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Adopted By
STDoc (talk)
Original Creator: Leziad
Date Adopted: October 7, 2009
Status: In Construction
Editing: Spelling and Grammar only, please.

{{#set:Summary=A swashbuckler who is actually playable after level 3. }}


Swashbuckler

Swinging from chandeliers, besting a champion fencer, seducing the daughter of the local magistrate. All these things are normal, everyday occurrences to the Swashbuckler. Whether he is a Dashing Swordsman, a Cunning Blade-Mistress, or a Wizened Veteran, the Swashbuckler is a Versatile Swordsman (or Swordswoman) on the front lines of combat. With his unparalleled grace, the Swashbuckler is just as deadly on a rickety bridge as he is on a flat plain.

Making a swashbuckler

The Swashbuckler is adept at locking down multiple melee combatants for short periods of time. His High AC is countered by his mediocre hit dice, but his selection of Skills sets him apart from the rank and file soldier.

Abilities: Dexterity obviously. Also Intelligence for Skills (also for Smart Swashbucklers), Wisdom (for Zen Swashbucklers) and Charisma (for Charming Swashbucklers).

Races: Any. Of the common races; Humans, Elfs, Half-Elfs, and Halflings are the most likley candidates to become Swashbucklers. It is uncommon for Gnomes and Dwarves to join this class, and almost completely unheard of for Half-Orcs to become Swashbucklers

Alignment: Any

Starting Gold: 4d6×10 gp (140 gp).

Starting Age: Simple

Table: The Swashbuckler

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Style, swashbuckling 1d6, weapon finesse
2nd +2 +3 +3 +0 AC bonus
3rd +3 +3 +3 +1 Stylish trick
4th +4 +4 +4 +1 Swashbuckling 2d6
5th +5 +4 +4 +1 Sidestep
6th +6/+1 +5 +5 +2 Stylish Trick
7th +7/+2 +5 +5 +2 Acrobatic Charge, Swashbuckling 3d6
8th +8/+3 +6 +6 +2 Evasion
9th +9/+4 +6 +6 +3 Stylish Trick
10th +10/+5 +7 +7 +3 Swashbuckling 4d6
11th +11/+6/+1 +7 +7 +3 Supreme Charge
12th +12/+7/+2 +8 +8 +4 Stylish Trick
13th +13/+8/+3 +8 +8 +4 Swashbuckling 5d6
14th +14/+9/+4 +9 +9 +4 Duelist Spirit
15th +15/+10/+5 +9 +9 +5 Stylish Trick
16th +16/+11/+6/+1 +10 +10 +5 Swashbuckling 6d6
17th +17/+12/+7/+2 +10 +10 +5 Swashbuckling a Rock
18th +18/+13/+8/+3 +11 +11 +6 Stylish Trick
19th +19/+14/+9/+4 +11 +11 +6 Swashbuckling 7d6
20th +20/+15/+10/+5 +12 +12 +6 Swashbuckling Supremacy

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features

All of the following are class features of the Swashbuckler.

Weapon and Armor Proficiency:.A Swashbuckler is proficent with all Simple and Martial Finessable weapons, and Light Armor. Swashbucklers are not proficcient with shields of any kind.

Style: At 1st level, a Swashbuckler chooses her particular style of Combat. Once her choice is made she cannot change it. She may select one of the following styles:

Charming Swashbuckler: A charming swashbuckler focuses on guile and charms over raw skill. She's a silver-tongued devil with a wit sharper then her blade. She may add bluff, diplomacy and disguise to her swashbuckler class skill list.

Smart Swashbuckler: A smart swashbuckler is a logical fighter. Using his own intellectual power to overcome his foe. Being smart and tricky pays off, a smart swashbuckler add any Two intelligence-based skill to her class skill list (Knowledge skills are taken separately).

Zen Swashbuckler: A Zen swashbuckler is a wise and well seasoned swashbuckler. A Zen swashbuckler's years of practise in the Zen Arts have alloted her an enhanced attunement to her surroundings and feelings of others. She may add sense motives and survival to her Swashbuckler skill list.

