Difference between revisions of "Swashbuckler (Apath)"

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==== 19th Level ====
 
==== 19th Level ====
 
===== <span style="color:#800000"> Authoritative Bluff </span>=====
 
===== <span style="color:#800000"> Authoritative Bluff </span>=====
At 11th level, a gunslinger can spend 1 panache point to reroll a Bluff check after the roll is made but before the results are revealed. She must take the result of the second roll, even if it is lower. Additionally, the swashbuckler can spend 1 panache point make a Bluff check to pretend to be someone’s superior (socially or in the military). If she succeeds at the check, the target obeys any reasonable orders she gives as it would those of an actual superior in the situation. A hostile creature cannot be bluffed in this way.
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At 11th level, the swashbuckler can spend 1 panache point to reroll a Bluff check after the roll is made but before the results are revealed. She must take the result of the second roll, even if it is lower. Additionally, the swashbuckler can spend 1 panache point make a Bluff check to pretend to be someone’s superior (socially or in the military). If she succeeds at the check, the target obeys any reasonable orders she gives as it would those of an actual superior in the situation. A hostile creature cannot be bluffed in this way.
  
 
===== <span style="color:#800000"> Cheat Death </span>=====
 
===== <span style="color:#800000"> Cheat Death </span>=====

Revision as of 14:45, 3 March 2016

ApathApath Logo
Unofficial rules compendium

Whereas many warriors brave battle encased in suits of armor and wielding large and powerful weapons, swashbucklers rely on speed, agility, and panache. Swashbucklers dart in and out of the fray, wearing down opponents with lunges and feints, all while foiling the powerful attacks against them with a flick of the wrist and a flash of the blade. Their deft parries and fatal ripostes are carnage elevated to an art form. Some may be arrogant and devil-may-care, but behind this veneer lie people deeply dedicated to their craft. Those of smaller races are particularly driven to prove that the right mix of discipline and daring is the perfect counter to size and strength, and enjoy nothing more than taking down lumbering brutes and bullies.

Class Information

Role: Combining fancy footwork with quick and precise lunges, swashbucklers dart in and out of battle, harassing and thwarting their opponents. These fast and agile combatants serve as protectors for spellcasters and flank mates for rogues and slayers, while waiting for the opportunity to show panache and score the killing blow on some lumbering hulk. Swashbucklers often face death with wry humor, mocking it with jabbing wit.

Alignment: Any.

Hit Die: d10.

Parent Classes: Fighter and gunslinger.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The swashbuckler's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Class Features

The following are the class features of the swashbuckler.

Weapon and Armor Proficiency

Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Panache (Ex)

More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum.

Grit, Luck, and Panache

Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.

A panache user does not count as a grit user to satisfy feat prerequisites.

A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains grit points equal to half the firearm's critical hit multiplier. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Dares Learned abilities similar to deeds in that they grant a swashbuckler extra abilities based on panache, but unlike deeds, dares become active when the swashbuckler runs out of panache, and become inactive once the character regains any points of panache. They grant the swashbuckler a benefit and a new ability to regain or increase the ability to regain either panache or panache. See dares below.

Daring Act The following method for regaining panache points requires a measure of GM judgment, so it is an optional rule. Each time a swashbuckler performs a daring act, she can regain panache. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should be in doubt. If it is successful, the swashbuckler regains 1 panache point.

Before attempting a daring act, the player may ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained panache point for a daring act even if the player does not ask beforehand whether the act qualifies.

Examples of daring acts are moving out of cover to get into point-blank range, preventing one or more opponents from acting in a round through clever stunts, and stealing an opponent's weapon to use it against them. |}

Deeds (Ex)

Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the swashbuckler has at least 1 panache point. The following is the list of base swashbuckler deeds. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of panache is spent to perform the deed. Unless noted, all deeds are extraordinary abilities.

The swashbuckler gains 3 deeds at first level, selected among the level 1 deeds. At level 3, and every four levels thereafter, she gains another three deeds, selected among the deeds listed for her level or lower. Additional deeds are available by taking the Additional Deed feat.

Upon reaching 3rd level, and every four levels thereafter, a swashbuckler can choose to learn a new deed in place of a deed he has already learned. The new deed must be selected for a deed she could have chosen at the level that deed was gained. The swashbuckler loses the old deed in exchange for the new one. A swashbuckler can only change one deed at any given level and must choose whether or not to swap the deed at the time he gains new deeds for the level.

