60
edits
Changes
Did most of the update. Need to expand the skill list, Still. Would appreciate error-checking, most likely found in ability order down below.
'''Alignment:''' Any
'''Starting Gold:''' 5d88d4×10 gp (240200).
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]]
|-
|1st||class="left" | +1 || +0 || +2 || +0
| class="left" | [[#Fencing|Fencing]], [[#Your Opponent is Me!|Your Opponent Is Me!]], [[#Witty Repartee|Witty Repartee]], Thrust
|-
|2nd||class="left" | +2 || +0 || +3 || +0
|-
|3rd||class="left" | +3 || +1 || +3 || +1
| class="left" | [[#Acrobatic Charge|Acrobatic Charge]], [[#Stylish HatWitty Repartee|Stylish HatRetort]]
|-
|4th||class="left" | +4 || +1 || +4 || +1
|-
|5th||class="left" | +5 || +1 || +4 || +1
| class="left" | [[#Power Slide|Power Slide]], [[#Constant CoverWitty Repartee|Constant CoverBanter]]
|-
|6th||class="left" | +6/+1 || +2 || +5 || +2
|-
|7th||class="left" | +7/+2 || +2 || +5 || +2
| class="left" | [[#Distraction|Distraction]], [[#Ridiculous AttireWitty Repartee|Ridiculous AttireDouble-Entente]]
|-
|8th||class="left" | +8/+3 || +2 || +6 || +2
| class="left" | [[#I Had Three KnivesSwashbuckler's Slide|I Had Three KnivesSwashbuckler's Slide]], [[#Death ParrotRidiculous Attire|Death ParrotRidiculous Attire]]
|-
|9th||class="left" | +9/+4 || +3 || +6 || +3
| class="left" | [[#Master of Escape|Master of Escape]], [[#WhirlwindWitty Repartee|WhirlwindDeadly Insinuation]]
|-
|10th||class="left" | +10/+5 || +3 || +7 || +3
| class="left" | [[#Witty Repartee|Witty Repartee]], [[#Thrice KeelhauledWhirlwind|Thrice KeelhauledWhirlwind]]
|-
|11th||class="left" | +11/+6/+6 || +3 || +7 || +3
| class="left" | [[#Control Ropes and Rigging|Control Ropes and Rigging]], [[#Witty Repartee|Au Contraire]]
|-
|12th||class="left" | +12/+7/+7 || +4 || +8 || +4
| class="left" | [[#Dread Pirate Tales|Dread Pirate Tales]], [[#Legendary BootyMass Tie-Down|Legendary BootyMass Tie-Down]]
|-
|13th||class="left" | +13/+8/+8 || +4 || +8 || +4
| class="left" | [[#Arm's Length|Arm's Length]], [[#Catch Me If You Can|Catch Me If You Can]], [[#Witty Repartee|En garde!]]
|-
|14th||class="left" | +14/+9/+9 || +4 || +9 || +4
| class="left" | [[#Menacing VisageArm's Length|Menacing VisageArm's Length]], [[#En Garde!I'm On a Boat|En GardeI'm On a Boat]]
|-
|15th||class="left" | +15/+10/+10 || +5 || +9 || +5
| class="left" | [[#Foil ActionBooty Seeker|Foil ActionBooty Seeker]], [[#Rapier WitWitty Repartee|Rapier Wit]]
|-
|16th||class="left" | +16/+11/+11/+11 || +5 || +10 || +5
|-
|17th||class="left" | +17/+12/+12/+12 || +5 || +10 || +5
| class="left" | [[#Razor's Edge|Razor's Edge]], [[#Witty Repartee|Touche!]]
|-
|18th||class="left" | +18/+13/+13/+13 || +6 || +11 || +6
| class="left" | [[#The Immortal Dread Pirate Lives On!Bladestorm|The Immortal Dread Pirate Lives On!Bladestorm]]
|-
|19th||class="left" | +19/+14/+14/+14 || +6 || +11 || +6
| class="left" | [[#One More Thing|One More Thing]], [[#Witty Repartee|Cliche!]]
