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<blockquote data-quote="Arkhandus" data-source="post: 4219703" data-attributes="member: 13966"><p><strong>Aurelian Swashbuckler, continued</strong></p><p></p><p>The Aurelian Swashbuckler, continued</p><p></p><p>[sblock]<strong><span style="color: Red">Bardic Music (Su):</span></strong> A swashbuckler learns to produce songs of power after reaching 9th-level in this class, allowing them to bolster themselves and their allies in battle, or to demoralize enemies. Henceforth, once per day per three levels in this class, the swashbuckler can use his song or poetics to produce magical effects on those around him. Depending on how many ranks he has in the Perform skill, he can inspire varying degrees of courage in his allies or cowardice in his enemies, but a swashbuckler is not as versatile with his music as a typical bard.</p><p></p><p>While these abilities fall under the category of Bardic Music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some kind of verbal performance. Activating any Bardic Music ability is a standard action, and any spell-like Bardic Music abilities provoke attacks of opportunity when activated.</p><p></p><p>Whether or not a creature makes its saving throw against any Bardic Music effect, he or she is not made aware of the fact that a swashbuckler just attempted to influence them. Neither is the swashbuckler aware of who their Bardic Music has or has not affected. Bardic Music does not make creatures forget what happened. All Bardic Music abilities are magical, sonic effects that override the swashbuckler’s ability to use verbal magic, even if he or she plays an instrument for the performance.</p><p></p><p>While performing Bardic Music, the swashbuckler can fight but cannot cast spells with verbal components, activate magic items by command word, activate magic items by spell completion, or activate magic items by spell trigger. Just like when casting spells with verbal components, a deaf swashbuckler suffers a 20% chance of failing to activate Bardic Music. If he fails, the attempt still counts toward his daily limit. In order to use a particular Bardic Music effect, the swashbuckler must have at least a certain number of ranks in the Perform skill, and several effects of middling or higher Perform ranks also require a minimum number of swashbuckler levels. A creature cannot be affected by more than three Bardic Music performances at any given time.</p><p></p><p>Whenever a Bardic Music effect would be contested as a result, the originators of the opposing effects each make an opposed Perform check, and the individual with the highest Perform check wins. Ties result in a re-roll for those who tied. No Bardic Music effect, such as Inspire Courage, can be applied to a creature more than once at a time, so additional uses of that effect result in opposed Perform checks to determine which one overrides the other copies of that effect for that creature. In any of these cases, the originator of an earlier Bardic Music effect may choose to fail the opposed check for that previous use of Bardic Music.</p><p></p><p></p><p><em><span style="color: Blue"><strong>Inspire Courage (Su):</strong></span></em> A swashbuckler with 3 or more ranks in Perform can use music or poetics to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must hear the swashbuckler perform for a full round. The effect lasts as long as the swashbuckler performs and for 5 rounds after the swashbuckler has stopped performing (or 5 rounds after the ally can no longer hear the swashbuckler’s performance). The swashbuckler and affected allies each receive a +2 morale bonus on saving throws against charm and fear effects, and a +1 morale bonus to attack and weapon damage rolls (including unarmed strike, grapple, and natural weapon damage rolls). Inspire Courage is a supernatural, mind-affecting ability.</p><p></p><p><em><span style="color: Blue"><strong>Dreadful Dirge (Su):</strong></span></em> A swashbuckler with 9 or more ranks in Perform can instill terror and doubt in his foes with intimidating music, song, or speeches. This requires at least 10 levels in the swashbuckler class to utilize. The swashbuckler makes a Perform check when using this ability. All creatures within 150 feet of the swashbuckler who can hear his performance are affected, except for the swashbuckler himself and any allies he can see when beginning the Dreadful Dirge.