I know that swashbuckling is one of the most favorite bits of D&D3e to tinker with, but I'd greatly appreciate any comment on this particular attempt. The focus of this flavor of swashbuckler is on wild stunts, witty repartee, and daring do.
What do ya think?
SWASHBUCKLER
Alignment: Any non-lawful.
Hit Die: d8
Skills at 1st Level: (6 + Int modifier) x 4
Skills Per Each Additional Level: 6 + Int modifier
Class Skills: The swashbuckler’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Profession (Int), Tumble (Dex), Ride (Dex), and Swim (Str).
Weapon and Armor Proficiency: The swashbuckler is proficient in the use of all simple weapons, all martial weapons, light armor, and medium armor.
Level Progressions:
BAB: As fighter
Fort: As fighter
Ref: As rogue
Will: As fighter
Special Abilities by Level
1 Bravado; Repartee: verbal slap, ridicule, retort
2 Fast movement (+5’); Kip-up
3 --
4 Audacious Stunt; Evasion
5 Bravado +1; fast movement (+10’)
6 Repartee: enrage, distract
7 --
8 Uncanny dodge (keep dex)
9 Repartee: mass ridicule, mass retort
10 Bravado +2; Repartee: mass verbal slap
11 --
12 Uncanny Dodge (Cannot be flanked)
13 Repartee: greater distraction
14 Skewer
15 Bravado +3; fast movement (+15’)
16 Lucky Fall; Repartee: mass enrage;
17 --
18 Repartee: mass greater distraction
19 --
20 Bravado +4; fast movement (+20’)
Special Abilities by Alphabetical Order
Audacious Stunt: By throwing caution to the wind, the swashbuckler can add a +10 luck bonus to any single Jump, Climb, Balance, or Tumble check. This reckless act is very draining, however, and costs 1 point of temporary Charisma ability loss for each audacious stunt attempt, even if the modified skill check is unsuccessful.
Bravado: When wearing no armor or light armor, a swashbuckler adds his Charisma bonus (if any) to AC, in addition to his normal Dexterity modifier. At fifth level, the bonus to AC from Bravado increases by +1, and increases an additional +1 every five levels there after (+2 at 10th level, +3 at 15th level, and +4 at 20th level). These Charisma bonuses represents a swashbuckler’s daring in the face of danger, and a swashbuckler does not lose the bonus even in situations when he loses his Dexterity modifier due to being unprepared, ambushed, stunned, and so on. A swashbuckler does lose this bonus, however, whenever he is immobilized, subject to a morale based penalty, or under the influence of magical fear or similar effects (such as repartee).
Evasion: Starting at fourth level, if the swashbuckler is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the swashbuckler suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Fast Movement: When wearing no armor or light armor (and not carrying a heavy load), the swashbuckler has a speed faster than the norm for his race. At first level, the swashbuckler’s speed increases by 5 feet above the swashbuckler’s race’s norm; at 5th level, the speed increase is 10 feet above the racial norm; at 15th level, the speed increase is 15 feet above the racial norm; and at 20th level, the speed increase is 20 feet above the racial norm.
Kip-Up: A swashbuckler can rise from prone to standing as a free action by making a successful Tumble (DC 15) check. A successful kip-up does not provoke an attack of opportunity, but a failed kip-up does provoke an attack of opportunity from any threatening opponents.
Lucky Fall: Starting at 16th level, whenever the swashbuckler would be reduced to 0 hit points or less from a melee or ranged attack, he can attempt a lucky fall to save his skin at the cost of 1 point of temporary Charisma ability loss. Once the point is spent, the swashbuckler makes a Reflex saving throw (DC = damage dealt) and “hits the dirt.” If the save succeeds, the swashbuckler is prone but only takes half damage. The swashbuckler must be able to react to the attack to execute a lucky fall—he cannot make a lucky fall is immobilized, for example. Evasion does not apply to lucky falls because the original attack did not call for a Reflex save for half damage in the first place.
Repartee: Once per day per level, a swashbuckler can use his razor-sharp tongue to cut his opponent to the quick. The swashbuckler must be able to verbally communicate with the potential target creature of his repartee. For example, they must share a language in common, the swashbuckler must be free to speak, and the target must no be deaf or deafened). A swashbuckler’s repartee is a supernatural mind-affecting ability.
Subjecting targets to repartee is a move-equivalent action. The swashbuckler makes a repartee check, d20 + Charisma modifier + swashbuckler level. Each target then makes a Will save with a DC equal to the swashbuckler’s repartee check total. If the target fails the Will save, the target is affected by the swashbuckler’s repartee.
