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    Default The Martial Swashbuckler (3.5, ToB, PEACH)

    The Swashbuckler



    “Always remember, it doesn’t matter if you win or lose, as long as you look really cool doing it.”

    Abilities: The lightly armored swashbuckler depends on a high Dexterity for her Armor Class, as well as for many class skills. High Intelligence and Charisma scores are also hallmarks of a successful swashbuckler. Strength is not as important for a swashbuckler as it is for other melee combatants.
    Alignment: Any.
    Hit Die: d8.

    The swashbuckler’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Local), Knowledge (Nobility and Royalty), Listen (Wisdom), Open Lock (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Slight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
    Skill Points at 1st Level: (6 + Int modifier) × 4.
    Skill Points at Each Additional Level: 6 + Int modifier.

    {table=head]Level |BAB |Fort |Ref |Will |Special |Maneuvers Known |Maneuvers Readied |Stances Known |Speed Bonus
    1st|+1|+0 |+2|+0 |Supreme Finesse, Flamboyant Style|2|2|1|+0 ft
    2nd|+2|+0 |+3|+0 |Acrobatic Charge, Evasion|3|2|1|+0 ft
    3rd|+3|+1 |+3|+1 |Flair, Improved Feint|4|2|1|+5 ft
    4th|+4|+1 |+4|+1 |Buckle Your Swash, Acrobatic Speed|4|3|2|+5 ft
    5th|+5|+1 |+4|+1 |Bold Stunts, Catfall|5|3|2|+5 ft
    6th|+6/+1|+2 |+5|+2 |Wisecrack|5|3|2|+10 ft
    7th|+7/+2|+2 |+5|+2 |Dashing Soul|6|3|2|+10 ft
    8th|+8/+3|+2 |+6|+2 |Wallrun|6|3|2|+10 ft
    9th|+9/+4|+3 |+6|+3 |Acrobatic Mastery |7|4|2|+15 ft
    10th|+10/+5|+3 |+7|+3 |Dramatic Entrance|7|4|3|+15 ft
    11th|+11/+6/+1|+3 |+7|+3 | Fast Talk|8|4|3|+15 ft
    12th|+12/+7/+2|+4 |+8|+4 |Improved Evasion|8|4|3|+20 ft
    13th|+13/+8/+3|+4 |+8|+4 |Daring Escape|9|4|3|+20 ft
    14th|+14/+9/+4|+4 |+9|+4 |Skyfoot |9|5|3|+20 ft
    15th|+15/+10/+5|+5 |+9|+5 | Dancing Charge|10|5|3|+25 ft
    16th|+16/+11/+6/+1|+5 |+10|+5 | Contemptuous Movement|10|5|4|+25 ft
    17th|+17/+12/+7/+2|+5 |+10|+5 |Skydance|11|5|4|+25 ft
    18th|+18/+13/+8/+3|+6 |+11|+6 |Acrobatic Perfection|11|5|4|+30 ft
    19th|+19/+14/+9/+4|+6 |+11|+6 | Lightning Words|12|6|4|+30 ft
    20th|+20/+15/+10/+5|+6 |+12|+6 |Spotlight|12|6|4|+30 ft[/table]

    Weapon and Armor Proficiency: A Swashbuckler is proficient with all simple and martial one-handed melee and throwing weapons, and with light armor, but not with shields.

    Maneuvers: You begin your career with knowledge of two martial maneuvers. These maneuvers may be drawn from any three disciplines from the following list: Diamond Mind, Iron Heart, Setting Sun, Tiger Claw, and White Raven. These disciplines may not be changed once they are selected.

    Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by swashbucklers is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

    You learn additional maneuvers at higher levels, as shown on Table 1–3. You must meet a maneuver’s prerequisite to learn it. See Table 3–1, page 39, to determine the highest-level maneuvers you can learn.

    Upon reaching 4th level, and at every even-numbered swashbuckler level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

    Maneuvers Readied: You can ready both of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

    You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

    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.