</p><p></p><p>After any subject has heard the Dirge for at least 1 full round, he or she may attempt a Will saving throw (DC = 5 + one-half the swashbuckler’s Perform check result, rounded down) to resist it, and on a successful save they are immune to that swashbuckler’s Dreadful Dirges for 24 hours. On a failed save, the subject is shaken while he or she continues to hear the performance and remains within 150 feet of the swashbuckler. Any affected creature with half as many hit dice as the swashbuckler, or fewer, is frightened instead on a failed save.</p><p></p><p>Any victim who can no longer hear the Dirge or goes out of range is free of its effects, until they are once again within range and hear it. Dreadful Dirge mixes normally with any other fear effects upon the victims, worsening their fear condition as appropriate (shaken to frightened, frightened to panicked, or panicked to cowering). The swashbuckler can maintain a Dreadful Dirge performance for up to 1 round per level in this class. Dreadful Dirge is a supernatural, mind-affecting, fear, and Enchantment ability.</p><p></p><p><em><span style="color: Blue"><strong>Inspire Valor (Su):</strong></span></em> A swashbuckler with 12 or more ranks in Perform can inspire even greater bravery in his allies than before. This requires at least 12 levels in the swashbuckler class to utilize. When using his Bardic Music ability to Inspire Courage, the swashbuckler grants double the normal bonuses to saving throws, attacks, and weapon damage rolls. Inspire Valor does not count as a separate effect, as it is just an improvement to Inspire Courage. The swashbuckler may elect not to use Inspire Valor when activating Inspire Courage, if desired.</p><p></p><p><em><span style="color: Blue"><strong>Inspire Greatness (Su):</strong></span></em> A swashbuckler with 15 or more ranks in perform can use his music or poetics to inspire greatness in another creature (not himself), granting extra fighting capability. This requires at least 14 levels in the swashbuckler class to utilize. For every two levels the swashbuckler attains beyond 14th, he can inspire greatness in one additional creature with each use of this ability. To inspire greatness, the swashbuckler must perform and the creature to be affected must hear the swashbuckler perform for a full round, as with Inspire Courage.</p><p></p><p>The creature must also be within 30 feet while hearing the first round of the performance. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as they hear the swashbuckler continue to perform and for 5 rounds thereafter. All of these bonuses count as competence bonuses. Specifically, the creature gains +3 Hit Dice (d10s that grant temporary hit points), +2 on attack rolls, +2 on weapon damage rolls (including unarmed strike, grapple, and natural weapon damage rolls), +2 on Fortitude saving throws, and +2 on Reflex saving throws.</p><p></p><p>Apply the target’s Constitution modifier (and other level-based hit point modifiers), if any, to each bonus Hit Die. These bonus Hit Dice count as regular Hit Dice for determining level-based effects (excluding effective caster level, manifester level, or class level), but do not grant any extra feats, skill points, class levels, ability score increases, or other benefits of permanent HD. Inspire Greatness is a supernatural, mind-affecting Enchantment ability.</p><p></p><p><em><span style="color: Blue"><strong>Inspire Heroism (Su):</strong></span></em> A swashbuckler with 21 or more ranks in perform can inspire his allies to even greater deeds of greatness and heroism. This requires at least 18 levels in the swashbuckler class to utilize. When Inspiring Greatness in his allies, the swashbuckler grants double the normal number of bonus Hit Dice, double the normal competence bonus on attacks and damage, and double the usual competence bonus on Fortitude and Reflex saving throws. The allies to be affected may also be up to 60 feet away while hearing the first round of performance. Inspire Heroism does not count as a separate effect, as it is just an improvement to Inspire Greatness. The swashbuckler may elect not to use Inspire Heroism when activating Inspire Greatness, if desired.