| Ciaran Barnes |
I have been interested in developing a swashbuckler for many years, or at least simply playing one that is fun. The problem I see with existing ones is that many of us want different things in our swashbucklers. The archetype invokes different ideas for different people. I posted one last year that is conceptually similar to what is below, but have since worked on it several times, stepping away from time to time to hopefully gain a little more objectivity.
You may notice that this has the potential to be a very MAD class. I wanted a number of things:
-The bravo can focus on strength, dexterity, or both. My ideal is a nimble warrior, but every other design incorporates weapon finesse, so now we're opening up to something else.
-The bravo can boost charisma, intelligence, both, or neither. There are perks for each, but the class features still work without pumping them.
-Armorer vs unarmored? You can be either. Shields are allowed if you wish to swash your buckler.
-Dynamics! I hope I pulled it off.
Anyhow, I'm interested in your thoughts on ability, balance, and concept fulfillment - my ABCs. Input of any kind is welcome.
***
The bravo is a decisive warrior seeking his fortune in the world through savvy and bold deeds. Danger, reward, and adventure are all the motivation a bravo needs, and these are gained easily enough by one with sufficient daring and wit. But still, a sharp blade and bit of luck go a long way in a pinch. They come from many walks of life. The poor peasant who picks up a sword has no less to prove than a young noble, and no less to lose. Bravos up to the challenge of the risks they take are more than happy to reap the benefits of wealth, fine food and drink, good company, comfort, and admiration.
Bravos are mobile melee combatants who typically focus on consuming the attention on a single enemy. When not in combat they are adept at both social and physical challenges.
Alignment: Any
Hit Dice: d10
Starting Wealth: 3d6 x 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The bravo's class skills are: Acrobatics (dex), Bluff (cha), Climb (str), Craft (int), Diplomacy (cha), Disguise (cha), Escape Artist (dex), Intimidate (cha), Knowledge (local) (int), Knowledge (nobility) (int), Perform (cha), Profession (wis), Ride (dex), Sense Motive (wis), and Swim (str).
Skill Ranks Per Level: 4 + Int modifier.
Full BAB
Good Fort, Good Ref
1) Feint, Fighting Style, Opportune Attack
2) AC Bonus, Bonus feat
3) Agile Strike, Opportune Action
4) Élan
5) Fighting Style
6) Bonus Feat, Compound Attack
7) Superior Feint
8) Surprise Maneuver
9) Fighting Style
10) Bonus Feat
11) Improved Compound Attack
12) Deadly Strike
13) Fighting Style
14) Bonus Feat
15) Combine Stances
16) Greater Compound Attack
17) Fighting Style
18) Bonus Feat
19) Master of Five Styles
20) True Élan
Weapon and Armor Proficiency
A bravo is proficient with all simple and martial weapons and with light armor and shields (except town shields). Many bravo class features refer to bravo weapons, which are light and one-handed melee weapons he is proficient in not wielded two-handed or in an off-hand.
Feint (Ex)
The bravo gains Improved Feint as a bonus feat, even if he does not meet the prerequisites, while he wields a bravo weapon. A bravo adds his level to Bluff checks he mades to feint in combat, as well as to the DC for another to feint him.
Fighting Style (Ex)
The bravo learns different fighting fighting styles to better take advantage of his opponent and the terrain, by studying with another or on his own. Below are listed five of the most popular styles, identified by the name of the sword master who developed the style and the animal that symbolize the it's spirit. At 1st a bravo selects one fighting style he has learned from the list below. While he has learned all the principles defining the style, he is limited by the length of time he can maintain the focus needed to exemplify it. A bravo can maintain a fighting style for a number of rounds per day equal to 4 + his Intelligence modifier, plus 2 additional rounds per level he has attained. Entering a fighting style is a swift action. Ending a fighting style is a free action. A fighting style ends if the bravo is immobilized or helpless.
While in a fighting style the bravo gains a +2 competence bonus to attack rolls with bravo weapons, CMD, and the specific benefit and skills listed in the fighting style. An exception is Silveri, whose specific benefit is bonus to base speed. The skill bonuses are retained for a number of minutes equal to his Intelligence modifier after the fighting style ends or until he attacks. The benefits of a fighting style apply only when be is wearing no armor or light armor and does not carry a medium or heavy load.
-Aldori (Fox): saving throws, Bluff and Sense Motive.
-Broylin (Cobra): damage rolls with bravo weapons, Climb and Swim.
-Hallov (Wolf): CMB, Disguise and Knowledge (local).
-Lannish (Lion): AC, Diplomacy and Intimidate.