    Stances Known: You begin play with knowledge of one 1stlevel stance from any discipline open to swashbucklers. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

    Flamboyant Style: Swashbucklers don’t follow the sublime way in precisely the same way as other martial adepts. The following changes should be made to the disciplines available to the swashbuckler:

    Diamond Mind— a swashbuckler can move and react just as fast as a normal practitioner of this disciple, but for her, mental domination has nothing to do with self-discipline. Instead, she seeks to belittle and distract his foes to gain an advantage. Change the key skill to Bluff, and any maneuvers that use Concentration checks use Bluff checks instead.

    Supreme Finesse (Ex): At first level, a Swashbuckler gains Weapon Finesse as a bonus feat. She may apply the benefits of the ability to any one-handed weapon, provided that she has a light weapon or nothing in her off-hand. (If you have the Oversized Two-Weapon fighting feat, you may gain the benefits of this ability with a one-handed weapon in your off-hand.)

    Acrobatic Charge (Ex): Starting at 2nd level, a Swashbuckler can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

    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.

    Flair (Ex): At 3rd level, a Swashbuckler may add her Charisma modifier as a dodge bonus to AC. This bonus only applies when she is wearing light or no armor and not carrying a heavy load.

    Improved Feint: At 3rd level, a Swashbuckler gains Improved Feint as a bonus feat.

    Speed Bonus (Ex): At 3rd level, a Swashbuckler gains a +5ft bonus to all forms of speed. At 6th level, and every third level thereafter, this bonus improves by 5 feet, to a maximum of +30ft at 18th level.

    Buckle Your Swash (Ex): Starting at 4th level, a Swashbuckler adds twice her Swashbuckler level as a perfection bonus to all Balance, Jump, and Tumble checks. This bonus only applies when she is wearing light or no armor and not carrying a heavy load.

    Bold Stunts (Ex): Starting at 5th level, a swashbuckler no longer provokes attacks of opportunity for acrobatic stunts that she performs in combat. In addition, she may ignore an amount of damage equal to her Swashbuckler level incurred from stunts, such as falling damage from a failed Balance check, or slashing damage from smashing through a window. (See the Maneuvers description for a more precise definition of stunts)

    Catfall (Ex): Starting at 5th level, at Swashbuckler has developed certain techniques to help him cope with the dangers of high-flying stunts. When making a Tumble check to treat a fall as if it were shorter than it really is when determining damage, he reduces the effective height by a number of feet equal to the result of the Tumble check.

    Wisecrack (Ex): Starting at 6th level, a Swashbuckler may add her Charisma bonus to damage with light and one-handed weapons, providing that she has either a light weapon or nothing in her off hand. (If you have the Oversized Two-Weapon fighting feat, you may gain the benefits of this ability with a one-handed weapon in your off-hand.)

    Dashing Soul (Ex): Starting at 7th level, a Swashbuckler may use her Charisma bonus in place of her Wisdom modifier on Will saves and skill checks.

    Acrobatic Speed (Ex): Starting at 8th level, a Swashbuckler may move at full speed when traversing difficult terrain or when jumping, swinging, or otherwise acrobatically moving..

    Wallrun (Ex): Starting at 8th level, a Swashbuckler’s speed and agility is such that she can run along sheer surfaces. As long as she has a running start of at least 10 feet, she can traverse walls and other vertical surfaces. The distance and height she can reach is limited only by her movement speed. If she does not reach a flat surface by the end of her movement, she may make a Climb check to catch hold of the wall, with a DC equal to the normal Climb DC for the wall.

    Acrobatic Mastery (Ex): Starting at 9th level, a Swashbuckler can take 10 on Balance, Jump, and Tumble checks. Doing so takes no longer than the check she is attempting to make normally does.

    Dramatic Entrance (Ex): By 10th level, a Swashbuckler knows how to make an entrance, and how to make it count. During surprise rounds, she may add her Charisma modifier to melee attack rolls and her Swashbuckler level to melee damage rolls.

