Results 1 to 5 of 5
Thread: The Swashbuckler
06-13-2004, 02:16 PM #1
Birthright Character Class
Hit Dice: d8
Skill Points per Level: 4+Int modifier
Class Skills: Balance, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (Nobility), Lead, Listen, Move Silently, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Level BAB Fort Ref Will Special
1 +1 +0 +2 +0 Bonus Feat
2 +2 +0 +3 +0 Sneak Attack +1d6
3 +3 +1 +3 +1 Evasion
4 +4 +1 +4 +1 Bonus Feat
5 +5 +1 +4 +1 Sneak Attack +2d6
6 +6/1 +2 +5 +2 Uncanny Dodge
7 +7/2 +2 +5 +2
8 +8/3 +2 +6 +2 Bonus Feat ; Sneak Attack +3d6
9 +9/4 +3 +6 +3 Improved Uncanny Dodge
10 +10/5 +3 +7 +3 Roguish Charm (+2)
11 +11/6/1 +3 +7 +3 Sneak Attack +4d6
12 +12/7/2 +4 +8 +4 Special Ability
13 +13/8/3 +4 +8 +4
14 +14/9/4 +4 +9 +4 Sneak Attack +5d6
15 +15/10/5 +5 +9 +5 Roguish Charm (+4)
16 +16/11/6/1 +5 +10 +5 Special Ability
17 +17/12/7/2 +5 +10 +5 Sneak Attack +6d6
18 +18/13/8/3 +6 +11 +6 The Devil’s Own Luck
19 +19/14/9/4 +6 +11 +6
20 +20/15/10/5 +6 +12 +6 Special Ability, Roguish Charm (+6), Sneak Attack +7d6
Bonus Feats: At 1st, 4th, and 8th levels, the Swashbuckler gains a bonus feat from the following list, assuming the normal feat requirements are met: Acrobatic, Agile, Alertness, Athletic, Combat Expertise, Combat Reflexes, Deft Hands, Dodge, Exotic Weapon Proficiency, greater Two-Weapon Fighting, Greater Two-Weapon Defense, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Improved Two-Weapon Defense, Leadership, Lightning Reflexes, Mobility, Persuasive, Quick Draw, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Whirlwind Attack.
Sneak Attack: The Swashbuckler gains +1d6 Sneak Attack damage at 2nd level, and another +1d6 at every 3 levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th).
Evasion (Ex): At 3rd 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 is swashbuckler wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 6th level, a swashbuckler can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a swashbuckler already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A swashbuckler of 9th level or higher can no longer be flanked.
This defense denies another swashbuckler the ability to sneak attack the character by flanking her, unless the attacker has at least four more swashbuckler levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum swashbuckler level required to flank the character.
Special Ability: At 12th level, and every 4 levels thereafter, the swashbuckler may take a bonus feat from the list above, or may instead gain a special class ability chosen from the list below:
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on
her saving throw.
Roguish Charm: At 10th level, and every 5 levels thereafter (15th, 20th), the Swashbuckler gains a +2 bonus to his effective Charisma for purposes of skill checks, special abilities, and the Leadership feat. This stacks with Presence (Noble class), if applicable.
The Devil’s Own Luck: Once per day the swashbuckler gains the extraordinary ability to reroll any one failed check (saves, ability checks, attacks, or skill checks). This is gained at 18th level, and a Swashbuckler gains an one additional luck roll every 6 levels thereafter (24th, 30th, etc.).
06-13-2004, 02:22 PM #2
There's my own Swashbuckler class, at least the bare bones of it. If the formatting were friendlier, I'd post stuff like this more often. <_<
It's not brilliant or anything, just a nice combination fighter/rogue that let's you do it all in one class instead of multiclassing. Why not?
And for summary:
High Base Attack progression
High reflex save, Low Will and Fortitude saves
Sneak Attack +1d6 at 2nd level, and every 3 levels thereafter
Bonus Feat at 1st, 4th, and 8th, Rogue special abilities starting at 12th and every 4 levels thereafter (these may also be feats instead).
Roguish Charm is like the Noble's Presence ability, and a swashbuckler gets it at +2 at 10th and another +2 every 5 levels thereafter.
Devil's Own Luck is a luck reroll.
P.S. - Wouldn't you just love to hit 20th level in this class? Let's hear it for dedicated charater classes!
06-13-2004, 02:52 PM #3
06-14-2004, 11:30 AM #4
Simply perfect! City-guard-leg-puller and lady-killer extraordinaire! :lol:
06-15-2004, 06:22 AM #5
- Join Date
- Feb 2002
- New Haven, CT
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)