</p><p></p><p></p><p><strong><span style="color: Red">Nimble Defense (Ex):</span></strong> Swashbucklers of 11th-level or higher know many effective dodging and tumbling techniques, and now have enough experience to employ such maneuvers whenever necessary. They henceforth receive a dodge bonus to AC equal to their Dexterity modifier, if positive, to a minimum of +1 AC. Nimble Defense only applies when wearing light armor or no armor, using no shield or a buckler shield, and carrying no more than a light load. Dodge bonuses stack with one another, unlike most other types of bonus. This dodge bonus is lost whenever the swashbuckler is immobilized or denied a Dexterity bonus to AC. Also, the dodge bonus from Nimble Defense only applies against a single opponent at any given time. The swashbuckler designates one opposing creature at the start of his turn, as the target his Nimble Defense guards against, and may designate a different creature at the end of his turn. This is an extraordinary ability.</p><p></p><p><strong><span style="color: Red">Riposte:</span></strong> A swashbuckler of 12th-level or higher has refined his or her parrying skills to the point that he or she can now attempt an occasional counterattack. Once per round, if the swashbuckler successfully parries an opponent's attack in melee through Defensive Parry, the swashbuckler can make an immediate, normal attack of opportunity against that opponent. However, he or she can only do so if the opponent is within the swashbuckler's own melee reach at the moment, and only if the swashbuckler expended an attack of opportunity for that parry attempt.</p><p></p><p>This counts as part of the attack of opportunity used in the parry attempt, rather than expending another attack of opportunity. Nonetheless, it uses separate rolls and does not get the extra bonus noted in Defensive Parry. The Riposte does not need to use the same weapon that was parried with, so for instance, the swashbuckler might trip his opponent with a leg sweep, punch them in the face, disarm them, attack the opponent's weapon, or stab the opponent with an off-hand weapon (though as an attack of opportunity, it would not suffer the usual two-weapon fighting penalties to its attack roll). The swashbuckler cannot make a bull rush or grapple attempt as the Riposte attack of opportunity.</p><p></p><p></p><p><strong><span style="color: Red">Rapid Parry:</span></strong> A swashbuckler of at least 15th-level is highly experienced in techniques of parrying, and is capable of parrying many attacks in a row. The swashbuckler may now attempt multiple parries each round, with the Defensive Parry class feature, but each parry still requires them to expend one of their potential attacks of opportunity for the round. If they do not have any feat or ability granting multiple attacks of opportunity per round, then the second parry attempt each round does not require expending an attack of opportunity.</p><p></p><p><strong><span style="color: Red">Skill Mastery:</span></strong> By 15th-level in this class, the swashbuckler has grown very experienced in the use of certain skills, and is so confident in their ability with those skills that stress or distractions are no hindrance. The swashbuckler chooses a number of skills equal to 3 + their Intelligence modifier. Whenever the swashbuckler makes a skill check with any of those skills, he or she may take 10 regardless of distractions, threats, stress, or being rushed. Their familiarity with the skills allow them to be used with confidence and expertise under any circumstances.</p><p></p><p><strong><span style="color: Red">Slippery Mind (Ex):</span></strong> A swashbuckler of 16th-level has developed a phenomenally strong sense of self, augmented by a clever and devious mind, which makes it difficult for others to manipulate the swashbuckler through magic or psionics. If a swashbuckler with Slippery Mind fails their initial saving throw against any mind-affecting effect, they may attempt the saving throw again on the next round. They only get this one extra chance to wriggle free of the effect. Slippery Mind is an extraordinary ability.