Marinn selected the fast musket deed at level 3. At level 7 she can retain this deed for any deed available to a 3rd level swashbuckler. If she had taken fast musket at 7th level, she can retrain it for any 7th level or lower deed at level 11. If she retrained fast musket into another 3rd level deed at level 7, she cannot retrain it into a level 7 deed at level 11; it remains a deed she learned at level 3.

1st Level

Cat’s Charge

At 11th level, as long as a swashbuckler has at least 1 panache point, the swashbuckler can end her charge in any space she can reach, not just the closest space. All other requirements of the charge must still be satisfied. This movement triggers attacks of opportunity normally, but the swashbuckler can use Acrobatics to avoid attacks of opportunity when making a cat's charge, ignoring the penalty for not moving at half speed.

Derring-Do

At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check and the result is revealed.. She can continue to do this as long as she has panache, up to a number of times equal to her Dexterity modifier (minimum 1). If the result of the d6 roll is a natural 6, she recovers the point of panache spent.

Dodging Panache

At 1st level, the swashbuckler gains an uncanny knack for getting out of the way of melee attacks. When a melee attack is made against the swashbuckler and she has at least 1 panache remaining, she can take a 5 ft. step as an immediate action; doing so grants the swashbuckler a +2 bonus to AC against that attacker this round. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. The swashbuckler cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load. She can pay 1 panache to perform this deed as a free action, but can only move; later uses of the ability only gives a +2 bonus against AC against one specific attacker.

Fleche

At 1st level, as long as the swashbuckler has at least one point of panache, she can take a full-round action to make a single attack with a a light or one-handed piercing weapon. She adds additional damage equal to her Charisma modifier (if positive), this additional damage is not multiplied on a critical hit. She automatically confirms a critical threat when using fleche. At a cost of 1 point of panache she can make the fleche attack an automatic critical threat if it hits, but she must then roll to verify critical hit. If this succeeds, she gains panache from the critical normally.

Kip-Up

At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a free action instead by spending 1 panache point.

Melee Shooter

At 1st level, as long as the swashbuckler has 1 grit point and is wielding both a light or one-handed piercing melee weapon and a one-handed firearm, she can avoid provoking attacks of opportunity with ranged attacks made by firearms during her turn.

Menacing Swordplay

At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a a light or one-handed piercing weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action or she can spend one point of panache to use Intimidate to demoralize that opponent as a free action.

Parry and Riposte

At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack misses. The swashbuckler may declare the use of this ability after the creature's attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Swashbuckler's Disarm

At 7th level, as long as a swashbuckler has at least 1 panache point when she hits a foe with a a light or one-handed piercing weapon, she can as a swift action attempt a disarm combat maneuver check, or she can spend one point of panache to do so as a free action. Using this deed does not trigger an attack of opportunity.

Swashbuckler's Gait

At 1st level, the swashbuckler gains Sea Legs as a bonus feat. If she spends 1 panache point, she can ignore difficult terrain until the end of her turn. The swashbuckler cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.

3rd Level

At Swordpoint

At 3rd level, as long as a swashbuckler has at least 1 panache point, she can use ay a light or one-handed piercing weapon to make a bull rush or reposition combat maneuver as an attack instead of as a standard action. Unless she spends one point of panache, the Bluff check suffers the same iterative action penalty the attack it replaces..

Clandestine Expertise

At 3rd level, the swashbuckler gains a +2 bonus on Disguise and Stealth checks. Also, as long as she has at least 1 panache point, when she successfully aids another with a Disguise or Stealth check, she grants the subject a +4 bonus on the skill check instead of the normal +2.

Disrupting Counter

At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with any a light or one-handed piercing weapon. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn. This attack does not benefit from the damage bonus from precise strike.

Fabulist

The swashbuckler enjoys telling tall tales and gain confidence when others believe them. Perform becomes a class skill. In addition, each time the swashbuckler makes a successful Bluff check to convince someone of a far-fetched or impossible story, she regains 1 panache point. Successfully lying to a helpful creature, or a creature that has fewer Hit Dice than half her character level, doesn't restore panache. She also regains 1 panache when she spends one minute performing and makes a successful Acrobatics, Perform (act, comedy, dance, or oratory), or Sleight of Hand check (DC 15) to impress a crowd of at least one creature per swashbuckler level, regardless of their Hit Dice.

