Homebrew Archetype - Scout Swashbuckler


Homebrew and House Rules


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Hey all.

I've been working on an archetype for swashbucklers that emphasizes mobility and speed in a way I feel the base class doesn't already have. I tied it together with elements of the 3.X class of the same name. Be aware that I do intend for this archetype to be generally a bit stronger than the base swashbuckler kit, but without going to far overboard. In some ways, I think this archetype can be a bit of a hotfix to the class in general. I want some critique and suggestions, specifically on the following:

  • Is the archetype abuse-able?
  • Would you play it?
  • What is it missing? What can we change?
Anyways, here's the gist of it.

Scout
Battle Fortitude
At 2nd level, the scout gains a +2 bonus on fortitude saving throws and to her CMD. These bonuses increase to +3 at 10th level and +4 at 18th level. This ability replaces charmed life.

Moving Target
At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor during a round where she moves at least 10ft. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level). This ability replaces Nimble.

Fast Movement
At 6th level, the scout gains a +10ft enhancement bonus to her speed. This benefit only applies while in light or no armor, and while carrying no heavier than a light load. At level 14, the enhancement bonus increases to +20ft.

Deeds
Skirmish (Ex): At 1st level, the scout can spend 1 panache point when taking a 5-foot step during her turn to instead move 10 feet. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. This dead replaces Dodging Panache.

Skirmishing Strike (Ex): Unlike other Swashbucklers, a scout uses her momentum to deliver deadly attacks to her foes. This deed acts like Precise Strike, except that to use this deed, a scout must have moved at least 10ft from where she ended her last turn, and may attack with her other hand. While using Two-Weapon Fighting, the scout instead adds only 1/2 her swashbuckler level to damage using this deed. She still cannot use a shield other than a buckler. This ability alters Precise Strike.

Acrobatic Assault (Ex): At 15th level, the scout can spend 1 panache point to make an acrobatic assault as a full round action. The scout moves up to her speed and at any point during this movement, she can stop moving and immediately make a melee attack against each enemy adjacent to her. For each enemy she hits, she can force that enemy to clumsily attack one of its allies. Each creature hit by the scout must take an opportunity attack (if available) against one of its allies within reach. The scout’s movement with this deed provokes attacks of opportunity as normal. This deed replaces Dizzying Defense.


Dotted for interest. I don't feel like pulling out the ACG right now to compare to the base Swashbuckler, but perhaps later I will.


I've updated the Moving Target ability slightly.

Moving Target
At 3rd level, the scout becomes hard to hit while on the move. When the scout moves 10ft or more in a round, she gains a +1 dodge bonus to her armor class and a +2 bonus on acrobatics checks to move through threatened squares. This benefit only applies while in light or no armor, and while carrying no heavier than a light load. Every 4 levels after 3rd level, each of these bonuses increases by +1. This ability replaces Nimble.

This is due to the fact that you're going to provoke a ton with this archetype, acrobatics dc's are CRAZY high. This ability would give an additional +6 on them by level 20, which should be helpful.

I don't really like the bonus to CMD on Battle Fortitude, but I'm not sure if I did something like... +2 to fortitude and fear saving throws would be too strong.


I've been told elsewhere that "moving and attacking will fall behind because you don't get iteratives and you'll always be provoking."

So here's my response. It's fun and creative, but probably controversial.

Dual Strike
At 8th level, the scout learns to forsake defense at the expense of offense. Once each round when the scout makes a melee attack, she choose to forgo any dodge bonus to AC until the start of her next turn in order to make one additional attack at the same time. Both attacks take a -5 penalty to hit, unless made using two-weapon fighting (and reduced precise strike damage). This additional attack cannot be combined with a full-attack action. At 16th level, the scout no longer loses her dodge bonus to AC, and can use this ability twice each round (although only once per attack). This ability replaces the bonus feats at 8th and 16th level.

EDIT: I might reword it to make this ability unusable during turns where you full attack, as the synergy with full attack > opportune parry and riposte might be much.

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