Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
D&D Older Editions
3E D&D Aurelia setting & houserules material (now with magic items!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Arkhandus" data-source="post: 4219699" data-attributes="member: 13966"><p><strong>Aurelian Swashbuckler, Variant Bard</strong></p><p></p><p><span style="font-size: 12px"><em><span style="color: Green"><strong>The Swashbuckler, Variant Bard</strong></span></em></span></p><p></p><p>Swashbucklers are the more combative, martially-trained form of bard in Aurelia, somewhat less common and usually seen among seafarers, highwaymen, or aristocratic families with flamboyant or naval traditions. Most are pirates, privateers, or marines. They are often flashy swordsmen or masters of exotic, tricky weapons, but some are quite accomplished archers, crossbowmen, knifewielders, hatchetmen, or spearmen. Swashbucklers are more violently inclined than most other bards, but some just enjoy the thrill of dueling and humiliating an opponent.</p><p></p><p>Many noble families train their scions in fencing, archery, and other refined combat styles, and those scions with particular talent in these areas tend to become swashbucklers. However, every swashbuckler has a rebellious streak, impulsive tendencies, a mischevious personality, or a weakness for drunken shenanigans. Their fighting styles are somewhat unpredictable, often unorthodox, and quite effective. Swashbucklers tend to be best at defense, wearing out opponents and biding time until the best opportunities present themselves. They're also very athletic and nimble, but without the magical talents of other bards, albeit still capable at inspiring allies or demoralizing enemies.</p><p></p><p><strong><span style="color: Red">Races:</span></strong> Humans, half-elves, merfolk, korobokuru, and hengeyokai are less likely to be swashbucklers than bards, but still count a modest number of swashbucklers amongst them. Elves, fey, aeragi, spiritfolk, hengeyokai, and locathah just prefer the more magical arts of the common bard, but elves, spiritfolk, hengeyokai, and aeragi are occasionally swashbucklers. Celestri, fey, locathah, nezumi, vanara, and hizak-kreen are almost never swashbucklers.</p><p></p><p>Among gnomes, firagi, orcs, half-orcs, draegi, gnolls, and bugbears, a swashbuckler is actually less rare than any other kind of bard, but still very uncommon. Gnomes who shy away from mystical studies toward martial pursuits are almost as likely to become swashbucklers as they are to become fighters, due to their natural and societal inclination towards mischief, witty banter, and fighting smarter, not harder. Halfling swashbucklers are also fairly uncommon, since halflings are more inclined towards the common bardic tradition, but enjoy the same aspects of this class as gnomes do. Firagi, orcs, and half-orcs who possess more of a clever mindset than other warriors of their kind may become swashbucklers.</p><p></p><p>Gnoll and bugbear raiders or bandits have been known to occasionally display the skills of a swashbuckler, often leading such forces with their superior tactics and tricks. Hobgoblin swashbucklers are rare, but not unknown. Draegi pirates in the Undersea are swashbucklers in some cases, but tend to be fighters or rogues instead. A rare few kuo-toa swashbucklers exist, and their fighting styles are even more unusual than most. Surprisingly, swashbucklers are merely uncommon amongst githyanki and githrani, even though the gith races have no bardic tradition and a rather serious bent. Swashbucklers are not known to exist among any other races.</p><p></p><p><strong><span style="color: Red">Other Classes:</span></strong> Swashbucklers are almost as likely as not to be loners, out to make a name for themselves and some treasure to boot, but they often wind up in an adventuring company, bandit group, or ship's crew eventually. Nonetheless, most swashbucklers get along well with others who don't clash too much with their flamboyant or rapscallion natures. They fight well with other bards, rogues, fighters, psychic warriors, and rangers, but often get in the way, or on the nerves, of barbarians, monks, paladins, samurai, and sohei. Regardless, a swashbuckler can often complement a barbarian's, monk's, or sohei's mobility and tactics very well.