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Looking for worthwhile Swashbuckler & Noble/Aristocrat classes. Any suggestions?

harmyn

First Post
I have been very unimpressed with the Swashbuckler base class given in the Complete Warrior. I saw there was one linked in the class summary sticky and it looked interesting. I remembered there being some more variants posted here, but I wandered all the way back through the House Rules threads and found only the one Swashbuckler concept. Guessing the others were sacrificed to the Great Gawd of Server Crashes. Any suggestions?

Ditto that more or less for Aristocrat and Noble classes. Saw there were few of those listed in the sticky, and some definitely did intrigue me. Just looking to see what else might be out there.

Thanks for any and all thoughts my mates here are willing to share in advance.
 

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The unfettered from AU/AE seems to get a lot of love around here for a light fighter/swashbuckler. I can't really say since I haven't seen it in play.
 

Here's a link to my Noble 20-level class, it's a PC-worthy less-combative-but-more-leaderly-and-skill-oriented aristocrat, but I'm fairly sure I added some minor tweaks before the server crash that have since disappeared; the most recent version on my PC has a few further tweaks and additional abilities in place of some of the feats. I'll probably end up posting that soon anyway when I repost some of my material that was lost in the server crash.
http://www.enworld.org/forums/showthread.php?t=91452

I'll find Nifft's revised Aristocrat and Expert classes and post the link, I know they're just a page or two back in this forum.....
Edit: Couldn't find the thread, was probably not quite as recent as I thought and thus lost to the server crash, but in any case here's the link to what Nifft has done with the Aristocrat and Expert on his website.
http://fishnet.cx/~josh/DnD/DHE/new-classes.shtml

Also, far as I can tell, the Unfettered in Monte Cook's Arcana Unearthed/Evolved isn't that great of a swashbuckling class; not so great AC, not so great damage and HP, not enough advantage in skill points and class skills compared to the Warmain, which is a far better combatant in AU/AE I think.
 
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The only bit of material I can really offer up or find right now that would be useful for swashbuckling characters would be my Swashbuckler bard variant from my Aurelia homebrew D&D setting. Two or three special abilities of the class are as-yet undefined but listed in its description and chart, which I haven't gotten around to detailing yet, but then I haven't had the chance to run my Aurelia campaign yet anyway. I'm not gonna bother spending half an hour making the text formatted in HTML, but it should be readable enough..... It's based on 3.0 rules BTW, just in case you notice some older terms/names/whatnot. Also, Aurelian bards are a bit stronger than in the 3.0 core rules, with 6 skill points per level and a few extra bardic music capabilities at upper levels; pretty much on par with the 3.5 bard anyway.

The Swashbuckler
Characteristics: The swashbuckler is a bard sub-class centered on combat ability and mobility, but sacrifices spellcasting ability and most bardic music capacity. They get two fewer skill points per level, but have their hit dice increased from d6 to d8. They lose spellcasting and strong will saves in exchange for four bonus feats and two parrying abilities, as well as several acrobatic and defensive abilities. They also have one lower base saving throw but greater proficiencies in exchange.
Alignment: Any nonlawful.
Hit Die: d8.

Class Skills
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), Intimidate (Cha), Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Sense Motive (Wis), Speak Language (Int), Spot (Wis) Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Weapon and Armor Proficiency: A swashbuckler is proficient with all simple weapons, all martial weapons, light and medium armors, and shields. Additionally, the swashbuckler is proficient with one exotic weapon of their choice, chosen from the following list: blade boot, chakram, hand crossbow, kukri, net, repeating crossbow, scourge, or whip.

Bardic Knowledge: A swashbuckler picks up a lot of stray knowledge while wandering the land and learning stories from other bards and swashbucklers. 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 local 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.
DC__Type of Knowledge__Example
10__Common, known by at least__A local mayor’s reputation for
__a substantial minority of the__drinking; common legends about
__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 by__nickname; the history of a petty
__most who once knew it, possibly__magic item.
__known only by those who don’t
__understand the significance of
__the knowledge.