All repartee techniques except for the verbal slap and retort can last longer than 1 round, as long as the swashbuckler continues to speak his insults. Continuing repartee is a free action that requires a Bluff check to keep the swashbuckler’s targets bamboozled. The DC of the Bluff check depends upon how the swashbuckler’s luck is holding. If the swashbuckler has not failed any other rolls (including skill checks, attacks, and saves) since the repartee started, the DC is 15. If the swashbuckler has failed one or two rolls, the DC is 20. If the swashbuckler has failed 3 or more rolls, the DC is 25 or higher.
Players of swashbuckler characters who are willing to invent witty insults for the occasion gain +2 circumstantial bonuses to any repartee or related Bluff checks.
Repartee Technique & Effect
Enrage: Target gains a +2 morale bonus to Strength and Constitution scores, a +1 moral bonus on Will saves, and a -1 penalty to AC. The target is compelled to fight heedless of danger. Enrage does not stack with barbarian rage, similar spell effects, or itself.
Distraction: Target suffers a 25% miss chance on any melee or ranged attack against any opponent.
Greater Distraction: Target suffers a 50% miss chance on any melee or ranged attack against any opponent.
Retort: Cancels the effect of a previous repartee technique on the target if the swashbuckler’s repartee check total matches or exceeds the previous technique’s repartee check total. If the retort is successful, the swashbuckler may follow-up the retort with another repartee check of his choice against any target that heard and understood the entire exchange. The follow-up repartee checks is a free action and does not could against the total number of repartee checks the swashbuckler can otherwise make per day.
Ridicule: Target is shaken suffering a -2 morale penalty on attack rolls, checks, and saving throws. If the swashbuckler has at least twice as many hit dice as the target, the target becomes frightened and flees as well as it can but may fight is flight is impossible. If the swashbuckler has at least three times as many hit dice as the target, the target is panicked. A panicked creature has a 50% chance to drop what he's holding, chooses his path randomly (as long as he is getting away from immediate danger), and flees any other dangers that confront him. If cornered, a panicked creature cowers. A creature may use a special ability or spell to escape.
Verbal Slap: One target loses one action and is flat-footed until the target’s next action.
Mass (Technique) Same as underlying technique, except it effects 1 target per swashbuckler level. No two targets can be more than 30 feet apart.
Skewer: Through a combination of luck, nerve and skill, the swashbuckler’s blade finds its way through physical defenses. Starting at 14th level, at the cost of 1 point of temporary Charisma ability loss, the swashbuckler can make one melee attack with a piercing weapon as a melee touch attack. Skewer only functions with attacks that deal piercing damage.
What do ya think?
SWASHBUCKLER
Alignment: Any non-lawful.
Hit Die: d8
Skills at 1st Level: (6 + Int modifier) x 4
Skills Per Each Additional Level: 6 + Int modifier
Class Skills: The swashbuckler’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Profession (Int), Tumble (Dex), Ride (Dex), and Swim (Str).
Weapon and Armor Proficiency: The swashbuckler is proficient in the use of all simple weapons, all martial weapons, light armor, and medium armor.
Level Progressions:
BAB: As fighter
Fort: As fighter
Ref: As rogue
Will: As fighter
Special Abilities by Level
1 Bravado; Repartee: verbal slap, ridicule, retort
2 Fast movement (+5’); Kip-up
3 --
4 Audacious Stunt; Evasion
5 Bravado +1; fast movement (+10’)
6 Repartee: enrage, distract
7 --
8 Uncanny dodge (keep dex)
9 Repartee: mass ridicule, mass retort
10 Bravado +2; Repartee: mass verbal slap
11 --
12 Uncanny Dodge (Cannot be flanked)
13 Repartee: greater distraction
14 Skewer
15 Bravado +3; fast movement (+15’)
16 Lucky Fall; Repartee: mass enrage;
17 --
18 Repartee: mass greater distraction
19 --
20 Bravado +4; fast movement (+20’)
Special Abilities by Alphabetical Order
Audacious Stunt: By throwing caution to the wind, the swashbuckler can add a +10 luck bonus to any single Jump, Climb, Balance, or Tumble check. This reckless act is very draining, however, and costs 1 point of temporary Charisma ability loss for each audacious stunt attempt, even if the modified skill check is unsuccessful.
Bravado: When wearing no armor or light armor, a swashbuckler adds his Charisma bonus (if any) to AC, in addition to his normal Dexterity modifier. At fifth level, the bonus to AC from Bravado increases by +1, and increases an additional +1 every five levels there after (+2 at 10th level, +3 at 15th level, and +4 at 20th level). These Charisma bonuses represents a swashbuckler’s daring in the face of danger, and a swashbuckler does not lose the bonus even in situations when he loses his Dexterity modifier due to being unprepared, ambushed, stunned, and so on. A swashbuckler does lose this bonus, however, whenever he is immobilized, subject to a morale based penalty, or under the influence of magical fear or similar effects (such as repartee).
