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    Titan in the Playground
     
    Shadow_Elf's Avatar

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    Jul 2008
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    Muarzibet, Siraaj
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    Default [4e Class] - The Swashbuckler: Paragon [Tentatively] Complete - PEACH!

    Swashbuckler
    “Your mother was a hamster and your father smelled of elderberries!”

    Role: Defender. Your taunts, jabs and witticisms attract
    the ire of your enemies, and your flamboyancy distracts
    opponents while your allies get into position. Depending
    on your choice of build or powers, you could serve as a
    Leader or Controller secondarily.
    Power Source: Martial. You’ve achieved your talent
    through practice, experience and the conditioning of
    your body and mind through exercises mental and
    physical.
    Key Abilities: Charisma, Dexterity, Intelligence

    Armor Proficiencies: Cloth, Leather, Hide, Light Shields
    Weapon Proficiencies: Simple Melee, Military Melee,
    Simple Ranged
    Bonus to Defense: +1 Reflex, +1 Will
    Hit Points at First Level: 14 + constitution score
    Hit Points per Level Gained: 6
    Healing Surges per Day: 7 + constitution modifier

    Trained Skills: Bluff. From the class skills list below,
    chose four more trained skills at first level: Acrobatics
    (Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha),
    History (Int), Insight (Wis), Intimidate (Cha), Perception
    (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex).

    Build Options: Dashing Swordsman, Magnificent Bastard
    Class Features: Gambit, Parry, Swashbuckler’s Taunt, Weapon Finesse

    Swashbucklers come from all walks of life. From pirates on the high seas, to noble heroes saving damsels from dragons, to the scheming villains of the world, the Swashbuckler is present, a taunt on his lips and a sword in his hands. They are masters of agility, swordplay and psychology, getting into their foes’ heads while their blades slip into their foes’ guts. They lure their foes into poor moves, parrying attempts and taking risks. As their gambits pay off and they gain the upper-hand, their taunts begin to sting even more, and their foes often cannot help but fight them to their deaths. As masters of swordplay, they can stop blows no one else can, their proficiency with their weapons outmatching any other. They are quintessential deceivers, using basic swordplay to keep foes off-guard while preparing their coup-de-grace.
    Sticks and stones may break your bones, but a swashbuckler’s words will hurt you more than you can know.

    Creating a Swashbuckler
    Spoiler
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    Swashbucklers rely on Charisma, Dexterity and Intelligence for their powers. You can take any power you prefer, but its often best to acquire powers that compliment your style of swordplay and method of taunting foes.

    Dashing Swordsman
    You are quick on your feet and incredibly annoying and slippery. You confound your foes with flashy melee maneuvers and quick bladework. Your attacks and many of your skills use Charisma, so that should be your highest ability score. Second should come Dexterity, which you use as a part of your Swashbuckler’s Taunt and for the secondary effects of some of your powers. You could choose Intelligence as your tertiary score, if you want to pick up some of the more tactical feats and powers of the Magnificent Bastard, but you would probably be better served with Constitution, to shore up your Fortitude defense and give you the extra hit points you need to survive.
    Class Feature: Dashing Swordsman’s Dare
    Suggested Feat: Hero's Sacrifice (Human Feat: Risky Action)
    Suggested At-Will Powers: Slash & Dash, Hamstringing Strike
    Suggested Encounter Power: Flanker’s Lament
    Suggested Daily Power: Nuisance Strike

    Suggested Skills: Bluff, Acrobatics, Perception, Stealth, Thievery

    Magnificent Bastard
    You are charismatic and quick-witted, and your words and actions orchestrate the battle to the point where all eyes are centered on you - and your allies attack from behind. Like the Dashing Swordsman, you use Charisma for the vast majority of your attack and damage rolls, so that should be your highest ability score. Your second highest ability score should be Intelligence, as it makes your Swashbuckler’s taunt effective and powers the rider effects of many of your most magnificent powers. You could take Dexterity as your tertiary score, to improve your Initiative bonus and benefit from some of the Dashing Swordsman’s powers and feats, but you would also be well-served putting points into Constitution for some much-need health and fortitude defense.
    Class Feature: Magnificent Bastard’s Mockery
    Suggested Feat: Master’s Mockery (Human Feat: Deflect Arrows)
    Suggested At-Will Powers: Staggering Slash, Magnificent Blow
    Suggested Encounter Power: Witty Retort
    Suggested Daily Power: Majestic Strike
    Suggested Skills: Bluff, Diplomacy, History, Intimidate, Streetwise


    Class Features:
    Spoiler
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    Gambit
    You gain gambit as an encounter power.

    Gambit
    Luck is a fickle mistress, but often a benevolent one
    Encounter * Martial
    No Action Personal
    Trigger: You make an attack roll, skill check or parry attempt and dislike the result
    Effect: Re-roll the triggering d20 roll with a +2 bonus. If the second attempt fails, you are dazed until the end of your next turn.

    Parry
    You gain Parry as an at-will power

    Parry
    You deflect a foe’s melee attack with your own weapon
    At-Will - Martial, Weapon
    Immediate Interrupt Personal
    Requirement: You must be wielding a melee weapon. You cannot use parry while in heavy armor or while wielding a heavy shield.
    Trigger: An enemy makes a melee attack against you
    Effect: Roll an attack with a melee weapon you are wielding, and replace the target defense with the resulting value.

    Swashbuckler’s Taunt
    Each Swashbuckler has a favoured taunt that they use to attract the attention of their enemies. Featured below are the two types of Swashbuckler’s Taunt; Magnificent Bastard’s Mockery and Dashing Swordsman’s Dare. You cannot use a Swashbuckler’s Taunt against enemies already under the effect of your Swashbuckler’s Taunt.

    Magnificent Bastard’s Mockery
    Your words cut deep into your foe’s psyche. They find it impossibly hard to ignore your emotional assault
    At-Will * Martial
    Minor Action Close Burst 10
    Target: One creature in burst
    Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subjected to only one mark at a time. A new mark supersedes a mark that was already in place.
    If your marked target makes an attack that doesn’t include you as a target, it takes a -2 penalty to attack rolls. In addition, when your marked target makes an attack that doesn’t include you as a target, you can, as an immediate reaction, invoke your magnificent bastard’s mockery. When you do so, the next ally to hit the target before the end of the target's next turn deals extra damage equal to 6 + your intelligence modifier. This increases to 12 + your intelligence modifier at level 11, and to 18 + your intelligence modifier at level 21.

    Dashing Swordsman’s Dare
    Your words confuse your foe, allowing you to slip in around it and interrupt its attempted attacks
    At-Will * Martial
    Minor Action Close Burst 10
    Target: One creature in burst
    Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subjected to only one mark at a time. A new mark supersedes a mark that was already in place.
    If your marked target makes an attack that doesn’t include you as a target, it takes a -2 penalty to attack rolls. In addition, when your marked target makes an attack that doesn’t include you as a target, you can, as an immediate interrupt, shift a number of squares equal to your Dexterity modifier, and you must end this movement adjacent to the target of the triggering attack roll. You then use your parry at-will power as a free action to attempt to stop the foe’s attack, regardless of the power's range and attack type.

    Weapon Finesse
    You can use Charisma instead of Strength for the attack and damage rolls of your melee basic attacks. In addition, whenever you successfully parry an attack with a light blade, you may shift one square as a free action and gain a +1 bonus to attack rolls made with combat advantage until the end of your next turn.


    Swashbuckler Powers
    As a martial character, your powers are called exploits.

    Level 1 At-Will Exploits
    Spoiler
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    Touch & Go
    You strike your foe, causing them to stumble past you as you switch places
    At-Will * Martial, Weapon
    Standard Action Melee Weapon
    Target: One enemy
    Attack: Charisma vs. AC
    Hit: 1[W] + charisma modifier damage and you can switch spaces with
    the target. If the target cannot occupy your current square and be in a legal
    position, you do not switch spaces.
    Special: Increase damage to 2[W] + charisma modifier at level 21.

    Dazzling Strike
    Your dazzling display raises the ire of your foe
    At-Will * Martial, Weapon
    Standard Action Melee Weapon
    Target: One enemy
    Attack: Charisma vs. AC
    Hit: 1[W] + charisma modifier damage and the target is marked as if by your Swashbuckler's Taunt class feature until the end of your next turn. This does not remove your Swashbuckler's Taunt from its current target.
    Special: This power can be used in place of a melee basic attack when making an attack of opportunity. Increase damage to 2[W] + charisma modifier at level 21.