Cunning Defense: 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 add their Intelligence modifier to Armor Class as a competence bonus, but only if their Intelligence modifier is positive. 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 AC bonus from this ability is lost whenever the swashbuckler is being denied a Dexterity bonus to AC (regardless of whether or not their Dexterity modifier is positive).

Bonus Feats: 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, Blind-Fight, Combat Reflexes, Dodge (Mobility), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Skill Focus*, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*.
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. A swashbuckler must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.

Acrobatics: 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 +5 competence bonus on all Balance, Jump, and Tumble skill checks. This bonus increases by a further +5 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.

Defensive Parry: 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 their potential attacks of opportunity for the round, if any, to try and parry an enemy's melee attack against them. The enemy's attack must be with a weapon (or natural weapon or unarmed strike) of no fewer 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 (or natural weapon or unarmed strike) you currently wield, and if your total attack roll is higher than the opponent's, then that enemy's attack is treated as though it missed you. This is not a normal attack of opportunity, and does not deal damage nor does it count as an attack of opportunity against that enemy. You must declare use of this ability before you learn the results of the opponent's attack roll. You cannot parry if you are currently being denied a Dexterity bonus to AC against the attacking enemy (regardless of whether or not your Dexterity modifier is positive).

Acrobatic Attack: Undefined as of yet.

Uncanny Dodge: Over time, the swashbuckler develops extraordinary instincts and reactive ability, allowing them to avoid nasty surprises and certain distractions. At 6th-level, they retain any Dexterity bonus to Armor Class 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, and thus he or she cannot be sneak attacked just due to flanking. At that point, only rogues, shinobi, and buccaneers of at least four levels higher may still flank him or her, and thus sneak attack him or her while flanking.

Bardic Music: 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. Henceforth, once per day per two levels in this class, a 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 courage or greatness in his allies, 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. As with casting a spell with a verbal component, a deaf swashbuckler suffers a 20% chance of failing with Bardic Music. If he fails, the attempt still counts towards his daily limit.

Inspire Courage: 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). While performing, the swashbuckler can fight but cannot cast spells, activate magic items by command word, or activate magic items by spell completion. The swashbuckler and affected allies receive a +2 morale bonus to saving throws against charm and fear effects, and a +1 morale bonus to attack and weapon damage rolls. Inspire Courage is a supernatural, mind-affecting ability.

Inspire Valor: A swashbuckler with 9 or more ranks in Perform can inspire even greater bravery in his allies than before. 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 Greatness: A swashbuckler with 12 or more ranks in perform can use his music or poetics to inspire greatness in another creature, granting extra fighting capability. This requires at least 13 levels in the swashbuckler class to utilize. For every three levels the swashbuckler attains beyond 9th, 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. 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 +2 Hit Dice (d10s that grant temporary hit points), a +2 competence bonus on attacks, and a +1 competence bonus to Fortitude saving throws. Apply the target’s Constitution modifier, if any, to each bonus Hit Die. These Hit Dice count as regular Hit Dice for determining effects such as the Sleep spell. Inspire Greatness is a supernatural, mind-affecting enchantment ability.

Inspire Heroism: A swashbuckler with 18 or more ranks in perform can inspire his allies to even greater deeds of greatness and heroism. This requires at least 13 levels in the swashbuckler class to utilize. When Inspiring Greatness in his allies, the swashbuckler grants double the normal amount of extra Hit Dice, double the normal competence bonus on attacks, and twice the usual competence bonus on Fortitude saving throws.

Nimble Defense: 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 gain a dodge bonus to AC equal to their Dexterity modifier, if positive. This only applies in 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 being denied a Dexterity bonus to AC. Also, the dodge bonus from Nimble Defense only applies against a single opponent each round, chosen at the start of the swashbuckler's turn; the swashbuckler can designate a new opponent at the end of the turn if desired, even in the same round.

