Swashbuckler

From World of Charun

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The Sword-Player

Swashbucker turned brigand
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Swashbucker turned brigand
Description

Swashbucklers can hail from most civilised nations, but the term itself originates from the Three Isles. It is based on the fighting style of rough, noisy and boastful swordsmen who use a side-sword with a buckler in the off-hand, which is filled with much "swashing and making a noise on the buckler" - hence the term "swashbuckler". Many are as stylized, jaunty, and wildly entertaining, as they are dangerous opponents.


Characteristics

Fighting with light weapons and in little to no armour, a swashbuckler exhibits exceptional courage and swordfighting skill, and the capacity for wit, style, and resourcefulness under pressure. He embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions.


Adventure

Most swashbucklers are adventurous, prefering dazzling swordplay and peril as a way of earning a living, rather than mundane jobs that pay little and offer no excitement. Some even turn to brigandry, or piracy, where they excel with their agile style of fighting.


Class Features

Hit Die: d10

Hit Points: 4 at first level, 6 per following level.

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

Feat Progression: Weapon Finesse (1), Grace +1 (2), Insightful Strike (3), Swashbuckler Dodge +1 (5), Mobility (7), Improved Flanking (8), Swashbuckler Dodge +2 (10), Grace +2 (11), Lucky (11), Acrobatic Skill Mastery´(13), Weakening Critical (14), Swashbuckler Dodge +3 (15), Slippery Mind (17), Wounding Critical (19), Swashbuckler Dodge +4 (20),

Weapon Finesse: A swashbuckler gains Weapon Finesse as a bonus feat at 1st level.

Grace: A swashbuckler gains a +1 bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level, +3 at 20th level, and +4 at 29th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when encumbered.

Insightful Strike: At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus to damage rolls (in addition to any Strength bonus she may 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 the swashbuckler’s insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when encumbered.

Swashbuckler Dodge: A swashbuckler is trained at focusing her defense on a single opponent in melee. She gains a +1 dodge bonus to AC against melee attacks from her current target or last attacker. This bonus increases by +1 at every five levels after 5th (+2 at 10th level, +3 at 15th, +4 at 20th, +5 at 25th, and +6 at 30th). A swashbuckler loses this bonus when wearing medium or heavy armor or when encumbered.

Note: This feat stacks with the Dodge feat. Any attack which causes the Swashbuckler to lose his dexterity bonus to AC also causes him to lose the bonus granted by this feat.

Mobility: At 7th level, a swashbuckler gains Mobility as a bonus feat even if she does not qualify for it.

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

Lucky: At 11th level, a swashbuckler gains Luck of Heroes as a bonus feat.

Acrobatic Skill Mastery: At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Tumble check, a swashbuckler can't roll less than 5, even if in 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 immune to this effect.

Slippery Mind: When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she automatically gets one reroll. She gets only this one extra chance to succeed at a certain saving throw.

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 damage is in addition to the Strength damage dealt by the swashbuckler’s weakening critical class feature.) Creatures immune to critical hits are immune to this effect.


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