|-
|20th||class="left" | +20/+15/+15/+15 || +6 || +12 || +6
| class="left" | [[#Untold RichesThe Immortal Dread Pirate Lives On!|Untold RichesThe Immortal Dread Pirate Lives On!]]
|- class="noalt"
| colspan="42" class="skill" |
'''Weapon and Armor Proficiency:''' Simple and Martial Weapons and any 1 Exotic Weapon, Light Armour
'''{{Anchor|Fencing }} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Swashbucklers are good at protecting themselves from injury. With an Immediate action, a Swashbuckler may make a melee attack roll when attacked. If the Swashbuckler rolls higher, the attack is parried and she is safe from harm. This does not work if she is wearing armour she is not proficient with.
'''{{Anchor|Acrobatic ChargeWitty Repartee}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' With a DC 15 Tumble Every odd-numbered level, the Swashbuckler gains various abilities that fall under the title of "Witty Repartee". These all work only when directing all attacks against one foe that round, and prevent her from making Attacks of Opportunity against other opponents until her next turn: * Thrust: all attacks gain +1 to hit and damage * Retort: the damage bonus increases to equal her Charisma bonus * Banter: she may add her Charisma bonus to her Armour Class against that foe * Double-Entente: the damage bonus increases to equal her Bluff modifier * Deadly Insinuation: she may make Bluff checks instead of attack rolls - these do not auto-fail on 1 or Balance auto-succeed on 20, but can still threaten critical hits * Au Contraire: she may make one Bluff check (and, if it is higher than her choice)Armour Class, it replaces her Armour Class against that foe * En garde!: the Swashbuckler can charge in damage bonus becomes a Bluff check. On a zig-zag or curvecritical hit, the d20 is not multiplied, as normal, ignoring hazards lying in but the pathBluff modifier is. This ability does not work in heavy armor or when heavily encumbered* Rapier Wit: her critical threat range and multiplier are both doubled * Touche: she may replace her Saving Throws with Bluff checks, but only against effects from that foe. * Cliche: all attacks deal 2 Strength, Dexterity and Constitution damage
'''{{Anchor|Stylish Hat Combat Climbing}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Pirates wear stylish hatsthe second-level Swashbuckler gains a Climb speed equal to her Land Speed, along with all the benefits of a Climb Speed. This grants a +4 "YouShe needn're Shitting Me" bonus t even hang on Bluffwith her hands, Diplomacy, Gather Information and Perform checkscan fight just fine hanging upside-down. FurthermoreWhen she fights while climbing, if she throws the hat (enemies who lack a Climb speed take a Swift action)-4 penalty to attack rolls against her, everyone paying attention due to being unaccustomed to her (foes in squares strange fighting style. This ability does not work if she is wearing armour with which she threatens or vice versa) must make a Reflex save (Charisma-based) or lose their concentration for a moment, provoking an Attack of Opportunityis not proficient.
'''{{Anchor|I'm Not Left HandedTie-Down}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The at second level, the Swashbuckler gains can keep an opponent locked up, unable to run off and attack anyone else. Anyone she strikes in melee combat during her turn must make an Escape Artist check, opposed by her Attack roll. If they fail, they are Entangled until the benefits start of the Two Weapon Fighting feather next turn. If she already has this feat, they fail by 10 or gets it latermore, she gains they are also Anchored for the ability to multiple Fencing parries a round, at a cost of an Attack of Opportunity per parry attempt. This is still an immediate actionduration.
'''{{Anchor|Combat SidleAcrobatic Charge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Once per roundstarting at third level, when a foe starts the Swashbuckler need not charge the shortest distance or even in a square straight line - she threatens and makes a 5' stepmay turn corners, the swashbuckler may move as wellzig-zag, to keep up with charge foes other than the foenearest and so on. Additionally, her normal 5' steps become 10' stepsDoing so requires a DC 15 Tumble check, and can cannot be increased to 15' attempted if she is wearing armour with a DC 25 Balance checkwhich she is not proficient.