Precise Strike

At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a a light or one-handed piercing weapon, adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown a light or one-handed piercing weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Rope Swing

At 7th level, as long as the swashbuckler has at least 1 panache point, she gains a bonus on Acrobatics and Climb checks equal to her swashbuckler level and keeps her Dexterity bonus to Armor Class when climbing or swinging on a rope. If she spends 1 panache point, her move while climbing or swinging on a rope does not provoke attacks of opportunity. The swashbuckler cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.

Silence Is Golden

At 3rd level, when a swashbuckler with at least 1 panache point succeeds at a trip or grapple combat maneuver check, the target is rendered mute for 1 round. For every 5 by which the result of the combat maneuver check exceeds the opponent’s CMD, the target remains mute for an additional round. A mute creature cannot speak, use language-dependent effects or verbal components, or use command words.

Swashbuckler Initiative

At 3rd level, as long as the swashbuckler has at least 1 panache point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if her hands are free and unrestrained, and the a light or one-handed piercing weapon is not hidden, she can draw a a light or one-handed piercing weapon as part of the initiative check. The swashbuckler cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.

7th Level

Dizzying Defense

At 15th level, while wielding a a light or one-handed piercing weapon in one hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. She must do this before making any attacks in the round. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2. You do not gain an attack as a part of this swift action, it merely activates defensive fighting.

Inspired Strike

At 11th level, the swashbuckler can spend 1 panache point when making an attack with a rapier to gain an insight bonus on that attack roll equal to her Intelligence modifier (minimum +1). When the swashbuckler hits with an attack augmented by inspired strike, she can spend 1 additional panache point to make the hit a critical threat, though if she does so, she does not regain panache if she confirms that critical threat. The cost of this deed cannot be reduced by abilities such as Signature DeedUC.

Quick Steal

A swashbuckler knows she doesn’t always need to win the fight—she just needs to get what she came for. At 7th level, as long as a swashbuckler has at least 1 panache point, she can use ay a light or one-handed piercing weapon to make a steal combat maneuver as an attack instead of as a standard action. Unless she spends one point of panache, the Bluff check suffers the same iterative action penalty the attack it replaces. She may attempt a Sleight of Hand check as a part of this action, if she surpasses the target’s opposed Perception check, the target is unaware that the item is stolen.

Swashbuckler's Feint

At 7th level, a swashbuckler with at least 1 panache point can feint instead of making one of the attacks with her a light or one-handed piercing weapon as part of a full attack. Unless she spends one point of panache, the Bluff check suffers the same iterative action penalty the attack it replaces.

Swashbuckler's Grace

At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.

Targeted Strike

At 7th level, as a full-round action, the swashbuckler can make a single a light or one-handed piercing weapon attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 panache point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

  • Arms On a hit, the target takes no damage from the hit but drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
  • Head On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
  • Legs On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
  • Torso The target is staggered for 1 round.
  • Wings On a hit, the target is damaged normally, and a flying target loses altitude equal to its fly speed. If this causes the target to land, it takes no damage but falls prone.
Underfoot Assault

At 1st level, if a foe whose size is larger than the swashbuckler's is adjacent to her and misses her with a melee attack, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the swashbuckler’s movement the next round, and it doesn’t provoke attacks of opportunity. While the swashbuckler is within a foe’s space, she is considered to take the same space as the foe.

While the swashbuckler is within her foe's space, she gains cover from all attacks, and the swashbuckler and all of her allies adjacent to the foe are considered to be flanking the foe. The swashbuckler can leave the foe's space unhindered and without provoking attacks of opportunity. If the foe moves the swashbuckler can along with it as an immediate action that does not provoke attacks of opportunity. A foe that moves 10 ft. or more can try to scrape off the swashbuckler with a successful CMB check as a part of movement, if successful the swashbuckler must position herself in any empty square the enemy moved from or through. If the swashbuckler is grappled, the attacker can place her in any adjacent square.

