["New" Core Class] Swashbuckler

AdamBank

First Post
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.
 
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Skills at 1st Level: (6 + Int modifier) x 4
They do't really have enough skills to justify 6 skillpoints/level. 4 + Int mod is more appropiate.

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).
Definately add Hide, Move Silently, Escape Artist, Intimidate, Perform, Spot, and Use Rope. You may also want to add Sleight of Hand (Pickpocket), and Sense Motive as well, and one of either Spot or Listen. I think you should drop Handle Animal and Ride.

Fort: As fighter
Since saves in the PHB, just say good save or bad save. Indicating that a save progression is the same as for a particular class makes it harder on the reviewer since off hand I don't know whether the Rogue has a good or Bad Will save (well I do know, but you get the point).

Special Abilities by Alphabetical Order
Not reallty a big deal, but for future reference, it is easier for us to read and understand the class when the special abilities are in the order in which the class gets them, not 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.
Rather than temporary ability damage, limit the use of the ability to a certain number of times per day, perhaps based on Cha mod or Cha score.

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).
This ability is alittle too strong. The Cha bonus to AC is fine, but the other bonus is a little too good because it stacks with the Cha bonus and bonuses from light armor. Reduce the bonus from this ability to just Cha bonus to AC to bring it back in line.

Evasion: Starting at fourth level...
Give Evasion and Uncanny Dodge at earlier levels, at or around the same level that other classes with those abilities gain them.

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.
This ability is obviously based on the Rogue's Defensive Roll special ability. I suggest you change it to that ability, grant it at earlier levels (with the 1/day limit), and allow it to be used more times per day at later levels.

Final Summary: Using ability damage as a limit for the use of special abilities is not good because it goes against what Charisma is supposed to represent and with how special abilities work for every other class and character. Also, severly lacking are abilities that directly affect the Swashbuckler's cmobat abilities. They should get some bonus feats like Improved Initiative, QuickDraw, Weapon Focus, Weapon Finnesse, Dodge, Spring Attack, etc. This class has tons of style, but doesn't have the combat abilties to back it up.
 

Thanks for the feedback!

They do't really have enough skills to justify 6 skillpoints/level. 4 + Int mod is more appropiate.

True; what if I add the skills you suggest? I was using the Expert (+6, with 10 class skills) as a guide, but all PC classes have far more class skills than they could possibly purchase--to allow for different flavors of the same class, I'm supposing.

Rather than temporary ability damage, limit the use of the ability to a certain number of times per day, perhaps based on Cha mod or Cha score.

Yeah; using temporary ability damage is very un-D&D-like, isn't it? Kinda why I like it. ;)

This ability [Bravado] is a little too strong. The Cha bonus to AC is fine, but the other bonus is a little too good because it stacks with the Cha bonus and bonuses from light armor. Reduce the bonus from this ability to just Cha bonus to AC to bring it back in line.

I based it off the Monk's AC bonus, which is Wis mod + 1 per 5 five levels. Should that be a Monk only schtick?

Give Evasion and Uncanny Dodge at earlier levels, at or around the same level that other classes with those abilities gain them.

I put them in later to balance out the good BAB and saves. Are they not worth while at higher levels? (I haven't seriously played D&D3e past 10th level, I have to admit.)

This ability is obviously based on the Rogue's Defensive Roll special ability. I suggest you change it to that ability, grant it at earlier levels (with the 1/day limit), and allow it to be used more times per day at later levels.

Will do. :)

Using ability damage as a limit for the use of special abilities is not good because it goes against what Charisma is supposed to represent and with how special abilities work for every other class and character.

I was thinking of burning them as luck/action points from d20 Modern. But your right, no other class uses anything like it.

This class has tons of style...

Thanks! :D It came out of thoughts for a "witty repartee" mechanic, which I released is effectively anti-bardic--instead of buffing your allies, you nerf your enemies.

...but doesn't have the combat abilties to back it up.

Very true; it has tons of defensive abilities, and only one offensive (Skewer). Can I add more offensive abilities without taking out some of the defensive, or would that replace overpower with underpower?