    Magnificent Blow
    A well placed and dramatic blow hampers your foe’s guard for the next attack.
    At-Will * Martial, Weapon
    Standard Action Melee Weapon
    Target: One enemy
    Attack: Charisma vs. AC
    Hit: 1[W] damage + charisma modifier damage and the next ally to hit the target with an attack before the end of your next turn deals extra damage equal to your Intelligence modifier.
    Special: Increase damage to 2[W] + charisma modifier at level 21.

    Slash & Dash
    You strike your foe from one side and quickly dart in the other direction
    At-Will * Martial, Weapon
    Standard Action Melee Weapon
    Target: One enemy
    Attack: Charisma vs. AC
    Hit: 1[W] + charisma modifier damage and you can shift two squares.
    Special: You can use this power in place of a melee basic attack while charging. Increase damage to 2[W] + charisma modifier at level 21.

    Hamstringing Blow
    Your blade cuts in behind your enemy’s ankle, hampering their movement
    At-Will * Martial, Weapon
    Standard Action Melee Weapon
    Target: One enemy
    Attack: Charisma vs. AC
    Hit: 1[W] + charisma modifier damage and the target is slowed until the end of your next turn.
    Special: You can use this power in place of a melee basic attack when making an attack of opportunity. Increase damage to 2[W] + charisma modifier at level 21.

    Slick Slash
    You stagger toward your foe, your slash appearing sloppily but truly unerring
    At-Will * Martial, Weapon
    Standard Action Melee Weapon
    Target: One enemy
    Effect: Before the attack, you can shift one square. If you shift and have flanking for this attack, you gain a +1 bonus to the attack roll.
    Attack: Charisma vs. AC
    Hit: 1[W] + charisma modifier damage.
    Special: This power can be used in place of a melee basic attack while charging. You still have to end the charge movement within reach of the enemy before making the shift. Increase damage to 2[W] + charisma modifier at level 21.


    All-In Strike
    Your over-the-top attack inflicts a lot of pain, but leaves you open to attack.
    At-Will * Martial, Weapon
    Standard Action Melee Weapon
    Target: One enemy
    Attack: Charisma +2 vs. AC
    Hit: 1[W] + charisma modifier + dexterity modifier damage.
    Effect: You suffer a -2 penalty to parry attempts and all defenses until the end of your next turn.
    Special: Increase damage to 2[W] + charisma modifier + dexterity modifier at level 21.



    Level 1 Encounter Exploits
    Spoiler
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    Witty Retort
    Your mock your foe’s failures through sword and word, causing them to inadvertently repeat them
    Encounter * Martial, Weapon
    Standard Action Melee Weapon
    Target: One enemy who has missed with an attack since the start of your last turn
    Attack: Charisma vs. AC
    Hit: 1[W] + Charisma modifier damage and the target takes a -3 penalty to attack rolls until the end of your next turn.
    Magnificent Bastard: The penalty to attack rolls equals 1 + your intelligence modifier.

    Vexing Flurry
    Your quick swordplay mocks your foes and forces them to retaliate in kind
    Encounter * Martial, Weapon
    Standard Action Melee Weapon
    Target: One, two, or three creatures
    Attack: Charisma vs. Reflex
    Hit: 1[W] damage and the target is marked until the end of your next turn.

    Flanker’s Lament
    You quickly jab at the foes flanking you and then escape them with a quick dash
    Encounter * Martial, Weapon
    Standard Action Melee Weapon
    Target: One or two enemies to whom you grant combat advantage
    Special: You have combat advantage for this attack
    Attack: Charisma vs. AC
    Hit: 1[W] + charisma modifier damage. If both attacks hit, you can then shift 3 squares.
    Dashing Swordsman: On a hit, you instead shift 2 + your Dexterity modifier squares.


    Level 1 Daily Exploits
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    Nuisance Strike
    Your words cut as deep as your sword with every cut you make
    Daily * Martial, Weapon
    Standard Action Melee Weapon
    Target: One enemy
    Attack: Charisma vs. AC
    Hit: 2[W] + charisma modifier damage. Make a secondary attack against the target.
    Secondary Attack: Charisma vs. Will
    Hit: 1[W] damage and the target takes a -2 penalty to all attack rolls (save ends)
    Effect: Once before the end of the encounter, when you hit the target with an attack, you can make this power's secondary attack against the target as a free action.

    Majestic Strike
    A blow your foe won’t soon forget
    Daily * Martial, Reliable, Weapon
    Standard Action Melee Weapon
    Target: One enemy
    Attack: Charisma vs. AC
    Hit: 2[W] + charisma modifier damage.
    Special: This attack can score a critical hit on a natural roll of 16 or higher. You can chose to miss with this attack regardless of the die result.

    Parry & Riposte
    You use the momentum from a successful parry to send a foe staggering, then advance with an attack of your own.
    Daily * Martial, Stance, Weapon
    Free Action Melee Weapon
    Trigger: You successfully parry a melee attack
    Target: The enemy that made the triggering attack
    Attack: Charisma vs. Reflex
    Hit: 1[W] + charisma modifier damage, and you slide the target into any square adjacent to you.
    Effect: Until the stance ends, you can make a melee basic attack against an attacker who you parry as a free action, provided they are within reach.


    Level 2 Utility Exploits
    Spoiler
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    Daring Rescue
    You rush to aid an ally, easily tumbling through and past your enemies
    Prerequisite: You must be trained in Acrobatics
    Encounter * Martial
    Move Action Personal
    Effect: Shift a number of squares equal to 2 + your dexterity modifier. During this movement you can move through enemies spaces, but you must end the movement in an unoccupied square adjacent to an ally. You gain combat advantage against and grant combat advantage to any enemy whose square you shifted through.

    Piquing Feint
    Your quick movement causes a moment of indecision that you can take advantage of
    Prerequisite: You must be trained in Bluff
    Encounter * Martial
    Minor Action Melee 1
    Target: One creature
    Effect: Make a Bluff check opposed by the target’s passive insight. On a success, you slide the target 1 square and the target grants combat advantage to you for your next attack against it before the end of your turn. If the bluff check fails, the target is marked until the end of your next turn.

    Boring Lecture
    You pull up some stupidly and agonizingly boring historical anecdote to distract your foes while your allies prepare their next move
    Prerequisite: You must be trained in History
    Daily * Martial
    Standard Action Close Burst 10
    Target: Each enemy in burst
    Effect: The target grants combat advantage to all attackers and is marked until the end of your next turn.
    Sustain Minor: Reduce the burst size by one. The target is marked until the end of your next turn. This power can no longer be sustained when the burst size equals 1.


    Level 3 Encounter Exploits
    Spoiler
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    Pinning Strike
    Your words yank your foe inexorably closer to your blade
    Encounter * Martial, Weapon
    Standard Action Melee Weapon +1 reach
    Target: One enemy
    Attack: Charisma vs. AC
    Hit: 2[W] + charisma modifier damage, you pull the target to a square adjacent to you and the target is immobilized until the end of your next turn.

    Impetuous Blow
    You deliver a cheap strike that brings down the ire of your foe as you duck away
    Encounter * Martial, Weapon
    Standard Action Melee Weapon
    Target: One enemy
    Attack: Charisma vs. AC
    Hit: 1[W] + Charisma modifier damage and the target is marked.
    Effect: After the attack is resolved, shift 3 squares.
    Dashing Swordsman: You can instead shift a number of squares equal to 1 + your dexterity modifier.

    Orchestrated Assault
    You attack one foe, catch their attention, withdraw the attack and then feint to attack a second.
    Encounter * Martial, Weapon
    Standard Action Melee Weapon
    Target: One enemy
    Attack: Charisma + 2 vs. Reflex
    Hit: The target is marked until the end of your next turn.
    Effect: Make a secondary attack.
    Secondary Target: One enemy other than the primary target
    Secondary Attack: Charisma vs. Reflex
    Hit: 1[W] + charisma modifier damage.
    Magnificent Bastard: The attack bonus on the primary attack equal 1 + your intelligence modifier.


