Swashbuckler
Whereas many warriors brave battle encased in suits of armor and wielding large and powerful weapons, swashbucklers rely on speed, agility, and panache. Swashbucklers dart in and out of the fray, wearing down opponents with lunges and feints, all while foiling the powerful attacks against them with a flick of the wrist and a flash of the blade. Their deft parries and fatal ripostes are carnage elevated to an art form. Some may be arrogant and devil-may-care, but behind this veneer lie people deeply dedicated to their craft. Those of smaller races are particularly driven to prove that the right mix of discipline and daring is the perfect counter to size and strength, and enjoy nothing more than taking down lumbering brutes and bullies.
Combining fancy footwork with quick and precise lunges, swashbucklers dart in and out of battle, harassing and thwarting their opponents. These fast and agile combatants serve as protectors for spellcasters and flank mates for rogues and slayers, while waiting for the opportunity to show panache and score the killing blow on some lumbering hulk. Swashbucklers often face death with wry humor, mocking it with jabbing wit.
Alignment
Any.Hit Dice
1d10Proficiencies
- Armor: Light armor and bucklers.
- Weapons: All simple and martial weapons.
- Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).
- Skill Points Per Level: 4 + Intelligence modifier.
Class Features
All of the following are features of the swashbuckler class.Panache (Ex)
More than just a lightly armored warrior, a swashbuckler is a daring combatant. They fight with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to their Charisma modifier (minimum 1). Their panache goes up or down throughout the day, but usually cannot go higher than their Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.- Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, they regain 1 panache point. Confirming a critical hit on a Helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
- Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, they regain 1 panache point. Destroying an unattended Object, reducing a Helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
Deeds
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of their level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.- Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when they make an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. They can do this after they make the check but before the result is revealed. If the result of the d6 roll is a natural 6, they roll another 1d6 and add it to the check. They can continue to do this as long as they roll natural 6s, up to a number of times equal to their Dexterity modifier (minimum 1).
- Dodging Panache (Ex): At 1st level, when an opponent attempts a Melee Attack against the swashbuckler, the swashbuckler can as an Immediate Action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a Dodge Bonus to AC equal to their Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes Attacks of Opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
- Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a Melee Attack against the swashbuckler, they can spend 1 panache point and expend a use of an Attack of Opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if they were making an Attack of Opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If their result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if they have at least 1 panache point, the swashbuckler can as an Immediate Action make an attack against the creature whose attack they parried, provided that creature is within their reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
- Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, they can kip-up from Prone as a Move Action without provoking an Attack of Opportunity. They can kip-up as a Swift Action instead by spending 1 panache point.
- Menacing Swordplay (Ex): At 3rd level, while they have at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, they can choose to use Intimidate to demoralize that opponent as a Swift Action instead of a Standard Action.
- Precise Strike (Ex): At 3rd level, while they have at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not Natural Weapon attacks), adding their swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in their other hand or use a shield other than a buckler. They can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of them. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is Precision Damage, and isn’t multiplied on a critical hit. As a Swift Action, a swashbuckler can spend 1 panache point to double their precise strike’s damage bonus on the next attack. This benefit must be used before the end of their turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
- Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, they gain a +2 bonus on Initiative checks. In addition, if they have the Quick Draw feat, their hands are free and unrestrained, and they have any single light or one-handed piercing melee weapon that isn’t hidden, they can draw that weapon as part of the Initiative check.
- Swashbuckler’s Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, they take no penalty for moving at full speed when they use Acrobatics to attempt to move through a threatened area or an enemy’s space.
- Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can, as a Standard Action, purposefully miss a creature they could make a Melee Attack against with a wielded light or one-handed piercing weapon. When they do, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn.
- Targeted Strike (Ex): At 7th level, as a Full-Round Action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
- Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
- Head: The target is Confused for 1 round. This is a mind-affecting effect.
- Legs: The target is knocked Prone. Creatures with four or more legs or that are immune to Trip attacks are immune to this effect.
- Torso or Wings: The target is Staggered for 1 round.
- Bleeding Wound (Ex): At 11th level, when the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a Free Action they can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler’s Dexterity modifier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
- Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, they gain the benefits of the Evasion, uncanny dodge, and improved uncanny dodge Rogue class features. They use their swashbuckler level as their Rogue level for improved uncanny dodge.
- Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, they are immune to Disarm, Steal, and Sunder Combat Maneuvers made against a light or one-handed piercing melee weapon they are wielding.
- Dizzying Defense (Ex): At 15th level, while wielding a light or one-handed piercing melee weapon in one hand, the swashbuckler can spend 1 panache point to take the fighting defensively action as a Swift Action instead of a Standard Action. When fighting defensively in this manner, the Dodge Bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.
- Perfect Thrust (Ex): At 15th level, while the swashbuckler has at least 1 panache point, they can as a Full-Round Action make a perfect thrust, pooling all of their attack potential into a single Melee Attack made with a light or one-handed piercing melee weapon. When they do, they make the attack against the target’s touch AC, and ignores all Damage Reduction.
- Swashbuckler’s Edge (Ex): At 15th level, while the swashbuckler has at least 1 panache point, they can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. They can use this ability in conjunction with the derring-do deed.
- Cheat Death (Ex): At 19th level, whenever the swashbuckler is reduced to 0 hit points or fewer, they can spend all of their remaining panache to instead be reduced to 1 hit point. They must have at least 1 panache point to spend. Effects that kill the swashbuckler outright without dealing hit point damage are not affected by this ability.
- Deadly Stab (Ex): At 19th level, when the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, in addition to the normal damage, they can spend 1 panache point to inflict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier. This is a death attack. Performing this deed does not grant the swashbuckler a panache point.
- Stunning Stab (Ex): At 19th level, when a swashbuckler hits a creature with a light or one-handed piercing melee weapon, they can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swashbuckler’s level + the swashbuckler’s Dexterity modifier) or be Stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
Deeds of Renown
Swashbucklers perform impressive deeds through their grit and panache, but some are capable of truly spectacular acts known as renowned deeds. A swashbuckler can select a renowned deed for their class upon reaching the class level listed in the deed’s description. This replaces the specific listed deed or deeds; if the character would not gain the appropriate deeds, they cannot select the renowned deed, as if selecting an archetype.- Vengeful Heart (Ex): Some swashbucklers are driven by vengeance above all else. At 1st level, the swashbuckler gains the samurai’s resolve class feature, treating their swashbuckler level as their samurai level. Whenever the swashbuckler spends a use of resolve, they must also spend a point of panache or a use of charmed life, or the use of resolve has no effect. This deed replaces the derring-do deed and one other 1st-level deed.
- Hilt Hammer (Ex): Precise strikes with a slender blade do little to hinder amorphous or Incorporeal creatures; when encountering such threats, some swashbucklers abandon precision in favor of brutish strikes. At 3rd level, the swashbuckler can activate this deed before rolling the attack roll when making an attack that would benefit from precise strike. An attack altered this way deals only half the normal damage from precise strike, but this damage is not treated as Precision Damage. This deed alters (but does not replace) the precise strike deed and replaces one other 3rd-level deed.
- Dodging Dance (Ex): The swashbuckler moves around their opponents’ attacks to open them up for strikes. At 7th level, a swashbuckler can spend 1 panache point to move up to half their speed as a Move Action. If a creature makes an Attack of Opportunity against them due to this movement, they can attempt an Acrobatics check with a DC equal to the attacking creature’s CMD. If they succeed, the Attack of Opportunity misses, and the swashbuckler can make an Attack of Opportunity against the attacking creature instead. They can attempt to evade multiple attacks of opportunity during this movement, but the DC of the Acrobatics check increases by 2 for each additional opponent that makes an Attack of Opportunity against them during this movement. If the swashbuckler has an ability that grants them additional attacks of opportunity, they can use them to respond to multiple missed attacks of opportunity with their own attacks. This deed replaces the swashbuckler’s grace deed and one other 7th-level deed.
- Vengeful Soul (Ex): Sometimes vengeance can take years or even decades, forcing the aggrieved swashbuckler to push the limits of their endurance. At 11th level, the swashbuckler gains the samurai’s greater resolve class feature. At 19th level, the swashbuckler gains the samurai’s true resolve class feature. The swashbuckler must have the vengeful heart renowned deed to select this deed. This deed replaces the subtle blade and cheat death deeds, plus an additional 11th-level deed.
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