'''{{Anchor|Power SlideI'm Not Left Handed}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If at level four, the Swashbuckler takes damage from an attack, he may allow himself to be flung backwards, thereby lessening gains the impactTwo Weapon Fighting feat. He may make a Balance check with a DC equal to the damage inflicted and if If she succeedsalready possesses this feat, he suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. He is moved away from the source she may expend Attacks of damage by 5' Opportunity for every 5 points of damage (or part there of) negated in this wayadditional Parries each turn. If there is not enough space for him to moveShe may, he suffers at a d6 of damage for each square not moved. If he passes through an occupied squarelater date, the Swashbuckler would have to make spend a tumble check feat on Two Weapon Fighting (even though she now has it) so as to avoid attacks of opportunitygain this added benefit.
'''{{Anchor|Constant Cover Power Slide}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' There is always some kind of cover whenever hit by a physical attack, the fifth-level Swashbuckler can elect to slide back to protect halve the swashbucklerdamage. She benefits from 1/4 cover at all times, unless there is more covermoves back 5' for every 5 damage negated in this way, directly opposite the attacker. If she cannot complete the movement due to something being in which case she uses that instead. With a DC 35 Tumble check as an Immediate actionthe way, she can increase this to 1/2 cover suffers 1d6 damage for the duration of the attack every 5' she doesn't complete. This ability cannot be performed in armour with which she interruptsis not proficient.
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If a swashbuckler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Does not work if heavily encumbered or wearing medium or heavy armour.
'''{{Anchor|Close Quarters Fighting}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Swashbucklers can fight normally when grappled or pinned, and do as long as the sixth-level Swashbuckler is not lose their Dex bonus to AC. People can still hurt her in a grapple, constrict her by winning grapple checks, etc. However wearing armour with which she is not flat-footed to othersproficient, they are flat to her, and she can move around, use two-handed weapons. Effectively it's like does not being grappled, except she can still be chokeslammed. Additionally, she can fight without penalty suffer penalties for fighting in cramped conditions. These abilities do , and is not work denied her Dexterity bonus to Armour Class when wearing medium or heavy armor. '''{{Anchor|Distraction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Whenever she strikes in a foe, she is considered to have the Edge against them until they strike hergrapple.
'''{{Anchor|Ridiculous AttireDistraction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' All piratesstarting at seventh level, by law, are required to dress the Swashbuckler is good at keeping people distracted. If anyone is in a ridiculous mannersquare she threatens, with the exception of female pirates, who must dress both ridiculous and sexyshe is considered to be Flanking them even if she isn't. At either rateAdditionally, enemies have any time she strikes a hard time actually taking their garb seriously. During the first round of combatfoe, as well as everyone else has the surprise round if there is one, all foes Edge on that can see foe until her take a penalty to attack rolls equal to the swashbuckler's Charisma modifiernext turn.
'''{{Anchor|I Had Three Knives Swashbuckler's Slide}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Swashbucklers always have another weapon. They gain a special "Other weapon" attack in melee combat, unless very carefully searched beforehand, involving 10 minutesstarting at level eight, rubber gloves and a Search check (DC 25 + the Swashbuckler's level + her Dex mod). This attack is made at her highest attack bonus, and deals damage as a +1 dagger, though it always catches foes flat-footedused to sliding about on slippery surfaces of rocking ships with hazards everywhere. This becomes a +1 Keen weapon at level 12, a +2 Keen weapon at level 16When using Power Slide, she needn't move directly away from the attacker and a +2 Keen Wounding weapon at level 20. As if you cared. The weapon can not be pulled out and used when wearing medium or heavy armoureven change directions - she simply has to end further away from the attacker than she started.
'''{{Anchor|Death ParrotRidiculous Attire}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The swashbuckler gains all pirates are required by law to dress in a parrot as an animal companion. If it diesridiculous manner, another takes its place with the next dayexception of female pirates, who have to dress ridiculous and ''sexy''. Use Starting at level eight, in the stats for a ravenfirst round of any combat, except that it gains +3d6 Sneak Attack damage and a special Rake attack that deals 2d4 damage and, on all foes take a critical penalty to hit, permanently Blinds the target. It has Improved Evasion when sharing the swashbuckler's squareSwashbuckler equal to her Charisma modifier.