    Level 5 Daily Exploits
    Spoiler
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    Daring Strike
    Your flamboyant attack dares your opponent to try an equally flashy maneuver, doomed to fail
    Daily * Charm, Martial, Reliable, Weapon
    Standard Action Melee Weapon
    Target: One enemy
    Attack: Charisma vs. Will
    Hit: 3[W] + charisma modifier damage and the target is marked until the end of your next turn and takes a penalty to its next attack roll equal to your charisma modifier.

    Triple Tap
    You dance around your foe mockingly, stringing together several jabs of your weapon
    Daily * Martial, Stance, Weapon
    Standard Action Melee Weapon
    Target: One enemy
    Attack: Charisma vs. AC
    Hit: 1[W] + charisma modifier damage.
    Effect: Shift one square and repeat the attack against the same target, then shift one square and repeat the attack again. If two attacks hit, the target is also knocked prone. If all three attacks hit, the target is also dazed until the end of your next turn.

    Mockery of Sword
    Your swordwork fancifully mocks that of your foe, and you draw it in and around you with a poignant stab
    Daily * Martial, Weapon
    Standard Action Melee Weapon +2 reach
    Target: One enemy
    Attack: Charisma vs. AC
    Hit: 3[W] + charisma modifier damage and you can pull the target two squares and knock it prone.


    Level 6 Utility Powers
    Spoiler
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    Doomwaltz
    Your dancing gait belies the bladework soon to come
    Daily * Martial, Stance
    Minor Action Personal
    Effect: Until the the stance ends, whenever you are subject to forced movement you can chose to shift an equal number of squares. Additionally, when you shift, you gain a +1 bonus to your next attack roll before the end of your next turn.

    Unsettling Laughter
    Your knowing laugh unsettles your foes
    Encounter * Martial, Fear
    Minor Action Close Burst 5
    Target: Each enemy in burst
    Effect: The target takes a -2 penalty to saving throws until the end of your next turn. If the target fails a saving throw by two or less before the end of your next turn, it is marked (save ends).

    Take the Bullet
    You dive in front of an incoming projectile to save a friend in need
    Daily * Martial
    Immediate Interrupt Close Burst 5
    Trigger: An ally in the burst is hit by a ranged attack.
    Effect: Shift to a square adjacent to the triggering ally that would provide cover to the triggering ally against the triggering attack. The attack hits you instead.


    Level 7 Encounter Powers
    Spoiler
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    Baffling Blow
    Your blade sinks into one enemy as you call on its ally to outdo its predecessor
    Encounter * Martial, Weapon
    Standard Action Melee Weapon
    Target: One creature
    Attack: Charisma vs. AC
    Hit: 2[W] + charisma modifier + dexterity modifier damage, and one enemy within 5 squares of you is marked until the end of your next turn.
    Dashing Swordsman: The enemy you mark is marked instead by your dashing swordsman’s dare. If your taunt is already on another enemy, that mark does not go away.

    Fumbling Retort
    Though the blade slips past your guard, you are ready to counterattack all the more quickly
    Encounter * Martial, Weapon
    Free Action Melee Weapon
    Trigger: You make a parry attempt and an enemy’s attack still hits
    Target: The triggering enemy
    Attack: Charisma vs. Reflex
    Hit: 2[W] + charisma modifier damage.
    Magnificent Bastard: The target take a penalty to its next attack roll before the end of its next turn equal to your intelligence modifier.

    Confidence Booster
    You take a quick jab at your foe, physically and verbally, and a nearby ally is inspired with laughter
    Encounter * Martial, Healing, Weapon
    Standard Action Melee Weapon
    Attack: Charisma vs. AC
    Hit: 2[W] + charisma modifier damage and an ally within 5 squares of you gains temporary hit points equal to your level.


    Level 9 Daily Powers
    Spoiler
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    Soaring Blade
    I am a leaf on the wind. Watch how I soar.
    Daily * Martial, Weapon
    Standard Action Melee Weapon
    Effect: Before the attack you can shift 2 squares
    Target: One creature
    Attack: Charisma vs. AC
    Hit: 3[W] + charisma modifier damage.
    Effect: After the attack, you can shift a number of squares equal to your speed - 2. Until the end of the encounter, your speed increases by 2

    Stinging Signature
    A pair of initials in the seat of your foe’s pants leaves a mark none can ignore
    Daily * Martial, Weapon
    Standard Action Melee Weapon
    Target: One creature granting you combat advantage
    Attack: Charisma vs. Reflex
    Hit: 1[W] + charisma modifier damage, and the target is marked until the end of the encounter. While marked, the penalty to attack rolls the target suffers when disobeying your mark becomes -6 instead of -2.
    Miss: Half damage, and the target is marked (save ends). While marked, the penalty to attack rolls the target suffers when disobeying your mark becomes -4 instead of -2

    Bounding Backstab
    A flip over your foe and a reverse stab leaves it reeling
    Daily * Martial, Weapon
    Prerequisite: You must be trained in Acrobatics
    Standard Action Melee Weapon
    Target: One creature
    Effect: Shift through the target’s space into a square that would provide flanking to the square you started in
    Attack: Charisma vs. AC. You have combat advantage for this attack.
    Hit: 3[W] + charisma modifier + dexterity modifier damage.


    Level 10 Utility Powers
    Spoiler
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    Predator’s Mockery
    That one’s trouble. Dispatching it may need a... special touch.
    Daily * Martial
    Minor Action Close burst 5
    Target: One creature in the burst
    Effect: You gain a +2 power bonus to attack rolls against the target until the end of the encounter

    Too Damn Pretty to Die
    To lose a face like this would be a loss the world could not bear
    Daily * Martial, Healing
    Free Action Personal
    Trigger: You drop below 0 hit points
    Effect: You can spend a healing surge, and regain additional hit points equal to your charisma modifier. If you are prone, you stand up.

    Dive, Dip and Dodge
    You roll and bound through your foes to reach the thick of the fight... or get out of it
    Encounter * Martial
    Prerequisite: You must be trained in Acrobatics
    Move Action Personal
    Effect: Shift a number of squares up to your speed. During this movement, you may pass through enemies’ spaces. Any enemy who's space you shift though is marked until the end of your next turn.


    Level 13 Encounter Powers:
    Spoiler
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    Tensions Unearthed
    You lie and slander as your blade sings, turning your foe against its compatriots
    Encounter * Martial, Weapon
    Standard Action Melee Weapon
    Target: One creature
    Attack: Charisma vs. AC
    Hit: 2[W] + charisma modifier damage and the next time the target makes a melee or ranged attack against you or an ally of yours before the end of your next turn, it also makes the attack against one of its own allies within range. In addition, the targets close and area attacks that only target enemies or omit specific targets instead target all creatures until the end of your next turn.
    Magnificent Bastard: The target gains a bonus to attack rolls against its allies equal to your intelligence modifier.

    Sly Slip
    You deek around your foe, then drive your weapon into its spine
    Encounter * Martial, Weapon
    Standard Action Melee Weapon
    Effect: Before you make the attack, you shift through the target's space to a square from which you could flank the target with your original square. You gain combat advantage for this attack if you perform this shift.
    Target: One creature
    Attack: Charisma vs. AC
    Hit: Charisma modifier damage and the target is stunned until the end of your next turn.

    Deadly Mistake
    Ignoring your endless sarcasm was a mistake far more dire than your enemy assumed
    Encounter * Martial, Weapon
    Immediate Interrupt Melee Weapon
    Trigger: A marked enemy within 6 squares of you makes an attack that does not include you as a target.
    Target: The triggering enemy
    Effect: You jump to a square adjacent to the target. You do not provoke attacks of opportunity for performing this jump. Makes the following attack against the target.
    Attack: Charisma +2 vs. AC
    Hit: 2[W] + charisma modifier damage and the target takes a -4 penalty to the triggering attack roll.
    Dashing Swordsman: The penalty equals 3+ your dexterity modifier.


    Level 15 Daily Powers:
    Spoiler
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    Implausible Fencing Prowess
    What, so I am not allowed to be this much faster than you?
    Daily * Martial, Stance, Weapon
    Minor Action Personal
    Effect: When an enemy starts its turn adjacent to you and moves away, it takes 1[W] damage and you shift 1 square. In addition, your opportunity attacks slow the target until the end of their current turn on a hit.

