Swashbuckler (Apath)

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Unofficial rules compendium

Variants for the swashbuckler hybrid class.

Deeds

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.

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.

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.

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 weapon from the light blades group. 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 a swift action when wielding both a weapon from the light blades group and a one-handed firearm, the swashbuckler can spend 1 panache point to avoid provoking attacks of opportunity with ranged attacks made by firearms group during her turn.

Menacing Swordplay

At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a weapon from the light blades group, 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.

Swashbuckler's Gait

At 1st level, the swashbuckler gains Sea Legs as a bonus feat. If she spends 1 grit 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.

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 weapon from the light blades group, 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.

3rd Level

At Swordpoint

At 3rd level, as long as a swashbuckler has at least 1 panache point, she can use ay weapon from the light blades group to make a bull rush or reposition combat maneuver as an attack instead of as a standard action. Unless she spends one point of grit, 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.

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 grit point. Successfully lying to a helpful creature, or a creature that has fewer Hit Dice than half her character level, doesn't restore grit. She also regains 1 grit 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.

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.

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 weapon from the light blades group. 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.

Dizzying Defense

At 15th level, while wielding a weapon from the light blades group 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.

Precise Strike

At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a weapon from the light blades group, 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 weapon from the light blades groups, 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.

Swashbuckler's Disarm

At 7th level, as long as a swashbuckler has at least 1 panache point when she hits a foe with a weapon from the light blades group, 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 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 weapon from the light blades group is not hidden, she can draw a weapon from the light blades group 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

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 weapon from the light blades group to make a steal combat maneuver as an attack instead of as a standard action. Unless she spends one point of grit, 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 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.

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 weapon from the light blades group 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.

Targeted Strike

At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single weapon from the light blades group that cripples part of a foe's body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.

  • Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
  • Head: The target is confused for 1 round. This is a mind-affecting effect.
  • Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
  • Torso or Wings: The target is staggered for 1 round.

At 7th level, as a full-round action, the swashbuckler can make a single weapon from the light blades group 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.
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 weapon from the light blades group as part of a full attack. Unless she spends one point of grit, the Bluff check suffers the same iterative action penalty the attack it replaces.

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 weapon from the light blades group 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 weapon from the light blades group 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 differnt 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 weapon from the light blades group to make a dirty trick or drag combat maneuver as an attack instead of as a standard action. Unless she spends one point of grit, 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.

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 grit 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 weapon from the light blades group, 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 grit 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 weapon from the light blades group. When she does, she makes the attack against the target's touch AC, and ignores all damage reduction.

Shattering Chop

At 15th level, while the swashbuckler has at least 1 panache point, he can attempt a shattering chop as a full-round action, pooling all of his attack potential into a single melee sunder combat maneuver with a light or one-handed slashing weapon. When he does, he gains a +4 bonus on her combat maneuver check and ignores half of the hardness of the item he sunders.

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 weapon from the light blades group 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, a 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, a swashbuckler with at least 1 panache point to 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.

Deadly Stab

At 19th level, when the swashbuckler confirms a critical hit with a weapon from the light blades group, 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 weapon from the light blades group, 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.

Dance of Mercy

At 19th level, when the swashbuckler confirms a critical hit with a weapon from the light blades group, 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.

Swashbuckler's Luck

At 15th level, the swashbuckler can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit 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 grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

Extras

Subtle Throw

At 1st level, a swashbuckler can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn.

Perfect Throw

At 15th level, a swashbuckler can pool all of her attack potential into a single attack. This deed functions as the swashbuckler’s perfect strike deed, but the swashbuckler must use this deed when making ranged attacks with either a dagger or a starknife, and she can use this deed only on targets within 60 feet of her.

Precise Throw

At 3rd level, as long as she has at least 1 panache point, a swashbuckler can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack.

Targeted Throw

At 7th level, a swashbuckler can target individual body parts. This deed functions as the swashbuckler’s targeted strike deed, but the swashbuckler can also use this deed when making ranged attacks with either a dagger or a starknife as long as the target is within 60 feet of the swashbuckler.

Bleeding Wound

At 11th level, a swashbuckler can deal bleed damage as part of an attack. This deed functions as the swashbuckler’s bleeding wound deed, but the swashbuckler can also use this deed when making ranged attacks with either a dagger or a starknife as long as the target is within 60 feet of the swashbuckler. This deed alters bleeding wound.

Plunder

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 when she hits a foe with a weapon from the light blades group, she can as a swift action attempt a steal 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. She doesn’t need to attempt a Sleight of Hand check, but if she does so and surpasses the target’s opposed Perception check, the target is unaware that the item is stolen.


Charmed Life (Ex)

It is not an action for the swashbuckler to use charmed life; it can be used at any time.

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

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