'''{{Anchor|Master of Escape}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The swashbuckler the ninth-level Swashbuckler can never be pinned Pinned down. Any Escape Artist check may be made as a Standard action that does not provoke, and she may make Epic checks at the following DCs: Extremely Tight Space (a chimney, a glass jar, someone's anus) DC 30, Walls of Force DC 40 or Caster Level + 5, whichever is higher. She also gains a +8 bonus to escape a grappleGrapple. None of this applies when wearing heavy armour or when heavily encumberedshe is not proficient with.
'''{{Anchor|Whirlwind}}:''' The swashbuckler receives this as a bonus feat. If she already has this feat she may select another [Combat] feat instead.
'''{{Anchor|Witty Repartee}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When making a melee attack, as long as she can speak, the swashbuckler can utilise Witty Repartee. A single foe must be designated, Control Ropes and attacks against this foe receive additional damage equal to a Bluff check (make the check once at the start of the round). The opponent can only nullify this by making a higher Bluff check than her original one. '''{{Anchor|Thrice KeelhauledRigging}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Pirates are used to being keelhauledstarting at eleventh level, it's a hobby to them. The the Swashbuckler can breathe underwater and on land, and gains a Swim speed equal to double her land speed, along with all the usual benefits. While in the water, when fighting foes who do not have a Swim speed - even if they are on land - she always has the Edge. '''{{Anchor|Control Ropes animate and Rigging}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Swashbucklers can control ropes exactly like an Erinyes. '''{{Anchor|Dread Pirate Tales}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Word has spread of any rope as though casting the terrors of the swashbuckler. When a swashbuckler makes it known who she is, she may immediately make an Intimidate check against everyone within 60'. Against those who would be merely impressed, she may make a Diplomacy check insteadspell Animate Rope. Any person She can only be targeted once per day by this. '''{{Anchor|Legendary Booty}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Whenever there's treasure, someone knows about it, and it's usually the treasure hunter that does. Whenever the issue of a particular cache of treasure or legendary item is raised, the swashbuckler may make a check also throw rope up to remember tales of its location: roll 1d20 + class level + Int mod, against a DC of 10 (mundane treasure you don50't care about at this level), 20 (minor magic items), 25 (good stuff for your level) or 30 (artifacts, plot items and crazy-good items)away with no range penalty.
'''{{Anchor|Arm's LengthMass Tie-Down}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The swashbuckler at level twelve, the Swashbuckler is good at holding people masterful at sword-pointusing rope. Entering As long as she has enough rope to reach out to Short Range (25' + 5' per 2 levels), she can spend a square she threatens provokes attacks Standard action making a Use Rope check. Everyone (friend and foe) within Short Range must beat this with an Escape Artist check or be Entangled until the start of opportunity from hernext turn. If they fail by 10 or more, subject to all they are also Anchored for the same conditions as leaving a threatened squareduration. If she lacks sufficient rope, she can still do this, but the {{AoO|a}} hits range is capped by more than 5, the target is forced backlength of the rope.
'''{{Anchor|Catch Me If You CanArm's Length}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The swashbuckler gains at level fourteen, the Swashbuckler is such a +10' Enhancement bonus to all movement speeds when wearing Light or no armour, and only lightly encumberedskilled duellist that entering a square she threatens provokes Attacks of Opportunity from her. AdditionallyIf the attack hits, with a move action she may gain the benefits of [[SRD:Freedom of Movement|Freedom of Movement]] for one full roundtarget is forced back 5' and their movement ends.
'''{{Anchor|Menacing Visage Catch Me If You Can}} ([[SRD:Special Abilities Overview#SupernaturalExtraordinary|SuEx]]):''' Itstarting at thirteenth level, the Swashbuckler gains a +10's not that the pirate necessarily looks scary, but her reputation is so fierce that people associate bonus to her face with terrorBase Speed. When she reveals her face Retreating or Running, this increases to enemiesa +50' bonus. Additionally, they must make with a Will save (CHA based) or Panic for 1d4 roundsMove-Equivalent action, then Cower she gains the benefits of Freedom of Movement for a number of rounds equal to her Charisma modifier. Any person only needs to attempt this save once per 24 hours. Whether they succeed or fail the save they cannot be affected again in the meantimeround.
