Difference between revisions of "Swashbuckler (3.5e Class)"

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m (Text replace - "AoO" to "{{AoO|a}}")
(Did most of the update. Need to expand the skill list, Still. Would appreciate error-checking, most likely found in ability order down below.)
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'''Alignment:''' Any
 
'''Alignment:''' Any
  
'''Starting Gold:''' 5d8×10 gp (240).
+
'''Starting Gold:''' 8d4×10 gp (200).
  
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]]
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]]
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|-
 
|-
 
|1st||class="left" | +1 || +0 || +2 || +0
 
|1st||class="left" | +1 || +0 || +2 || +0
| class="left" | [[#Fencing|Fencing]], [[#Your Opponent is Me!|Your Opponent Is Me!]]
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| class="left" | [[#Fencing|Fencing]], [[#Your Opponent is Me!|Your Opponent Is Me!]], [[#Witty Repartee|Witty Repartee]], Thrust
 
|-
 
|-
 
|2nd||class="left" | +2 || +0 || +3 || +0
 
|2nd||class="left" | +2 || +0 || +3 || +0
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|-
 
|-
 
|3rd||class="left" | +3 || +1 || +3 || +1
 
|3rd||class="left" | +3 || +1 || +3 || +1
| class="left" | [[#Acrobatic Charge|Acrobatic Charge]], [[#Stylish Hat|Stylish Hat]]
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| class="left" | [[#Acrobatic Charge|Acrobatic Charge]], [[#Witty Repartee|Retort]]
 
|-
 
|-
 
|4th||class="left" | +4 || +1 || +4 || +1
 
|4th||class="left" | +4 || +1 || +4 || +1
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|-
 
|-
 
|5th||class="left" | +5 || +1 || +4 || +1
 
|5th||class="left" | +5 || +1 || +4 || +1
| class="left" | [[#Power Slide|Power Slide]], [[#Constant Cover|Constant Cover]]
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| class="left" | [[#Power Slide|Power Slide]], [[#Witty Repartee|Banter]]
 
|-
 
|-
 
|6th||class="left" | +6/+1 || +2 || +5 || +2
 
|6th||class="left" | +6/+1 || +2 || +5 || +2
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|-
 
|-
 
|7th||class="left" | +7/+2 || +2 || +5 || +2
 
|7th||class="left" | +7/+2 || +2 || +5 || +2
| class="left" | [[#Distraction|Distraction]], [[#Ridiculous Attire|Ridiculous Attire]]
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| class="left" | [[#Distraction|Distraction]], [[#Witty Repartee|Double-Entente]]
 
|-
 
|-
 
|8th||class="left" | +8/+3 || +2 || +6 || +2
 
|8th||class="left" | +8/+3 || +2 || +6 || +2
| class="left" | [[#I Had Three Knives|I Had Three Knives]], [[#Death Parrot|Death Parrot]]
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| class="left" | [[#Swashbuckler's Slide|Swashbuckler's Slide]], [[#Ridiculous Attire|Ridiculous Attire]]
 
|-
 
|-
 
|9th||class="left" | +9/+4 || +3 || +6 || +3
 
|9th||class="left" | +9/+4 || +3 || +6 || +3
| class="left" | [[#Master of Escape|Master of Escape]], [[#Whirlwind|Whirlwind]]
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| class="left" | [[#Master of Escape|Master of Escape]], [[#Witty Repartee|Deadly Insinuation]]
 
|-
 
|-
 
|10th||class="left" | +10/+5 || +3 || +7 || +3
 
|10th||class="left" | +10/+5 || +3 || +7 || +3
| class="left" | [[#Witty Repartee|Witty Repartee]], [[#Thrice Keelhauled|Thrice Keelhauled]]
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| class="left" | , [[#Whirlwind|Whirlwind]]
 
|-
 
|-
 
|11th||class="left" | +11/+6/+6 || +3 || +7 || +3
 
|11th||class="left" | +11/+6/+6 || +3 || +7 || +3
| class="left" | [[#Control Ropes and Rigging|Control Ropes and Rigging]]
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| class="left" | [[#Control Ropes and Rigging|Control Ropes and Rigging]], [[#Witty Repartee|Au Contraire]]
 
|-
 
|-
 
|12th||class="left" | +12/+7/+7 || +4 || +8 || +4
 
|12th||class="left" | +12/+7/+7 || +4 || +8 || +4
| class="left" | [[#Dread Pirate Tales|Dread Pirate Tales]], [[#Legendary Booty|Legendary Booty]]
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| class="left" | [[#Dread Pirate Tales|Dread Pirate Tales]], [[#Mass Tie-Down|Mass Tie-Down]]
 
|-
 
|-
 
|13th||class="left" | +13/+8/+8 || +4 || +8 || +4
 
|13th||class="left" | +13/+8/+8 || +4 || +8 || +4
| class="left" | [[#Arm's Length|Arm's Length]], [[#Catch Me If You Can|Catch Me If You Can]]
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| class="left" | [[#Catch Me If You Can|Catch Me If You Can]], [[#Witty Repartee|En garde!]]
 
