling characters often do these things more frequently than actual attacks. These could be done instead of any attack in a full attack.
What I *DONT* want, in a melee base class: I don't want Grit Points, Ki Points, or X/Day limits unless it's explained somehow. If it's magic, or a weird supernatural ability, that's fine, but if its me being clever, give me a mechanic where I make a roll (Just my chance of success), or make it only happen when certain conditions are met and it makes sense that I could do the thing.
Skills:
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Class Skills
- I could see any knowledge skill that could be useful in procuring treasure, or boasting.
- acrobatics, climb, swim,
- perform, profession,
- perception
- bluff, diplomacy
Skill Points
4 or 6.
Archetypes
----------
I would also love swashbuckly themed archetypes for basically every class that already exists. I would say the closest chassis from the existing classes is the ranger; but archetypes for all the classes that push them towards this style of game play would be quite welcome.
However!
--------
Honestly, many of the things that are good in swashbuckling fiction are things that are sorely lacking in Pathfinder. I don't really want only one character (or NPC) fitting into my swashbuckling adventures.
I would suggest all of the following:
- A Base Class.
- Archetypes for a wide variety of existing classes designed to fit into that style of campaign.
- And:
Swashbuckling Alternate Rules:
------------------------------
Swashbuckling fiction tends to do things Pathfinder doesn't allow, which I think would need to be in the game for swashbuckling. While these things could be baked into a single class, I don't think that would be the best idea, as then a swashbuckling game would require the entire team to play the same class for it to work out well. Here are some game-wide changes which I think would help a game be more swashbuckl-ey. I think Paizo could do a whole chapter filled with this stuff.
1. When someone provokes an AoO, you can make a combat maneuver attempt as an AoO without any penalty (bull rush, overrun, disarm, trip, feint, trip, position). You can also make an unarmed attack. Any time someone rolls a 1, he provokes an AoO. You can't make regular attacks as an AoO. Perhaps attacks which fail by a certain threshold could also provoke (failing by 5, or 10, for instance).
2. CMs you don't have the feat for, should only provoke if you fail.
3. The 5 foot step should be increased overall, for more mobility. Perhaps a (1/2 move speed) step. Likewise, Step up would let you move up to half your move speed.
4. Increase the number of attacks you can get while moving. Perhaps half your attacks plus 1?
5. Swashbuckling Campaign type utility feats which already exist (improvised weapons for instance) should be given to everyone for free at level one. Not the ones that raise your maximum power, but the ones that increase your options or give you more mobility. Barring that, give everyone another feat track (2 at 1, then say: 2, 5, 8, 11, 14, 17, 20). These feats would all come from a set list of feats that make the game play more swashbuckler-y. (Think Pirates of the Caribbean or Sinbad or Princess Bride or Three Musketeers). Perhaps feats to help you fight while on climbing, balancing, jumping, running, maneuvering; feats to socialize better.
6. Add some more combat maneuvers:
- One where you move someone where you want them (kindof like directed bull rush via feinting, as a new maneuver, with the possibility of them falling or not being something you can try for as well.)
- One where you make opponents run into eachother, accidentally attack eachother, or otherwise use one enemy against another.
7. Perhaps rules for climbing on top of creatures larger than yourself and attacking them. I believe an old issue of dragon magazine had such a thing.
These are all things (I as someone who likes swashbuckling fiction) have wanted in my Pathfinder games for a while, some of which I have tried as houserules.
With a bunch of alternate rules like this, the swashbuckler base class would have much more wiggle room for good ideas, since you're not trying to incorporate the entire playstyle into a single class.

SmiloDan RPG Superstar 2012 Top 32 |

Here's like the 6th version of a swashbuckler I'm working on. It's just a work in progress because I'm tired. It's based on the gunslinger.
GRITTY SWASHBUCKLER
BAB: +1
Good Saves: Fortitude and Reflex
Hit Dice: 1d10
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge history, Knowledge local, Knowledge nobility, Linguistic, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Swim.