</p><p></p><p>Wizards, shugenja, clerics, wu jen, and psions tend to be overly studious or overly serious as far as swashbucklers are concerned. Still, they can work well together when their cleverness and knowledge are combined. Shamans, sorcerers, and druids are easier for swashbucklers to get along with, though sometimes irritating in the same ways.</p><p></p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><u><strong>Game Rule Information</strong></u></span></span></em></p><p>Swashbucklers have the following game statistics.</p><p><strong><span style="color: Red">Abilities:</span></strong> Dexterity is most important to swashbucklers, since they prefer light armors and excel at using agility for both offense and defense. It affects many of their class skills and some of their class features. Charisma is useful for many swashbuckler skills, some of their tricks, and their inspirational abilities, though not as important as it is for other bards. Intelligence is very important for swashbucklers who want to learn more than a handful of skills, and also affects some of their defensive class features. Strength and Constitution are of some importance to all swashbucklers, but reliance on special tricks and agility makes these abilities less vital. Swashbucklers range from witty fencers to clever pirates and rugged bandit-chiefs.</p><p><strong><span style="color: Red">Alignment:</span></strong> Any nonlawful.</p><p><strong><span style="color: Red">Hit Die:</span></strong> d8.</p><p></p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><u><strong>Class Skills</strong></u></span></span></em></p><p>The swashbuckler’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (animal lore) (Int), Knowledge (beast lore) (Int), Knowledge (geography) (Int), Knowledge (humanoid lore) (Int), Knowledge (local) (Int), Knowledge (magical beast lore) (Int), Knowledge (monstrous humanoid lore) (Int), Knowledge (nobility & royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (Int), Spot (Wis) Swim (Str), Tumble (Dex), and Use Rope (Dex).</p><p><strong><span style="color: Red">Skill Points at 1st Level:</span></strong> (4 + Int modifier) x 4.</p><p><strong><span style="color: Red">Skill Points at Each Additional Level:</span></strong> 4 + Int modifier.</p><p></p><p></p><p><em><span style="font-size: 10px"><span style="color: Blue"><u><strong>Class Features</strong></u></span></span></em></p><p>All of the following are class features of the swashbuckler.</p><p></p><p>[sblock]<strong><span style="color: Red">Weapon and Armor Proficiency:</span></strong> A swashbuckler is proficient with all simple weapons, all martial weapons, light armors, and shields. Additionally, the swashbuckler is proficient with one exotic weapon of their choice, chosen from the following list: blade boot, claw bracer, greater chakram, hand crossbow, harpoon, heavy arc boomerang, lesser chakram, light arc boomerang, nagaika, net, repeating crossbow, serrated kukri, scourge, ward cestus, or whip.</p><p></p><p><strong><span style="color: Red">Bardic Knowledge:</span></strong> A swashbuckler picks up a lot of stray knowledge while wandering the land or sea and learning stories from other swashbucklers or bards. A swashbuckler may make a special Bardic Knowledge check with a bonus equal to swashbuckler level + his positive Intelligence modifier to see whether he knows some relevant information about notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item, but may give a hint as to its general function. The swashbuckler may not take 10 or take 20 on this check, since this is essentially random knowledge. The DM will determine the Difficulty Class of the check by referring to the table below.</p><p>[code][B][COLOR=Blue]DC Type of Knowledge Example[/COLOR][/B]</p><p>10 Common, known by at least A local mayor's reputation for</p><p> a substantial minority of drinking; common legends about</p><p> the local population. a powerful place of mystery.</p><p>20 Uncommon but available, A local priest's shady past;</p><p> known by only a few people legends about a powerful magic</p><p> in the area. item.</p><p>25 Obscure, known by few, A knight's family history; legends</p><p> hard to come by. about a minor magic item or place</p><p> of mystery.</p><p>30 Extremely obscure, known by A mighty wizard's childhood</p><p> very few, possibly forgotten nickname; the history of a petty</p><p> by most who once knew it, magic item.</p><p> possibly known only by those</p><p> who don't understand the</p><p> significance of the knowledge.