|-
 
|-
 
|14th||class="left" | +14/+9/+9 || +4 || +9 || +4
 
|14th||class="left" | +14/+9/+9 || +4 || +9 || +4
| class="left" | [[#Menacing Visage|Menacing Visage]], [[#En Garde!|En Garde]]
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| class="left" | [[#Arm's Length|Arm's Length]], [[#I'm On a Boat|I'm On a Boat]]
 
|-
 
|-
 
|15th||class="left" | +15/+10/+10 || +5 || +9 || +5
 
|15th||class="left" | +15/+10/+10 || +5 || +9 || +5
| class="left" | [[#Foil Action|Foil Action]], [[#Rapier Wit|Rapier Wit]]  
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| class="left" | [[#Booty Seeker|Booty Seeker]], [[#Witty Repartee|Rapier Wit]]
 
|-
 
|-
 
|16th||class="left" | +16/+11/+11/+11 || +5 || +10 || +5
 
|16th||class="left" | +16/+11/+11/+11 || +5 || +10 || +5
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|-
 
|-
 
|17th||class="left" | +17/+12/+12/+12 || +5 || +10 || +5
 
|17th||class="left" | +17/+12/+12/+12 || +5 || +10 || +5
| class="left" | [[#Razor's Edge|Razor's Edge]]  
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| class="left" | [[#Razor's Edge|Razor's Edge]], [[#Witty Repartee|Touche!]]
 
|-
 
|-
 
|18th||class="left" | +18/+13/+13/+13 || +6 || +11 || +6
 
|18th||class="left" | +18/+13/+13/+13 || +6 || +11 || +6
| class="left" | [[#The Immortal Dread Pirate Lives On!|The Immortal Dread Pirate Lives On!]]
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| class="left" | [[#Bladestorm|Bladestorm]]
 
|-
 
|-
 
|19th||class="left" | +19/+14/+14/+14 || +6 || +11 || +6
 
|19th||class="left" | +19/+14/+14/+14 || +6 || +11 || +6
| class="left" | [[#One More Thing|One More Thing]]  
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| class="left" | [[#One More Thing|One More Thing]], [[#Witty Repartee|Cliche!]]
 
|-
 
|-
 
|20th||class="left" | +20/+15/+15/+15 || +6 || +12 || +6
 
|20th||class="left" | +20/+15/+15/+15 || +6 || +12 || +6
| class="left" | [[#Untold Riches|Untold Riches]]
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| class="left" | [[#The Immortal Dread Pirate Lives On!|The Immortal Dread Pirate Lives On!]]
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
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'''Weapon and Armor Proficiency:''' Simple and Martial Weapons and any 1 Exotic Weapon, Light Armour  
 
'''Weapon and Armor Proficiency:''' Simple and Martial Weapons and any 1 Exotic Weapon, Light Armour  
  
 +
'''{{Anchor|Fencing }} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Swashbucklers are good at protecting themselves from injury. With an Immediate action, a Swashbuckler may make a melee attack roll when attacked. If the Swashbuckler rolls higher, the attack is parried and she is safe from harm. This does not work if she is wearing armour she is not proficient with.
  
'''{{Anchor|Fencing }} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Swashbucklers are good at keeping themselves safe from injury. Once per round, as an immediate action, a Swashbuckler may make a melee attack roll when attacked. If the Swashbuckler rolls higher, the attack is parried and she is safe from harm. This does not work in heavy armour.
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'''{{Anchor|Your Opponent Is Me!}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' you have to pay attention when fighting the Swashbuckler - focusing on someone else results in a loss of kidneys. Whenever the Swashbuckler successfully attacks a foe in melee combat on her own turn, the foe must either successfully attack her or take the Full Defence before their next turn. If they fail to do this, she has the Edge against them and denies them their Dexterity bonus to Armour Class.  
 
 
'''{{Anchor|Your Opponent Is Me!}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' You have to pay attention to a Swashbuckler when fighting her, as even losing concentration for a moment will mean your kidneys get turned into kebabs. Whenever the Swashbuckler successfully strikes a foe in melee combat on her own turn, they must either successfully attack her or take the Full Defence Action before her next turn. Otherwise, when she attacks, she treats them as flat-footed and deals bonus damage equal to her class level per hit.
 
 
 
'''{{Anchor|Combat Climbing}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Swashbuckler gains a Climb speed equal to her land speed, along with all the benefits. She needn't even hang on with her hands, and can fight just fine hanging upside-down. When she fights while climbing, enemies who lack a Climb speed take a -4 penalty to strike her, due to being unaccustomed to such a fighting style. This does not work in any armor heavier than light.
 
 
 
'''{{Anchor|Tie-Down}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' It's hard to move about when fighting a swashbuckler. Anyone she strikes in melee combat during her turn must make an opposed attack roll. If they fail, they are treated as Entangled until the start of her next turn. If they fail by 10 or more, they are also unable to move around (but can still act, they just can't move from one square to another).  
 