</p><p></p><p></p><p><strong><span style="color: Red">Acrobatic Assault (Ex):</span></strong> Swashbucklers of 20th-level are masters of graceful fighting, moving about the battlefield and striking wherever they may, swiftly and unpredictably with acrobatic maneuvers. As an extraordinary ability, whenever the swashbuckler uses his or her Acrobatic Attack class feature, he or she may perform a full-attack action as though it were only a standard action or charge action. This is a special full-attack action, and thus cannot be combined with other special full-attacks, such as a monkish flurry of blows or a Whirlwind Attack. The swashbuckler's attacks during this action may be made at any point, or points, during his or her movement after the first 5 feet. If charging in this manner, for instance, the swashbuckler could attack opponents while moving past or over them towards his or her main target, but must attack the main target of his or her charge at least once. The benefits of charging only apply against the main target of the charge, however.</p><p></p><p><strong><span style="color: Red">Ex-Swashbucklers:</span></strong> A swashbuckler who becomes lawful in alignment cannot progress in level as a swashbuckler any further, for as long as he remains of lawful alignment, though he retains all of his swashbuckler abilities.[/sblock]</p><p></p><p>[code][B][COLOR=Red][U][I]The Swashbuckler:[/I][/U][/COLOR]</p><p>[COLOR=Blue]Class Base Fort. Ref. Will</p><p>Level Attack Save Save Save Special[/COLOR][/B]</p><p>1 +1 +0 +2 +0 Bardic Knowledge, Cunning Defense</p><p>2 +2 +0 +3 +0 Bonus Feat</p><p>3 +3 +1 +3 +1 Acrobatics (+3), Deadly Finesse +1d4</p><p>4 +4 +1 +4 +1 Defensive Parry</p><p>5 +5 +1 +4 +1 Acrobatic Attack</p><p>6 +6/+1 +2 +5 +2 Uncanny Dodge (Dex bonus to AC)</p><p>7 +7/+2 +2 +5 +2 Bonus Feat, Hasty Feint (-2)</p><p>8 +8/+3 +2 +6 +2 Acrobatics (+6), Deadly Finesse +2d4</p><p>9 +9/+4 +3 +6 +3 Bardic Music</p><p>10 +10/+5 +3 +7 +3 Uncanny Dodge (cannot be flanked)</p><p>11 +11/+6/+1 +3 +7 +3 Nimble Defense</p><p>12 +12/+7/+2 +4 +8 +4 Bonus Feat, Riposte</p><p>13 +13/+8/+3 +4 +8 +4 Acrobatics (+9), Hasty Feint (+0)</p><p>14 +14/+9/+4 +4 +9 +4 Deadly Finesse +3d4</p><p>15 +15/+10/+5 +5 +9 +5 Rapid Parry, Skill Mastery</p><p>16 +16/+11/+6/+1 +5 +10 +5 Slippery Mind</p><p>17 +17/+12/+7/+2 +5 +10 +5 Bonus Feat</p><p>18 +18/+13/+8/+3 +6 +11 +6 Acrobatics (+12)</p><p>19 +19/+14/+9/+4 +6 +11 +6 Deadly Finesse +4d4, Hasty Feint (+2)</p><p>20 +20/+15/+10/+5 +6 +12 +6 Acrobatic Assault[/code]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4219703, member: 13966"] [b]Aurelian Swashbuckler, continued[/b] The Aurelian Swashbuckler, continued [sblock][B][COLOR=Red]Bardic Music (Su):[/COLOR][/B] A swashbuckler learns to produce songs of power after reaching 9th-level in this class, allowing them to bolster themselves and their allies in battle, or to demoralize enemies. Henceforth, once per day per three levels in this class, the swashbuckler can use his song or poetics to produce magical effects on those around him. Depending on how many ranks he has in the Perform skill, he can inspire varying degrees of courage in his allies or cowardice in his enemies, but a swashbuckler is not as versatile with his music as a typical bard. While these abilities fall under the category of Bardic Music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some kind of verbal performance. Activating any Bardic Music ability is a standard action, and any spell-like Bardic Music abilities provoke attacks of opportunity when activated. Whether or not a creature makes its saving throw against any Bardic Music effect, he or she is not made aware of the fact that a swashbuckler just attempted to influence them. Neither is the swashbuckler aware of who their Bardic Music has or has not affected. Bardic Music does not make creatures forget what happened. All Bardic Music abilities are magical, sonic effects that override the swashbuckler’s ability to use verbal magic, even if he or she plays an instrument for the performance. While performing Bardic Music, the swashbuckler can fight but cannot cast spells with verbal components, activate magic items by command word, activate magic items by spell completion, or activate