jjhreid

Legendary Swashbuckler retool

Nov 12th, 2018 (edited)
139
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 15.85 KB | None | 0 0
  1. Legendary Swashbuckler (Alternative Swashbuckler, Hybrid Class)
  2.  
  3. Although much of this class will be familiar to anyone who has played the original Swashbuckler, the most notable change to this class is its ability progression. The result is a more unique, customisable class that reflects the personality of the character more than the original class. The Legendary Swashbuckler receives fewer deeds, but gains a personage, granting unique bonus abilities and deeds.
  4.  
  5. Alignment: Any.
  6. Hit Die: d10.
  7. Class Skills: The Legendary Swashbuckler's class skills are Acrobatics, Bluff, Climb, Diplomacy, Escape Artist, Intimidate, Knowledge (Local), Knowledge (Nobility), Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, and Swim.
  8. Skill Ranks per Level: 4 + Int modifier.
  9.  
  10. Level Base Attack Bonus Fort Save Ref Save Will Save Special
  11. 1 +1 +0 +2 +0 Deeds, Panache, Personage, Personage Ability, Swashbuckler Weapon Training
  12. 2 +2 +0 +3 +0 Charmed Life 3/day
  13. 3 +3 +1 +3 +1 Deeds, Nimble +1
  14. 4 +4 +1 +4 +1 Bonus Feat, Uncanny Dodge
  15. 5 +5 +1 +4 +1 Personage Ability, Swashbuckler Weapon Training
  16. 6 +6/+1 +2 +5 +2 Charmed Life 4/day, Evasion
  17. 7 +7/+2 +2 +5 +2 Deeds, Nimble +2
  18. 8 +8/+3 +2 +6 +2 Improved Uncanny Dodge, Personage Ability
  19. 9 +9/+4 +3 +6 +3 Personage Ability, Swashbuckler Weapon Training
  20. 10 +10/+5 +3 +7 +3 Bonus Feat, Charmed Life 5/day
  21. 11 +11/+6/+1 +3 +7 +3 Deeds, Nimble +3
  22. 12 +12/+7/+2 +4 +8 +4 Personage Ability
  23. 13 +13/+8/+3 +4 +8 +4 Swashbuckler Weapon Training
  24. 14 +14/+9/+4 +4 +9 +4 Charmed Life 6/day, Improved Evasion, Personage Ability
  25. 15 +15/+10/+5 +5 +9 +5 Deeds, Nimble +4
  26. 16 +16/+11/+6/+1 +5 +10 +5 Bonus Feat
  27. 17 +17/+12/+7/+2 +5 +10 +5 Swashbuckler Weapon Training
  28. 18 +18/+13/+8/+3 +6 +11 +6 Charmed Life 7/day
  29. 19 +19/+14/+9/+4 +6 +11 +6 Deeds, Nimble +5
  30. 20 +20/+15/+10/+5 +6 +12 +6 Swashbuckler Weapon Mastery
  31.  
  32.  
  33. Class Features
  34.  
  35. Weapon and Armor Proficiency
  36. A Swashbuckler is proficient with all simple and martial weapons, plus the dueling sword, and with light armor and bucklers.
  37.  
  38.  
  39. Panache (Ex)
  40. At the start of each day, a Swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1). A Swashbuckler spends panache to accomplish deeds, and regains panache in the following ways:
  41. •Critical Hit: Each time the swashbuckler confirms a critical hit with a weapon belonging to a Fighter weapon group she has selected through Swashbuckler Weapon Training, she regains 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.
  42. •Killing Blow: When the swashbuckler reduces a creature to 0 or fewer hit points with a weapon belonging to a Fighter weapon group she has selected through Swashbuckler Weapon Training while in combat, she regains 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.
  43.  
  44. ---------------------------------------------------------------------------------------------------------------------------------------
  45. Deeds
  46.  
  47. 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 her 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.
  48.  
  49. •Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
  50.  
  51. •Opportune Parry (Ex): At 1st level, when an opponent makes a melee attack against the Swashbuckler, she can spend 1 panache point as an immediate action to attempt to parry that attack. She must then make an attack roll with whatever weapon she is currently wielding, using her full base attack bonus with a –5 penalty. If this attack roll is equal to or greater than the attack roll being made against her, she parries the attack and it is considered a miss. The Swashbuckler may declare the use of this ability after the creature's attack roll is made, but before its damage roll is made.
  52.  
  53. •Dodging Panache (Ex): At 3rd 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 her Charisma modifier (minimum 0) against the triggering attack and any attacks of opportunity triggered by this movement. This movement doesn't negate the attack, which is still resolved as if the Swashbuckler had not moved from the original square, and the Swashbuckler may not use it to leave the enemy's threatened area.
  54. 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.
  55.  
  56. •Precise Strike (Ex): At 3rd level, a Swashbuckler gains the ability to strike precisely with a weapon belonging to a Fighter weapon group she has selected through Swashbuckler Weapon Training (though not natural weapon attacks), gaining a +2 bonus to the damage dealt. This bonus increases by +2 for every 3 levels beyond 3rd. To use this deed, a Swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown weapons, so long as the target is within 30 feet of her. This additional damage is not precision damage, but still isn't multiplied on a critical hit.