  
'''{{Anchor|Acrobatic Charge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' With a DC 15 Tumble or Balance check (her choice), the Swashbuckler can charge in a zig-zag or curve, ignoring hazards lying in the path. This ability does not work in heavy armor or when heavily encumbered.  
+
'''{{Anchor|Witty Repartee}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Every odd-numbered level, the Swashbuckler gains various abilities that fall under the title of "Witty Repartee". These all work only when directing all attacks against one foe that round, and prevent her from making Attacks of Opportunity against other opponents until her next turn:
 +
* Thrust: all attacks gain +1 to hit and damage
 +
* Retort: the damage bonus increases to equal her Charisma bonus
 +
* Banter: she may add her Charisma bonus to her Armour Class against that foe
 +
* Double-Entente: the damage bonus increases to equal her Bluff modifier
 +
* Deadly Insinuation: she may make Bluff checks instead of attack rolls - these do not auto-fail on 1 or auto-succeed on 20, but can still threaten critical hits
 +
* Au Contraire: she may make one Bluff check and, if it is higher than her Armour Class, it replaces her Armour Class against that foe
 +
* En garde!: the damage bonus becomes a Bluff check. On a critical hit, the d20 is not multiplied, as normal, but the Bluff modifier is.  
 +
* Rapier Wit: her critical threat range and multiplier are both doubled
 +
* Touche: she may replace her Saving Throws with Bluff checks, but only against effects from that foe.  
 +
* Cliche: all attacks deal 2 Strength, Dexterity and Constitution damage
  
'''{{Anchor|Stylish Hat }} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Pirates wear stylish hats. This grants a +4 "You're Shitting Me" bonus on Bluff, Diplomacy, Gather Information and Perform checks. Furthermore, if she throws the hat (a Swift action), everyone paying attention to her (foes in squares she threatens or vice versa) must make a Reflex save (Charisma-based) or lose their concentration for a moment, provoking an Attack of Opportunity.  
+
'''{{Anchor|Combat Climbing}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' the second-level Swashbuckler gains a Climb speed equal to her Land Speed, along with all the benefits of a Climb Speed. She needn't even hang on with her hands, and can fight just fine hanging upside-down. When she fights while climbing, enemies who lack a Climb speed take a -4 penalty to attack rolls against her, due to being unaccustomed to her strange fighting style. This ability does not work if she is wearing armour with which she is not proficient.  
  
'''{{Anchor|I'm Not Left Handed}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Swashbuckler gains the benefits of the Two Weapon Fighting feat. If she already has this feat, or gets it later, she gains the ability to multiple Fencing parries a round, at a cost of an Attack of Opportunity per parry attempt. This is still an immediate action.
+
'''{{Anchor|Tie-Down}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' at second level, the Swashbuckler can keep an opponent locked up, unable to run off and attack anyone else. Anyone she strikes in melee combat during her turn must make an Escape Artist check, opposed by her Attack roll. If they fail, they are Entangled until the start of her next turn. If they fail by 10 or more, they are also Anchored for the duration.  
  
'''{{Anchor|Combat Sidle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Once per round, when a foe starts in a square she threatens and makes a 5' step, the swashbuckler may move as well, to keep up with the foe. Additionally, her normal 5' steps become 10' steps, and can be increased to 15' with a DC 25 Balance check.
+
'''{{Anchor|Acrobatic Charge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' starting at third level, the Swashbuckler need not charge the shortest distance or even in a straight line - she may turn corners, zig-zag, charge foes other than the nearest and so on. Doing so requires a DC 15 Tumble check, and cannot be attempted if she is wearing armour with which she is not proficient.  
  
'''{{Anchor|Power Slide}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If Swashbuckler takes damage from an attack, he may allow himself to be flung backwards, thereby lessening the impact. He may make a Balance check with a DC equal to the damage inflicted and if she succeeds, he suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. He is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. If there is not enough space for him to move, he suffers a d6 of damage for each square not moved. If he passes through an occupied square, the Swashbuckler would have to make a tumble check to avoid attacks of opportunity.
+
'''{{Anchor|I'm Not Left Handed}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' at level four, the Swashbuckler gains the Two Weapon Fighting feat. If she already possesses this feat, she may expend Attacks of Opportunity for additional Parries each turn. She may, at a later date, spend a feat on Two Weapon Fighting (even though she now has it) so as to gain this added benefit.  
  
If this ability is gained from another class, then the Swashbuckler may choose to increase or decrease the total distance moved by 50% (so a Power Slide that negated 12 points of damage can cause him to move 5’, 10’, or 15’ at her choice). Does not work in heavy armour or when heavily encumbered.  
+
'''{{Anchor|Combat Sidle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' starting at level four, any time an adjacent foe makes a 5' step of adjustment, the Swashbuckler may also do so. Additionally, her own 5' steps of adjustment increase to 10', and may be improved to 15' with a DC 25 Balance check. This ability does not work when wearing armour with which she is not proficient.  
  
'''{{Anchor|Constant Cover }} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' There is always some kind of cover to protect the swashbuckler. She benefits from 1/4 cover at all times, unless there is more cover, in which case she uses that instead. With a DC 35 Tumble check as an Immediate action, she can increase this to 1/2 cover for the duration of the attack she interrupts.  
+
'''{{Anchor|Power Slide}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' whenever hit by a physical attack, the fifth-level Swashbuckler can elect to slide back to halve the damage. She moves back 5' for every 5 damage negated in this way, directly opposite the attacker. If she cannot complete the movement due to something being in the way, she suffers 1d6 damage for every 5' she doesn't complete. This ability cannot be performed in armour with which she is not proficient.  
  
 
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If a swashbuckler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Does not work if heavily encumbered or wearing medium or heavy armour.
 