[/code]</p><p></p><p></p><p><strong><span style="color: Red">Cunning Defense (Ex):</span></strong> Swashbucklers have keen instincts and tactical skills, with a knack for feints and distractions. As long as the swashbuckler is wearing light armor or no armor, using a buckler or no shield at all, and carrying no more than a light load, they gain a competence bonus to Armor Class. This AC bonus equals the swashbuckler's Charisma or Intelligence modifier, whichever he chooses each round, to a minimum of +1 AC and a maximum of +1 per swashbuckler level.</p><p></p><p>In addition, the swashbuckler adds this competence bonus on opposed rolls to resist a disarm attempt. Cunning Defense does not function if the swashbuckler is wielding a weapon of any size category larger than him- or herself, nor does it work if the swashbuckler is wielding two weapons that are the same size category as him- or herself. The benefits are also lost whenever the swashbuckler is immobilized or denied a Dexterity bonus to AC (regardless of whether or not their Dexterity modifier is positive). Cunning Defense is an extraordinary ability.</p><p></p><p></p><p><strong><span style="color: Red">Bonus Feats:</span></strong> At 2nd-level, the swashbuckler gets a bonus feat. The swashbuckler gains an additional bonus feat at 7th-level and every five levels thereafter. These bonus feats must be drawn from the following list:</p><p></p><p>Ambidexterity, Athletic, Blind-Fight, Broadened Skills, Combat Reflexes, Dirty Fighting, Dodge** (Combat Agility, Defensive Strike, Karmic Strike, Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Chink in the Armor, Improved Disarm, Improved Trip, Snatch Weapon, Superior Expertise, Whirlwind Attack), Favored Weapon, Improved Critical*, Improved Initiative (Death Blow), Jack of All Trades, Point Blank Shot (Far Shot, Manyshot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw (Flick of the Wrist, Knife Gouger), Quicker Than the Eye, Rapid Reload, Skill Focus*, Throw Anything, Two-Weapon Fighting (Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Off-Hand Parry, Superior Two-Weapon Fighting), Weapon Finesse* (Deadly Impaler, Light Fencer), Weapon Focus* (Adept Musketeer, Expert Arbalestier, Focused Archer, Gauntlet Gladiator, Nimble Aggressor, Whiplasher).</p><p></p><p>Some of the bonus feats available to a swashbuckler cannot be acquired until the swashbuckler has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A swashbuckler can select feats marked with an asterisk (*) more than once, but it must be for a different weapon or skill each time as appropriate. Any feats marked with two asterisks (**) may be selected multiple times, and their effects stack. A swashbuckler must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.</p><p></p><p></p><p><strong><span style="color: Red">Acrobatics (Ex):</span></strong> The swashbuckler develops incredible athletic prowess with acrobatics, and by 3rd-level in this class, they have perfected some of these techniques. As an extraordinary ability, the swashbuckler gains a +3 competence bonus on all Balance, Jump, and Tumble skill checks. This bonus increases by a further +3 at every fifth level following that, such as 8th-level. Acrobatics only functions when wearing light armor or no armor, and carrying no more than a light load.</p><p></p><p><strong><span style="color: Red">Deadly Finesse (Ex):</span></strong> Swashbucklers learn to use their great finesse, speed, and skill in combat at 3rd-level onward for more potent attacks. Once per round, the swashbuckler deals 1d4 extra damage on a successful hit with a weapon, natural weapon, or unarmed strike (not a grapple check), except for weapons larger in size category than the swashbuckler, or weapons used beyond a range of 30 feet. The use of Deadly Finesse must be declared before the attack roll, and only when the swashbuckler performs an attack of opportunity, uses Acrobatic Attack, uses Acrobatic Assault, attacks an immobilized opponent, or attacks an opponent who is denied a Dexterity bonus to AC against him. Deadly Finesse is an extraordinary ability that only functions against targets who are subject to critical hits, so it does not apply against objects. The bonus damage improves to 2d4 at 8th-level, then to 3d4 at 14th-level, and finally to 4d4 at 19th-level. Since these are bonus dice, they are not multiplied on a critical hit.