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Old 01-26-2012, 11:51 AM   Top  -  End  -  #8
Grod_The_Giant
Ogre in the Playground
 
 
Join Date: Oct 2006
Location: 
Pittsburgh and/or Oberlin
Gender: Male
Default Re: The Martial Swashbuckler (3.5, ToB, WIP, PEACH, MAR)

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Originally Posted by gkathellar View Post
The chassis looks fine, although six dead levels in a row make me cry.
I'm still trying to come up with stuff to put in them. Suggestions would be more than welcome.

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If you're implementing the standard homebrew swapping mechanic, I'd also allow for White Raven — a cocky Swashbuckler shouting out orders to his allies seems entirely on point to me. But four is a good number.
<snip>
This is even more reason to allow for White Raven. Maybe substitute it for Setting Sun?
Hmm... perhaps an either-or bit.

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I like this conceptually — mechanically, it feels far too imprecise. How about this:

"A swashbuckler thrives on momentum and risk. Every time you perform a Balance, Bluff, Climb, Escape Artist, Intimidate, Jump, Sleight of Hand, Tumble or Use Rope check during in a combat encounter, and do not take 10 or take 20, you have a chance to recover at least one maneuver. If you succeed on a check requiring a roll of at least 10, you recover maneuvers equal to half your Charisma modifier. Otherwise (if you fail or the check is insufficiently difficult) your recover only a single maneuver. You cannot recover the same maneuver two rounds in a row in this fashion, and you cannot recover maneuvers as a result of skill checks executed as part of a maneuver."
Oh, that's much better. Can I steal that?

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Oh, that's interesting. It makes a Swashbuckler dip a very plausible choice for Rogues and scoundrel-types looking to grab Diamond Mind maneuvers, which I have no objection to.
<shrug>

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Maybe specifically allow for paired one-handed weapons that normally allow finesse (thinblade, rapier, etc.), just so people can play horrendously inefficient Florentine swordsmen if they want to?
Hmm... I'll add in a line about that.

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I feel like this could afford to come in a level or so earlier, but it's no big deal.
True, but I didn't want to make the class too dippable.

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Okay, so the Swashbuckler is going to succeed on all but the most absurdly difficult Balance, Jump and Tumble checks. Got it.
Yup. That's the general idea.

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I still feel like "stunts" needs a more precise definition.
You're probably right.

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Maybe just give them the bonus during all surprise rounds? I know this is intended to push the swashbuckler toward a particular play-style, but saying they only get it for surprise rounds received as part of a "dramatic entrance" seems kind of arbitrary. Rather, the swashbuckler knows how to make any surprising entrance dramatic, and how to roll with that.
Yeah, that's probably a lot easier. Thanks.

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Also, "a Swashbuckler can overwhelm foes with the sheer awesomeness of her maneuvers" needs to be changed. It's too internet-ish. Maybe just, "a swashbuckler knows how to make an entrance, and how to make an entrance count."
Ooh, that's much better! I need to stop writing these things at two in the morning.

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Buckle Your Swash, as written, does not apply to Escape Artist checks, making this an impossible check.
Whoops

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This is very nice, but I'm not sure it should be the capstone. Seems more like a pseudo-capstone for 17th or 18th level to me.
I dropped it in at 20th so it's evenly spaced with Acrobatic Mastery, but I'm not entirely satisfied with it as a capstone either. I just can't think of anything better.
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