Skill Ranks per Level: 4 + Intelligence modifier.
Gritty Swashbucklers are proficient in all simple and martial weapons, light armor, and shields.
LEVEL ABILITY
1. Dancing Blade +1d6, Deeds, Grit (Cha-based), Weapon Finesse
2. Nimble +1
3. Deeds
4. Bonus Feat
5. Dancing Blade +2d6, Improved Weapon Finesse (Dex to Damage)
6. Nimble +2
7. Deeds
8. Bonus Feat
9. Dancing Blade +3d6, Keen Weapon Finesse (double critical threat range)
10. Nimble +3
11. Deeds
12. Bonus Feat
13. Dancing Blade +4d6, Touché (confirm critical hits against touch AC)
14. Nimble +4
15. Deeds
16. Bonus Feat
17. Dancing Blade +5d6, Greater Critical (increase critical multiplier by 1)
18. Nimble +5
19. Deeds
20. Bonus Feat, True Grit
Dancing Blade (Ex): A swashbuckler relies on mobility to deal extra damage. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks made with weapons that the Weapon Finesse feat can be used with. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). Creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The swashbuckler must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
Deeds (Ex):
Touché (Ex): At 1st level, the swashbuckler can resolve a melee attack while using the Weapon Finesse feat against her opponent’s touch AC instead of its normal AC. Performing this deed costs 1 grit point.
Swashbuckler’s Dodge (Ex): At 1st level, the swashbuckler gains an uncanny knack for getting out of the way of melee attacks. When a melee attack is made against the swashbuckler, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a dodge bonus by to AC equal to her Charisma modifier (minimum +1) against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. The swashbuckler can only perform this deed while wearing light armor or no armor, and while carrying no more than a light load.
Parry (Ex): At 1st level, as long as the swashbuckler has at least 1 grit point, she can deflect a melee attack that would normally hit her by making an Attack of Opportunity against an AC equal to the results of her opponent’s attack roll (this AC increases by 2 for each size category her opponent is larger than her by). If the swashbuckler succeeds, her opponent’s attack misses her.
Agile Riposte (Ex): At 3rd level, the swashbuckler learns how to strike back at opponents that have missed her. As long as she has at least 1 grit point, she can make an Attack of Opportunity against an opponent she has successfully used the Parry deed against.
Quickness (Ex): At 3rd level, the swashbuckler can spend 1 grit point and add her Charisma modifier (minimum +1) to an initiative roll. Alternatively, she can spend 1 grit point and increase her speed by 10 feet for a number of rounds equal to her Charisma modifier (minimum 1 round).
[/I]Utility Strike (Ex):[/I] At 3rd level, if the swashbuckler has at least 1 grit point, she can perform all of the following utility strikes. Each utility strike can be applied to any single attack with a melee weapon that is usable with the Weapon Finesse feat, but the swashbuckler must declare the utility strike she is using before making the attack roll.
Jam Mechanism: The swashbuckler may make an attack roll and use its results to sabotage a simple mechanical device, as if using the Disable Device skill. This ability cannot be used to open locks or disarm traps. The swashbuckler’s weapon is left in the mechanical device if successful; anyone can remove the weapon as a move action and restores the mechanical device back to working order.
Legerdemain Maneuvers: The swashbuckler may make a Sleight of Hand skill check in place of using her CMD when attempting a dirty trick, disarm, or steal combat maneuver.
[/b]Scoot Unattended Object:[/b] The swashbuckler makes an attack roll against a Tiny or smaller unattended object adjacent to her. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the swashbuckler does not damage the object, but can move it up to 15 feet farther away from its origin. On a miss, the object remains stationary.
Rapid Strikes (Ex): Starting at 7th level, a swashbuckler can use rapid strikes as a full-attack action as long as she has at least 1 grit point. When doing so, she may make one additional attack, taking a –2 penalty on all of her attack rolls, as if using the Two-Weapon Fighting feat. These attacks must be made with a weapon that can be used with the Weapon Finesse feat. Alternatively, she can spend 1 grit point and double the number of attacks she normally gets, using her normal attack bonuses and taking the -2 penalty to her attack rolls.

