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 (
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 |
|
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.