  57.  
  58. •Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can stand from prone as a move action without provoking an attack of opportunity. She can stand as a swift action instead by spending 1 panache point.
  59.  
  60. •Swashbuckler's Initiative (Ex): At 3rd level, while the Swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat and her hands are unrestrained, she may draw a weapon that isn't hidden belonging to a Fighter weapon group she has selected through Swashbuckler Weapon Training as part of the initiative check.
  61.  
  62. •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.
  63. • 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
  64. wielded with two hands. Items held in a locked gauntlet cannot be chosen.
  65. • Head: The target is confused for 1 round. This is a mind-affecting effect.
  66. • Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
  67. • Torso: The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the Swashbuckler's level + the Swashbuckler's Charisma
  68. modifier) or be staggered for 1 round.
  69. • Wings: The target must make a Fly check with a DC equal to 10 + the damage taken or fall 20 ft.
  70.  
  71. •Opportune Riposte (Ex): At 11th level, a Swashbuckler can make an attack of opportunity against a creature whose attack she successfully parries with Opportune Parry, so long as the creature she is attacking is within reach - a Swashbuckler with the Lunge feat may use it as part of this attack of opportunity. A Swashbuckler can spend 1 panache point to render the target flat-footed against this attack of opportunity.
  72. Alternatively, the Swashbuckler may use the Opportune Parry deed without the -5 penalty, but doing so foregoes the capacity to make an attack of opportunity on a successful parry.
  73. If an archetype would replace the Bleeding Wound deed, it instead replaces Opportune Riposte.
  74.  
  75. •Subtle Blade (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she gains a bonus equal to her Charisma modifier to her CMD against disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding.
  76.  
  77. •Swashbuckler’s Edge (Ex): At 15th level, while the swashbuckler has at least 1 panache point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.
  78.  
  79. •Cheat Death (Ex): At 19th level, whenever the swashbuckler is reduced to 0 hit points or fewer, she can spend all of her remaining panache to instead be reduced to 1 hit point. She 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.
  80.  
  81. •Stunning Stab (Ex): At 19th level, when a swashbuckler hits a creature with a weapon belonging to a Fighter weapon group she has selected through Swashbuckler Weapon Training, she 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.
  82. ---------------------------------------------------------------------------------------------------------------------------------------
  83.  
  84. Personage (Ex)
  85. Each Swashbuckler possesses a specific style and persona known as her personage. The personage grants the Swashbuckler a bonus feat at 5th, 9th, and 14th level, and bonus deeds at 3rd, 7th, 11th, 15th, and 19th level. This personage often represents the Swashbucklers upbringing and personal persona, and is the source of her panache. A swashbuckler must pick one personage upon taking her first level of Swashbuckler. Once made, this choice cannot be changed.
  86.  
  87. Swashbuckler Weapon Training (Ex)
  88. At 1st level, a Swashbuckler selects one Fighter weapon group. She gains the benefit of Weapon Finesse with all eligible melee weapons from that group. This ability counts as having Weapon Finesse for the purposes of meeting feat prerequisites.
  89. Every four levels thereafter, a Swashbuckler selects a second Fighter weapon group. She gains the benefit of Weapon Finesse with all melee weapons belonging to the second group. In addition, she gains a +1 bonus on attack and damage rolls with weapons belonging to her previously selected weapon groups, as well as the benefits of the Improved Critical feat. Bonuses granted from overlapping groups do not stack.
  90.  
  91. Charmed Life (Ex)
  92. At 2nd level, the Swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
  93.  
  94. Nimble (Ex)
  95. At 3rd level, a Swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor and not using a shield. Anything that causes the Swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
  96.  
  97. Bonus Feats
  98. At 4th level and every 6 levels thereafter, a Swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats or panache feats.
  99. In addition, upon reaching 6th level and every 4 levels thereafter, a Swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the Swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A Swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.
  100.  
  101. Uncanny Dodge (Ex)
  102. Starting at 4th level, a Swashbuckler can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A Swashbuckler with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
  103. If a Swashbuckler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
  104.  
  105. Evasion (Ex)
  106. At 6th level and higher, a Swashbuckler can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Swashbuckler is wearing light armor or no armor. A helpless Swashbuckler does not gain the benefit of evasion.
  107.  
  108. Improved Uncanny Dodge (Ex)
  109. A Swashbuckler of 8th level can no longer be flanked. This defense denies a Rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more Rogue levels than the target has Swashbuckler levels.
  110. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum Rogue level required to flank the character.
  111.  
  112. Improved Evasion (Ex)
  113. At 14th level, a Swashbuckler's evasion ability improves. She still takes no damage on a successful Reflex save, but henceforth she only takes half damage on a failed save. A helpless Swashbuckler does not gain the benefits of improved evasion.
  114.  
  115. Swashbuckler Weapon Mastery (Ex)
  116. At 20th level, when a Swashbuckler threatens a critical hit with a weapon belonging to a Fighter weapon group she has selected through Swashbuckler Weapon Training, that critical is automatically confirmed. Furthermore, the critical modifiers of such weapons increase by 1 (×2 becomes ×3, and so on).
Add Comment
Please, Sign In to add comment