</p><p></p><p><strong><span style="color: Red">Defensive Parry:</span></strong> The swashbuckler is quite capable at blocking and deflecting an opponent's attacks by using their own weapon, and by 4th-level he or she is able to utilize some of this practice. Once per round, the swashbuckler may expend one of his or her potential attacks of opportunity for the round, if any remain, to try and parry an enemy's melee attack against them. The enemy's attack must be with a weapon, natural weapon, or unarmed strike, no more than two size categories smaller than the swashbuckler, and no more than one size category larger than the swashbuckler.</p><p></p><p>To parry the attack, make an attack roll with a melee weapon, natural weapon, or unarmed strike that you currently wield (for natural weapons or unarmed strikes, you cannot be holding anything in the appropriate limb; unarmed strikes can only parry if you have a free hand, or have an ability like the monk's to make unarmed strikes with any body part). Add your Intelligence modifier, if positive, to your parrying attack roll. If your total attack roll is higher than the opponent's, then that enemy's attack is treated as though it missed you. The parry is not a normal attack, and does not deal damage nor count as an attack of opportunity against that enemy.</p><p></p><p>You must declare use of this ability after the enemy attacks, but before you learn the attack roll's total or its damage. You cannot parry if you are immobilized or denied a Dexterity bonus to AC against the attacking enemy (regardless of whether or not your Dexterity modifier is positive). You cannot parry a touch attack, grapple check, bull rush, overrun, trip, disarm, or a weaponlike spell or power, nor an attack against an object, nor any attack that delivers a touch spell or power. You can parry weapons or natural weapons created by spells or powers, but only if they use normal melee attack rolls.</p><p></p><p></p><p><strong><span style="color: Red">Acrobatic Attack (Ex):</span></strong> At 5th-level, if the swashbuckler attacks by jumping at least 5 feet into his opponent, jumping down at least 5 feet onto his opponent, jumping at least 5 feet towards his opponent and past them (through an adjacent space), swinging at least 5 feet on a rope or branch or similar object into his opponent, or swinging at least 5 feet on a rope or branch or similar object past his opponent (through an adjacent space), the swashbuckler gains +2 on attack and damage rolls against that opponent this round. These bonuses apply only to melee attacks, and only to physical damage (not damage from magic touch attacks, for example).</p><p></p><p>The swashbuckler may perform charge attacks in this manner, by jumping or swinging towards the opponent rather than just running on a surface towards them, and swinging or jumping charges may be made in arcs rather than straight lines. For jumping attacks, the swashbuckler must succeed at a Jump check to move at least 5 feet, otherwise Acrobatic Attack does not apply to that attempt. For swinging attacks, the swashbuckler must make a successful Use Rope check against DC 10, or else he or she cannot benefit from Acrobatic Attack on that attempt. If the Jump check succeeds but would carry the swashbuckler further than his opponent, he may choose to limit the jumping distance, to end adjacent with his opponent.</p><p></p><p>Acrobatic Attack may be combined with the Spring Attack feat, if possessed, to continue moving after the attack (the swashbuckler does not need to jump or swing the additional distance). Tumble checks are needed as normal if the swashbuckler wants to avoid attacks of opportunity for movement, or if he wants to move through enemy spaces. Acrobatic Attack is an extraordinary ability.</p><p></p><p></p><p><strong><span style="color: Red">Uncanny Dodge (Ex):</span></strong> The swashbuckler develops extraordinary instincts and reactive ability, allowing them to avoid nasty surprises and certain distractions. At 6nd-level, they retain their Dexterity bonus to Armor Class (if any) even when flat-footed or attacked by an invisible foe, but still loses the bonus when immobilized. A swashbuckler of 10th-level or higher develops even keener skill which prevents them from being flanked. At that point, only individuals who possess Sneak Attack and at least four more character levels than the swashbuckler may flank him or her. Uncanny Dodge is an extraordinary ability.