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GRITTY SWASHBUCKLER
BAB: +1
Good Saves: Fortitude and Reflex
Hit Dice: 1d10
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge history, Knowledge local, Knowledge nobility, Linguistic, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Swim.
Skill Ranks per Level: 4 + Intelligence modifier.
Gritty Swashbucklers are proficient in all simple and martial weapons, light armor, and shields.
LEVEL ABILITY
1. Dancing Blade +1d6, Deeds, Grit, Weapon Finesse
2. Nimble +1
3. Deeds
4. Bonus Feat
5. Dancing Blade +2d6, Improved Weapon Finesse
6. Nimble +2
7. Deeds
8. Bonus Feat
9. Dancing Blade +3d6, Keen Weapon Finesse
10. Nimble +3
11. Deeds
12. Bonus Feat
13. Dancing Blade +4d6, Touché Weapon Finesse
14. Nimble +4
15. Deeds
16. Bonus Feat
17. Dancing Blade +5d6, Greater Weapon Finesse
18. Nimble +5
19. Deeds
20. Bonus Feat, True Grit
Dancing Blade (Ex): A swashbuckler relies on mobility to deal extra damage. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks made with weapons that the Weapon Finesse feat can be used with. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). Creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The swashbuckler must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
Deeds (Ex):
Touché (Ex): At 1st level, the swashbuckler can resolve a melee attack while using the Weapon Finesse feat against her opponent’s touch AC instead of its normal AC. Performing this deed costs 1 grit point.
Swashbuckler’s Dodge (Ex): At 1st level, the swashbuckler gains an uncanny knack for getting out of the way of melee attacks. When a melee attack is made against the swashbuckler, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a dodge bonus by to AC equal to her Charisma modifier (minimum +1) against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. The swashbuckler can only perform this deed while wearing light armor or no armor, and while carrying no more than a light load.
Parry (Ex): At 1st level, as long as the swashbuckler has at least 1 grit point, she can deflect a melee attack that would normally hit her by making an Attack of Opportunity against an AC equal to the results of her opponent’s attack roll (this AC increases by 2 for each size category her opponent is larger than her by). If the swashbuckler succeeds, her opponent’s attack misses her.
Agile Riposte (Ex): At 3rd level, the swashbuckler learns how to strike back at opponents that have missed her. As long as she has at least 1 grit point, she can make an Attack of Opportunity against an opponent she has successfully used the Parry deed against.
Quickness (Ex): At 3rd level, the swashbuckler can spend 1 grit point and add her Charisma modifier (minimum +1) to an initiative roll. Alternatively, she can spend 1 grit point and increase her speed by 10 feet for a number of rounds equal to her Charisma modifier (minimum 1 round).
Utility Strike (Ex): At 3rd level, if the swashbuckler has at least 1 grit point, she can perform all of the following utility strikes. Each utility strike can be applied to any single attack with a melee weapon that is usable with the Weapon Finesse feat, but the swashbuckler must declare the utility strike she is using before making the attack roll.
Jam Mechanism: The swashbuckler may make an attack roll and use its results to sabotage a simple mechanical device, as if using the Disable Device skill. This ability cannot be used to open locks or disarm traps. The swashbuckler’s weapon is left in the mechanical device if successful; anyone can remove the weapon as a move action and restores the mechanical device back to working order.
Legerdemain Maneuvers: The swashbuckler may make a Sleight of Hand skill check in place of using her CMB when attempting a dirty trick, disarm, or steal combat maneuver.
Scoot Unattended Object: The swashbuckler makes an attack roll against a Tiny or smaller unattended object adjacent to her. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the swashbuckler does not damage the object, but can move it up to 15 feet farther away from its origin. On a miss, the object remains stationary.