Whirlwind Dance

At 7th level, the swashbuckler can sweep through her opponents’ lines like a cyclone. As a full-round action, she can spend 1 panache point to move up to her speed. She can make attacks against creatures with her reach during this movement, up to the number of attacks she’s entitled to with a full attack. Each attack is made at her highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity as normal

11th Level

Bleeding Wound

At 11th level, when the swashbuckler hits a living creature with a a light or one-handed piercing weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler's Dexterity modifier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler's choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage. At 11th level, when the swashbuckler hits a living creature with a a light or one-handed piercing weapon attack, she can spend 1 panache point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the swashbuckler’s Dexterity modifier. Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (swashbuckler’s choice) instead. Bleed damage doesn't stack, but a creature can suffer several different kinds of bleed at the same time. Creatures that are immune to sneak attacks are also immune to this deed.

Evasive

At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge swashbuckler class features. She uses her swashbuckler level as her swashbuckler level for improved uncanny dodge. At 15th level, when the swashbuckler has at least 1 panache point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.

Low Blow

At 11th level, as long as a swashbuckler has at least 1 panache point, she can use ay a light or one-handed piercing weapon to make a dirty trick or drag combat maneuver as an attack instead of as a standard action. Unless she spends one point of panache, the Bluff check suffers the same iterative action penalty the attack it replaces. In addition to the normal conditions that can be applied with dirty trick, this deed can confuse or stagger the target if the check is successful.

Smoke Eye

At 7th level, whenever she has at least 1 panache point, a swashbuckler can see thee times as far through visual obscurement. In fog and other conditions that works like fog, she can see normally for 10 feet; after that, creatures and objects have concealment for the next 10 feet and total concealment thereafter.

Superior Feint

At 7th level, the swashbuckler with least 1 panache point can spend a standard action to purposely miss a creature that she would normally have hit with a a light or one-handed piercing weapon attack. Make an attack roll; if the attack would have hit, that creature is denied its Dexterity bonus to AC until the start of the swashbuckler's next turn. She can pay 1 panache to have the effect extend to the end of her next turn.

Swashbuckler's Resolve

At 7th level, the swashbuckler can shrug off the most serious of attacks. When the swashbuckler is wearing medium or heavy armor and is subject to a critical hit or sneak attack (or another effect a target immune to these would be immune to) she can spend 1 panache point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 7th level, she has a 25% chance of doing so. At 11th level, the chance increases to 50%. At 15th level, the chance increases to 75%. While the swashbuckler's resolve does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun tank can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage.

15th Level

Clashing Blades

At 15th level, as long as a swashbuckler has at least 1 panache point when she hits or misses a foe with a a light or one-handed piercing weapon, she can as a swift action attempt a sunder combat maneuver check, or she can spend one point of panache to do so as a free action. Using this deed does not trigger an attack of opportunity.

Dance of Dawn

At 11th level, whenever the swashbuckler is in conditions of dim light or brighter and hits with a melee attack, she can spend 1 panache point to reflect the light off her blade into the eyes of her target. That opponent is blinded for 1 round. A successful Fortitude save (DC = 10 + 1/2 the swashbuckler’s class level + her Dexterity modifier) negates this effect.

No Name

The swashbuckler no longer needs an elaborate disguise to keep her identity under wraps. She often relies on surprise and misdirection in her social dealings. The swashbuckler gain a +2 bonus on Bluff checks, and the swashbuckler can spend 1 panache point to gain a +10 bonus on Disguise checks for 10 minutes per her swashbuckler level (minimum 10 minutes). The swashbuckler can make herself inconspicuous and nondescript as a standard action without actually adopting a disguise.

Perfect Thrust

At 15th level, while the swashbuckler has at least 1 panache point, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single melee attack made with a a light or one-handed piercing weapon. When she does, she makes the attack against the target's touch AC, and ignores all damage reduction.

Subtle Blade

At 11th level, while a swashbuckler has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a a light or one-handed piercing weapon she is wielding.

Swashbuckler's Edge

At 15th level, while the swashbuckler has at least 1 panache point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.

19th Level

Authoritative Bluff

At 11th level, the swashbuckler can spend 1 panache point to reroll a Bluff check after the roll is made but before the results are revealed. She must take the result of the second roll, even if it is lower. Additionally, the swashbuckler can spend 1 panache point make a Bluff check to pretend to be someone’s superior (socially or in the military). If she succeeds at the check, the target obeys any reasonable orders she gives as it would those of an actual superior in the situation. A hostile creature cannot be bluffed in this way.