Swashbuckling (Ex): When attacking with a light weapon (or a rapier or similar weapon) and nothing in the other, a Swashbuckler deals 1d6 extra damage on every attack (as long as it is made with the light weapon or rapier). The extra damage increases by 1d6 every 3 levels thereafter (as seen on the Swashbuckler table above). This damage does not affect creatures immune to critical hits. The Bonus damage gained from the Swashbuckling ability is not multiplied by critical hits. Swashbuckling can only be used if the Swashbuckler is wearing light or no armor.

Weapon Finesse: At 1st level a swashbuckler gains the Weapon Finesse feat.

AC Bonus (Ex): At second level a Swashbuckler gains an AC bonus. The amount of this bonus depends on her style and a particular ability score. The bonus is a dodge bonus, and thus stacks with other dodge bonuses. A Swashbuckler only gains this bonus if she wears light or no armor.

Charming Swashbuckler: A Charming Swashbuckler adds her Charisma modifier to her AC.

Smart Swashbuckler: A Smart Swashbuckler adds her Intelligence modifier to her AC.

Zen Swashbuckler: A Zen Swashbuckler adds her Wisdom modifier to her AC.

Stylish Trick: At 3rd level and every 3 level thereafter, as swashbuckler may choose from the special abilities on the list below. She may never choose any abilities who are not offered to her style. Each ability may only be chosen once, unless otherwise noted.

General:

Bonus Feat: You gain a bonus feat that you meet the prerequisite for. This Feat must be chosen from the Fighter Bonus Feats list. This ability may be chosen Multiple Times.

Skillful or Lucky?: You may choose one of the following bonus feats: Daring Outlaw, Daring Warrior, Deadly Defense, or any Luck Feat.

Charming Style:

Fan Club (Charming Swashbuckler) (Ex): You have a fan club, it seems you've attracted the attention of the crowd. You gain the benefit of the Leadership feat, even if you do not meet the prerequisites. You gain +2 to your leadership score for the purpose of attracting followers of the opposite gender. Only swashbucklers of 6th level or higher can take this trick.

Flamboyant Strike (Ex): When successfully feinting in combat you may add your Charisma modifier as extra damage on all your attacks, But only if the Target is subject to your Swashbuckling Damage.

Seducing the Crowd (Charming Swashbuckler)(Ex): As a standard action once per encounter, a Charming Swashbuckler may attempt to change the attitude of everyone within 40 feet. She may attempt a special charisma-based check (DC10+1 per targets), If she succeeds, all targets' attitudes improve by one step for 1 minute per point of Charisma Bonus. Any targets who were Hostile to the Swashbuckler must succeed on a Will Save (DC10 + 1/2 Swashbuckler level + Swashbuckler's Charisma modifier) or be Frightened for 1 round per Point of the Swashbuckler's Charisma Mod.

Undress Opponents: When making a full-attack action, a Charming Swashbuckler with this ability can Forfeit one of her Attacks to Reduce the Target's Armor Class bonus by 4 points (To a minimum of 0).

Unnerving Strike: When a Charming Swashbuckler downs an opponent, he may as a free action make an Intimidate check vs. All foes within 30 ft.

Silver-Tongued Blade: Once per day/level, The Swashbuckler may add his Swashbuckler level to a Bluff, Diplomacy, or Intimidate check.

Smart Style:

Anticipate (Ex): Once per round as a free action. A Smart Swashbuckler can negate one attack of opportunity made against her. The attack is treated as a Miss.

Intelligent Assault: Once per round as a free action a Smart Swashbuckler may treat one of her attacks as a touch attack.

Cunning Feint(Ex): A Smart Swashbuckler may add her intelligence modifier to Feint check. Additionally if you sucessfully Feint you may automatically make an attack of opportunity against the Feinted opponent.

Lore of Many Places: The Swashbuckler gains use of the Bardic Knowledge Ability.

