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The Swashbuckler! [as a PrC]

Mistah J

First Post
Hello everyone,

Let me get straight to the point by saying that I believe the "alternate" core classes presented in the various Complete X books and other sources should all be prestige classes.

Yep, for me (and I can understand if it is only me), they are all good character themes but not character basics. I really think that these classes are just character concepts that can be built using the base classes in the PHB.

For example, a swashbuckler is not a core class, it is a fighter who focuses on being lightly armoured and using Weapon Finesse. So, I have taken the swashbuckler from the Complete Warrior and the Duelist from the DMG (which I believe to be a PrC that is very lacking.. but that is another thread.. :lol: ) and blended the two with some of my own concepts and came up with this.

Please tell me what you think. Personally I like it, but to be fair I have the sneaking suspicion it is a little generous in abilities - something I tried to balance out with not heavy, but numerous prerequisites.

If it is generally well received (you don't all ban me for trying to fix what isn't broken.. ) I might put up some more - I plan on doing them all this way.

Thanks!
 
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The Swashbuckler

Hit Die: d6

Requirements
To qualify to become a swashbuckler, a character must fulfill all the following criteria.
Base Attack Bonus: +6
Skills: Balance 5 ranks, Climb 3 ranks, Jump 3 ranks, Tumble 5 ranks, and either Bluff or Diplomacy 3 ranks.
Feats: Combat Expertise, Dodge, Improved Disarm, Weapon Finesse, Weapon Focus [any weapon that can gain the benefits of the weapon finesse feat].
Special: The candidate must single-handedly defeat at least three challenging opponents in either a duel or in actual combat. The potential swashbuckler must fight alone, with no outside intervention allowed (although allies can attack and otherwise hinder any allies of the intended target without penalty). A “challenging opponent” must have an Intelligence greater than 3 but otherwise can be up to the discretion of the DM. A general rule to follow is have the opponent’s ECL be equal to the candidate’s character level though a difference of one or two (higher or lower) may be acceptable.

Class Skills
The Swashbuckler’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Point at Each Level: 4 + Int modifier.

Code:
Level	Base	Fort	Ref	Will	Special
	Attack	Save	Save	Save		

  1	  +0	 +0	 +2	 +0	Canny Defense
  2	  +1	 +0	 +3	 +0	Fencing Style +2, Grace
  3	  +2	 +1	 +3	 +1	Insightful Strike		
  4	  +3	 +1	 +4	 +1	Fencing Style +3, Lucky 1/day
  5	  +3	 +1	 +4	 +1	Superior Disarm
  6	  +4	 +2	 +5	 +2	Acrobatic Charge, Fencing Style +4
  7	  +5	 +2	 +5	 +2	Lucky 2/day
  8	  +6/+1	 +2	 +6	 +2	Acrobatic Mastery, Fencing Style +5
  9	  +6/+1	 +3	 +6	 +3	Elaborate Parry
 10	  +7/+2	 +3	 +7	 +3	Riposte

Class Features
All the following are class features of the swashbuckler prestige class.

Weapon and Armour Proficiency: Swashbucklers are proficient with all simple weapons, all light and one handed martial weapons and the whip. They are proficient with light armour but not with shields.

Canny Defence (Ex): A swashbuckler adds 1 point of Intelligence bonus (if any) per swashbuckler class level to his Dexterity bonus to modify Armour Class. If the swashbuckler is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. To use this ability, a swashbuckler must meet the requirements for his chosen fencing style (see below). A swashbuckler loses this ability when wearing medium or heavy armour, or carrying a medium or heavy load.

Fencing Style (Ex): Early in his career, a swashbuckler chooses whether his fighting skills will favour offense or defence. At 2nd level, a swashbuckler chooses one of the following options to be his fencing style. This choice affects his fencing style class feature but does not restrict his selection of feats or special abilities in any way. Once chosen, the swashbuckler is forever on that path, destined to become a master. He cannot switch styles at a later date. The styles are:

Fleche: The swashbuckler gains a +2 competence bonus on attack rolls with any weapon for which he has the Weapon Focus feat and can receive the benefits of the Weapon Finesse feat (except unarmed strikes). In order to use this ability, his off hand must remain free; he cannot hold anything in that hand, nor can he wear any kind of shield. This bonus increases by +1 at every two levels after 2nd (to a maximum of +5 at 8th level).

Main-gauche: The swashbuckler gains a +2 shield bonus to his armour class whenever weilding a light or one handed weapon in his primary hand and a light weapon in his offand. For this ability to work, the swashbuckler must not make any attacks granted by the offhand weapon. This AC bonus lasts until the start of the swashbuckler’s next turn. This bonus increases by +1 at every two levels after 2nd (to a maximum of +5 at 8th level).

In either case, the swashbuckler loses the benefits of his chosen fencing style while wearing medium or heavy armour, or carrying a medium or heavy load.

Grace (Ex): Training to be nimble and quick, a swashbuckler gains a competence bonus to all Balance, Climb, Jump, and Tumble checks equal to one half his class level.

Insightful Strike (Ex): For the swashbuckler, the key to successful combat is the ability to quickly assess a target’s vital areas and then unerringly strike at those weaknesses. Beginning at 3rd level, a swashbuckler may add 1 point of Intelligence bonus (if any) per swashbuckler class level to damage rolls made with any weapon that can receive the benefits of the Weapon Finesse feat (except unarmed strikes). This damage is precision based and as such, any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is likewise immune to this extra damage. The swashbuckler cannot use this ability while wearing medium or heavy armour, or while carrying a medium or heavy load.