    Fast Talk (Ex): Starting at 11th level, a Swashbuckler can talk rings around any lesser man. A number of times per day equal to her Charisma modifier, she may spend one minute talking to a target and make a special Diplomacy check, with a DC equal to the target’s Hit Dice plus its Wisdom modifier, plus a modifier based on their current attitude (+10 for Hostile, +5 for Unfriendly, -5 for Friendly, and -10 for Helpful). In addition, the DC is increased by 2 for creatures of different types (such as a humanoid trying to fast talk a giant) and 5 for very creatures of very different types (such as a humanoid trying to fast talk and aberration).

    If you succeed on this check, the target must make a Will save (DC equal to 10 + 1/2 Swashbuckler level + Charisma modifier) or be affected as though by either a charm monster or suggestion spell (the Swashbuckler’s choice) with a caster level equal to the Swashbuckler level. However, this is an extraordinary effect, and cannot be dispelled or otherwise cancelled prematurely.

    Improved Evasion (Ex): At 12th level, a Swashbuckler’s ability to avoid hostile magic is legendary. This ability works like evasion, except that while the Swashbuckler still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless Swashbuckler does not gain the benefit of improved evasion.

    Daring Escape (Ex): Starting at 13th level, a swashbuckler may gain the benefits of the freedom of movement spell for one round with a DC 30 Escape Artist check. For every 5 points by which her check exceeds the DC, the effect lasts for another round. Activating this ability is a swift action, but may not be done preemptively-- she must be affected by a restriction before she can escape it.

    Skyfoot (Ex): Starting at 14th level, a Swashbuckler’s skill at jumping is so great that it can easily be mistaken for flight. As a swift action, she may jump any distance up to her base land speed without having to make a check. She may even jump straight up without penalty.

    Dancing Charge (Ex): Starting at 15th level, a Swashbuckler is in perfect control of her movements, even when running at full speed. When charging, she may turn 45 degrees for every 10 feet of forward movement, in a similar fashion to a flying creature with clumsy maneuverability.

    Contemptuous Movement (Ex): At 16th level, a Swashbuckler no longer provokes attacks of opportunity for moving through threatened squares or using movement-related skills.

    Skydance (Ex): Starting at 17th level, a Swashbuckler has enough control over her body that she no longer falls helplessly to the ground. She gains a glide speed of 50 feet with good maneuverability, and can move 5 feet horizontally for every 10 feet of vertical descent.

    Acrobatic Perfection (Ex): Starting at 18th level, a Swashbuckler can take 20 on Balance, Jump, and Tumble checks. Doing so takes no longer than the check she is attempting to make normally does.

    Lightning Words (Ex): Starting at 19th level, when using her Fast Talk ability, as Swashbuckler may chose to affect the target with a dominate monster or geas/quest effect. If she chooses the dominate monster effect, she does not form a telepathic bond with the target, and cannot mentally direct it or receive sensory imput.

    Spotlight (Ex): A 20th level Swashbuckler does not simply think that she’s the most impressive person around, she knows it. As an immediate action, she may take a full round’s worth of actions. However, doing so attracts the attention of all nearby creatures, who must make Will saves with a DC equal to 10 + ½ Swashbuckler level + her Charisma modifier or focus their attention— and, more importantly, attacks— on the Swashbuckler for 1d4 rounds. This ability may be used a number of times per day equal to the Swashbuckler’s Charisma modifier.
    Last edited by Grod_The_Giant; 2012-03-22 at 06:54 PM.
    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Major Works:
    • STaRS: The Simple Tabletop Roleplaying System; my attempt at a generic rules-light system.
    • Giants and Graveyards: My collected 3.5 revisions-- houserules, class fixes, ban lists and more.
    • Chopping Down the Christmas Tree: Rules for low- or no-magic item games of 3.5.
    • D&D in M&M-- Balancing 3.5 by porting it lock, stock, and barrel into a more balanced system.