magic items by spell trigger. Just like when casting spells with verbal components, a deaf swashbuckler suffers a 20% chance of failing to activate Bardic Music. If he fails, the attempt still counts toward his daily limit. In order to use a particular Bardic Music effect, the swashbuckler must have at least a certain number of ranks in the Perform skill, and several effects of middling or higher Perform ranks also require a minimum number of swashbuckler levels. A creature cannot be affected by more than three Bardic Music performances at any given time. Whenever a Bardic Music effect would be contested as a result, the originators of the opposing effects each make an opposed Perform check, and the individual with the highest Perform check wins. Ties result in a re-roll for those who tied. No Bardic Music effect, such as Inspire Courage, can be applied to a creature more than once at a time, so additional uses of that effect result in opposed Perform checks to determine which one overrides the other copies of that effect for that creature. In any of these cases, the originator of an earlier Bardic Music effect may choose to fail the opposed check for that previous use of Bardic Music. [I][COLOR=Blue][B]Inspire Courage (Su):[/B][/COLOR][/I] A swashbuckler with 3 or more ranks in Perform can use music or poetics to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must hear the swashbuckler perform for a full round. The effect lasts as long as the swashbuckler performs and for 5 rounds after the swashbuckler has stopped performing (or 5 rounds after the ally can no longer hear the swashbuckler’s performance). The swashbuckler and affected allies each receive a +2 morale bonus on saving throws against charm and fear effects, and a +1 morale bonus to attack and weapon damage rolls (including unarmed strike, grapple, and natural weapon damage rolls). Inspire Courage is a supernatural, mind-affecting ability. [I][COLOR=Blue][B]Dreadful Dirge (Su):[/B][/COLOR][/I] A swashbuckler with 9 or more ranks in Perform can instill terror and doubt in his foes with intimidating music, song, or speeches. This requires at least 10 levels in the swashbuckler class to utilize. The swashbuckler makes a Perform check when using this ability. All creatures within 150 feet of the swashbuckler who can hear his performance are affected, except for the swashbuckler himself and any allies he can see when beginning the Dreadful Dirge. After any subject has heard the Dirge for at least 1 full round, he or she may attempt a Will saving throw (DC = 5 + one-half the swashbuckler’s Perform check result, rounded down) to resist it, and on a successful save they are immune to that swashbuckler’s Dreadful Dirges for 24 hours. On a failed save, the subject is shaken while he or she continues to hear the performance and remains within 150 feet of the swashbuckler. Any affected creature with half as many hit dice as the swashbuckler, or fewer, is frightened instead on a failed save. Any victim who can no longer hear the Dirge or goes out of range is free of its effects, until they are once again within range and hear it. Dreadful Dirge mixes normally with any other fear effects upon the victims, worsening their fear condition as appropriate (shaken to frightened, frightened to panicked, or panicked to cowering). The swashbuckler can maintain a Dreadful Dirge performance for up to 1 round per level in this class. Dreadful Dirge is a supernatural, mind-affecting, fear, and Enchantment ability. [I][COLOR=Blue][B]Inspire Valor (Su):[/B][/COLOR][/I] A swashbuckler with 12 or more ranks in Perform can inspire even greater bravery in his allies than before. This requires at least 12 levels in the swashbuckler class to utilize. When using his Bardic Music ability to Inspire Courage, the swashbuckler grants double the normal bonuses to saving throws, attacks, and weapon damage rolls. Inspire Valor does not count as a separate effect, as it is just an improvement to Inspire Courage. The swashbuckler may elect not to use Inspire Valor when activating Inspire Courage, if desired. [I][COLOR=Blue][B]Inspire Greatness (Su):[/B][/COLOR][/I] A swashbuckler with 15 or more ranks in perform can use his music or poetics to inspire greatness in another creature (not himself), granting extra fighting capability. This requires at least 14 levels in the swashbuckler class to utilize. For every two levels the swashbuckler attains beyond 14th, he can inspire greatness in one additional creature with each use of this ability. To inspire greatness, the swashbuckler must perform and the creature to be affected must hear the swashbuckler perform for a full round, as with Inspire Courage. The creature must also be within 30 feet while hearing the first round of the performance. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as they hear the swashbuckler continue to perform and for 5 rounds thereafter. All of these bonuses count as competence bonuses. Specifically, the creature gains +3 Hit Dice (d10s that grant temporary hit points), +2 on attack rolls, +2 on weapon damage rolls (including unarmed strike, grapple, and natural weapon damage rolls), +2 on Fortitude saving throws, and +2 on Reflex saving throws. Apply the target’s Constitution modifier (and other level-based hit point modifiers), if any, to each bonus Hit Die. These bonus Hit Dice count as regular Hit Dice for determining level-based effects (excluding effective caster level, manifester level, or class level), but do not grant any extra feats, skill points, class levels, ability score increases, or other benefits of permanent HD. Inspire Greatness is a supernatural, mind-affecting Enchantment ability. [I][COLOR=Blue][B]Inspire Heroism (Su):[/B][/COLOR][/I] A swashbuckler with 21 or more ranks in perform can inspire his allies to even greater deeds of greatness and heroism. This requires at least 18 levels in the swashbuckler class to utilize. When Inspiring Greatness in his allies, the swashbuckler grants double the normal number of bonus Hit Dice, double the normal competence bonus on attacks and damage, and double the usual competence bonus on Fortitude and Reflex saving throws. The allies to be affected may also be up to 60 feet away while hearing the first round of performance. Inspire Heroism does not count as a separate effect, as it is just an improvement to Inspire Greatness. The swashbuckler may elect not to use Inspire Heroism when activating Inspire Greatness, if desired. [B][COLOR=Red]Nimble Defense (Ex):[/COLOR][/B] Swashbucklers of 11th-level or higher know many effective dodging and tumbling techniques, and now have enough experience to employ such maneuvers whenever necessary. They henceforth receive a dodge bonus to AC equal to their Dexterity modifier, if positive, to a minimum of +1 AC. Nimble Defense only applies when wearing light armor or no armor, using no shield or a buckler shield, and carrying no more than a light load. Dodge bonuses stack with one another, unlike most other types of bonus. This dodge bonus is lost whenever the swashbuckler is immobilized or denied a Dexterity bonus to AC. Also, the dodge bonus from Nimble Defense only applies against a single opponent at any given time. The swashbuckler designates one opposing creature at the start of his turn, as the target his Nimble Defense guards against, and may designate a different creature at the end of his turn. This is an extraordinary ability. [B][COLOR=Red]Riposte:[/COLOR][/B] A swashbuckler of 12th-level or higher has refined his or her parrying skills to the point that he or she can now attempt an occasional counterattack. Once per round, if the swashbuckler successfully parries an opponent's attack in melee through Defensive Parry, the swashbuckler can make an immediate, normal attack of opportunity against that opponent. However, he or she can only do so if the opponent is within the swashbuckler's own melee reach at the moment, and only if the swashbuckler expended an attack of opportunity for that parry attempt. This counts as part of the attack of opportunity used in the parry attempt, rather than expending another attack of opportunity. Nonetheless, it uses separate rolls and does not get the extra bonus noted in Defensive Parry. The Riposte does not need to use the same weapon that was parried with, so for instance, the swashbuckler might trip his opponent with a leg sweep, punch them in the face, disarm them, attack the opponent's weapon, or stab the opponent with an off-hand weapon (though