Cheat Death

At 19th level, whenever the swashbuckler is reduced to 0 hit points or fewer, she can spend all of her remaining panache to instead be reduced to 1 hit point. She must have at least 1 panache point to spend. Effects that kill the swashbuckler outright without dealing hit point damage are not affected by this ability. At 19th level, whenever the swashbuckler is reduced to 0 or fewer hit points, she can spend all of her remaining panache points (minimum 1) to instead be reduced to 1 hit point. Effects that kill the swashbuckler outright without dealing hit point damage are not affected by this ability.

Dance of Mercy

At 19th level, when the swashbuckler confirms a critical hit with a a light or one-handed piercing weapon, in addition to the normal damage, she can spend 1 panache point to knock that opponent out. The target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the dervish’s class level + her Dexterity modifier) or take an amount of nonlethal damage equal to its maximum hit points, as well as becomes paralyzed for 1 hour.

Deadly Stab

At 19th level, when the swashbuckler confirms a critical hit with a a light or one-handed piercing weapon, in addition to the normal damage, she can spend 1 panache point to inflict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the swashbuckler's level + the swashbuckler's Dexterity modifier. This is a death attack. Performing this deed does not grant the swashbuckler a panache point. At 19th level, when the swashbuckler scores a critical hit, she can spend 1 panache point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack.

Stunning Stab

At 19th level, when a swashbuckler hits a creature with a a light or one-handed piercing weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler's level + the swashbuckler's Dexterity modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect. At 19th level, when the swashbuckler hits a creature, she can spend 2 panache points to stun the creature for 1 round. The creature is allowed a Fortitude saving throw (the DC = 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Wisdom modifier) to negate the stun. Creatures that are immune to critical hits are also immune to this effect.

Swashbuckler's Luck

At 15th level, the swashbuckler can spend panache to reroll a saving throw or a skill check. It costs 2 panache points to reroll a saving throw, and 1 panache point to reroll a skill check. The swashbuckler must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true panache class ability, the Signature Deed feat, or any other effect that reduces the amount of panache a deed costs.

Dares

Dares are similar to deeds in that they grant a swashbuckler extra abilities based on panache, but unlike deeds, dares become active when the swashbuckler runs out of panache, and become inactive once the character regains any points of panache. They grant the swashbuckler a benefit and a new ability to regain or increase the ability to regain either panache or panache.

A dare can be taken in place of a deed at any level. The swashbuckler can choose to have multiple dares, but can only pick one to be active each time she reaches 0 panache points. Once chosen, the active dare cannot be changed until the swashbuckler reaches 0 panache points again.

Desperate Evasion

While this dare is active, the swashbuckler gains the rogue's evasion class feature. If she already has this class feature, while this dare is active, roll twice when making a Reflex saving throw and take the higher result. She regains 1 panache or panache point when she succeed at a Reflex saving throw while using this dare.

Frantically Nimble

While this dare is active, the swashbuckler gains a +2 dodge bonus to AC. She regains 1 panache or panache point when any enemy making an attack against her misses.

Out for Blood

While this dare is active, her gain the Improved Critical feat with all weapons. The benefit does not stack with the Improved Critical feat. When this dare is active, any critical hit restores panache or panache, regardless of what weapon she uses.

Run Like Hell

While this dare is active, her speed increases by 10 feet, and she retains her Dexterity bonus to her AC while running. She regains 1 panache or panache point the first time she is more than 100 feet away from her closest enemy.

Swashbuckler Finesse (Ex)

At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats.

Fencing Weapons

A swashbuckler can use deeds with any light or one-handed piercing weapons. The following are the most common fencing weapons: dagger, dagger (swordbreaker), gladius, rapier, shortsword, and sword cane. This is far from all the light or one-handed piercing weapons in the game, but they all have good critical hit range, which is vital for recovering grit.

These weapons are also thematically suitable, but require special feats: curve blade (elven) (Exotic Weapon Proficiency, Slashing Grace), estoc (Exotic Weapon Proficiency), long sword (Slashing Grace), scimitar (Dervish Dance), and sword (dueling) (Exotic Weapon Proficiency, Slashing Grace).

Charmed Life (Ex)

At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day, before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Nimble (Ex)

At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Bonus Feats

At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.

In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

Swashbuckler Weapon Training (Ex)

At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).

Swashbuckler Weapon Mastery (Ex)

At 20th level, when a swashbuckler threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, the critical modifiers of such weapons increase by 1 (×2 becomes ×3, and so on).