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If a swashbuckler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Does not work if heavily encumbered or wearing medium or heavy armour.
  
'''{{Anchor|Close Quarters Fighting}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Swashbucklers can fight normally when grappled or pinned, and do not lose their Dex bonus to AC. People can still hurt her in a grapple, constrict her by winning grapple checks, etc. However she is not flat-footed to others, they are flat to her, and she can move around, use two-handed weapons. Effectively it's like not being grappled, except she can still be chokeslammed. Additionally, she can fight without penalty in cramped conditions. These abilities do not work when wearing medium or heavy armor.
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'''{{Anchor|Close Quarters Fighting}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' as long as the sixth-level Swashbuckler is not wearing armour with which she is not proficient, she does not suffer penalties for fighting in cramped conditions, and is not denied her Dexterity bonus to Armour Class when in a grapple.  
 
 
'''{{Anchor|Distraction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Whenever she strikes a foe, she is considered to have the Edge against them until they strike her.  
 
  
'''{{Anchor|Ridiculous Attire}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' All pirates, by law, are required to dress in a ridiculous manner, with the exception of female pirates, who must dress both ridiculous and sexy. At either rate, enemies have a hard time actually taking their garb seriously. During the first round of combat, as well as the surprise round if there is one, all foes that can see her take a penalty to attack rolls equal to the swashbuckler's Charisma modifier.  
+
'''{{Anchor|Distraction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' starting at seventh level, the Swashbuckler is good at keeping people distracted. If anyone is in a square she threatens, she is considered to be Flanking them even if she isn't. Additionally, any time she strikes a foe, everyone else has the Edge on that foe until her next turn.  
  
'''{{Anchor|I Had Three Knives }} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Swashbucklers always have another weapon. They gain a special "Other weapon" attack in melee combat, unless very carefully searched beforehand, involving 10 minutes, rubber gloves and a Search check (DC 25 + Swashbuckler's level + her Dex mod). This attack is made at her highest attack bonus, and deals damage as a +1 dagger, though it always catches foes flat-footed. This becomes a +1 Keen weapon at level 12, a +2 Keen weapon at level 16, and a +2 Keen Wounding weapon at level 20. As if you cared. The weapon can not be pulled out and used when wearing medium or heavy armour.  
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'''{{Anchor|Swashbuckler's Slide}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' starting at level eight, the Swashbuckler is used to sliding about on slippery surfaces of rocking ships with hazards everywhere. When using Power Slide, she needn't move directly away from the attacker and can even change directions - she simply has to end further away from the attacker than she started.  
  
'''{{Anchor|Death Parrot}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The swashbuckler gains a parrot as an animal companion. If it dies, another takes its place the next day. Use the stats for a raven, except that it gains +3d6 Sneak Attack damage and a special Rake attack that deals 2d4 damage and, on a critical hit, permanently Blinds the target. It has Improved Evasion when sharing the swashbuckler's square.  
+
'''{{Anchor|Ridiculous Attire}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' all pirates are required by law to dress in a ridiculous manner, with the exception of female pirates, who have to dress ridiculous and ''sexy''. Starting at level eight, in the first round of any combat, all foes take a penalty to hit the Swashbuckler equal to her Charisma modifier.  
  
'''{{Anchor|Master of Escape}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The swashbuckler can never be pinned down. Any Escape Artist check may be made as a Standard action that does not provoke, and she may make Epic checks at the following DCs: Extremely Tight Space (a chimney, a glass jar, someone's anus) DC 30, Walls of Force DC 40 or Caster Level + 5, whichever is higher. She also gains a +8 bonus to escape a grapple. None of this applies when wearing heavy armour or when heavily encumbered.  
+
'''{{Anchor|Master of Escape}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' the ninth-level Swashbuckler can never be Pinned down. Any Escape Artist check may be made as a Standard action that does not provoke, and she may make Epic checks at the following DCs: Extremely Tight Space (a chimney, a glass jar, someone's anus) DC 30, Walls of Force DC 40 or Caster Level + 5, whichever is higher. She also gains a +8 bonus to escape a Grapple. None of this applies when wearing armour she is not proficient with.  
  
 
'''{{Anchor|Whirlwind}}:''' The swashbuckler receives this as a bonus feat. If she already has this feat she may select another [Combat] feat instead.  
 
'''{{Anchor|Whirlwind}}:''' The swashbuckler receives this as a bonus feat. If she already has this feat she may select another [Combat] feat instead.  
  
'''{{Anchor|Witty Repartee}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When making a melee attack, as long as she can speak, the swashbuckler can utilise Witty Repartee. A single foe must be designated, and attacks against this foe receive additional damage equal to a Bluff check (make the check once at the start of the round). The opponent can only nullify this by making a higher Bluff check than her original one.
+
'''{{Anchor|Control Ropes and Rigging}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' starting at eleventh level, the Swashbuckler can animate and control any rope as though casting the spell Animate Rope. She can also throw rope up to 50' away with no range penalty.  
 
 
'''{{Anchor|Thrice Keelhauled}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Pirates are used to being keelhauled, it's a hobby to them. The Swashbuckler can breathe underwater and on land, and gains a Swim speed equal to double her land speed, along with all the usual benefits. While in the water, when fighting foes who do not have a Swim speed - even if they are on land - she always has the Edge.
 