</p><p></p><p><strong><span style="color: Red">Hasty Feint:</span></strong> The swashbuckler learns to make quicker, if less effective, feints in combat to try and distract foes. Starting at 7th-level, the swashbuckler may use the Bluff skill to feint in combat as a move-equivalent action instead of a standard action, but suffers a -2 penalty on the Bluff check when doing so. Once he or she has reached 13th-level in this class, the penalty no longer applies as the swashbuckler's skill at making hasty distractions improves. Finally, once the swashbuckler achieves 19th-level in this class, he or she has become so good at distracting foes that he or she gains a +2 bonus on all Bluff checks to feint in combat, and also on Bluff checks for creating a diversion to hide.[/sblock]</p><p>The remainder of the swashbuckler's details will be in the next post.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4219699, member: 13966"] [b]Aurelian Swashbuckler, Variant Bard[/b] [SIZE=3][I][COLOR=Green][B]The Swashbuckler, Variant Bard[/B][/COLOR][/I][/SIZE] Swashbucklers are the more combative, martially-trained form of bard in Aurelia, somewhat less common and usually seen among seafarers, highwaymen, or aristocratic families with flamboyant or naval traditions. Most are pirates, privateers, or marines. They are often flashy swordsmen or masters of exotic, tricky weapons, but some are quite accomplished archers, crossbowmen, knifewielders, hatchetmen, or spearmen. Swashbucklers are more violently inclined than most other bards, but some just enjoy the thrill of dueling and humiliating an opponent. Many noble families train their scions in fencing, archery, and other refined combat styles, and those scions with particular talent in these areas tend to become swashbucklers. However, every swashbuckler has a rebellious streak, impulsive tendencies, a mischevious personality, or a weakness for drunken shenanigans. Their fighting styles are somewhat unpredictable, often unorthodox, and quite effective. Swashbucklers tend to be best at defense, wearing out opponents and biding time until the best opportunities present themselves. They're also very athletic and nimble, but without the magical talents of other bards, albeit still capable at inspiring allies or demoralizing enemies. [B][COLOR=Red]Races:[/COLOR][/B] Humans, half-elves, merfolk, korobokuru, and hengeyokai are less likely to be swashbucklers than bards, but still count a modest number of swashbucklers amongst them. Elves, fey, aeragi, spiritfolk, hengeyokai, and locathah just prefer the more magical arts of the common bard, but elves, spiritfolk, hengeyokai, and aeragi are occasionally swashbucklers. Celestri, fey, locathah, nezumi, vanara, and hizak-kreen are almost never swashbucklers. Among gnomes, firagi, orcs, half-orcs, draegi, gnolls, and bugbears, a swashbuckler is actually less rare than any other kind of bard, but still very uncommon. Gnomes who shy away from mystical studies toward martial pursuits are almost as likely to become swashbucklers as they are to become fighters, due to their natural and societal inclination towards mischief, witty banter, and fighting smarter, not harder. Halfling swashbucklers are also fairly uncommon, since halflings are more inclined towards the common bardic tradition, but enjoy the same aspects of this class as gnomes do. Firagi, orcs, and half-orcs who possess more of a clever mindset than other warriors of their kind may become swashbucklers. Gnoll and bugbear raiders or bandits have been known to occasionally display the skills of a swashbuckler, often leading such forces with their superior tactics and tricks. Hobgoblin swashbucklers are rare, but not unknown. Draegi pirates in the Undersea are swashbucklers in some cases, but tend to be fighters or rogues instead. A rare few kuo-toa swashbucklers exist, and their fighting styles are even more unusual than most. Surprisingly, swashbucklers are merely uncommon amongst githyanki and githrani, even though the gith races have no bardic tradition and a rather serious bent. Swashbucklers are not known to exist among any other races. [B][COLOR=Red]Other Classes:[/COLOR][/B] Swashbucklers are almost as likely as not to be loners, out to make a name for themselves and some treasure to boot, but they often wind up in an adventuring company, bandit group, or ship's crew eventually. Nonetheless, most swashbucklers get along well with others who don't clash too much with their flamboyant or rapscallion natures. They fight well with other bards, rogues, fighters, psychic warriors, and rangers, but often get in the way, or on the nerves, of barbarians, monks, paladins, samurai, and sohei. Regardless, a swashbuckler can often complement a barbarian's, monk's, or