Swashbuckler

Description


The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making her a versatile character indeed.

Swashbucklers adventure for a variety of motivations, based on their alignment and background. Some seek to right injustices, while others seek only fame and fortune. All swashbucklers, however, share a tendency to leap into action when the call comes, regardless of their personal views.

The swashbuckler combines skill and finesse with sheer combat prowess. Though swashbucklers can't dish out quite as much damage as a typical fighter or barbarian, they tend to be more agile and mobile than most melee combatants. When she can pick her battles carefully, a swashbuckler becomes a very deadly opponent (not to mention hard to pin down). Swashbucklers also hold their own in social situations, unlike most fighters.

Like rogues, swashbucklers tend to be diverse in their outlooks, and thus in their alignments. Those who chafe under societal restrictions tend to be chaotic, while those who uphold honourable traditions may well be lawful.

Many swashbucklers come from affluent backgrounds, but anyone valuing finesse over force can become a swashbuckler, regardless of background. A common shared element among swashbucklers' backgrounds is life in an urban environment, whether the back alleys of a slum or the cultured halls of royalty. Swashbucklers tend to see other swashbucklers as rivals rather than allies, even when sharing similar goals. The swashbuckler's need for attention often outweighs her better judgment, leading either to friendly competition or even outright distrust and antipathy.

Swashbucklers are most often humans, elves, or half-elves. Humans and half-elves tend to have the daring nature required of a swashbuckler, and the natural grace of elves makes them well suited for the class. Halflings and gnomes often have the temperament to become a swashbuckler, though their slower speed works against them. Dwarves tend to prefer fighting in heavy armour with big weapons, and thus rarely become swashbucklers. Among the savage humanoids, swashbucklers are virtually unknown.

Swashbucklers prefer to work with other quick, lightly armoured characters. They get along best with rogues and bards, and appreciate the agility and combat talents of the monk (though chaotic swashbucklers may chafe at the monk's ascetic nature). Lawful good swashbucklers often share the paladin's honourable nature, but otherwise the classes tend to clash in their approach to life. Swashbucklers have no particular distaste for spellcasters (apart from potential prejudice, fear or wariness stemming from The Longest Year), and they appreciate the utility of a cleverly chosen, well-timed spell. They don't interact with barbarians, druids, or rangers very often, since these characters tend to prefer natural settings to the typical urban environment of the swashbuckler.

The swashbuckler is an able melee combatant, particularly when paired with a fighter or rogue. They can also make a fine party leader or spokesperson, thanks to their access to Charisma-based skills.

Alignment Restriction: None

Hit Die: d10

Proficiencies: Swashbucklers are proficient with all simple and martial weapons, and with light armor. Some of the swashbuckler's class features, as noted below, rely on her being no more than lightly armored.

Skill Points: 5 + INT Modifier

Class Skills: All Knowledges, Barter, Bluff, Concentration, Diplomacy, Discipline, Heal, Intimidate, Perform, Sense Motive, Taunt, Tumble.

Primary Saving Throws: Fortitude & Reflex

Base Attack Bonus: +1 / Level

Level Progression

LevelHit DiceBABFortReflexWillFeat
1st1d10+1+2+2+0
Lightning Reflexes​
2nd2d10+2+3+3+0
Weapon Finesse, Uncanny Dodge I​
3rd3d10+3+3+3+1
Precise Strike​
4th4d10+4+4+4+1
Opportune Parry and Riposte​
5th5d10+5+4+4+1
Opportunist, Evasion​
6th6d10+6/+1+5+5+2
Uncanny Dodge II​
7th7d10+7/+2+5+5+2
Mobility, Acrobatic Charge I​
8th8d10+8/+3+6+6+2
Guile, Opportune Parry and Riposte II​
9th9d10+9/+4+6+6+3
Improved Initiative​
10th10d10+10/+5+7+7+3
Uncanny Dodge III, Acrobatic Charge II​
11th11d10+11/+6/+1+7+7+3Improved Evasion
12th11d10+11/+6/+1+8+8+4
Opportune Parry and Riposte III​
13th11d10+11/+6/+1+8+8+4
Spring Attack, Acrobatic Charge III​
14th11d10+11/+6/+1+9+9+4
Uncanny Dodge IV, Bewildering Flurry I​
15th11d10+11/+6/+1+9+9+5
Slippery Mind​
16th11d10+11/+6/+1+10+10+5
Opportune Parry and Riposte IV, Uncanny Dodge V​
17th11d10+11/+6/+1+10+10+5
Defensive Roll, Acrobatic Charge IV​
18th11d10+11/+6/+1+11+11+6
Bewildering Flurry II​

Precise Strike: The swashbuckler dances nimbly around opponents' defenses and strikes unguarded areas with unpredictable blows. They gain a damage bonus on their melee attacks with light main-hand weapons, as well as any main-hand weapon that is affected by the Weapon Finesse feat, equal to their Dexterity bonus, up to a maximum of a third of their class level. This ability may not be used while wearing medium or heavy armor, or while using a shield.

Opportune Parry and Riposte: The swashbuckler instantly readies their blade to counterattack. They gain a bonus to their armor class equal to a quarter of their class level against the next attack targeting them in the next combat round. If this strike is unsuccessful, the swashbuckler may immediately make an attack of opportunity against the attacker. The number of uses of this ability increases by one at level 8, 12, and 16, up to a maximum of four uses every 3 rounds. One use of this ability refreshes every 3 rounds. This ability has no effect if used while already active. This ability may not be used while wearing medium or heavy armor, or while using a shield.

Guile: The swashbuckler combines wit with skill when dueling opponents. She gains a +1 dodge bonus to armor class. This bonus increases to +2 at level 16. This ability may not be used while wearing medium or heavy armor, or while using a shield.

Acrobatic Charge: The swashbuckler increases their movement speed by 50% and becomes impossible to tie down, as the Freedom of Movement spell. This ability may be used once every 16 minutes. The cooldown is reduced to 12 minutes at level 10, 8 minutes at level 13, and 5 minutes at level 17. Duration is 1 round. This ability may not be used while wearing medium or heavy armor, or while using a shield.

Bewildering Flurry: The swashbuckler applies the Keen property to their main-hand weapon, and gains an additional attack per round. However, they suffer -4 strength and dexterity after this effect ends. This ability may be used once ever 20 minutes. The cooldown decreases to 10 minutes at level 18. Duration for both the positive and negative effects is 3 rounds. This ability may not be used while wearing medium or heavy armor, or while using a shield.