Thanks again for the great feedback! It's greatly appreciated.
 
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I would split the Bravado ability into just a cha bonus to Ac and the bonus +1 and so forth as a dodge bonus that operates as any other dodge bonus. I just think putting all your eggs in one basket is bad. Another ability to consider is something like slippery mind but only affects fear and morale penaltiy affects. A little less powerful but in the swashbuckler vein of being "fear less".

The cha penalty to fuel abilities makes for too many rules problems. Ie eagles spelndor is a super booster now behind what abilities it normally gives you. Get a +4 do all these things since those points are temp any way. Or any number of other go arounds. Base the number of uses on Perm cha bonus.

I would add a few more skill choices or maybe group them according to style. IE pick 5-6 skills all swashbucklers have then have 4-6 skills for each type, pirate, zorro like, urban duelist, wildman/jungle, roguish/thief maybe some others that can be thought of. You choose the style at 1st level and it doesn't change.

Otherwise Witness makes several good points.

later
 

Shallown said:
I would split the Bravado ability into just a cha bonus to Ac and the bonus +1 and so forth as a dodge bonus that operates as any other dodge bonus. I just think putting all your eggs in one basket is bad.

Good idea! Dodge bonuses stack with each other, too.

Another ability to consider is something like slippery mind but only affects fear and morale penaltiy affects. A little less powerful but in the swashbuckler vein of being "fear less".

Cool. I should probably treat the high-level swashbuckler schticks as rogue special abilities: you get one of your choice at 10 level and then another ever few levels thereafter

The cha penalty to fuel abilities makes for too many rules problems. Ie eagles spelndor is a super booster now behind what abilities it normally gives you. Get a +4 do all these things since those points are temp any way. Or any number of other go arounds. Base the number of uses on Perm cha bonus.

You and Witness have convinced me that Cha point loss is not the way to go. Hm, must ponder.

I would add a few more skill choices or maybe group them according to style. IE pick 5-6 skills all swashbucklers have then have 4-6 skills for each type, pirate, zorro like, urban duelist, wildman/jungle, roguish/thief maybe some others that can be thought of. You choose the style at 1st level and it doesn't change.

Gotcha. Perhaps 3.5e ranger-like talent trees, such as a fast talent tree (fast movement, spring attack feat tree) or deadly (two-weapon fighting, cleave, etc.).

Otherwise Witness makes several good points.[/B]

Agreed; you both gave me lots to think about. Thanks!

Adam
 

This is a minor point, but I would also nix the Tumble check on the Kip-Up ability. It isn't necessary for balance reasons, isn't present in other d20 kip-up abilities (e.g. Thief-Acrobat, Daredevil), and isn't hard to do IRL once you get the hang of it.
 

I just want to say that this is a very flavourful swashbuckler and I'd be interested in seeing the end result.

The repartee rules look pretty cool but I have a couple of comments:

- for Enrage, why not inflict a -2 Dex penalty rather than -1 to AC? This is in line with the barbarian rage, but would more fully simulate someone becoming clumsier when angry... which fits the swashbuckler genre very well

- the mass abilities seem VERY powerful. Not only are your number of uses increasing per day (1/level) but the targets you affect increases at the same rate. So while a level 1 swashbuckler can affect 1 character per day, a level 20 swashbuckler can affect 400 (20x20)

The extra movement seems a little high, plus allowing it in no/light armour, but giving the swashbuckler proficiency in medium, creates the same sort of tradeoff as in the 3.0 ranger with the two-weapon feats. In practice won't most people ignore medium armour?

I'm actually surprised that the character never gets any bonus feats. Swashbucklers do tend to be known for their swordfighting skills as well as witty banter. Then again, this class does get a lot of unique abilities.
 

Just to say that I see nothing wrong with fueling abilities with Cha (hey Jedi fuel their power with hit points!), just ensure a method on how you'll deal with cha boosting items and spell.

Also, I do not see how the increased speed fit the swashbuckler concept.
 

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