sohei's mobility and tactics very well. Wizards, shugenja, clerics, wu jen, and psions tend to be overly studious or overly serious as far as swashbucklers are concerned. Still, they can work well together when their cleverness and knowledge are combined. Shamans, sorcerers, and druids are easier for swashbucklers to get along with, though sometimes irritating in the same ways. [I][SIZE=2][COLOR=Blue][U][B]Game Rule Information[/B][/U][/COLOR][/SIZE][/I] Swashbucklers have the following game statistics. [B][COLOR=Red]Abilities:[/COLOR][/B] Dexterity is most important to swashbucklers, since they prefer light armors and excel at using agility for both offense and defense. It affects many of their class skills and some of their class features. Charisma is useful for many swashbuckler skills, some of their tricks, and their inspirational abilities, though not as important as it is for other bards. Intelligence is very important for swashbucklers who want to learn more than a handful of skills, and also affects some of their defensive class features. Strength and Constitution are of some importance to all swashbucklers, but reliance on special tricks and agility makes these abilities less vital. Swashbucklers range from witty fencers to clever pirates and rugged bandit-chiefs. [B][COLOR=Red]Alignment:[/COLOR][/B] Any nonlawful. [B][COLOR=Red]Hit Die:[/COLOR][/B] d8. [I][SIZE=2][COLOR=Blue][U][B]Class Skills[/B][/U][/COLOR][/SIZE][/I] The swashbuckler’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (animal lore) (Int), Knowledge (beast lore) (Int), Knowledge (geography) (Int), Knowledge (humanoid lore) (Int), Knowledge (local) (Int), Knowledge (magical beast lore) (Int), Knowledge (monstrous humanoid lore) (Int), Knowledge (nobility & royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (Int), Spot (Wis) Swim (Str), Tumble (Dex), and Use Rope (Dex). [B][COLOR=Red]Skill Points at 1st Level:[/COLOR][/B] (4 + Int modifier) x 4. [B][COLOR=Red]Skill Points at Each Additional Level:[/COLOR][/B] 4 + Int modifier. [I][SIZE=2][COLOR=Blue][U][B]Class Features[/B][/U][/COLOR][/SIZE][/I] All of the following are class features of the swashbuckler. [sblock][B][COLOR=Red]Weapon and Armor Proficiency:[/COLOR][/B] A swashbuckler is proficient with all simple weapons, all martial weapons, light armors, and shields. Additionally, the swashbuckler is proficient with one exotic weapon of their choice, chosen from the following list: blade boot, claw bracer, greater chakram, hand crossbow, harpoon, heavy arc boomerang, lesser chakram, light arc boomerang, nagaika, net, repeating crossbow, serrated kukri, scourge, ward cestus, or whip. [B][COLOR=Red]Bardic Knowledge:[/COLOR][/B] A swashbuckler picks up a lot of stray knowledge while wandering the land or sea and learning stories from other swashbucklers or bards. A swashbuckler may make a special Bardic Knowledge check with a bonus equal to swashbuckler level + his positive Intelligence modifier to see whether he knows some relevant information about notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item, but may give a hint as to its general function. The swashbuckler may not take 10 or take 20 on this check, since this is essentially random knowledge. The DM will determine the Difficulty Class of the check by referring to the table below. [code][B][COLOR=Blue]DC Type of Knowledge Example[/COLOR][/B] 10 Common, known by at least A local mayor's reputation for a substantial minority of drinking; common legends about the local population. a powerful place of mystery. 20 Uncommon but available, A local priest's shady past; known by only a few people legends about a powerful magic in the area. item. 25 Obscure, known by few, A knight's family history; legends hard to come by. about a minor magic item or place of mystery. 30 Extremely obscure, known by A mighty wizard's childhood very few, possibly forgotten nickname; the history of a petty by most who once knew it, magic item. possibly known only by those who don't understand the significance of the knowledge.