Swashbuckler (3.5e Class)

From D&D Wiki

Jump to: navigation, search

Swashbuckler Rogue[edit]

A Swashbuckler fits the ideal rogue description; agile, skilled, daring, and rather handsome.

Making a Swashbuckler.[edit]

Swashbucklers make a great 1 on 1 or dueling class, but are also able to hold their own against multiple opponents during combat in later levels.

Abilities: Dexterity and Charisma are a Swashbucklers core skills.

Races: Any race that seeks adventure or doesn't have a cemented homeland.

Alignment: Swashbucklers are any form of Chaotic.

Starting Gold: Starting gold is 3d8x10 (130 gold.)

Starting Age: "Moderate" or "As fighter"

Table: The Swashbuckler

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Sneak Attack 1d6, First Feat, Trap Finding[1], Parry, Sea Legs, Dirty Fighting[1]
2nd +2 +0 +3 +0 Bonus Feat, Exotic Fighter[1], Untrusting Reflexes[1], Multi-Fighting
3rd +3 +1 +3 +1 Taunt, Verbal Riposte, Tuck and Roll
4th +4 +1 +4 +1 Sneak Attack 2d6,, Bonus Feat, Trap Finding[2]
5th +5 +1 +4 +1 Combat Presence, Dirty Fighting[2], Untrusting Reflexes[2], Deadeye[1]
6th +6/+1 +2 +5 +2 Quite the Reputation, Bonus Feat
7th +6/+1 +2 +5 +2 Sneak Attack 3d6, Deadeye[2]
8th +7/+2 +2 +6 +2 Bonus Feat, Trap Finding[3], Untrusting Reflexes[3]
9th +8/+3 +3 +6 +3 Deadeye[3], Piercing Blast
10th +9/+4 +3 +7 +3 Sneak Attack 4d6,Bonus Feat, Exotic Fighter[2], Dirty Fighting[3], Whirlwind Defense
11th +9/+4 +3 +7 +3 Untrusting Reflexes[4], Deadeye[4]
12th +10/+5 +4 +8 +4 Bonus Feat, Trap Finding[4]
13th +11/+6/+1 +4 +8 +4 Sneak Attack 5d6, Deadeye[5]
14th +12/+7/+2 +4 +9 +4 Bonus Feat, Untrusting Reflexes[5]
15th +12/+7/+2 +5 +9 +5 Dirty Fighting[4]
16th +13/+8/+3 +5 +10 +5 Sneak Attack 6d6,Bonus Feat ,Trap Finding[5]
17th +14/+9/+4 +5 +10 +5
18th +15/+10/+5 +6 +11 +6 Bonus Feat
19th +16/+11/+6/+1 +6 +11 +6 Sneak Attack 7d6
20th +17/+12/+7/+2 +6 +12 +6 Dread Pirate, Dirty Fighting [5], Bonus Feat

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge [Geography] (INT), Linguistics (Int), Perception (Wis), Profession (Sailor), Sense Motive (Wis), Sleight of hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str)

Class Features[edit]

Being a dashing Pirate has it's benefits.

Weapon and Armor Proficiency: Swashbucklers are proficient with Light armor, all simple and martial weapons, including 1 exotic weapon from the list: Cutlass, Katana, Hand Crossbow, Ninja-To, Two-Bladed Sword, Cane-Sword, Kodachi, and Flintlock weapons. Swashbuckler starts with exotic item chosen (See Exotic Fighter ability.)

Combat Presence (Level 5) Once attacked by a Swashbuckler, enemy must attack or do a full defense action, otherwise the Swashbuckler will treat opponent as flat footed on their next attack and deal bonus damage equal to their class level.

Deadeye (Level 5) Swashbuckler is granted a guaranteed critical on 1 attack, melee or ranged. Usable 1/day. Gains 1 more use every 2 Swashbuckler levels. Max of 5 times a day. At Level 20, Deadeye becomes Perfect Dead Eye and critical hits go up one x. (x2 -> x3)

Dirty-Fighting (Level 1) [Ex] Swashbucklers are resourceful people and due to this have several tricks up their sleeves at all times.

At Level 1, on a successful parry, kick opponent for 1d6 nonlethal damage driving them back 5 ft. Damage goes up 1 die size every 4 levels. If target can't move back, takes additional damage equal to Swashbuckler levels, damage dealt is also nonlethal.

At Level 5, Swashbucklers may make their own attacks after a successful Parry.

At Level 10, Swashbucklers are able to throw any loose debris such as sand or dirt into an opponent's eyes, Reflex Save of 10 + Swashbuckler Level + Dexterity Modifier or is blinded for 1d4 rounds.

At Level 15 Swashbucklers Parry counter attacks treat enemy as they would if they failed the combat presence requirements (Swashbuckler will treat opponent as flat footed on their next attack and deal bonus damage equal to their class level.)