    Endless Tirade
    Your swordsmanship sucks! Kiai! Your mother was a troll! Kiai! I could do this all day!
    Daily * Martial, Weapon
    Standard Action Melee Weapon
    Target: One enemy under the influence of your swashbuckler’s taunt
    Attack: Charisma vs. AC; three attacks
    Hit: 1[W] damage + charisma modifier damage.
    Miss: Half damage
    Effect: Your swashbuckler’s taunt lasts until the end of the encounter on the target, even if you use your taunt again on a different target. While it is marked by your swashbuckler’s taunt, the target takes an additional penalty to attacks that do not include you as a target equal to the number of attacks with this power that hit.

    School of Hard Knocks
    Maybe if I acquaint my mace with your forehead enough, you’ll learn a little!
    Daily * Martial, Reliable, Weapon
    Standard Action Melee Weapon
    Attack: Charisma vs. Fortitude
    Hit: 3[W] + charisma modifier damage and the target takes a -3 penalty to attack rolls (save ends). Each time the target succeeds on a saving throw against this power’s effect, it lowers the attack penalty by 1 instead of eliminating the effect (if the attack penalty is reduced to 0, the effect is removed). Each time the target fails a saving throw against this power’s effect, increase the attack penalty by 1 (maximum 3).


    Feats:
    Heroic Tier Feats:
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    Accurate Parry [Swashbuckler, Elf]
    Prerequisites: Swashbuckler, Elf, Parry class feature
    Benefit: You can use your Elven Accuracy racial power to re-roll a failed parry attempt. If the new parry attempt still fails, you do not expend the use of Elven Accuracy.

    Break the Conflict [Swashbuckler]
    Prerequisites: Swashbuckler, Dashing Swordsman’s Dare class feature, Dex 15
    Benefit: When you use your Dashing Swordsman’s Dare immediate interrupt, and the resulting parry attempt succeeds, you can slide the triggering enemy and the triggering ally one square each.

    Defensive Posture [Swashbuckler]
    Prerequisites: Swashbuckler, Parry
    Benefit: When you take the total defense or second wind action, the bonus to defenses you gain as a result also applies to parry attempts you make until the end of your next turn.

    Deflect Arrows [Swashbuckler]
    Prerequisites: Swashbuckler, Parry class feature
    Benefit: You can use your Parry class feature to attempt to stop ranged attacks, as well as melee attacks.

    Fey Step Parry [Swashbuckler, Eladrin]
    Prerequisites: Swashbuckler, Eladrin, Parry class feature, Fey Step racial power
    Benefit: You may expend the use of your Fey Step racial power as an immediate interrupt to make any attack automatically miss you, rather than gain Fey Step’s normal effect. Miss effects from powers cancelled in this manner are also cancelled.

    Hero's Sacrifice [Swashbuckler]
    Prerequisites: Swashbuckler, Dashing Swordsman's Dare class feature
    Benefit: When you make a parry attempt as part of your Dashing Swordsman's Dare class feature and the parry attempt fails, you can make the attack hit you instead of the targeted ally.

    Little Body, Big Mouth [Swashbuckler]
    Prerequisites: Swashbuckler, Small size, Swashbuckler’s Taunt class feature
    Benefit: Large and larger targets marked by your Swashbuckler’s Taunt class feature take an additional -2 penalty to attacks that do not include you as a target.

    Master’s Mockery [Swashbuckler]
    Prerequisites: Swashbuckler, Magnificent Bastard’s Mockery class feature
    Benefit: When you invoke your magnificent bastard's mockery class feature, the next ally to attack the target before the end of the target's next turn gains a +2 power bonus to the attack roll.

    Mocking Faerie Fire [Swashbuckler, Drow]
    Prerequisites: Swashbuckler, Drow, Darkfire racial power, Swashbuckler’s Taunt class feature
    Benefit: The target of your Darkfire racial power is also affected by your Swashbuckler’s Taunt until the end of your next turn on a hit. If another target is already marked by your Swashbuckler’s Taunt class feature, that mark is not removed.

    Raise the Stakes [Swashbuckler]
    Prerequisites: Swashbuckler, Gambit class feature
    Benefit: When you use your Gambit class feature, before making the second roll, you can chose to gain a +2 bonus to the re-roll. If you do so and the re-roll fails, you are stunned until the end of your next turn instead of dazed.

    Risky Action [Swashbuckler, Human]
    Prerequisites: Swashbuckler, Human, Gambit class feature
    Benefit: When you spend an action point for any reason, you also regain the use of your Gambit class feature if you have already used it.

    Improved Parry [Swashbuckler]
    Prerequisites: Swashbuckler, Parry class feature
    Benefit: You gain a +2 bonus to parry attempts.


    Paragon Tier Feats:
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    Cunning Ploy [Swashbuckler]
    Prerequisites:
    Level 11, Magnificent Bastard's Mockery class feature
    Benefit: Increase the damage bonus granted by your Magnificent Bastard's Mockery feature by 6.

    Lay It On Thick [Swashbuckler]
    Prerequisites: Level 11, Dashing Swordsman's Dare class feature
    Benefit: When you place your dashing swordsman's dare upon an enemy, you can choose to gain the benefit of this feat. If you do, as long as the target is marked, you gain a +2 bonus to parry attempts against its attacks, and it gains a +6 bonus to damage rolls against you.

    Parry Failsafe[Swashbuckler]
    Prerequisites: Swashbuckler, Parry class feature
    Benefit: When you wield a defensive weapon or a light shield in your off hand, once per turn you can reroll a parry result that is lower than your AC. The triggering attack of the parry must target your AC or Reflex.

    Swashbuckler’s Guard [Swashbuckler]
    Prerequisites: Swashbuckler, Parry class feature, Defensive posture
    Benefit: When you take the total defense or second wind action, you can make parry attempts as an opportunity action (with the same trigger), rather than an immediate interrupt, until the start of your next turn.

    Spellswath [Swashbuckler]
    Prerequisites: Swashbuckler, Parry class feature, Deflect Arrows
    Benefit: You can use your parry class feature to attempt to stop close and area attacks, in addition to ranged and melee attacks.


    Epic Tier Feats:
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    Improved Spellswath [Swashbuckler]
    Prerequisites: Swashbuckler, Parry class feature, Spellswath
    Benefit: When you successfully parry a close or area attack, you can choose to have creatures in squares adjacent to you also protected from the attack (as if they had all successfully used parry).


    Comments and EditLog:
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    PEACH and Enjoy. All comments welcome.
    EDIT 1: "Gambit" class feauture nerfed slightly
    "Boring Lecture", level 2 Utility, nerfed slightly
    EDIT 2: Improved Parry upgraded slightly, "Lightning Reaction" changed to "Break the Conflict" with a new benefit, Big Damn Hero's Big Damn Bluff upgraded slightly, Peerless Pirate taken under review for more "peerlessness".
    Big Damn Hero's "Fast Like a Freak" clarified.
    EDIT 3: Peerless Pirate released from review! Now with extra peerlessness!
    EDIT 4: Magnificent Bastard changed, Melee training changed to Weapon Finesse and expanded to include a small bonus for light blade wielders. Expect level 13+ powers soon.
    EDIT 5: Made some of the changes to powers that were suggested by Yakk - thank you very much for the comprehensive feedback!
    EDIT 6: Rephrased Parry and added the paragon feat Parry Failsafe for wielders of light shields and parrying daggers to make them a little happier to sticking with somewhat less than optimal defensive equipment.
    EDIT 7: Changed the basic build features, the related feats, and added a feat for each. Also added level 13 Encounter Powers, and the Lucknight Paragon Path (see post below). Enjoy and PEACH. Considering altering the at-will powers too, for more options/versatility.
    EDIT 8: Made some changes to the at-will powers, using some suggestions from Yakk and other commenters. Rewrote Dazzling Strike as a more defender-y power, making the newly-added "All-In Strike" for Dashing Swordsmen and rewrote Magnificent Blow as a magnificent bastard-focused power, both of which are the new "DPS" powers. More changes to the at-wills may come as I think of them.
    Last edited by Shadow_Elf; 2011-09-02 at 09:43 PM.
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH)

    Big Damn Hero
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    “Looks like we got here just in the nick of time!”
    Prerequisites: Swashbuckler, dashing swordsman’s dare class feature

    Just in time to save the day, the Big Damn Hero comes crashing through the gates. No maiden in a dragon’s castle, nor slaves being sacrificed on the altar of a dread god need fear. For just as it seems all hope is lost, you appear, ready to dramatically save the innocent and defenseless from the clutches of an evil villain. Your heroic entrance causes foes to stop what they’re doing and focus on you, and you are always backed by an imaginary army, one you convince your foes is all too real.