'''{{Anchor|En Garde!I'm On a Boat }} ([[SRD:Special Abilities Overview#ExtraordinarySupernatural|ExSu]]):''' Swashbucklers are amazing at dueling fourteenth level, the Swashbuckler just flat-out has an awesome galleon with their foescannons and crew. Whenever she strikes someone who she has Honestly, the Edge Againstgame should lead up to this happening, they drop whatever is in their handsrather than "I woke up and there was this ship here."
'''{{Anchor|Foil ActionBooty Seeker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 15th at level fifteen, the Swashbuckler may attempt to monkeywrench any action an opponent is taking. The Swashbuckler may throw sand into just has a beholder's eyelot of treasure, bat aside at least a key spell componenthundred thousand GP worth of coins, strike gems and similar. Furthermore, she can innately sense any gathering of wealth valued at more than a weapon hand with a thrown object, or flash the wizard as he begins his spell, but the result is the same: the opponent's action is wasted, quarter-million GP within 1 mile and any spell slots, limited ability uses, or the like used to power it are expendedArtefact within 10 miles. A Swashbuckler must be within 30 feet of her opponent to use this abilityAlso, and must hit with a touch attack or ranged touch attack. Using Foil Action is an Immediate action. A Swashbuckler may not wait until an action is partially completed before deciding to attempt if trying to foil the actionpick up, but must instead attempt to foil an action such as it is declared. Note that this means that in a Swashbuckler may not foil a Full Attack (because it is not declared until after it has already begun)bar, nor may he foil she automatically finds attractive partners - and gains a move or charge action that began out of range. This does not work when wearing Heavy armor+10 bonus on Gather Information checks to track down targets/get information on people who are considered attractive.
'''{{Anchor|Rapier WitRazor Wind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When attacking starting at level sixteen, the Swashbuckler moves like a foe very sharp wind. Any time she has uses any of the abilities granted by Whirlwind (as opposed to just the Edge against and using Witty Reparteebonuses), the swashbuckler she may make Bluff checks instead of Attack rolls, and enjoys a doubled threat range (which Trip attempt against every target she hits. This does not stack with Improved Critical or similar feats, but DOES stack function when wearing armour she is not proficient with Keen).
'''{{Anchor|Razor Wind's Edge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When running at full speedlevel seventeen, those who cross the swashbuckler may make Swashbuckler are in even worse peril. Whenever her "Your Opponent Is Me!" class feature applies against a single attack roll foe (she hits them and use this roll they fail to make hit her or take the Full Defence), any attacks she makes against them deal an attack against every single enemy she threatens at any point in additional 4 Strength damage, and leave the movement. Any foes who attempt Attacks of Opportunity but miss or are parried automatically fall prone. This cannot be done foe Staggered for one round if encumbered at all or if wearing Medium or Heavy armorthey fail a Fortitude Save (Dexterity-based).
'''{{Anchor|Razor's EdgeBladestorm}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Nowat eighteenth level, when foes leave themselves open to the extra damage from "Your Opponent is Me!"Swashbuckler can unleash a furious flurry of strikes. With a Full Round action, they take more damage than normal: two times she make one Full Attack against every foe she threatens. She also gains a total number of bonus attacks (at her levelhighest attack bonus, plus 1 Strength damageto be distributed amongst the targets as she sees fit) equal to her Charisma bonus.
'''{{Anchor|One More Thing}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At starting at nineteenth level, the end of Swashbuckler is good at putting the swashbuckler's turn, make a note of every foe she successfully hitboot in. She may make one additional attack against each For all of themher foes, regardless being Tripped, Entangled, Disarmed, Bullrushed, Grappled or hit by Witty Repartee provokes an Attack of how often she hit any given targetOpportunity from her.
'''{{Anchor|The Immortal Dread Pirate Lives On!}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' at level twenty, the Swashbuckler becomes Ageless - she is always in the prime of her youth, will not die of old age, and does not get bonuses or penalties for age. If slain, she still fights on for one minute, functioning just as normal, but with a Hardness rating for being a corpse. After the minute, she dies properly, but becomes a Ghost for free, with all equipment worn at time of death becoming Ghost Touch.