Table: Swashbuckler

This is the same table as the one in the rulebook, with the names of the deeds added.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +0 +2 +0 Deeds (derring-do, dodging panache, opportune parry and riposte), panache, swashbuckler finesse
2nd +2 +0 +3 +0 Charmed life 3/day
3rd +3 +1 +3 +1 Deeds (kip-up, menacing swordplay, precise strike, swashbuckler's initiative), nimble +1
4th +4 +1 +4 +1 Bonus feat
5th +5 +1 +4 +1 Swashbuckler weapon training +1
6th +6/+1 +2 +5 +2 Charmed life 4/day
7th +7/+2 +2 +5 +2 Deeds (swashbuckler's grace, superior feint, targeted strike), nimble +2
8th +8/+3 +2 +6 +2 Bonus feat
9th +9/+4 +3 +6 +3 Swashbuckler weapon training +2
10th +10/+5 +3 +7 +3 Charmed life 5/day
11th +11/+6/+1 +3 +7 +3 Deeds (bleeding wound, evasive, subtle blade), nimble +3
12th +12/+7/+2 +4 +8 +4 Bonus feat
13th +13/+8/+3 +4 +8 +4 Swashbuckler weapon training +3
14th +14/+9/+4 +4 +9 +4 Charmed life 6/day
15th +15/+10/+5 +5 +9 +5 Deeds (dizzying defense, perfect thrust, swashbuckler's edge), nimble +4
16th +16/+11/+6/+1 +5 +10 +5 Bonus feat
17th +17/+12/+7/+2 +5 +10 +5 Swashbuckler weapon training +4
18th +18/+13/+8/+3 +6 +11 +6 Charmed life 7/day
19th +19/+14/+9/+4 +6 +11 +6 Deeds (cheat death, deadly stab, stunning stab), nimble +5
20th +20/+15/+10/+5 +6 +12 +6 Bonus feat, swashbuckler weapon mastery

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have swashbucklers as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Dwarf: Add ¼ to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe or handaxe as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.
  • Elf: Increase the total number of points in the swashbuckler’s panache pool by ¼.
  • Gnome: Increase the number of times per day the swashbuckler can use charmed life by ¼.
  • Half-Elf: Increase the number of times per day the swashbuckler can use charmed life by ¼.
  • Half-Orc: Gain a +? bonus on all critical hit confirmation rolls made while using the precise strike deed (maximum bonus of +5). This bonus doesn’t stack with those gained through Critical Focus and similar effects.
  • Halfling: Increase the number of times per day the swashbuckler can use charmed life by ¼.
  • Human: Increase the total number of points in the swashbuckler’s panache pool by ¼.

Feats

The following feats enhance the swashbuckler.

Additional Deed (Grit)

You gain an additional deed from the list of deeds available for your class.

Prerequisite(s): Deed class feature with a list of deeds to select from.

Benefit: Select an additional deed available at your class and level.

Special: This feat can be taken several times. Each time, select a new deed you qualify for.

Advanced Deed (Grit)

You focus your development on certain deeds.

Prerequisites: Deed class feature.

Benefits: Select one deed with a level requirement higher than your level in the class the deed belongs to. Reduce the level requirement of this deed by two.

Special: You can take this feat several times, the benefits can stack or you can select different deeds to apply the benefit to. When you have achieved the level required to use the selected deed without this feat, you can select another deed to apply this feat to. At level 19, trade all instances of this feat for Signature Deed.

Multiclass Deeds (Grit)

You learn the deeds of someone of your Hit Dice.

Prerequisites: Deeds class feature, multiclass levels or racial Hit Dice.

Benefit: Increase your effective level in a class that gains deeds by four for the purpose of learning and using deeds. You must have at least one level in the selected class. This increased level can never be higher than your number of Hit Dice. If you have several classes that give deeds, you must choose one of these classes to apply this feat to.

Special: You can take this feat multiple times. The effect does not stack. You must select a different class each time.

Share Grit (Grit)

You can share your grit with allies.

Prerequisite: Grit class feature or feat ability, Sense Motive 3 ranks.

Benefit: As a free action, you can expend a point of grit and give it to an ally within 30 ft. The beneficiary cannot exceed his maximum grit pool this way. Characters that lack a grit (or similar) pool cannot benefit from this.

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