    Big Damn Hero Features:
    Big Damn Bluff (Level 11): When you place your dashing swordsman’s dare on an enemy, you can also make a bluff check as a free action. If your bluff check exceeds the target’s passive insight, the target grants combat advantage to you until the end of your next turn.
    Nick of Time Action (Level 11): When you spend an action point to take an extra action, you can also make a saving throw against each effect on you that a save can end, or you can take an extra move action as a free action.
    Heroic Entrance (level 16): When you act during the first round of combat, all enemies within 10 squares of you that have not acted yet are marked until they attack you.

    Big Damn Hero Attacks:

    Thrilling Heroics
    “You swoop in to save the day, and your allies are inspired to greater heights”
    Encounter * Martial, Weapon, Healing
    Standard Action Melee Weapon
    Requirement: You must charge and use this power in place of a basic attack
    Target: One creature
    Attack: Charisma vs. AC
    Hit: 2[W] + charisma modifier damage and each ally within 5 squares of you gains temporary hit points equal to your charisma modifier or can make a saving throw against an effect on them that a save can end.

    Fast Like a Freak
    “You dodge your foes with comical finesse and smack them as they run past”
    Daily * Martial, Stance
    Minor Action Personal
    Effect: Until the stance ends, when you succeed on a parry attempt against a melee attack, you can, as a free action, shift two squares to a square adjacent to the triggering enemy and make a melee basic attack against that enemy.

    Coup De Humiliation
    “Mercy is the mark of a great man. I’m just a good man. Well, I’m alright.”
    Daily * Martial, Weapon
    Standard Action Melee Weapon
    Target: One prone enemy
    Attack: Charisma vs. Reflex, three attacks
    Hit: 2[W] + charisma modifier damage per hit, and the target takes a penalty to attack rolls equal to 2 times the total number of hits until the end of the encounter.
    Effect: The target is marked by your dashing swordsman’s dare until the end of the encounter. This mark does not count towards the limit of swashbuckler’s taunts you can normally have in effect at once.


    Peerless Pirate
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    “He who touches the rum dies by my blade”
    Prerequisites: Swashbuckler

    You are an experienced seafarer, a veteran of the seven seas and the beneficiary of much phat loot. Whether its fencing on the main mast or repelling borders with axe or spear, you are the epitome of everything a pirate is capable of. A boozy tune on your lips and a thicket of scurvy dogs before you, you are never more at home than in the thick of a fight.

    Peerless Pirate Features:
    Boozy Balance (Level 11): When you are subject to forced movement, you can shift 3 squares as a free action after the forced movement. You gain a +5 bonus to saving throws to avoid falling off an edge.
    Drunken Clarity (Level 11): You can spend action points while stunned. When you spend an action point to take an extra action, you can end one charm, dazed or stunned effect on you, regardless of the effect’s listed duration. You do not suffer any aftereffects of effects ended in this manner.
    Ramming Speed (level 16): Whenever you charge an enemy marked by you, you do not provoke opportunity attacks for doing so, and the charge does not have to be the last action on your turn.


    Peerless Pirate Attacks:

    Boarding Slash
    “As if launched from a swinging rope, you tackle your foe”
    Encounter * Martial, Weapon
    Standard Action Melee Weapon
    Requirement: you must charge and use this power in place of a melee basic attack. You can fly during this charge, and if you do not land on a solid surface, you fall without taking falling damage after the attack is resolved.
    Target: One creature
    Attack: Charisma vs. AC
    Hit: 3[W] + charisma modifier damage. You push the target up to 3 squares and shift into the square the target vacated.

    Unshakable Heading
    “You carefully navigate the battlefield, your progress undeterred”
    Daily * Martial, Stance
    Minor Action Personal
    Effect: Until the stance ends, you cannot be slowed, immobilized, restrained or dazed.

    Walk the Plank
    “Have fun swimming with the fishes”
    Daily * Martial, Weapon
    Standard Action Melee Weapon
    Target: One creature
    Attack: Charisma vs. AC
    Hit: 3[W] + charisma modifier damage and you push the target a number of squares equal to your charisma modifier. As the target is pushed, it provokes opportunity attacks from your allies as if it had moved past them.
    Miss: Half damage, and you push the target 4 squares. As the target is pushed, it provokes opportunity attacks from your allies as if it had moved past them.


    Fey Fencer
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    “The races of the feywild have perfected bladework. I have perfected perfection”
    Prerequisites: Swashbuckler, parry class feature

    Your blade sings with the magical speed of the Feywild, and your tongue beguiles your foes with the charm and wit of its denizens. You are the martial embodiement of the Feywild - you leave your foes confused, disoriented and ineffectual before you clear their minds forever. None can match your almost arcane rapidity, nor the charming wit you have enhanced through your training.

    Fey Fencer Features:
    Fey Wit (Level 11): When you spend an action point to take an extra action, enemies marked by you take a penalty to attack rolls equal to your charisma modifier until the end of your next turn.
    Shimmering Parry (Level 11): You gain a +2 bonus to all parry attempts while wielding a one-handed light or heavy blade.
    Dancing Follow-Up (level 16): Whenever you make a successful parry attempt with a one-handed light or heavy blade, you can also teleport two squares as a free action.

    Fey Fencer Attacks:

    Baffling Flurry
    “A whirlwind of swordwork leaves a foe dazed and confused”
    Encounter * Martial, Weapon
    Standard Action Melee Weapon
    Target: One creature
    Attack: Charisma vs. AC. Make four attack rolls, and if any of them hit, resolve them as a single hit.
    Hit: 1[W] damage per hit. If any of the attacks hit, you deal damage equal to your charisma modifier. If two or more attacks hit, the target is also dazed until the end of your next turn.

    Fey Stride
    “Your step carries the speed of the Feywild”
    Daily * Martial, Teleportation, Stance
    Minor Action Personal
    Effect: Until the stance ends, you can teleport 3 squares as a minor action once per round.

    Fey Duel
    “You use your fey powers to sequester a foe, leaving the two of you to duel alone”
    Daily * Martial
    Standard Action Melee Weapon
    Target: One creature marked by you
    Attack: Charisma vs. AC
    Hit: 2[W] + charisma modifier damage, and ongoing 10 psychic damage (save ends).
    Effect: You enter a fey duel with the target until the end of your next turn. While in a fey duel, the target is immune to all attacks but those you make, and you are immune to all attacks except those made by the target. You do not have line of effect to any target but each other.
    Sustain Minor: The fey duel continues until the end of your next turn.


    Chessmaster
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    “Oh, you killed the dragon? Why do you think I told you to stand there?”
    Prerequisites: Swashbuckler, magnificent bastard’s mockery class feature

    Your words sting your foes, but you are not mocking them for laughs. Each carefully constructed insult carries layers of suggestion, allowing you to manipulate your enemies with your words as you position your allies around them. The enemy cannot help but attack you, designated a target by your commanding presence and cutting words. But as they rush to meet your challenge, the trap is sprung - allies surge from behind, or flank the target, and you nimbly parry their ill-conceived move. Life is like a chess game, and you always play to win.

    Chessmaster Features:
    Manipulating Words (Level 11): When you use your magnificent bastard’s mockery you can also slide the target a number of squares equal to your Intelligence modifier. you cannot put the target in dangerous terrain or in the path of a hazard or trap the target is aware of.
    Knight’s Move (Level 11): When you spend an action point to take an extra action, all allies within 5 squares of you can shift 2 squares and gain a +2 power bonus to AC and Will defenses
    Xanatos Speed Chess (level 16): Once per round, when you push, pull or slide an enemy, one ally within 5 squares of you can shift an equal number of squares.

    Chessmaster Attacks:

    Queen’s Gambit
    “You rush out to the front, to allow an ally to pass by into the heart of the fray”
    Encounter * Martial, Weapon
    Standard Action Melee Weapon
    Target: One creature
    Attack: Charisma vs. AC.
    Hit: 2[W] + charisma modifier damage.
    Effect: One ally within 5 squares of you can shift a number of squares equal to your Intelligence modifier. If they end in a square flanking the target, they gain a +2 bonus to all defenses against the target until the end of your next turn.

    Strategy on the Fly
    “A losing battle is never lost”
    Daily * Martial
    Minor Action Personal
    Effect: Until the end of the encounter, bloodied allies within 5 squares of you gain a +2 bonus to speed and cannot be dazed or stunned.

    Checkmate
    “Game Over.”
    Daily * Martial
    Standard Action Melee Weapon
    Target: One creature
    Attack: Charisma vs. AC
    Hit: 3[W] + charisma modifier damage and all allies within 5 squares gain a +2 bonus to all defenses while flanking any enemy until the end of the encounter.
    Effect: Allies within 5 squares of you can shift a number of square equal to your Intelligence modifier. You can also slide enemies within 5 squares of you a number of squares equal to your Intelligence modifier.


    Lucknight
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    “Lady Luck is quite enamored of my good looks, obviously”
    Prerequisite: Swashbuckler

    You are uncannily lucky. From sharks to collapsing buildings, you’ve survived it all with a smile on your face and a witty remark on your lips. Your ability to escape losing battles unscathed, to perform daring acrobatic stunts without fail and to make impossibly accurate guesses at solutions to problems you barely know anything about amaze friend and foe alike. In public, you probably chalk it all up to skill and nothing more, but you spend every night in quiet prayer to Lady Luck that your good fortune never runs out.

    Lucknight Path Features
    Luck of All Trades (11th level): Once per round, when you roll a d20 for a skill check and the unmodified result is less than your charisma modifier, you can roll the skill check again. You can then use whichever result you prefer.
    Chancy Action (11th level): When you spend an action point for any reason, the next time you roll a natural 1 in the current encounter you can treat it as a natural 20 instead. If you chose not to, the benefit is wasted.
    Fortune of Fortune (16th level): Whenever you would be allowed to re-roll a die, you can re-roll that die twice and take the higher result.

    Lucknight Powers

    Gambler’s Blade
    “If I were a betting man, which I am, I’d bet that you’ll be dead in no time!”
    Encounter * Martial, Weapon
    Standard Action Melee Weapon
    Target: One enemy
    Attack: Charisma vs. AC. You can re-roll the attack roll once on a miss.
    Hit: 2[W] + charisma modifier damage and the target gains vulnerable 5 all until the end of your next turn.

    Gambler’s Wager
    “I’ll bet my life that my sword pierces your heart!”
    At-Will * Martial
    Free Action Personal
    Trigger: You use your gambit class feature
    Effect: You gain a bonus to the re-roll equal to one half your charisma modifier, rounded down. If the new roll fails, you take damage equal to three times your charisma modifier.

    Gambler’s Endgame
    “As your enemy tries to ignore your jeers, you strike where they least expect it, forcing them to show their hand.”
    Daily * Martial, Weapon
    Standard Action Melee Weapon
    Target: One enemy you have marked
    Attack: Charisma vs. AC. You can re-roll the attack roll once on a miss.
    Hit: 3[W] + charisma modifier damage and the target is bleeding their hand (save ends). While bleeding their hand, whenever the target takes a move action, you can shift to a square adjacent to them as a free action and whenever the creature makes an attack that does not include you as a target, you can make a melee basic attack against the target as an opportunity action.
    Last edited by Shadow_Elf; 2011-03-15 at 12:59 AM.
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH)

    Initial Thoughts:

    Looks good overall. I've always been a fan of swashbucklery characters/classes.

    As a Defender, and a Dex-based agility-centric one at that, it might make sense to give him some sort of AC bonus when wearing light or no armor (similar to the Avenger's Armor of Faith class Feature), so he can more ably soak up the attention he's going to earn with all the marks and parries he's throwing around.

    Boring Lecture and Mockery of the Sword both seem just slightly too powerful for their level, but that may just be me. I'm not really an expert on balance.

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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH)

    Quote Originally Posted by Talbot View Post
    Boring Lecture and Mockery of the Sword both seem just slightly too powerful for their level, but that may just be me. I'm not really an expert on balance.
    Ideas:

    Boring Lecture:

    Change to a Standard action, which I think would fit the flavor more -- the lecture is a "show-stopper," rather than the witty barbs usually traded while actually fighting. I was going to suggest making it a will save, but I don't think there are any utilities that actually require a save.

    Mockery of Sword:

    I'd reduce the damage to 1[W] or 2[W], and make it so you can only slide them through squares that are adjacent to you. I'd also consider only making the opponent grant combat advantage until the end of your next turn (because they're off-balance), as both prone and shift are pretty powerful. Both in the same attack is probably overpowered. Perhaps you could make "prone" a rider for one of the build options?

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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH)

    At first glance, the class features are looking to be a bit powerful. I'd say lose the Gambit power, maybe reintroduce it later on as a utility power. As it stands, it's a sight more powerful than the Deva's ability Memory of a Thousand Lifetimes, which adds 1d6 to the reroll...although on the other hand, it also has a penalty for failure.

    Parry seems like one of those powers which could be invoked every turn, which I can definitely see as something you've intended.

    As for the powers...Dazzling Strike is incredibly powerful. It's definitely as powerful as the rogue power Piercing Strike, because you get the combat advantage bonus. On top of that, though, if you multiclass into rogue, you can now apply sneak attack damage to it, which is a pretty hefty capability. Combat advantage is not to be doled out lightly.

    Majestic Strike...oh wow. The critical hit range can definitely be dropped to, perhaps, 18-20. That's a very big power, especially for Level 1, even if it is a daily.

    The rest of the powers are very nice. Kudos for the Firefly references.

    Nice work, I like the feel of the class a lot.
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH)

    Overall, the class looks good, and if I can use homebrew in an upcoming campaign, I might in fact use this.

    Anyway, I like the idea of Parry, but if you fail to parry, do you still have an AC/Reflex/whatever save against the attack? If so, that seems pretty powerful. To balance it, maybe there should be an adverse effect to using parrying and failing?

    Possible Nerfs:
    With a failed Parry, the enemy deals some extra bonus damage/gets a bonus to his next attack roll?
    With each Parry, your strategies become more and more predictable. After 4 successful Parrys, the enemy adds his wisdom modifier to his attack roll, you decide to parry?
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH)

    Quote Originally Posted by Mr. Mud View Post
    Anyway, I like the idea of Parry, but if you fail to parry, do you still have an AC/Reflex/whatever save against the attack? If so, that seems pretty powerful. To balance it, maybe there should be an adverse effect to using parrying and failing?
    Maybe you can only Parry as a reaction to an enemy making an attack against you? What you do then is roll an attack, and use the result as your AC/Reflex for their attack. So if you choose to parry, you risk getting a bad roll and not being able to fix it.
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH)

    Quote Originally Posted by CarpeGuitarrem View Post
    Maybe you can only Parry as a reaction to an enemy making an attack against you? What you do then is roll an attack, and use the result as your AC/Reflex for their attack. So if you choose to parry, you risk getting a bad roll and not being able to fix it.
    Which is sort of like what it already does, but maybe it should only be used for basic melee attacks (or attacks that can be substituted for basic melee attacks)
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH)

    Okay, lets see what we've got here:

    On the issue of armor bonuses: It gets DEX/INT as secondary stats, which will make its AC decent. It also starts with Hide, and gains Light Shield proficiency, which puts it about 2 below a swordmage or paladin at level 1, giver or take based on level of optimization.

    However, the Swashbuckler gets Parry, which means that they will get a chance to fend off attacks that otherwise would hit them.

    It is likely that Boring lecture should be a standard action - I will fix it as such. On the subject of Mockery of Sword, slide 2 squares and knocked prone is not a serious secondary effect, IMHO. Prone is frankly not a powerful condition. It is essentially "Immobilized (move action ends)" with some unique tactical uses related to combat advantage on melee and cover on ranged attacks.

    Gambit is indeed powerful, as I learned in my playtest yesterday. I will be errata-ing it to simply be a +2 bonus to the re-roll, with the same failure consequence.

    Parry and Taunt are balanced against each other - because they are both immediate actions, you have to chose whether to defend yourself or enforce your mark, and once you pick one, you cannot do the other later in that round.