 
 
'''{{Anchor|Control Ropes and Rigging}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Swashbucklers can control ropes exactly like an Erinyes.
 
 
 
'''{{Anchor|Dread Pirate Tales}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Word has spread of the terrors of the swashbuckler. When a swashbuckler makes it known who she is, she may immediately make an Intimidate check against everyone within 60'. Against those who would be merely impressed, she may make a Diplomacy check instead. Any person can only be targeted once per day by this.
 
 
 
'''{{Anchor|Legendary Booty}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Whenever there's treasure, someone knows about it, and it's usually the treasure hunter that does. Whenever the issue of a particular cache of treasure or legendary item is raised, the swashbuckler may make a check to remember tales of its location: roll 1d20 + class level + Int mod, against a DC of 10 (mundane treasure you don't care about at this level), 20 (minor magic items), 25 (good stuff for your level) or 30 (artifacts, plot items and crazy-good items).
 
  
Additionally, many swashbucklers have legendary booty of another kind, if you know what I mean. Everyone wants to plunder this booty, if you know what I mean. As long as she wears tight-fitting pants (or forgoes them), foes of a swashbuckler are subject to Fascination if they fail a Will save (CHA-based). This lasts until she leaves their sight or someone attacks them. Those who would find her physically unattractive (pre-established criteria aside, assume every NPC is straight and easy) or who also have this ability gain a +4 bonus to the save. Those who meet both requirements or are around her on a daily basis are immune.  
+
'''{{Anchor|Dread Pirate Tales}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' starting at level twelve, the Swashbuckler is so infamous that if she makes it known who she is, she can immediately make an Intimidate check against everyone in the vicinity. For those who would merely be impressed, not scared, she can instead make a Diplomacy check. Any given person can only be affected by this once per day.  
  
'''{{Anchor|Arm's Length}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The swashbuckler is good at holding people at sword-point. Entering a square she threatens provokes attacks of opportunity from her, subject to all the same conditions as leaving a threatened square. If the {{AoO|a}} hits by more than 5, the target is forced back.  
+
'''{{Anchor|Mass Tie-Down}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' at level twelve, the Swashbuckler is masterful at using rope. As long as she has enough rope to reach out to Short Range (25' + 5' per 2 levels), she can spend a Standard action making a Use Rope check. Everyone (friend and foe) within Short Range must beat this with an Escape Artist check or be Entangled until the start of her next turn. If they fail by 10 or more, they are also Anchored for the duration. If she lacks sufficient rope, she can still do this, but the range is capped by the length of the rope.  
  
'''{{Anchor|Catch Me If You Can}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The swashbuckler gains a +10' Enhancement bonus to all movement speeds when wearing Light or no armour, and only lightly encumbered. Additionally, with a move action she may gain the benefits of [[SRD:Freedom of Movement|Freedom of Movement]] for one full round.  
+
'''{{Anchor|Arm's Length}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' at level fourteen, the Swashbuckler is such a skilled duellist that entering a square she threatens provokes Attacks of Opportunity from her. If the attack hits, the target is forced back 5' and their movement ends.  
  
'''{{Anchor|Menacing Visage }} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' It's not that the pirate necessarily looks scary, but her reputation is so fierce that people associate her face with terror. When she reveals her face to enemies, they must make a Will save (CHA based) or Panic for 1d4 rounds, then Cower for a number of rounds equal to her Charisma modifier. Any person only needs to attempt this save once per 24 hours. Whether they succeed or fail the save they cannot be affected again in the meantime.
+
'''{{Anchor|Catch Me If You Can}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' starting at thirteenth level, the Swashbuckler gains a +10' bonus to her Base Speed. When Retreating or Running, this increases to a +50' bonus. Additionally, with a Move-Equivalent action, she gains the benefits of Freedom of Movement for a round.  
  
'''{{Anchor|En Garde!}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Swashbucklers are amazing at dueling with their foes. Whenever she strikes someone who she has the Edge Against, they drop whatever is in their hands.
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'''{{Anchor|I'm On a Boat }} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' at fourteenth level, the Swashbuckler just flat-out has an awesome galleon with cannons and crew. Honestly, the game should lead up to this happening, rather than "I woke up and there was this ship here."
  
'''{{Anchor|Foil Action}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 15th level Swashbuckler may attempt to monkeywrench any action an opponent is taking. The Swashbuckler may throw sand into a beholder's eye, bat aside a key spell component, strike a weapon hand with a thrown object, or flash the wizard as he begins his spell, but the result is the same: the opponent's action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended. A Swashbuckler must be within 30 feet of her opponent to use this ability, and must hit with a touch attack or ranged touch attack. Using Foil Action is an Immediate action. A Swashbuckler may not wait until an action is partially completed before deciding to attempt to foil the action, but must instead attempt to foil an action as it is declared. Note that this means that a Swashbuckler may not foil a Full Attack (because it is not declared until after it has already begun), nor may he foil a move or charge action that began out of range. This does not work when wearing Heavy armor.  
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'''{{Anchor|Booty Seeker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' at level fifteen, the Swashbuckler just has a lot of treasure, at least a hundred thousand GP worth of coins, gems and similar. Furthermore, she can innately sense any gathering of wealth valued at more than a quarter-million GP within 1 mile and any Artefact within 10 miles. Also, if trying to pick up, such as in a bar, she automatically finds attractive partners - and gains a +10 bonus on Gather Information checks to track down targets/get information on people who are considered attractive.
  