[/code] [B][COLOR=Red]Cunning Defense (Ex):[/COLOR][/B] Swashbucklers have keen instincts and tactical skills, with a knack for feints and distractions. As long as the swashbuckler is wearing light armor or no armor, using a buckler or no shield at all, and carrying no more than a light load, they gain a competence bonus to Armor Class. This AC bonus equals the swashbuckler's Charisma or Intelligence modifier, whichever he chooses each round, to a minimum of +1 AC and a maximum of +1 per swashbuckler level. In addition, the swashbuckler adds this competence bonus on opposed rolls to resist a disarm attempt. Cunning Defense does not function if the swashbuckler is wielding a weapon of any size category larger than him- or herself, nor does it work if the swashbuckler is wielding two weapons that are the same size category as him- or herself. The benefits are also lost whenever the swashbuckler is immobilized or denied a Dexterity bonus to AC (regardless of whether or not their Dexterity modifier is positive). Cunning Defense is an extraordinary ability. [B][COLOR=Red]Bonus Feats:[/COLOR][/B] At 2nd-level, the swashbuckler gets a bonus feat. The swashbuckler gains an additional bonus feat at 7th-level and every five levels thereafter. These bonus feats must be drawn from the following list: Ambidexterity, Athletic, Blind-Fight, Broadened Skills, Combat Reflexes, Dirty Fighting, Dodge** (Combat Agility, Defensive Strike, Karmic Strike, Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Chink in the Armor, Improved Disarm, Improved Trip, Snatch Weapon, Superior Expertise, Whirlwind Attack), Favored Weapon, Improved Critical*, Improved Initiative (Death Blow), Jack of All Trades, Point Blank Shot (Far Shot, Manyshot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw (Flick of the Wrist, Knife Gouger), Quicker Than the Eye, Rapid Reload, Skill Focus*, Throw Anything, Two-Weapon Fighting (Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Off-Hand Parry, Superior Two-Weapon Fighting), Weapon Finesse* (Deadly Impaler, Light Fencer), Weapon Focus* (Adept Musketeer, Expert Arbalestier, Focused Archer, Gauntlet Gladiator, Nimble Aggressor, Whiplasher). Some of the bonus feats available to a swashbuckler cannot be acquired until the swashbuckler has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A swashbuckler can select feats marked with an asterisk (*) more than once, but it must be for a different weapon or skill each time as appropriate. Any feats marked with two asterisks (**) may be selected multiple times, and their effects stack. A swashbuckler must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. [B][COLOR=Red]Acrobatics (Ex):[/COLOR][/B] The swashbuckler develops incredible athletic prowess with acrobatics, and by 3rd-level in this class, they have perfected some of these techniques. As an extraordinary ability, the swashbuckler gains a +3 competence bonus on all Balance, Jump, and Tumble skill checks. This bonus increases by a further +3 at every fifth level following that, such as 8th-level. Acrobatics only functions when wearing light armor or no armor, and carrying no more than a light load. [B][COLOR=Red]Deadly Finesse (Ex):[/COLOR][/B] Swashbucklers learn to use their great finesse, speed, and skill in combat at 3rd-level onward for more potent attacks. Once per round, the swashbuckler deals 1d4 extra damage on a successful hit with a weapon, natural weapon, or unarmed strike (not a grapple check), except for weapons larger in size category than the swashbuckler, or weapons used beyond a range of 30 feet. The use of Deadly Finesse must be declared before the attack roll, and only when the swashbuckler performs an attack of opportunity, uses Acrobatic Attack, uses Acrobatic Assault, attacks an immobilized opponent, or attacks an opponent who is denied a Dexterity bonus to AC against him. Deadly Finesse is an extraordinary ability that only functions against targets who are subject to critical hits, so it does not apply against objects. The bonus damage improves to 2d4 at 8th-level, then to 3d4 at 14th-level, and finally to 4d4 at 19th-level. Since these are bonus dice, they are not multiplied on a critical hit. [B][COLOR=Red]Defensive Parry:[/COLOR][/B] The swashbuckler is quite capable at blocking and deflecting an opponent's attacks by using their own weapon, and by 4th-level he or she is able to utilize some of this practice. Once per round, the swashbuckler may expend one of his or her potential attacks of opportunity for the round, if any remain, to try and parry an enemy's melee attack against them. The enemy's attack must be with a weapon, natural weapon, or unarmed strike, no more than two size categories smaller than the swashbuckler, and no more than one size category larger than the swashbuckler. To parry the attack, make an attack roll with a melee weapon, natural weapon, or unarmed strike that you currently wield (for natural