-Silveri (Hare): +10 bonus to base speed, Acrobatics and Escape Artist.
At 5th level and every four levels thereafter he learns one additional fighting style. At 6th level and every six levels thereafter the competence bonus associated with the fighting style go up by 1. An exception is Silveri, whose bonus to base speed increases by 5 feet. The bravo can only gain the benefits of one fighting style at a time and they end if he enters a new one.
Opportune Attack (Ex)
The bravo takes can take advantage of opponents who cannot defend themselves. His attacks with bravo weapons deal extra damage equal to his level anytime his target would be denied a Dexterity bonus to AC.
AC Bonus (Ex)
The bravo uses distracting and suggestive movement to confuse and mislead his foes. Beginning at 2nd level, the bravo adds his Charisma bonus as a dodge bonus to his AC. He loses this bonus if he wears armor or carries a medium or heavy load. The bravo also gains a +1 dodge bonus to AC at 4th level and every four bravo levels thereafter, up to a maximum of +5 at 20th level. He loses this bonus if he wears medium or heavy armor or carries a medium or heavy load.
Bonus Feat (Ex)
Words are meaningless without the ability to enforce. At 2nd level every four levels thereafter, a bravo gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats.
Agile Strike (Ex)
Riding the fine line between force and finesse, at 3rd level the bravo applies his dexterity modifier to damage rolls with bravo weapons, in addition to his strength modifier.
Opportune Action (Ex)
A bravo learns to recognize an opportune moment and acts when one presents itself. At 3rd level he adds his Intelligence bonus as a dodge bonus to his AC against attacks of opportunity.
Élan (Ex)
At 4th level, a bravo gains a pool of points - representing his skill, style, and spirit - used to accomplish amazing deeds. The number of élan in this pool is equal to 1/2 his bravo level + his Charisma modifier. As long as he has at least 1 point of élan remaining, a bravo can make a charisma check to stabilize, instead of a constitution check.
By spending 1 point of élan, a bravo can perform one of the following actions:
-Feint: as a swift action, he can feint an opponent.
-Guile: when making a Charisma-based check, he may add half his level as a luck bonus to the roll.
-Lunge: as a standard action, he can move one quarter his speed and make a single attack with a bravo weapon.
-Maneuver: as a move action, he gains half his level as a luck bonus to the CMB of a single dirty trick, disarm, or reposition attempt made before the end of the round.
-Parry: as an immediate action while he wields a bravo weapon, he gains half his level as a luck bonus to AC against a single melee attack that has just been made against him.
-Riposte: he can make an attack of opportunity with a bravo weapon against an opponent who just missed him with an attack.
-Stunt: when making a Dexterity-based check, he may add half his level as a luck bonus to the roll.
Compound Attack (Ex)
By performing a series of false attacks, a bravo attempts to gain an advantage over his opponent. At 6th level, as a standard action, he can attempt to feint and then make a single melee attack with a bravo weapon.
Superior Feint (Ex)
A bravo masterfully confounds and deceives his foes. At 7th level, he gains Greater Feint as a bonus feat, even if he does not meet the prerequisites. An opponent under the effect of the bravo's feint cannot make attacks of opportunity against him.
Surprise Maneuver (Ex)
At 8th level the bravo can attempt a dirty trick, disarm, or reposition combat maneuver as an immediate action against an opponent who has missed him with an attack, without provoking an attack of opportunity. The bravo can not attempt a surprise maneuver on the same opponent more than once in a 24-hour period.
Improved Compound Attack (Ex)
At 11th level, as a standard action, the brave can attempt to feint and then make a single attack with a bravo weapon, rolling two times and using the highest result.
Deadly Strike (Ex)
Beginning at 12th level, the bravo becomes a deadly force in a battle fought on his terms. The critical multiplier of his bravo weapons increases by one while he is in a fighting style.
Rapid Adaptation (Ex)
The greatest bravos adapt to danger before it can strike. Beginning at 15th level, the bravo can enter a fighting style as an immediate action.
Greater Compound Attack (Ex)
At 16th, as a standard action, the bravo can attempt to feint and then make a single attack with a bravo weapon, rolling three times and using the highest result.
Master of Five Styles (Ex)
Having mastered the styles of the greatest sword-masters, he is now a master in his own right and blends them together seamlessly. Beginning at 19th level, a bravo can enter a fighting style without ending the effects of another, gaining the benefits of each. Maintaining more than one fighting style in this way consumes a proportionate number of additional rounds.
True Élan (Ex)
At 20th level, the bravo's élan is nigh unstoppable. The first time a bravo would spend an élan each round, that point is not spent.