'''{{Anchor|Rapier Wit}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When attacking a foe she has the Edge against and using Witty Repartee, the swashbuckler may make Bluff checks instead of Attack rolls, and enjoys a doubled threat range (which does not stack with Improved Critical or similar feats, but DOES stack with Keen).  
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'''{{Anchor|Razor Wind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' starting at level sixteen, the Swashbuckler moves like a very sharp wind. Any time she uses any of the abilities granted by Whirlwind (as opposed to just the bonuses), she may make a Trip attempt against every target she hits. This does not function when wearing armour she is not proficient with.  
  
'''{{Anchor|Razor Wind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When running at full speed, the swashbuckler may make a single attack roll and use this roll to make an attack against every single enemy she threatens at any point in the movement. Any foes who attempt Attacks of Opportunity but miss or are parried automatically fall prone. This cannot be done if encumbered at all or if wearing Medium or Heavy armor.  
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'''{{Anchor|Razor's Edge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' at level seventeen, those who cross the Swashbuckler are in even worse peril. Whenever her "Your Opponent Is Me!" class feature applies against a foe (she hits them and they fail to hit her or take the Full Defence), any attacks she makes against them deal an additional 4 Strength damage, and leave the foe Staggered for one round if they fail a Fortitude Save (Dexterity-based).  
  
'''{{Anchor|Razor's Edge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Now, when foes leave themselves open to the extra damage from "Your Opponent is Me!", they take more damage than normal: two times her level, plus 1 Strength damage.  
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'''{{Anchor|Bladestorm}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' at eighteenth level, the Swashbuckler can unleash a furious flurry of strikes. With a Full Round action, she make one Full Attack against every foe she threatens. She also gains a total number of bonus attacks (at her highest attack bonus, to be distributed amongst the targets as she sees fit) equal to her Charisma bonus.  
  
'''{{Anchor|The Immortal Dread Pirate Lives On!}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' When killed, a swashbuckler continues to fight while dead. Feel free to continue tracking damage, but it doesn't actually do anything (and she gains a Hardness rating, being a dead body). After one minute, she reverts to actually being dead, but becomes a Ghost for free.
 
  
'''{{Anchor|One More Thing}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At the end of the swashbuckler's turn, make a note of every foe she successfully hit. She may make one additional attack against each of them, regardless of how often she hit any given target.  
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'''{{Anchor|One More Thing}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' starting at nineteenth level, the Swashbuckler is good at putting the boot in. For all of her foes, being Tripped, Entangled, Disarmed, Bullrushed, Grappled or hit by Witty Repartee provokes an Attack of Opportunity from her.  
  
'''{{Anchor|Untold Riches}} ([[SRD: Special Abilities Overview#Extraordinary|Ex]]):''' At level 20 the Swashbuckler gets so rich that she wins the game.
 
  
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'''{{Anchor|The Immortal Dread Pirate Lives On!}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' at level twenty, the Swashbuckler becomes Ageless - she is always in the prime of her youth, will not die of old age, and does not get bonuses or penalties for age. If slain, she still fights on for one minute, functioning just as normal, but with a Hardness rating for being a corpse. After the minute, she dies properly, but becomes a Ghost for free, with all equipment worn at time of death becoming Ghost Touch.
  
  

Revision as of 04:43, 19 October 2011

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Adopter: Genowhirl (talk)
Original Author: Koumei (talk)
Date Created: October 16, 2009
Status: Complete
Editing: Working on it
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Swashbuckler

The flashy nautical type who radiates personality and sexiness, and fights with flash and panache while dashing all over the place.

Making a Swashbuckler

Abilities: You want high dexterity and charisma. Constitution and Intelligence help, too.

Races: Any.

Alignment: Any

Starting Gold: 8d4×10 gp (200).

Starting Age: As rogue

Table: The Swashbuckler

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Fencing, Your Opponent Is Me!, Witty Repartee, Thrust
2nd +2 +0 +3 +0 Combat Climbing, Tie-Down
3rd +3 +1 +3 +1 Acrobatic Charge, Retort
4th +4 +1 +4 +1 I'm Not Left Handed, Combat Sidle
5th +5 +1 +4 +1 Power Slide, Banter
6th +6/+1 +2 +5 +2 Evasion, Close Quarters Fighting
7th +7/+2 +2 +5 +2 Distraction, Double-Entente
8th +8/+3 +2 +6 +2 Swashbuckler's Slide, Ridiculous Attire
9th +9/+4 +3 +6 +3 Master of Escape, Deadly Insinuation
10th +10/+5 +3 +7 +3 , Whirlwind
11th +11/+6/+6 +3 +7 +3 Control Ropes and Rigging, Au Contraire
12th +12/+7/+7 +4 +8 +4 Dread Pirate Tales, Mass Tie-Down
13th +13/+8/+8 +4 +8 +4 Catch Me If You Can, En garde!
14th +14/+9/+9 +4 +9 +4 Arm's Length, I'm On a Boat
15th +15/+10/+10 +5 +9 +5 Booty Seeker, Rapier Wit
16th +16/+11/+11/+11 +5 +10 +5 Razor Wind
17th +17/+12/+12/+12 +5 +10 +5 Razor's Edge, Touche!
18th +18/+13/+13/+13 +6 +11 +6 Bladestorm
19th +19/+14/+14/+14 +6 +11 +6 One More Thing, Cliche!
20th +20/+15/+15/+15 +6 +12 +6 The Immortal Dread Pirate Lives On!