Riposte: A swashbuckler of 11th-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, 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 has an available attack of opportunity left this round. This is not an extra attack of opportunity, and it does not count towards the normal limit of one attack of opportunity per round against any given opponent. This attack of opportunity does not have to use the same weapon that was parried with, so for instance, the swashbuckler might trip his opponent with a leg swipe, punch them in the face, or stab the opponent with an off-hand dagger (though as an attack of opportunity, it would not suffer the usual two-weapon fighting penalties to the attack roll; however, if the swashbuckler lacks Ambidexterity or Multidexterity, then the off-hand would suffer the usual -4 penalty its attack roll).

Defensive Roll: After reaching 14th-level in this class, the swashbuckler can roll with a potentially lethal blow to take less damage from it. Once per day, when a swashbuckler would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the swashbuckler can attempt to roll with the damage. He or she makes a Reflex saving throw (DC = damage dealt by that attack) and, if the swashbuckler is successful, he or she takes only half damage form the blow. The swashbuckler must be aware of the attack and able to react to it in order to use the Defensive Roll ability (if he or she is denied their Dexterity bonus to AC, they cannot roll). Since the effect would not normally allow a Reflex save for half damage, any Evasion or Improved Evasion abilities the swashbuckler may possess do not apply to the Defensive Roll. This is an extraordinary ability.

Rapid Parry: 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, but each parry still requires them to expend one of their potential attacks of opportunity for the round. However, the swashbuckler's maximum number of parry attempts per round is equal to their positive Dexterity modifier (if any), to a minimum of two parry attempts per round. If they do not have any ability granting multiple attacks of opportunity per round, then the second parry attempt each round does not require expending an attack of opportunity.

Skill Mastery: By 16th-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.

Slippery Mind: A swashbuckler of 19th-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. If a swashbuckler with Slippery Mind is fails their initial saving throw against any Mind-Affecting spell, power, or 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.

Acrobatic Assault: Undefined as of yet.

Ex-Swashbucklers: 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.

The Swashbuckler:
Class__Attack__Fort.__Ref.__Will
Level__Bonus__Save__Save__Save__Special
1__+0__+0__+2__+0__Bardic Knowledge, Cunning Defense
2__+1__+0__+3__+0__Bonus Feat
3__+2__+1__+3__+1__Acrobatics (+5)
4__+3__+1__+4__+1__Defensive Parry
5__+3__+1__+4__+1__Acrobatic Attack
6__+4__+2__+5__+2__Uncanny Dodge (Dex bonus to AC)
7__+5__+2__+5__+2__Bonus Feat
8__+6/+1__+2__+6__+2__Acrobatics (+10)
9__+6/+1__+3__+6__+3__Bardic Music
10__+7/+2__+3__+7__+3__Uncanny Dodge (cannot be flanked)
11__+8/+3__+3__+7__+3__Nimble Defense, Riposte
12__+9/+4__+4__+8__+4__Bonus Feat
13__+9/+4__+4__+8__+4__Acrobatics (+15)
14__+10/+5__+4__+9__+4__Defensive Roll
15__+11/+6/+1__+5__+9__+5__Rapid Parry
16__+12/+7/+2__+5__+10__+5__Skill Mastery
17__+12/+7/+2__+5__+10__+5__Bonus Feat
18__+13/+8/+3__+6__+11__+6__Acrobatics (+20)
19__+14/+9/+4__+6__+11__+6__Slippery Mind
20__+15/+10/+5__+6__+12__+6__Acrobatic Assault
 


Arkhandus, CRGreathouse, thanks for the links to the Aristocrat/Noble options. I find them both interesting and think combining those with what I have scrounged up from Fading Suns d20 I think I can come up with something that will appeal to me for a Lankhmar based campaign.

Also Arkhandus, I do like your Swashbuckler idea and working it from a different angle, namely that of a Bard/Fighter concept. I think what you are working on might be very doable when all is said and done. The version found in the Complete Warrior is very subpar by my accounting. I find a multiclass Fighter/Thief or Ranger/Thief works better than what they had come up with.
 

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