Swashbuckler, Lord Dhazriel Variant (3.5e Class)
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The swashbuckler is your basic, carefree person. They often can be quite popular, dashing, rougish, and can get into trouble quite easily. The three versions of swashbuckler are charming, smart, and zen. Captain Jack Sparrow is a good example of charming.
Making a swashbuckler
Swashbucklers can be played to either melee or ranged. They have a high focus on dex, good for ranged, 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: Dexterity obviously. Also intelligence (for smart swashbuckler), wisdom (for zen swashbuckler) and charisma (for charming swashbuckler).
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 swashbuckler.
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).
|1st||+1||+0||+2||+0||Style, swashbuckling 1d6, weapon finesse|
|9th||+9/+4||+3||+6||+3||Stylish trick,swashbuckling 3d6|
|19th||+19/+14/+9/+4||+6||+11||+6||Swashbuckling a rock|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
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, light armor and no shields
Style: At 1st level, a swashbuckler chooses her style. Once her choice is made she cannot change it. She may select one of the following styles:
Charming Swashbuckler: A charming swashbuckler focuses on guile and charms over raw skill. She's a silver-tongued devil with a tongue sharper then her rapier. She may add bluff, diplomacy and disguise to her swashbuckler class skill list.
Smart Swashbuckler: A smart swashbuckler is a logical fighter. Using his own intellectual power to overcome his foe. Being smart and tricky pays off, a smart swashbuckler add any one intelligence-based skill to her class skill list (Knowledge skills are taken separately).
Zen Swashbuckler: A Zen swashbuckler is a wise and well seasoned swashbuckler. A Zen swashbuckler's years of practise in the Zen way got her some shiny stuff. She may add sense motives and survival to her swashbuckler skill list.
Swashbuckling (Ex): When attacking with a light weapon (or a rapier or similar weapon) and nothing in the other, a swashbuckler deals 1d6 extra damage on every attack (as long as it is made with the light weapon or rapier). 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.
Weapon Finesse: At 1st level a swashbuckler gains the weapon finesse feat.
AC Bonus (Ex): At second level a swashbuckler gains an AC bonus. The amount of this bonus depends on her style and a particular ability score. 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. This AC bonus do not stack with similar bonus (such as monk AC bonus).
Charming Swashbuckler: A charming swashbuckler add her charisma modifier to her AC.
Smart Swashbuckler: A smart swashbuckler add her intelligence modifier to her AC.
Zen Swashbuckler: A zen swashbuckler add her wisdom modifier to her AC.
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.
Bonus Feat: You gain a bonus feat, you need to meet the prerequisite for the feat.
- Bonus Feat: You gain a bonus feat, you need to meet the prerequisite for the feat. Unlike the previous ability this feat needs to be taken in the fighter bonus feat list.
Fan Club (Charming Swashbuckler) (Ex): You have a fan club, it seem yo 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 attarcting 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.
Seducing the Crowd (Charming Swashbuckler)(Ex): As a standard action once per encounter, a charming 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 swashbuckler must succeed a will save (DC10+1/2 swashbuckler level + swashbuckler's charisma modifier) or be frighted for 1 round per swashbuckler's charisma point.
Undress Opponents: When making a full-attack action, a charming 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.
Anticipate (Ex): Once per round as a free action. A smart swashbuckler can negate one attack of opportunity of her foe against her. The attack is treated as a failure.
Smart Assault: Once per round as a free action a smart swashbuckler may treat one of her attack as a touch attack.
Smart Feint (Zen Swashbuckler) (Ex): A smart swashbuckler may add her intelligence modifier to feint check. Additionally if you sucessfully feint you may automatically make an attack of opportunity against the feinted opponent.
Sidestep (Ex): At 5th level once per round as a free action, a swashbuckler may make a 5 ft step. This ability do not count on the limit of 5 ft steps you can make.
Acrobatic Charge (Ex): At 7th level, a 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.
Evasion (Ex): At 8th level and higher, a 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. 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.
Supreme Charge (Ex): At 11th level a swashbuckler may change direction at will during a charge. She may do up to a 90 degree turn at once.
Duellist Spirit (Ex): At 14th level, a swashbuckler may ignore If she makes a successful will saving throw against an effect that would have a lesser effect on a successful save (such as half or partial), she instead ignore the effect completely. Duellist spirit can only be used when the swashbuckler is conscious.
Swashbuckling a Rock (Ex): At 19th as 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 swashbuckler rises to the pinnacle of her art. swashbuckler 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)
|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.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
Human Swashbuckler Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-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.->.
Playing a Swashbuckler
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
|“||<-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->.
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.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
Swashbuckler in the Game
<-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.->.