Amazing Swashbuckler (3.5e Class)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Newly created– other Improving, reviewing, or removing templates may be required.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Amazing Swashbuckler[edit]

<img link>
By [img src link]

The amazing swashbuckler is your basic, carefree person. They often can be quite popular, dashing, rougish, and can get into trouble quite easily. It could easily be said that they were born to make performance and art a style of battle. Captain Jack Sparrow is a good example of one.

Making a Amazing Swashbuckler[edit]

Amazing Swashbucklers can be played to either melee or ranged. They have a high focus on dex, good for ranged or even use a bastard sword, but their feats are highly favorable to light melee combat. Non-magic users, they can be put in to balance out a team, as they can fight, thieve, or even distract.

Abilities: Dextrerity and Charisma.

Races: Any races, although mostly humanoid join this class. Human, elves and half-elf are often swashbuckler. Races like orcs, half-orcs, dwarves or other brutal races are almost never amazing swashbuckler.

Alignment: Any

Starting Gold:5d4×10 gp (120. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5] gp).

Starting Age: "Moderate" or "As fighter".

Table: The Amazing Swashbuckler

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 charming swashbuckler, swashbuckling 1d6, weapon charming
2nd +2 +3 +0 +0 magnifique AC bonus
3rd +3 +3 +1 +1 Stylish trick
4th +4 +4 +1 +1 Duellist Spirit
5th +5 +4 +1 +1 Grace +1,Sidestep,Swashbuckling 2d6
6th +6/+1 +5 +2 +2 Stylish trick
7th +7/+2 +5 +2 +2 Acrobatic Charge
8th +8/+3 +6 +2 +2 improved flanking
9th +9/+4 +6 +3 +3 Stylish trick,swashbuckling 3d6
10th +10/+5 +7 +3 +3 Grace +2
11th +11/+6/+1 +7 +3 +3 Supreme Charge
12th +12/+7/+2 +8 +4 +4 evasión, Stylish trick
13th +13/+8/+3 +8 +4 +4 Swashbuckling 4d6
14th +14/+9/+4 +9 +4 +4 lucky
15th +15/+10/+5 +9 +5 +5 Grace +3, Stylish trick
16th +16/+11/+6/+1 +10 +5 +5 slippery mind
17th +17/+12/+7/+2 +10 +5 +5 Swashbuckling 5d6
18th +18/+13/+8/+3 +11 +6 +6 Stylish trick
19th +19/+14/+9/+4 +11 +6 +6 Swashbuckling a rock
20th +20/+15/+10/+5 +12 +6 +6 Grace +4, Swashbuckling Supremacy

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The Swashbuckler’s class skills are as follows: Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (noblesse), Listen (Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex), Profession (Wis), Sleight of Hand (Dex), Swim (Str), Tumble (Dex). (taken from the base skills on D&D wiki)

Class Features[edit]

All of the following are class features of the Swashbuckler.

Weapon and Armor Proficiency:.A Swashbuckler is proficent with all simple and martial finessable weapons and all swords (including bastard swords), light armor and no shields

Charming Swashbuckler: At 1st level, a amazing swashbuckler focuses on guile and charms over raw skill. She's a silver-tongued devil with a tongue sharper then her rapier. She can feint as if it were a move action instead a standard one as long as she is not wearing medium or heavy armor and is using a weapon she has proficiency with. For prerequisite purposes this trait counts as the improved feint feat.

Swashbuckling (Ex): When attacking with a finesse weapon, a swashbuckler can deal an extra 1d6 damage on one attack per round. The extra damage increases by 1d6 every 4 levels thereafter (as seen on the swashbuckler table above). This damage does not affect creatures immune to critical hits. Swashbuckling damages are not multiplied by critical hit. Swashbuckling can only be used if the swashbuckler wear light or no armor. This ability can be used one time per level every day.

Weapon charming (Ex): As long as amazing swashbuckler is not wearing medium or heavy armor and is using a weapon she has proficiency with, she can use her Dexterity modifier instead of Strength for attack rolls with finesse weapons. For prerequisite purposes this trait counts as weapon finesse feat.

Magnifique AC Bonus (Ex): At second level a swashbuckler gains an AC bonus. She add her Charisma modifier to her AC. The bonus is a dodge bonus thus stacking with other dodge bonus. A swashbuckler only gain this bonus if she wear light or no armor.

Stylish Trick: At third level and every 3 level thereafter, as swashbuckler may choose from the special abilities on the list below. She may never choose any abilities who are not offered to her style. Every ability can only be chosen once.

Anticipate (Ex): Once per round as a swift action. A smart swashbuckler can negate one attack of opportunity of her foe against her. The attack is treated as a failure.

Bonus Feat: You gain a bonus feat from the list of fighter bonus feats.

En Garde (Ex): When fighting defensively or taking taking a total defence action, a amazing swashbuckler may double her magnifique AC bonus for one round.