    On the issue of the 16-20 crit range power on Majestic Strike - first off, as you mentioned, it is a daily power. And if it does not land a critical hit, it comes off being worse than most encounter powers of the same level. On a critical hit, you will deal a fair amount of damage, but a swashbuckler isn't going to have all the crit triggers a rogue or barbarian has, because they are a defender with relatively low damage output. Their focus on high attack bonuses (+attack means +parry!), means that they will also likely have low-[W] weapons. I will consider changing it, but I am not convinced it is particularly overpowered for its level.

    Finally, the aspect that balances the at-will Dazzling Strike is that the bonus does not stack with combat advantage gained through other means (which, as a defender in the thick of the fray with several utilities that get you combat advantage, is likely), and so it is about on par with Valiant Strike, which gives you +1 no matter what, stacks with combat advantage and could give you more than +1 potentially.
    Last edited by Shadow_Elf; 2009-11-02 at 04:51 PM.
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH)

    Regarding Mockery of the Sword-

    Doesn't it provoke an AoO to stand up from prone? If so, that, coupled with the sliding, means you could potentially/realistically set a target up for 3-5 attacks of opportunity from your allies even more easily than when normally knocking a target prone, while also robbing it of an action. And this is with an already pretty solid damage output.
    Last edited by Talbot; 2009-11-02 at 04:59 PM.

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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH)

    Quote Originally Posted by Talbot View Post
    Regarding Mockery of the Sword-

    Doesn't it provoke an AoO to stand up from prone? If so, that, coupled with the sliding, means you could potentially/realistically set a target up for 3-5 attacks of opportunity from your allies even more easily than when normally knocking a target prone, while also robbing it of an action. And this is with an already pretty solid damage output.
    Unless your DM houserules otherwise, standing up from prone does not provoke an attack of opportunity by RAW.
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH)

    Shadow, if you have addressed what happens if a parry misses (I assume the attack just hits? I'd recommend something like bonus damage/bonus to next attack roll for the attack. Since Parrying could leave someone off balance, maybe? So it hits in a more vulnerable spot? I don't know, but It's seem more balanced if it was paired with a negative effect.
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH)

    Okay, if your parry attempt fails, the attack just hits. The thing is, if I attach a negative effect to it, it starts to become a lot less useful - the idea is that every round, either swashbuckler enforces his or her mark, or at least attempts a parry. If the swashbuckler is doing his or her job, there will be multiple enemies attacking him or her, and only one will be parried. To make matters worse, if a swashbuckler has already parried in a round, he or she cannot also enforce their mark - its an either/or choice every round.

    Finally, the swashbuckler's parry attempt will not be significantly larger than his or her AC-10, and without feat support, can only be used on melee attacks.

    I have actually playtested this class, and only about half of my parry attempts succeeded, and there were several rounds where I had already used parry and therefore I could not enforce a mark, or parry something else.

    EDIT: Also, paragon paths are up!
    Last edited by Shadow_Elf; 2009-11-02 at 06:33 PM.
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH)

    Ah, okay. That does seem balanced though, but make sure to reword it such that there isn't a "I get my [appropriate save] too!" confusion.

    Other than that, I'm really liking this class. I'll be sure to watch for your other stuff .
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH)

    Quote Originally Posted by Mr. Mud View Post
    Ah, okay. That does seem balanced though, but make sure to reword it such that there isn't a "I get my [appropriate save] too!" confusion.

    Other than that, I'm really liking this class. I'll be sure to watch for your other stuff .
    When I playtested it, I actually played it as "Okay, I already know the attack hits my X defense, so I attempt to Parry". And that seemed to work out fine - in fact, if I leave it as-written, you could not only allow an attack to hit you that otherwise would have missed, but you would waste your immediate action while doing so.

    So, what does everyone think?
    Should it be an interrupt triggered by a hit, or an interrupt triggered by an attack?

    EDIT: And if you like this, then you might like the 4e homebrews in my signature. I've got a new magic item type, a ritual and about a bajllion paragon paths in there.
    Last edited by Shadow_Elf; 2009-11-02 at 06:51 PM.
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    I'm thinking attack. Because, realistically (even though D&D isn't meant to be 100% realistic) if someone hit you with a sword, you couldn't parry it away, since you'd already be it.

    Also, I can see how a blade/staff can be parried, but how would a whip/scourge be parried?
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    Quote Originally Posted by Mr. Mud View Post
    I'm thinking attack. Because, realistically (even though D&D isn't meant to be 100% realistic) if someone hit you with a sword, you couldn't parry it away, since you'd already be it.

    Also, I can see how a blade/staff can be parried, but how would a whip/scourge be parried?
    Well, "hit" in game terms does not necessarily equal "hit" in real terms - hit in game terms simply means that their attack is successful, but once damage has been calculated etc., you are "hit" for real. So, a swashbuckler, seeing an attack incoming that he or she will not be able to dodge, or block with his or her shield, raises his or her weapon instead to defeat it.

    The second point is an awkward one - I suppose you present your weapon as a surface for the whip/scourge to coil around, this negating the attack, and the you slip it out? With a big enough weapon, you could also just sort of use it like a shield.

    Honestly, though, it is all these points, and many more, including taunting unintelligent enemies, that is making me think the Swashbuckler should maybe be Psionic. The monk is already Psionic, and the swashbuckler does many things with a weapon no one else can do. Does anyone have any thought on this?
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    Quote Originally Posted by Shadow_Elf View Post
    Well, "hit" in game terms does not necessarily equal "hit" in real terms - hit in game terms simply means that their attack is successful, but once damage has been calculated etc., you are "hit" for real. So, a swashbuckler, seeing an attack incoming that he or she will not be able to dodge, or block with his or her shield, raises his or her weapon instead to defeat it.

    The second point is an awkward one - I suppose you present your weapon as a surface for the whip/scourge to coil around, this negating the attack, and the you slip it out? With a big enough weapon, you could also just sort of use it like a shield.

    Honestly, though, it is all these points, and many more, including taunting unintelligent enemies, that is making me think the Swashbuckler should maybe be Psionic. The monk is already Psionic, and the swashbuckler does many things with a weapon no one else can do. Does anyone have any thought on this?
    If he was Psionic, that'd demean the whole "pirate" feel too him. In my opinion, he's better as a Martial hero, opposed to a psionic one. Just because he's extremely charismatic, doesn't mean he's psionic.

    Example A: Warlord.
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    I think it works Martial; bringing in Psionics could end up complicating things (for example, if any monster/class to come has a resistance/immunity to attacks with the "Psionic" keyword, it would unfairly penalize a class that isn't really psionic in any meaningful way; with the Monk, at least he's throwing "chi" around). Perhaps he just shouldn't be able to taunt unintelligent enemies?

    If standing up doesn't provoke, then I don't really have as much of a problem with the power. It was the idea of setting up an enemy to get gang-stabbed after taking 3{W} that bugged me.

    Regarding Paragons, I have no comments beyond that I like all four of them, and it's refreshing to see I'm not the only troper who raided the Wiki for power ideas.
    Last edited by Talbot; 2009-11-02 at 07:30 PM.

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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    This has probably been brought up already, but wouldn't parry get extremely cumbersome if you could use it every round? Because you'd have to decide on whether or not you want to parry against that attack, and then roll against it during your opponents turn. Once or twice an encounter, it isn't a horribly bad thing, but if he can do it every round, the swashbuckler is going to be wasting so much time unless his AC is somehow better than rolling for parry, in which case, it would be better not to use it at all.

    Anyway, point is, parry just seems cumbersome to me.

    EDIT: Just another minor nitpick, you should probably edit the Dashing Swordsman's Dare. As is, it's impossible to use the parry part of it, unless the attack is an area attack. Because parry only works if it targets you normally.
    Last edited by Krazddndfreek; 2009-11-02 at 07:57 PM.

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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    Quote Originally Posted by Krazddndfreek View Post
    This has probably been brought up already, but wouldn't parry get extremely cumbersome if you could use it every round? Because you'd have to decide on whether or not you want to parry against that attack, and then roll against it during your opponents turn. Once or twice an encounter, it isn't a horribly bad thing, but if he can do it every round, the swashbuckler is going to be wasting so much time unless his AC is somehow better than rolling for parry, in which case, it would be better not to use it at all.

    Anyway, point is, parry just seems cumbersome to me.
    By that logic, All defenders except the Paladin are cumbersome - they all have immediate actions that trigger on enemies' turns, that are at-will and an integral part of the class.