Evasion: Starting at fourth level, if the swashbuckler is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the swashbuckler suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Fast Movement: When wearing no armor or light armor (and not carrying a heavy load), the swashbuckler has a speed faster than the norm for his race. At first level, the swashbuckler’s speed increases by 5 feet above the swashbuckler’s race’s norm; at 5th level, the speed increase is 10 feet above the racial norm; at 15th level, the speed increase is 15 feet above the racial norm; and at 20th level, the speed increase is 20 feet above the racial norm.
Kip-Up: A swashbuckler can rise from prone to standing as a free action by making a successful Tumble (DC 15) check. A successful kip-up does not provoke an attack of opportunity, but a failed kip-up does provoke an attack of opportunity from any threatening opponents.
Lucky Fall: Starting at 16th level, whenever the swashbuckler would be reduced to 0 hit points or less from a melee or ranged attack, he can attempt a lucky fall to save his skin at the cost of 1 point of temporary Charisma ability loss. Once the point is spent, the swashbuckler makes a Reflex saving throw (DC = damage dealt) and “hits the dirt.” If the save succeeds, the swashbuckler is prone but only takes half damage. The swashbuckler must be able to react to the attack to execute a lucky fall—he cannot make a lucky fall is immobilized, for example. Evasion does not apply to lucky falls because the original attack did not call for a Reflex save for half damage in the first place.
Repartee: Once per day per level, a swashbuckler can use his razor-sharp tongue to cut his opponent to the quick. The swashbuckler must be able to verbally communicate with the potential target creature of his repartee. For example, they must share a language in common, the swashbuckler must be free to speak, and the target must no be deaf or deafened). A swashbuckler’s repartee is a supernatural mind-affecting ability.
Subjecting targets to repartee is a move-equivalent action. The swashbuckler makes a repartee check, d20 + Charisma modifier + swashbuckler level. Each target then makes a Will save with a DC equal to the swashbuckler’s repartee check total. If the target fails the Will save, the target is affected by the swashbuckler’s repartee.
All repartee techniques except for the verbal slap and retort can last longer than 1 round, as long as the swashbuckler continues to speak his insults. Continuing repartee is a free action that requires a Bluff check to keep the swashbuckler’s targets bamboozled. The DC of the Bluff check depends upon how the swashbuckler’s luck is holding. If the swashbuckler has not failed any other rolls (including skill checks, attacks, and saves) since the repartee started, the DC is 15. If the swashbuckler has failed one or two rolls, the DC is 20. If the swashbuckler has failed 3 or more rolls, the DC is 25 or higher.
Players of swashbuckler characters who are willing to invent witty insults for the occasion gain +2 circumstantial bonuses to any repartee or related Bluff checks.
Repartee Technique & Effect
Enrage: Target gains a +2 morale bonus to Strength and Constitution scores, a +1 moral bonus on Will saves, and a -1 penalty to AC. The target is compelled to fight heedless of danger. Enrage does not stack with barbarian rage, similar spell effects, or itself.
Distraction: Target suffers a 25% miss chance on any melee or ranged attack against any opponent.
Greater Distraction: Target suffers a 50% miss chance on any melee or ranged attack against any opponent.
Retort: Cancels the effect of a previous repartee technique on the target if the swashbuckler’s repartee check total matches or exceeds the previous technique’s repartee check total. If the retort is successful, the swashbuckler may follow-up the retort with another repartee check of his choice against any target that heard and understood the entire exchange. The follow-up repartee checks is a free action and does not could against the total number of repartee checks the swashbuckler can otherwise make per day.
Ridicule: Target is shaken suffering a -2 morale penalty on attack rolls, checks, and saving throws. If the swashbuckler has at least twice as many hit dice as the target, the target becomes frightened and flees as well as it can but may fight is flight is impossible. If the swashbuckler has at least three times as many hit dice as the target, the target is panicked. A panicked creature has a 50% chance to drop what he's holding, chooses his path randomly (as long as he is getting away from immediate danger), and flees any other dangers that confront him. If cornered, a panicked creature cowers. A creature may use a special ability or spell to escape.
Verbal Slap: One target loses one action and is flat-footed until the target’s next action.
Mass (Technique) Same as underlying technique, except it effects 1 target per swashbuckler level. No two targets can be more than 30 feet apart.
Skewer: Through a combination of luck, nerve and skill, the swashbuckler’s blade finds its way through physical defenses. Starting at 14th level, at the cost of 1 point of temporary Charisma ability loss, the swashbuckler can make one melee attack with a piercing weapon as a melee touch attack. Skewer only functions with attacks that deal piercing damage.
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