Swashbuckler

Many roguish individuals take to a life on the sea, where their specialised skills are not so necessary but a decent hand with a blade is rather important, swashbucklers may be charming, daring, cunning, romantic or villainous.

 

Alignment: Any.

Hit Die: d6.

Class Skills

The swashbuckler’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

 

Skill Points at 1st Level: (8 + Int modifier) x4.

Skill Points at Each Additional Level: 8 + Int modifier.

 
Table: The Swashbuckler
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Bonus feat, swashbuckling
2nd +1 +0 +3 +0 Bonus feat, evasion
3rd +2 +1 +3 +1 Trap sense +1
4th +3 +1 +4 +1 Bonus feat, uncanny dodge
5th +3 +1 +4 +1  
6th +4 +2 +5 +2 Bonus feat, trap sense +2
7th +5 +2 +5 +2  
8th +6/+1 +2 +6 +2 Bonus feat, improved uncanny dodge
9th +6/+1 +3 +6 +3 Trap sense +3
10th +7/+2 +3 +7 +3 Bonus feat, special ability
11th +8/+3 +3 +7 +3  
12th +9/+4 +4 +8 +4 Bonus feat, trap sense +4
13th +9/+4 +4 +8 +4 Special ability
14th +10/+5 +4 +9 +4 Bonus feat
15th +11/+6/+1 +5 +9 +5 Trap sense +5
16th +12/+7/+2 +5 +10 +5 Bonus feat, special ability
17th +12/+7/+2 +5 +10 +5  
18th +13/+8/+3 +6 +11 +6 Bonus feat
19th +14/+9/+4 +6 +11 +6 Special ability
20th +15/+10/+5 +6 +12 +6 Bonus feat
           

Class Features

All of the following are class features of the swashbuckler.

Weapon and Armor Proficiency: Swashbucklers are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. Swashbucklers are proficient with light armor, but not with shields.

Bonus Feats: At 1st level, a swashbuckler gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The swashbuckler gains an additional bonus feat at 2nd level and every two swashbuckler levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A swashbuckler must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A swashbuckler is not limited to the list of swashbuckler bonus feats when choosing these feats.

Swashbuckling: Light armour and fancy footwork are of far more use to a swashbuckler than cunning traps or heavy chainmail. At 1st level a swashbuckler gains a +1 bonus to defense and Tumble checks, rising to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. This bonus to defense only applies while the swashbuckler is wearing light or no armour and is not using a shield.

Evasion (Ex): At 2nd level and higher, a swashbuckler can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.

Trap Sense (Ex): At 3rd level, a swashbuckler gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the swashbuckler reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Starting at 4th level, a swashbuckler can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a swashbuckler already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): A swashbuckler of 8th level or higher can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a swashbuckler gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A swashbuckler with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The swashbuckler can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the swashbuckler can attempt to roll with the damage. To use this ability, the swashbuckler must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the swashbuckler’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability works like evasion, except that while the swashbuckler still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless swashbuckler does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the swashbuckler can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the swashbuckler’s attack of opportunity for that round. Even a swashbuckler with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The swashbuckler becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A swashbuckler may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the swashbuckler’s ability to wriggle free from magical effects that would otherwise control or compel her. If a swashbuckler with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Feat: A swashbuckler may gain a bonus feat in place of a special ability.