as an attack of opportunity, it would not suffer the usual two-weapon fighting penalties to its attack roll). The swashbuckler cannot make a bull rush or grapple attempt as the Riposte attack of opportunity. [B][COLOR=Red]Rapid Parry:[/COLOR][/B] A swashbuckler of at least 15th-level is highly experienced in techniques of parrying, and is capable of parrying many attacks in a row. The swashbuckler may now attempt multiple parries each round, with the Defensive Parry class feature, but each parry still requires them to expend one of their potential attacks of opportunity for the round. If they do not have any feat or ability granting multiple attacks of opportunity per round, then the second parry attempt each round does not require expending an attack of opportunity. [B][COLOR=Red]Skill Mastery:[/COLOR][/B] By 15th-level in this class, the swashbuckler has grown very experienced in the use of certain skills, and is so confident in their ability with those skills that stress or distractions are no hindrance. The swashbuckler chooses a number of skills equal to 3 + their Intelligence modifier. Whenever the swashbuckler makes a skill check with any of those skills, he or she may take 10 regardless of distractions, threats, stress, or being rushed. Their familiarity with the skills allow them to be used with confidence and expertise under any circumstances. [B][COLOR=Red]Slippery Mind (Ex):[/COLOR][/B] A swashbuckler of 16th-level has developed a phenomenally strong sense of self, augmented by a clever and devious mind, which makes it difficult for others to manipulate the swashbuckler through magic or psionics. If a swashbuckler with Slippery Mind fails their initial saving throw against any mind-affecting effect, they may attempt the saving throw again on the next round. They only get this one extra chance to wriggle free of the effect. Slippery Mind is an extraordinary ability. [B][COLOR=Red]Acrobatic Assault (Ex):[/COLOR][/B] Swashbucklers of 20th-level are masters of graceful fighting, moving about the battlefield and striking wherever they may, swiftly and unpredictably with acrobatic maneuvers. As an extraordinary ability, whenever the swashbuckler uses his or her Acrobatic Attack class feature, he or she may perform a full-attack action as though it were only a standard action or charge action. This is a special full-attack action, and thus cannot be combined with other special full-attacks, such as a monkish flurry of blows or a Whirlwind Attack. The swashbuckler's attacks during this action may be made at any point, or points, during his or her movement after the first 5 feet. If charging in this manner, for instance, the swashbuckler could attack opponents while moving past or over them towards his or her main target, but must attack the main target of his or her charge at least once. The benefits of charging only apply against the main target of the charge, however. [B][COLOR=Red]Ex-Swashbucklers:[/COLOR][/B] A swashbuckler who becomes lawful in alignment cannot progress in level as a swashbuckler any further, for as long as he remains of lawful alignment, though he retains all of his swashbuckler abilities.[/sblock] [code][B][COLOR=Red][U][I]The Swashbuckler:[/I][/U][/COLOR] [COLOR=Blue]Class Base Fort. Ref. Will Level Attack Save Save Save Special[/COLOR][/B] 1 +1 +0 +2 +0 Bardic Knowledge, Cunning Defense 2 +2 +0 +3 +0 Bonus Feat 3 +3 +1 +3 +1 Acrobatics (+3), Deadly Finesse +1d4 4 +4 +1 +4 +1 Defensive Parry 5 +5 +1 +4 +1 Acrobatic Attack 6 +6/+1 +2 +5 +2 Uncanny Dodge (Dex bonus to AC) 7 +7/+2 +2 +5 +2 Bonus Feat, Hasty Feint (-2) 8 +8/+3 +2 +6 +2 Acrobatics (+6), Deadly Finesse +2d4 9 +9/+4 +3 +6 +3 Bardic Music 10 +10/+5 +3 +7 +3 Uncanny Dodge (cannot be flanked) 11 +11/+6/+1 +3 +7 +3 Nimble Defense 12 +12/+7/+2 +4 +8 +4 Bonus Feat, Riposte 13 +13/+8/+3 +4 +8 +4 Acrobatics (+9), Hasty Feint (+0) 14 +14/+9/+4 +4 +9 +4 Deadly Finesse +3d4 15 +15/+10/+5 +5 +9 +5 Rapid Parry, Skill Mastery 16 +16/+11/+6/+1 +5 +10 +5 Slippery Mind 17 +17/+12/+7/+2 +5 +10 +5 Bonus Feat 18 +18/+13/+8/+3 +6 +11 +6 Acrobatics (+12) 19 +19/+14/+9/+4 +6 +11 +6 Deadly Finesse +4d4, Hasty Feint (+2) 20 +20/+15/+10/+5 +6 +12 +6 Acrobatic Assault[/code] [/QUOTE]
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