Rewritten Swashbuckler

Gort

Explorer
I have three beefs with the swashbuckler from Complete Warrior. These are:

1. His big advantage over normal fighters is his skills. However, he only gets 4 skill points a level, and there are ten class skills any good swashbuckler should have.

2. The "insightful strike" ability is there to make up for the loss in damage the swashbuckler suffers from his restricted weapons choices. However, this damage is lost whenever critical-immune enemies are fought, meaning that it doesn't work properly.

3. As many have ruled, the dodge feat is annoying since you have to declare a target. Many people forget, especially DMs. The swashbucklers dodge bonus only works on one opponent, exactly the same. However, it's there to make up for the AC the swashbuckler loses from the regular fighter, so why's it only one target? This doesn't work properly either.

Now, my solutions are to raise skillpoints to 6 a level, make insightful strike work on everything, and make dodge a simple AC bonus ala dervish. Some may think this makes a character who can talk, be an acrobat, and still do as much damage as a standard fighter, but there are several reasons why that's not true. They are:

1. A swashbuckler does not get weapon specialisation or greater focus. The fighter will hit more often for more damage.

2. A swashbuckler does not get lots of bonus feats, so won't be doing tripping, power attacking, all that stuff, nearly as well as the fighter.

3. A swashbuckler cannot fight with two-handed weapons, or go the power attack way, and still is not proficient with shields. (though he could learn to be, which is fine by me)

4. A swashbuckler requires four good stats to be a solid contender. These are strength for damage, dexterity for AC, constitution for hitpoints, and intelligence for skills and damage. A regular fighter gets by with only two good stats (strength and con) and an okay dex. (say, 12, and plate mail) This means that generally speaking a fighter will have more high stats where they really matter.

So, I'm fairly certain this is balanced. I made some tweaks that don't concern balance that much, just my personal preferences:

1. The acrobatic charge ability (able to charge over obstacles, but still needs jump checks etc) should be standard issue to all players. If anyone wants to jump off a balcony onto the badguy, sure, make the check, take the falling damage, get the +2 to hit. It shouldn't be just for swashbucklers. I changed this to a fighter bonus feat. (the only one in the class, by the way)

2. I felt that grace was a rather silly way of avoiding putting "okay" saves into D&D. I just added it in directly.

3. However, I felt that swashbucklers are not "tough guys who dodge a bit" but instead "fast guys who are a bit tough", I gave them an okay fortitude save and a good reflex save.

4. Slippery mind seems really random in this class. I changed it to evasion. Fits well with the reflex save, and it does come at 17th level, so I don't think it's unbalancing.

So, without further ado, here is the class, in Excel format.
 

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Good Call

Thanks all the same for that more swashbuckling swashbuckler.
I think i'll allow it in my campaign.
But the shift from "slippery mind" to "evasion" sounds a bit strange...
You are right to say that "slippery mind" is somewhat out of thin air but getting the essential "evasion" in lvl 17 is simply too late.
I've read a couple of treads now an know well that you guys rate charakters by reaching lvl 20.
Likewise in my campaign the never live to reach that...
(now they are on-the-go destroying the world [at least the known parst of it] witch i'm not enjoying at at but you all know how players tend to be)
... last but not least because the rules for high-lvl-chars are frustratingly powerfull and confusing to handle.

so why not cancel out the "slippery mind" ability and replace it with the "improved flanking"* one witch itselve is traded into evasion?

*i can't help in imagining the swashbuckler as a valiant and flashy fencer. improved flanking spoils that picture of mine, so i'm more than ready to get that nasty ability out of the reach of my children
:]
 

Gort said:
Is the Unfettered balanced with the PHB classes?
I think so. Note that Unfettered --like any AU class-- can take weapon specialization.

If you allow Unfettered, you might also consider allowing some of AU armors [which are slightly modified from 3.0/3.5, and include heavy armor beyond full plate], and maybe the armor specialization ability from the Warmain class as a fighter feat.

I think the AU classes are better balanced than the PHB classes, period.
 

Gort said:
2. The "insightful strike" ability is there to make up for the loss in damage the swashbuckler suffers from his restricted weapons choices. However, this damage is lost whenever critical-immune enemies are fought, meaning that it doesn't work properly.

I'm going to disagree with you here - I think it works perfectly.

See, the primary damage from a piercing weapon is always going to be from hitting something vital. That's why they were invented in the first place - you're going deep, trying to hit a blood vessel or organ or something that you couldn't normally get to. But those targets aren't there on enemies that are immune to crits - if you stab a zombie through the heart, it just keeps coming, and a plant or an ooze? Forget it.

No matter how skilled you are with a rapier, you aren't going to achieve the raw tissue damage than you would with an axe, and for creatures who are critical-immune, raw damage is the only thing that helps.

J
 

I don't understand why swashbucklers have always been shieldless. Their very name comes from the fact they they used to parade up and down the street swashing their bucklers (hit them with their weapon) and calling out for challengers.

Aside from that ... I seem to have a subconscious aversion to all these prestige classes and "base classes" that can be catered for very easily under the standard class system in the PHB.

For example: take a fighter who makes the decision to limit weapon/armour choices. They want to add a high charisma to their abilities just for flavour.

They select the movement feats such as doge/mobility/spring attack and combat reflexes etc. They're pretty much set up as a good swashbuckler type. The only thing missing would be the skill set and maybe a few weapon style feats perhaps (UA introduced those).

Iron Will gives them a boost to their lagging Will Save and Lightning Reflexes is a no-brainer choice.
 

dvvega said:
I don't understand why swashbucklers have always been shieldless. Their very name comes from the fact they they used to parade up and down the street swashing their bucklers (hit them with their weapon) and calling out for challengers.

It's because of their common portrayal in films. Of course real swashbucklers didn't run around waving foils in the air either. ;)
 
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