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features

All of the following are class features of the Swashbuckler.

Weapon and Armor Proficiency: Simple and Martial Weapons and any 1 Exotic Weapon, Light Armour

Fencing (Ex): Swashbucklers are good at protecting themselves from injury. With an Immediate action, a Swashbuckler may make a melee attack roll when attacked. If the Swashbuckler rolls higher, the attack is parried and she is safe from harm. This does not work if she is wearing armour she is not proficient with.

Your Opponent Is Me! (Ex): you have to pay attention when fighting the Swashbuckler - focusing on someone else results in a loss of kidneys. Whenever the Swashbuckler successfully attacks a foe in melee combat on her own turn, the foe must either successfully attack her or take the Full Defence before their next turn. If they fail to do this, she has the Edge against them and denies them their Dexterity bonus to Armour Class.

Witty Repartee (Ex): Every odd-numbered level, the Swashbuckler gains various abilities that fall under the title of "Witty Repartee". These all work only when directing all attacks against one foe that round, and prevent her from making Attacks of Opportunity against other opponents until her next turn:

  • Thrust: all attacks gain +1 to hit and damage
  • Retort: the damage bonus increases to equal her Charisma bonus
  • Banter: she may add her Charisma bonus to her Armour Class against that foe
  • Double-Entente: the damage bonus increases to equal her Bluff modifier
  • Deadly Insinuation: she may make Bluff checks instead of attack rolls - these do not auto-fail on 1 or auto-succeed on 20, but can still threaten critical hits
  • Au Contraire: she may make one Bluff check and, if it is higher than her Armour Class, it replaces her Armour Class against that foe
  • En garde!: the damage bonus becomes a Bluff check. On a critical hit, the d20 is not multiplied, as normal, but the Bluff modifier is.
  • Rapier Wit: her critical threat range and multiplier are both doubled
  • Touche: she may replace her Saving Throws with Bluff checks, but only against effects from that foe.
  • Cliche: all attacks deal 2 Strength, Dexterity and Constitution damage

Combat Climbing (Ex): the second-level Swashbuckler gains a Climb speed equal to her Land Speed, along with all the benefits of a Climb Speed. She needn't even hang on with her hands, and can fight just fine hanging upside-down. When she fights while climbing, enemies who lack a Climb speed take a -4 penalty to attack rolls against her, due to being unaccustomed to her strange fighting style. This ability does not work if she is wearing armour with which she is not proficient.

Tie-Down (Ex): at second level, the Swashbuckler can keep an opponent locked up, unable to run off and attack anyone else. Anyone she strikes in melee combat during her turn must make an Escape Artist check, opposed by her Attack roll. If they fail, they are Entangled until the start of her next turn. If they fail by 10 or more, they are also Anchored for the duration.

Acrobatic Charge (Ex): starting at third level, the Swashbuckler need not charge the shortest distance or even in a straight line - she may turn corners, zig-zag, charge foes other than the nearest and so on. Doing so requires a DC 15 Tumble check, and cannot be attempted if she is wearing armour with which she is not proficient.

I'm Not Left Handed (Ex): at level four, the Swashbuckler gains the Two Weapon Fighting feat. If she already possesses this feat, she may expend Attacks of Opportunity for additional Parries each turn. She may, at a later date, spend a feat on Two Weapon Fighting (even though she now has it) so as to gain this added benefit.

Combat Sidle (Ex): starting at level four, any time an adjacent foe makes a 5' step of adjustment, the Swashbuckler may also do so. Additionally, her own 5' steps of adjustment increase to 10', and may be improved to 15' with a DC 25 Balance check. This ability does not work when wearing armour with which she is not proficient.

Power Slide (Ex): whenever hit by a physical attack, the fifth-level Swashbuckler can elect to slide back to halve the damage. She moves back 5' for every 5 damage negated in this way, directly opposite the attacker. If she cannot complete the movement due to something being in the way, she suffers 1d6 damage for every 5' she doesn't complete. This ability cannot be performed in armour with which she is not proficient.

Evasion (Ex): If a swashbuckler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Does not work if heavily encumbered or wearing medium or heavy armour.

Close Quarters Fighting (Ex): as long as the sixth-level Swashbuckler is not wearing armour with which she is not proficient, she does not suffer penalties for fighting in cramped conditions, and is not denied her Dexterity bonus to Armour Class when in a grapple.

Distraction (Ex): starting at seventh level, the Swashbuckler is good at keeping people distracted. If anyone is in a square she threatens, she is considered to be Flanking them even if she isn't. Additionally, any time she strikes a foe, everyone else has the Edge on that foe until her next turn.

Swashbuckler's Slide (Ex): starting at level eight, the Swashbuckler is used to sliding about on slippery surfaces of rocking ships with hazards everywhere. When using Power Slide, she needn't move directly away from the attacker and can even change directions - she simply has to end further away from the attacker than she started.