Fan Club (Ex): You have a fan club, it seems you attracted the attention of the crowd. You gain the benefit of leadership feat, even if you do not meet the prerequisites. You gain +2 to leadership score for the purpose of attracting followers of the opposite gender.Only swashbuckler of 6th level or higher can take this trick.

Flamboyant Strike (Ex): When successfully feinting in combat you may add your charisma modifier as extra damage on all your attacks as long as the target takes swashbuckling damages for each particular attack.

Improvised Feint (Ex): As an amazing swashbuckler, you are a master of dirty fighting and trickery. You can make a feint as a free action rather than as a move action (see the improved feint feat, page 95 of the Player's Handbook) but the roll carries a -10 penalty.

Magnificent Offense (Ex): Once per day, the amazing swashbuckler can activate this ability. With this active she can add her charisma modifier to attack bonus. This bonus can never exceed her charisma modifier, and lasts for 3 assaults + her charisma modifier. This ability can be taken multiple times, granting another use per day for each time it's taken.

Seducing the Crowd (Charming Swashbuckler)(Ex): As a standard action once per encounter, an amazing swashbuckler may attempt to change the attitude of everyone within 40 feet. She may attempt a special charisma-based check (DC10+1 per targets), If she succeed all targets attitude improve by one step for 1 minute per charisma point. Any targets who were hostile to the amazing swashbuckler must succeed a will save (DC10+1/2 amazing swashbuckler level + amazing swashbuckler's charisma modifier) or be frighted for 1 round per swashbuckler's charisma point.

Undress Opponents: When making a full-attack action, an amazing swashbuckler with this ability can make a free sunder attempt on he opponents armor or clothing. This free sunder attempt provoke no Attack of Opportunity.


Duellist Spirit (Ex): At 4th level and higher, an amazing swashbuckler can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping amazing swashbuckler does not gain the benefit of Duellist Spirit.

Grace (Ex): Beginning at 5th level, an amazing gains a +1 proficiency bonus on reflex saving throws. This bonus will rise to +2 at 10th level, +3 at 15th level, and +4 at 20th level, but she will lose it when she is wearing medium or heavy armor, when she is carrying a medium or medium load, or when she is wielding a weapon with which has no proficiency.

Sidestep (Ex): At 5th level once per round allows the amazing swashbuckler to move 5' in any direction as an swift action (as if it were an attack of opportunity) upon receiving an attack. To do this, the swordsman must make a Reflex saving throw (DC 10 + 1/2 opponent's HD + him base attack + him Str/Dex modifier). If he succeeds, mitigates half the damage. The combate reflexes feat can increase the number of uses per round of this trait.

Acrobatic Charge (Ex): At 7th level, an amazing swashbuckler gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Improved Flanking (Ex): An amazing swashbuckler of 8th level or higher who is flanking an opponent receives a +4 bonus on attacks instead of +2 (other characters blocking alongside the amazing swashbuckler do not gain this increased bonus)

Supreme Charge (Ex): At 11th level an amazing swashbuckler may change direction at will during a charge. She may do up to a 90 degree turn at once.

Evasion (Ex): At 12th level and higher, an amazing swashbuckler can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. If the amazing swashbuckler has Evasion from a different class, it upgrades to improved evasion. Evasion can be used only if the swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.

Lucky (Ex): Many amazing swashbucklers believe in the creed "better lucky than good". Once per day an amazing swashbuckler can reroll any attack roll, skill check, ability check, or saving throw that he failed. The character must accept the result of the second roll even if it is worse than the original roll

Slippery Mind (Ex): When an amazing swashbuckler reaches 16th level his mind becomes more difficult to control. If the amazing swashbuckler fails a saving throw against a spell or faith enchantment effect he can attempt another save 1 round later with the same DC (assuming he is still alive). You only get this one additional chance to succeed on a given saving throw.

Swashbuckling a Rock (Ex): At 19th as amazing swashbuckler gains a mastery of swashbuckling so incredible, so unbelievable, so awesome that he can do things only others can dream of. He may totally ignore any critical hit immunity or resistance for the purpose of landing a critical hit with a light or one-handed weapon.

Swashbuckling Supremacy (Ex): At 20th level, the amazing swashbuckler rises to the pinnacle of her art. She can choose one of the following effects:

  • Take 10 on any one attack during a full-attack action.
  • Double critical hit range of every light or one-handed slashing or piercing weapon she wields (stacks with keen and improved critical).
  • Gain proficiency and weapon focus with every melee light or one-handed slashing or piercing weapon in existence.
  • Increase the critical multiplier of any weapon she wields by one step. (x2-x3 -4-x5)

Epic Amazing Swashbuckler[edit]

Table: The Epic Amazing Swashbuckler

Hit Die: d8

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.


Bonus Feats: The epic amazing swashbuckler gains a bonus feat (selected from the list of epic swashuckler bonus feats) every 2 levels after 20th.

Epic Amazing Swashbuckler Bonus Feat List: <-list of bonus epic feats->.

Human Amazing Swashbuckler Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: Epic hugging.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Swashbuckler[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Swashbuckler in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Swashbuckler Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Swashbuckler in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes