Swashbuckler


Fleet of mouth, fast of hand and daring of do, a swashbuckler is good at getting into dangerous situations, and hopefully better at getting out of them. Having combat techniques that emphasize agility and skill over armor plating and weapon size, swashbucklers eschew the heavy weapons and armor so preferred by most warriors. The swashbuckler life tends to appeal to braver rogues and more dexterous fighters, though it is certainly not limited to these.
There are formal organizations of swashbucklers, like the infamous dueling clubs of Dusselburg, or the prestigious Light Guard of the King of Caledonia, and many informal groupings as well. One way to become a swashbuckler is by being initiated into one of these groups. Having an experienced swashbuckler show the ropes is another. Either usually requires an act of daring on the part of newcomer, for it is the willingness to jump into something without thinking of the harm that may come from it that is the mark of a true swashbuckler.

 

Requirements
To qualify to become a Swashbuckler, a character must fulfill all the following criteria:
Region: Britannia (Kingdom of Caledonia), Gallia, Iberia, Western Empire
Alignment: Chaotic Good, Chaotic Neutral, Neutral, Neutral Good
Base Attack: 6+

Feats: Dodge, Fencing, Weapon Focus (rapier, saber [scimitar], small sword, or whip)
Skills: Diplomacy 3 ranks, Jump 4 ranks, Perform (any) 3 ranks, Tumble 4 ranks

 

Hit Die: d8
Class Skills: The Swashbucklers class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Jump (Str), Intimidate (Cha), Perform (Cha), Ride (Dex), Use Rope (Dex), Swim (Str), and Tumble (Dex)

Skill Points at Each Additional Level: 4+Int Modifier

 

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+0

+2

+0

Panache

2nd

+2

+0

+3

+0

Bonus Feat

3rd

+3

+1

+3

+1

Acrobatic Charge

4th

+4

+1

+4

+1

Bonus Feat

5th

+5

+1

+4

+1

Dazzling Attack

6th

+6

+2

+5

+2

Bonus Feat

7th

+7

+2

+5

+2

Leaping Step

8th

+8

+2

+6

+2

Bonus Feat

9th

+9

+3

+6

+3

Dazzling Attack (2/day)

10th

+10

+3

+7

+3

Bonus Feat

 

Weapon and Armor Proficiency: Swashbucklers gain proficiency with the rapier, saber [scimitar], dagger, stiletto, short sword, weapon breaker, and whip. They do not gain armor proficiencies.

 

Panache: The Swashbuckler is good at dazzling, distracting, and confusing his opponents. When unhindered by armor or encumbrance (i.e. not subject to an armor check penalty), the Swashbuckler adds 1 point of Charisma bonus (if any) per Swashbuckler class level to his Dexterity bonus to AC. This bonus is lost if the Swashbuckler looses his Dexterity bonus to AC, (i.e. being immobilized)

 

Bonus Feats: At 2nd level and each even level thereafter (4th, 6th, 8th, and 10th) the Swashbuckler gains a feat. The Swashbuckler may choose from: Display of Prowess, Exotic Weapon Proficiency (Arquebus), Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Improved Two Weapon Fighting, Mobility, Lightning Reflexes, Nimble Defense, Quick Draw, Retaliatory Strike, Spring Attack, Two Weapon Defense, Two Weapon Fighting, Two Weapon Mastery, Weapon Expertise or Weapon Finesse.

Alternately a Swashbuckler, can take Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization with the dagger, rapier, small sword, saber [scimitar], stiletto, or whip.

The Swashbuckler must meet the normal prerequisites for the feat, but can treat their levels in Swashbuckler as levels in Fighter when determining eligibility.

 

Acrobatic Charge (Ex): Starting at 3rd level a Swashbuckler gains the ability to charge in situations where others cannot. When unhindered by armor or encumbrance (i.e. not subject to an armor check penalty) he may charge over difficult terrain that normally slows movement. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain.

 

Dazzling Attack (Ex): Starting at 5th level, once per day, a Swashbuckler with 5 or more ranks in perform (any one) can add their Charisma modifier to all attack rolls for one round.  At 9th level, a Swashbuckler can make two dazzling attacks per day.

 

Leaping Step (Ex): At 7th level, a Swashbuckler with 8 or more ranks in Jump or Tumble and unhindered by armor or encumbrance (i.e. not subject to an armor check penalty) can move up to 10 feet when they could normally take a “five foot step”.  This movement is otherwise identical to a five foot step.