    EDIT: This is one of those specific-beats-general rules. You parry the attack because it doesn't target you, which is why closes are omitted from the parry-able attacks, because at that point you ARE including yourself in the area, which means you're not parrying it because you are included. I might clarify the wording anyways though, but do you have anysuggestions for a better way to word it?

    And on the issue of parrying awkward weapons:
    Rogues can sneak attack oozes, wraiths and skeletons.

    I think that parrying a scourge is more than understandable in a world where rogues are able to hit the "weak point" of a homogeneous cube of jelly.
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    *Shameless Bump*

    I was wondering if I could get some mechanics feedback on paragon paths, and maybe feats, too.

    I would also like some input on the issue of Parry's trigger being "when attacked" or "when hit".
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    *continues the bumping process*

    Put any thought about having a feats like Gain Familiar [Swashbuckler]? They of course, would include the generic parrot/monkey/mini octopus. .

    I once-overed the heroic and paragon feats and nothing seems astray, mechanic wise (Although with Deflect arrows, can it stop At-Will/Encounter/Daily powers? Or only basic ranged?) But I'm sure you want more than one person looking over the entire class .
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    Quote Originally Posted by Mr. Mud View Post
    *continues the bumping process*

    Put any thought about having a feats like Gain Familiar [Swashbuckler]? They of course, would include the generic parrot/monkey/mini octopus. .

    I once-overed the heroic and paragon feats and nothing seems astray, mechanic wise (Although with Deflect arrows, can it stop At-Will/Encounter/Daily powers? Or only basic ranged?) But I'm sure you want more than one person looking over the entire class .
    I would consider some Swashbucklery companions as a feat chain, that is an an intriguing idea.

    Deflect Arrows is all ranged attacks, just like basic Parry is all melee attacks. Of course, it doesn't just work on Arrows, but it was a well-known name, so I figured I would use it.
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    We meet again, Shadow Elf!

    Anyways, down to what I'm good at.

    I would also like some input on the issue of Parry's trigger being "when attacked" or "when hit".
    Keep Parry's trigger as is.

    And for PPs/Feats...

    Big Damn Hero:
    I personally feel Big Damn Bluff could use a boost, as it currently is just a minor action Feint, which isn't really impressive in the slightest for a level 11 feature. Nick of Time Action is pretty good as is. Heroic Entrance should give you an attack roll/speed boost for acting first in combat in the vein of having it be a dynamic entry-like. Plus the fluff fits. There's a Rogue daily utility and class feature that do what I'm thinking of, but on the offhand I don't remember them at all and I'm too lazy to go look at them.

    Thrilling Heroics is alright, and Fast Like a Freak's effect text should read "Until the stance ends, you can shift two squares as a move action. In addition, you can make a melee basic attack as a free action whenever you succeed on a parry attempt." This is mainly for making the text clear so some idiot doesn't misinterepert it as Quicksilver Stance's three levels earlier little brother. Quicksilver Stance is, by the way, ridiculously fun. Coup de Humiliation is great as is.

    Peerless Pirate:
    Scurvy Step's basically... Eh, Dwarf racial. I say make something else for it. Rum Rhyme is generic, could be better. Repel the Boarders is hilariously situational and the features in this PP suck arse. The powers are pretty good though.

    Fey Fencer:
    Goddammit Fey. Fey Wit is great, Shimmering Pary in my opinion does too little, although you can't really say no to +2 for parry attempts. Dancing Follow-Up likewise needs something else, though the effect's kinda nice.

    Aha, Baffling Flurry uses an idea found in the Paragon Assassin article, and it's a pretty good one too. Hooray four rolls. Fey Stride is incredibly awesome, and Fey Duel is... kinda lackluster, but cool. I say this is the best PP of the bunch.

    Chessmaster:
    Manipulating Words is LOL AWESOME, Knighit's Move is great, and Xanatos Speed Chess is obscenely great.

    Queen's Gambit is pretty good as a power, and Strategy on the Fly swings between crazy good and useless depending on how hard your allies can dance the dance when stuck in bloodied. Checkmate's great for positioning. I lied, this ties with Fey Fencer easily.

    And now for Feats...

    Anything I don't mention is fine and I have nothing against it.

    Fey Step Parry is immensely badass, Lightning Reaction is... mostly pointless as there is no way in **** you can justify teleportation from a fluff standpoint, and the change from shift to teleport allows you to kick slow/immobilize in the pants on a regular basis. No, something has to be done about it feat, because as is it's just silly. This feat ranges from incredibly useless to incredibly good, and that's just irritating as all hell. I would suggest a dex mod boost to parry attempts, since Dashing Swordsman allows you to parry when the mark goes off. Improved Parry should be +2 instead of +1. +1 is just weak.

    And that's that.

    Also Big Damn Hero's image got hotlink error'd by TvTropes. Might want to look alternate image hosting sites.

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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    Quote Originally Posted by Shadow_Elf View Post
    By that logic, All defenders except the Paladin are cumbersome - they all have immediate actions that trigger on enemies' turns, that are at-will and an integral part of the class.
    Yea, but you don't have to make attack rolls for each of those immediate actions. That's all I was worried about.

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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    Quote Originally Posted by Krazddndfreek View Post
    Yea, but you don't have to make attack rolls for each of those immediate actions. That's all I was worried about.
    Swordmage, Fighter and Warden disagree .

    On to other issues:

    Big Damn Hero:
    I can make the target of Big Damn Bluff grant CA to everyone, which would increase the support aspects of it.
    For heroic entrance, do you mean it needs a speed boost in addition to the marking? Or instead of? Because I don't see a speed or attack boost being as useful to the defender as just outright marking things.
    Fast like a freak needs to be reworded to: Until the stance ends, when you succeed on a parry attempt against a melee attack, as a free action, you can shift two squares to a square adjacent to the triggering enemy and make a melee basic attack against that enemy.

    Peerless Pirate:
    I will take this one under review and give it a serious injection of badassery and utility.

    Fey Fencer:
    I am unclear on what you think this one needs. Does it need to have a little something added to Shimmering parry and/or Dancing Follow-Through?

    Chessmaster:
    The idea here was defense through control. Does it need to be toned down, or is it awesome in a good way?

    Feats:
    I know, lightning reaction is hard to justify... but I don't want a flat CHA or DEX-mod bonus either, it potentially makes it too good. Maybe if on a success you could slide the triggering enemy one square and let the ally shift one square? Effectively breaking up the conflict if you want.

    Improved parry will be... improved.

    Big Damn Heroes pic will be fix'd.
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    Heroic Entrance: Well, I just figured with the fluff of the PP being "WHY HELLO GOOD SIRS I HAVE FINALLY ARRIVED!" that a speed boost/attack roll boost fo rthe first round of combat could mimic a sor of "dynamic entry."
    Fast Like A Freak: That works too. I just wanted it to have better wording.

    Fey Fencer: Basically, while I feel the features and powers are good, they feel a bit mechanically "bland". Sort of like how One/Two Hand Weapon Talent for Fighters being mechanically powerful, but "boring" in the sense that it's not "flashy" in the sense that something neat happens when things happen. Plus, I'm just generally picky about these things (meaning PP features and such).

    Chessmaster: I meant awesome in a good way. The PP is overall very good with solid features and interesting works.

    Lightning Reaction: That works for Lightning Reaction, and works well.

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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    Quote Originally Posted by Shadow_Elf View Post
    I would consider some Swashbucklery companions as a feat chain, that is an an intriguing idea.

    Deflect Arrows is all ranged attacks, just like basic Parry is all melee attacks. Of course, it doesn't just work on Arrows, but it was a well-known name, so I figured I would use it.
    Maybe, depending on the build, their are different familiars that benefit you more? The parrot could be really witty and back sassy, and the monkey could be dexterous? The Octopus and Crab could give bonuses to wisdom, shifting, or charging. (Or something?)
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    Default Re: [4e Class] - The Swashbuckler: Heroic Complete (PEACH) - Now with Paragon Paths!

    Sorry to necro a thread, but this is kinda the only place to ask this.

    What's the range on Vexing Flurry? "One, Two, or Three creatures," what? In sight? Anywhere? I don't mean to nitpick, but its one of those things that I would probably need to have hammered down before I get my DM to approve.

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