Lucky (Ex): Many is the time when a swashbuckler needs to throw caution into the wind, to take that big chance and risk it all, hoping that Lady Luck will see him through - and sometimes, it works. At 4th level, a swashbuckler may reroll any one roll you have just made before the results are declared once per day. However, luck is a fickle thing and the swashbuckler must take the results of the second roll even if they are worse than the original. At 7th level, the swashbuckler may use this ability twice per day. [Note: In a campaign where the luck feats and rules found in the Complete Scoundrel are used, this ability grants the character additional luck rerolls per day].

Superior Disarm (Ex): At 5th level a swashbuckler furthers his mastery over the finer points of combat. Whenever he successfully disarms an opponent, the swashbuckler can immediately make a melee attack against that opponent as if he hadn’t used his attack for the disarm attempt.

Example: Leandos del Rosa has two base attacks at +9, and +4. On his turn, he attempts to disarm his opponent and fails (using his first attack). His second attempt succeeds and he can immediately make a melee attack against his opponent with a bonus of +4. If he had successfully disarmed his opponent with his first try he could have followed with both attacks that round (at +9 and +4).

Acrobatic Charge (Ex): For the bold and the daring, gaining the ability to move freely when your enemy cannot can provide a much needed edge. At 6th level, a swashbuckler may charge or run over difficult terrain that normally slows movement, or allies that would otherwise block his path. This enables him to run down steep stairs, leap from a balcony, or tumble over, under, or around obstacles to reach her target. Depending on the circumstances, he may need to make an appropriate skill check (Balance, Jump, or Tumble in particular) to successfully move.

Acrobatic Mastery (Ex): For a swashbuckler, athletic abilities are more than just for show, they are for survival. After reaching 8th level, a swashbuckler becomes certain of his skills and may take 10 on any Balance, Climb, Jump, or Tumble check even if stress or distractions would normally prevent him from doing so.

Elaborate Parry (Ex): At 9th level, a swashbuckler master’s the art of using his blade for defence. So sure is he, that with a moment of concentration he can continue to deflect incoming strikes with his weapon without his own attacks suffering. To use this ability, the swashbuckler must spend one round using the Combat Expertise feat or the fighting defensively manoeuver to gain a bonus to his AC. On the following round, the swashbuckler can expend one attack of opportunity per point of attack penalty to maintain the AC bonus despite no longer suffering the penalty to his attack roll, essentially switching the penalty from fighting defensively or Combat Expertise from his attack roll to the number of attacks of opportunity he can make in the round. The swashbuckler may continue to gain this advantage but it is a taxing process; each subsequent round using the this ability increases the number of attacks of opportunity required by 1. If the swashbuckler stops using this ability, he must spend another round using either Combat Expertise or fighting defensively before starting again. While using this ability, the swashbuckler is considered to be using either Combat Expertise or the fighting defensively manoeuver, whichever he used to start the elaborate parry.

Riposte (Ex): At 10th level the swashbuckler has honed his fighting skills to an incredibly level. At this point, he has perfected the art of the counter-attack. Any creature who makes a melee attack against the swashbuckler and misses immediately provokes an attack of opportunity from him in response.

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Good Luck with this. I have a grudging respect for the core classes and sometimes feel that the whole prestige thing is a frank statement of abandonment for them.

Understand though, there are about ten million and one prestige classes. The low number of core classes is (IMHO) mostly a licensing thing with WOTC. If there was a clear way to make core classes and not supplant core class progression I think they'd be more prevalent. In terms of player choice more core classes is a good thing.


Sigurd
 

Oh!

I should mention that the main-gauche option of the fencing style ability is just the Shield of Blades alternate class ability found in the PHBII swashbuckler entry (though I did remove the ability to use unarmed strikes). I figured just because I'm changing it to a PrC doesn't mean I have to exclude those abilities... some of them are quite peachy keen
 
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It seems pretty well built but I don't think it's a good replacement for the base Swashbuckler class (assuming that was your intent). I took a swashbuckler build that I toyed around with and compared it to your PrC to see how they stood out. For me, I didn't like how the prerequisites forced you into a certain direction (defense due to Dodge and Combat Exp.) and I didn't like how the Fencing Styles limited your choice of attacks (either a one-handed or with light weapons). And I really missed what makes the Swashbuckler class appealing for me: the Weakening and Wounding Critical abilities. As I mentioned, not a bad PrC but if I had the option I'd stick with the core class.
 

Ok,

I can deal with that. I changed the main-gauche ability to the following:

Main-gauche: The swashbuckler gains a +2 shield bonus to his armour class whenever weilding a light or one handed weapon in his primary hand and a light weapon in his offand. For this ability to work, the swashbuckler must not make any attacks granted by the offhand weapon. This AC bonus lasts until the start of the swashbuckler’s next turn. This bonus increases by +1 at every two levels after 2nd (to a maximum of +5 at 8th level).
 
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I've been thinking about an offensive ability to add. So far, all I can come up with is emulating the various "bleeding wound" abilities that are out there.

I could say that any weapon the swashbuckler wields is considered to have the wounding property or maybe even the special property of a rapier of puncturing or both.

I could give them a class feature that emulates the Arterial strike feat from theComplete Warrior but that requires sneak attack that you have to trade in to use. What could the swashbuckler offer instead? a damage penalty? perhaps instead of Int to damage he gets this?

Any thoughts?
 

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