A Mind as Sharp as Their Blade: The Swashbuckler chooses two skills. Those two skills are treated as having the Skill Focus Feat. This ability may be selected multiple times. Each time, the Swashbuckler chooses two different skills. This ability does not stack with Skill Focus.

Quick Reflexes, Quicker Wit: Once per Encounter, the Swashbuckler may add her Intelligence Modifier as a bonus to her Reflex Saves.

Zen Style:

Zen Defence (Ex): When fighting Defensively or taking taking a total Defence action, a Zen swashbuckler may double her Wisdom AC bonus for one round.

Intuitive Strike (Ex): Once per Round, A Zen Swashbuckler may add her Wisdom bonus as an Untyped Bonus to her Attack And Damage Rolls for a single attack she makes.

All Things Are One (Ex): Once per Encounter, a Zen Swashbuckler may substitute her Wisdom Modifier for any other modifier for a single skill check she makes.

Willful Resilience: The Zen Swashbuckler may replace her Constitution modifier with her Wisdom Modifier for the sake of Calculating Fortitude Saves.

Eyes in the Back of your Head: The Zen Swashbuckler gains use of the Uncanny Dodge ability. If they already have Uncanny Dodge, it stacks to become Improved Uncanny Dodge

Life is an Illusion: The Zen Swashbuckler is always entitled to a Will Save to disbelieve an Illusion, even if they have no reason to disbelieve. In addition, the Zen Swashbuckler gains a +4 Bonus to saves vs. Illusions.

Sidestep (Ex): At 5th level once per round as a free action, a swashbuckler may make a 5ft step. This ability do not count on the limit of 5 ft steps you can make.

Acrobatic Charge (Ex): At 7th level, a Swashbuckler gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Evasion (Ex): At 8th 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.

Supreme Charge (Ex): At 11th level a Swashbuckler may change direction at will during a charge. She may do up to a 90 degree turn at once.

Duelist Spirit (Ex): At 14th level, a Swashbuckler may ignore the effects of an Mind Affecting effect If she makes a successful will saving throw against an effect that would have a Partial effect on a successful save (such as half or partial), she instead ignores the effect completely. Duelist Spirit may only be used when the Swashbuckler is conscious.

Swashbuckling a Rock (Ex): At 17th level, a Swashbuckler gains a mastery of Swashbuckling so incredible, so unbelievable, so awesome that he can do things only others can dream of. He may totally ignore any critical hit immunity or resistance for the purpose of landing a critical hit with a light or one-handed weapon.

Swashbuckling Supremacy (Ex): At 20th level, the Swashbuckler rises to the pinnacle of her art. She may choose two of the following effects:

  • Take 10 on any one attack during a full-attack action.
  • Double critical hit range of every light or one-handed slashing or piercing weapon she wields (stacks with keen and improved critical).
  • Gain proficiency and weapon focus with every melee light or one-handed slashing or piercing weapon in existence.
  • Increase the critical multiplier of any weapon she wields by one step. (x2-x3 -4-x5)

Epic Swashbuckler

Table: The Epic Swashbuckler

Hit Die: d8

Level Special
21st Bonus Feat
22nd Swashbuckling +8d6
23rd Versatile Stylish Trick
24th Gain Additional Swashbuckling Supremacy Ability
25th Swashbuckling +9d6
26th Versatile Stylish Trick
27th Bonus Feat
28th Swashbuckling +10d6, Gain Additional Swashbuckling Supremancy Ability
29th Versatile Stylish Trick
30th Bonus Feat

<-number of skill points-> + Int modifier skill points per level.

Bonus Feat: The Swashbuckler may choose a bonus feat from the Epic Fighter Bonus Feat list.

Versatile Stylish Trick: The Swashbuckler may learn a Stylish Trick from another Swashbuckling Style normally not available to her.

Swashbuckling: Swashbuckling Damage Bonuses continue to rise every three levels after 19th.

Gain Additional Swashbuckling Supremacy Ability: Gain another ability from the Swashbuckling Supremacy List.

Human Swashbuckler Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information

Playing a Swashbuckler

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Swashbuckler in he World

<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Swashbuckler Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Swashbuckler in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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