Ridiculous Attire (Ex): all pirates are required by law to dress in a ridiculous manner, with the exception of female pirates, who have to dress ridiculous and sexy. Starting at level eight, in the first round of any combat, all foes take a penalty to hit the Swashbuckler equal to her Charisma modifier.

Master of Escape (Ex): the ninth-level Swashbuckler can never be Pinned down. Any Escape Artist check may be made as a Standard action that does not provoke, and she may make Epic checks at the following DCs: Extremely Tight Space (a chimney, a glass jar, someone's anus) DC 30, Walls of Force DC 40 or Caster Level + 5, whichever is higher. She also gains a +8 bonus to escape a Grapple. None of this applies when wearing armour she is not proficient with.

Whirlwind: The swashbuckler receives this as a bonus feat. If she already has this feat she may select another [Combat] feat instead.

Control Ropes and Rigging (Su): starting at eleventh level, the Swashbuckler can animate and control any rope as though casting the spell Animate Rope. She can also throw rope up to 50' away with no range penalty.

Dread Pirate Tales (Ex): starting at level twelve, the Swashbuckler is so infamous that if she makes it known who she is, she can immediately make an Intimidate check against everyone in the vicinity. For those who would merely be impressed, not scared, she can instead make a Diplomacy check. Any given person can only be affected by this once per day.

Mass Tie-Down (Ex): at level twelve, the Swashbuckler is masterful at using rope. As long as she has enough rope to reach out to Short Range (25' + 5' per 2 levels), she can spend a Standard action making a Use Rope check. Everyone (friend and foe) within Short Range must beat this with an Escape Artist check or be Entangled until the start of her next turn. If they fail by 10 or more, they are also Anchored for the duration. If she lacks sufficient rope, she can still do this, but the range is capped by the length of the rope.

Arm's Length (Ex): at level fourteen, the Swashbuckler is such a skilled duellist that entering a square she threatens provokes Attacks of Opportunity from her. If the attack hits, the target is forced back 5' and their movement ends.

Catch Me If You Can (Ex): starting at thirteenth level, the Swashbuckler gains a +10' bonus to her Base Speed. When Retreating or Running, this increases to a +50' bonus. Additionally, with a Move-Equivalent action, she gains the benefits of Freedom of Movement for a round.

I'm On a Boat (Su): at fourteenth level, the Swashbuckler just flat-out has an awesome galleon with cannons and crew. Honestly, the game should lead up to this happening, rather than "I woke up and there was this ship here."

Booty Seeker (Ex): at level fifteen, the Swashbuckler just has a lot of treasure, at least a hundred thousand GP worth of coins, gems and similar. Furthermore, she can innately sense any gathering of wealth valued at more than a quarter-million GP within 1 mile and any Artefact within 10 miles. Also, if trying to pick up, such as in a bar, she automatically finds attractive partners - and gains a +10 bonus on Gather Information checks to track down targets/get information on people who are considered attractive.

Razor Wind (Ex): starting at level sixteen, the Swashbuckler moves like a very sharp wind. Any time she uses any of the abilities granted by Whirlwind (as opposed to just the bonuses), she may make a Trip attempt against every target she hits. This does not function when wearing armour she is not proficient with.

Razor's Edge (Ex): at level seventeen, those who cross the Swashbuckler are in even worse peril. Whenever her "Your Opponent Is Me!" class feature applies against a foe (she hits them and they fail to hit her or take the Full Defence), any attacks she makes against them deal an additional 4 Strength damage, and leave the foe Staggered for one round if they fail a Fortitude Save (Dexterity-based).

Bladestorm (Ex): at eighteenth level, the Swashbuckler can unleash a furious flurry of strikes. With a Full Round action, she make one Full Attack against every foe she threatens. She also gains a total number of bonus attacks (at her highest attack bonus, to be distributed amongst the targets as she sees fit) equal to her Charisma bonus.


One More Thing (Ex): starting at nineteenth level, the Swashbuckler is good at putting the boot in. For all of her foes, being Tripped, Entangled, Disarmed, Bullrushed, Grappled or hit by Witty Repartee provokes an Attack of Opportunity from her.


The Immortal Dread Pirate Lives On! (Su): at level twenty, the Swashbuckler becomes Ageless - she is always in the prime of her youth, will not die of old age, and does not get bonuses or penalties for age. If slain, she still fights on for one minute, functioning just as normal, but with a Hardness rating for being a corpse. After the minute, she dies properly, but becomes a Ghost for free, with all equipment worn at time of death becoming Ghost Touch.


Ex-Swashbucklers

Open taverns in ports and tell sea-faring tales of derring-do and possibly provide a setting for the next generation of Swashbucklers to begin their epic careers of buckling swashes.



Back to Main Page3.5e HomebrewClassesBase Classes

AdopterGenowhirl +
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorKoumei +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillBalance +, Bluff +, Climb +, Disable Device +, Escape Artist +, Forgery +, Gather Information +, Intimidate +, Jump +, Knowledge +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points6 +
SummaryPirates are awesome. Play a class meant to actually show that! Say hi to Cap'n Sparrow when you run into him... +
TitleSwashbuckler +
Will Save ProgressionPoor +