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Swashbuckler
Swashbuckler

The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, swashbucklers excel both in combat situations and social interactions, making them versatile characters indeed.


Class Features:
  • Hit Dice: d10.

  • Base Attack Bonus: High.

  • High Saves: Fortitude.

  • Weapon Proficiencies: Simple and martial weapons.

  • Armor Proficiencies: Light armor.

  • Skill Points: 4 + Int modifier per level, x4 at first level.

  • Class Skills: Bluff, Craft Armor, Craft Weapon, Diplomacy, Lore, Parry, Taunt, and Tumble.

  • Weapon Finesse: Swashbucklers gain Weapon Finesse as a bonus feat at 1st level even if they do not qualify for the feat.

  • Grace: Swashbucklers gain a +1 bonus to Reflex saves at 2nd level. This bonus increases to +2 at 11th level, +3 at 20th level, and +4 at 29th level. Swashbucklers lose this bonus when wearing medium or heavy armor, or when encumbered.

 

mage rolls (in addition to any strength bonus they might have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier. Targets immune to sneak attacks or critical hits are immune to insightful strikes. A swashbuckler cannot use this ability when wearing medium or heavy armor, or when encumbered.

  • Swashbuckler Dodge: At 5th level, swashbucklers gain a +1 dodge bonus to their AC against melee attacks from their current target or last attacker. This bonus increases by +1 every five levels (+2 at 10th level, +3 at 15th level, and so forth). A swashbuckler loses this ability when wearing medium or heavy armor, or when encumbered.

  • Mobility: At 7th level, swashbucklers gain Mobility as a bonus feat even if they do not qualify for it.

  • Improved Flanking: A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attack rolls instead of a +2 bonus.

  • Lucky: At 11th level, swashbucklers gain Luck of Heroes as a bonus feat.

  • Acrobatic Skill Mastery: At 13th level, swashbucklers become so certain in the use of their acrobatic skills that they can use them reliably even under adverse conditions. When making a Tumble check, swashbucklers cannot roll less than a 5, even if combat.

  • Weakening Critical: A swashbuckler of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are also immune to this effect.

  • Slippery Mind: When swashbucklers reach 17th level, their mind becomes more difficult to control. If swashbucklers fail a save against an enchantment spell or effect, they automatically get one reroll.

  • Wounding Critical: A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. This is in addition to the Strength damage from the swashbuckler's Weakening Critical attack. Creatures immune to critical hits are also immune to this effect.