weapons or unarmed strikes, you cannot be holding anything in the appropriate limb; unarmed strikes can only parry if you have a free hand, or have an ability like the monk's to make unarmed strikes with any body part). Add your Intelligence modifier, if positive, to your parrying attack roll. If your total attack roll is higher than the opponent's, then that enemy's attack is treated as though it missed you. The parry is not a normal attack, and does not deal damage nor count as an attack of opportunity against that enemy. You must declare use of this ability after the enemy attacks, but before you learn the attack roll's total or its damage. You cannot parry if you are immobilized or denied a Dexterity bonus to AC against the attacking enemy (regardless of whether or not your Dexterity modifier is positive). You cannot parry a touch attack, grapple check, bull rush, overrun, trip, disarm, or a weaponlike spell or power, nor an attack against an object, nor any attack that delivers a touch spell or power. You can parry weapons or natural weapons created by spells or powers, but only if they use normal melee attack rolls. [B][COLOR=Red]Acrobatic Attack (Ex):[/COLOR][/B] At 5th-level, if the swashbuckler attacks by jumping at least 5 feet into his opponent, jumping down at least 5 feet onto his opponent, jumping at least 5 feet towards his opponent and past them (through an adjacent space), swinging at least 5 feet on a rope or branch or similar object into his opponent, or swinging at least 5 feet on a rope or branch or similar object past his opponent (through an adjacent space), the swashbuckler gains +2 on attack and damage rolls against that opponent this round. These bonuses apply only to melee attacks, and only to physical damage (not damage from magic touch attacks, for example). The swashbuckler may perform charge attacks in this manner, by jumping or swinging towards the opponent rather than just running on a surface towards them, and swinging or jumping charges may be made in arcs rather than straight lines. For jumping attacks, the swashbuckler must succeed at a Jump check to move at least 5 feet, otherwise Acrobatic Attack does not apply to that attempt. For swinging attacks, the swashbuckler must make a successful Use Rope check against DC 10, or else he or she cannot benefit from Acrobatic Attack on that attempt. If the Jump check succeeds but would carry the swashbuckler further than his opponent, he may choose to limit the jumping distance, to end adjacent with his opponent. Acrobatic Attack may be combined with the Spring Attack feat, if possessed, to continue moving after the attack (the swashbuckler does not need to jump or swing the additional distance). Tumble checks are needed as normal if the swashbuckler wants to avoid attacks of opportunity for movement, or if he wants to move through enemy spaces. Acrobatic Attack is an extraordinary ability. [B][COLOR=Red]Uncanny Dodge (Ex):[/COLOR][/B] The swashbuckler develops extraordinary instincts and reactive ability, allowing them to avoid nasty surprises and certain distractions. At 6nd-level, they retain their Dexterity bonus to Armor Class (if any) even when flat-footed or attacked by an invisible foe, but still loses the bonus when immobilized. A swashbuckler of 10th-level or higher develops even keener skill which prevents them from being flanked. At that point, only individuals who possess Sneak Attack and at least four more character levels than the swashbuckler may flank him or her. Uncanny Dodge is an extraordinary ability. [B][COLOR=Red]Hasty Feint:[/COLOR][/B] The swashbuckler learns to make quicker, if less effective, feints in combat to try and distract foes. Starting at 7th-level, the swashbuckler may use the Bluff skill to feint in combat as a move-equivalent action instead of a standard action, but suffers a -2 penalty on the Bluff check when doing so. Once he or she has reached 13th-level in this class, the penalty no longer applies as the swashbuckler's skill at making hasty distractions improves. Finally, once the swashbuckler achieves 19th-level in this class, he or she has become so good at distracting foes that he or she gains a +2 bonus on all Bluff checks to feint in combat, and also on Bluff checks for creating a diversion to hide.[/sblock] The remainder of the swashbuckler's details will be in the next post. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
3E D&D Aurelia setting & houserules material (now with magic items!)
Top