Rapid Strikes (Ex): Starting at 7th level, a swashbuckler can use rapid strikes as a full-attack action as long as she has at least 1 grit point. When doing so, she may make one additional attack, taking a –2 penalty on all of her attack rolls, as if using the Two-Weapon Fighting feat. These attacks must be made with a weapon that can be used with the Weapon Finesse feat. Alternatively, she can spend 1 grit point and double the number of attacks she normally gets, using her normal attack bonuses and taking the -2 penalty to her attack rolls.
Swift Movement (Ex): At 7th level, the swashbuckler can spend 1 grit point as a swift action and move a distance up to her speed.
Targeting (Ex): At 7th level, as a full-round action, the swashbuckler can make a single melee attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to being prone are immune to this effect.
Torso: Targeting the torso doubles the threat range to make critical hits.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Daring Acrobat (Ex): At 11th level, a swashbuckler gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain. She adds her Charisma modifier to the Acrobatics DC to tumble through her threatened squares or her space. She can spend 1 grit point as an immediate action and add her level to her AC against attacks of opportunity for 1 round.
Bleeding Wound (Ex): At 11th level, when the swashbuckler hits a living creature with a melee attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the swashbuckler’s Dexterity modifier. Alternatively, the swashbuckler can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (swashbuckler’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Path of Blades (Ex): At 11th level, the swashbuckler can spend 1 grit point and move up to her speed while making a full attack action. She can split up her movement between targets. For example, she can move 10 feet, attack one opponent, move another 10 feet, attack a second opponent, and move her remaining 10 feet and attack a third opponent.
Evasive (Ex): At 15th level, when the swashbuckler has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.
Storm of Blades (Ex): At 15th level, the swashbuckler can spend 2 grit points and move her speed, attacking each opponent she passes at her highest base attack bonus. She can target each opponent only once when using this deed.
Swashbuckler’s Luck (Ex): At 15th level, the swashbuckler can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The swashbuckler must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.
Cheat Death (Ex): At 19th level, whenever the swashbuckler is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.
Death’s Strike (Ex): At 19th level, when the swashbuckler scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the swashbuckler to regain grit from confirming a critical hit or making a killing blow.
Stunning Strike (Ex): At 19th level, when a swashbuckler hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Charisma modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
Grit (Ex): A swashbuckler makes her mark upon the world with daring deeds. All swashbucklers have grit. In game terms, grit is a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of grit points equal to her Charisma modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A swashbuckler spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Finesse Weapon: Each time the swashbuckler confirms a critical hit with a melee weapon that qualifies for the Weapon Finesse feat while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the swashbuckler’s character level does not restore grit.
Killing Blow with a Finesse Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a melee weapon that qualifies for the Weapon Finesse feat while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit
Weapon Finesse: At 1st level, the swashbuckler gains Weapon Finesse as a bonus feat.
Nimble (Ex): Starting at 2nd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. If she is not wearing any armor, she also adds her Charisma modifier to her AC as a dodge bonus. Anything that causes the swashbuckler to lose her Dexterity to AC also causes the swashbuckler to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Bonus Feats (Ex): At 4th level, and every four levels thereafter, a swashbuckler gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.
Improved Weapon Finesse (Ex): At 5th level, the swashbuckler adds her Dexterity bonus to weapon damage rolls when wielding weapons that qualify for the Weapon Finesse feat.
Keen Weapon Finesse (Ex): At 9th level, the swashbuckler doubles the threat range of any weapon she wields that qualifies for the Weapon Finesse feat. This does not stack with the Improved Critical feat, the keen weapon special ability, or any other effect that increases a weapon’s threat range.
Touché Weapon Finesse (Ex): At 13th level, the swashbuckler confirms critical hits while wielding weapons that qualify for the Weapon Finesse feat against her target’s touch AC.
Greater Weapon Finesse (Ex): At 17th level, when the swashbuckler is wielding a weapon while using the Weapon Finesse feat, the critical multiplier of her weapon increases by 1.
True Grit (Ex): At 20th level, a swashbuckler picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the swashbuckler can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points.