At Level 20 When Swashbucklers use Light or Finesse weapons, and critically hit, does not need to confirm critical.

Dread Pirate (Level 20) At Level 20, a Swashbuckler gains the title of Dread Pirate. This gives a substantial bonus in Nautical and Speechcraft skills. Additional +10 to either Intimidate or Diplomacy (based on Quite the Reputation), Professions [Sailor], and [Navigator], +5 to Swim and Knowledge [Geography.] All friendly units gain a +4 to Will saves and +6 to attack rolls while able to see or hear you.

Exotic Fighter (Level 2) Swashbuckler has traveled around the world over time and has picked up several tricks with an exotic weapon. Starts with that weapon and is treated as having Weapon Focus and Greater Weapon Focus for said weapon at Level 2 granting him a +2 to all attack rolls with that weapon. At Level 10, is treated as having Weapon Specialization and Greater Weapon Specialization granting him a +4 on all damage rolls with that weapon.

Piercing Blast (Level 9) Once a Swashbuckler hits an enemy with a piercing weapon and has a hand free, can draw and shoot a flintlock pistol with a +5 bonus to his attack roll into his opponent and deal extra , close range damage equal to his Charisma modifier.

Multi-Fighting (Level 2) [Ex] Swashbuckler can trade in AoP for more Parry’s in a 1:1 ratio. (2 AoP -> 2 more Parry attempts.

Parry (Level 1) [Ex] When using light weapons or weapons affected by the Weapon Finesse feat, allows the Swashbuckler to roll their own attack roll when being attacked once per round. If their attack roll is higher than the enemies, then they take no damage. Does not work in Light armor.

Quite the Reputation (Level 6) At Level 6, Swashbuckler must choose between Honorable and Dishonorable. Gains a circumstantial bonus equal to ⅓ of Swashbucklers levels to either Diplomacy or Intimidate. At coastal towns or on sea, it's increased to ½ of Swashbuckler levels.

Sea Legs (Level 1) Swashbucklers gain +2 Dex, +4 Balance, and +4 to Climb on ships. Climb speed on ships rigging is equal to normal land speed, + Does not work in Light armor.

Taunt (Level 3) [Ex] Swashbuckler can choose 1 enemy at the start of combat to taunt. Target must roll a will save of 10 + ½ Swashbuckler level + Charisma Modifier. If failed, target can only attack the Swashbuckler until the Swashbuckler is incapacitated. Can be used again after killing or knocking out the current taunt target.

Tuck and Roll (Level 3) [Ex] Swashbucklers roll a tumble check of 10 + Enemy Level, then they can move through threatened squares at ½ movement speed without provoking Attacks of Opportunity. Unable to use wearing light armor.

Untrusting Reflexes (Level 2) Swashbucklers gain an extra Attack of Opportunity per round every 3 levels.

Verbal Riposte (Level 3) Swashbucklers deal extra damage to Taunt victims. Roll a bluff check everytime you attack one, 15 + Enemy Level. If succeeded then deal extra damage equal to your Charisma Modifier. Goes to double Charisma modifier at Level 8, Triple Charisma Modifier at 13, and Quadruple Charisma Modifier at 18.

Whirlwind Defense (Level 10) Treat Swashbuckler as if they had the Whirlwind Attack ability (As Full round action, attacks all enemies around Swashbuckler at highest BAB.) Swashbuckler can’t be flanked unless flanked from 2 or more angles.


If a Swashbuckler becomes a lawful aligned class, loses all Dirty Fighting abilities, and Charisma based skills.

Human Swashbuckler Starting Package[edit]

Weapons: Starting weapons are circumstantial based on Exotic Weapon proficiency. If Melee exotic was chosen, starts with that weapon and a light crossbow. If ranged exotic was chosen, starts with that weapon and a cutlass.

Feat: Pirates Background (Each pirate has a different background, being born into the business or forced into it due to bad happenings. Choose to either be Literate or to have an extra feat at Level 1.)

Feat: Sailors Balance ( You gain a +5 competence bonus on Balance checks made while on the deck or in the rigging of a ship. You can move across a slippery deck at your normal speed.)

Feat: The Pirates Life for Me (Able to take 10 on any check related to the sea or naval combat, goes to 15 at Level 10.) .

Bonus Feats: Combat Reflexes

Gear: Padded armor, Parrying dagger (Light melee weapon, dagger stats but gives +2 to Parry rolls when in offhand), Adventurers Pack.

Gold: 130 gold.

Campaign Information[edit]

Playing a Swashbuckler[edit]

Religion: If ale was a religion along with fine women, then the Swashbuckler would be a devotee of both.

Other Classes: Takes some heat off of tanks and support characters in battle.

Combat: A Swashbuckler would generally choose the toughest guy in the lot than Taunt him into a 1 on 1 duel while his teammates dealt with the rest of the rabble.

Advancement: Extra Attacks of Opportunity is a must.

Swashbucklers in the World[edit]

“Let us do away with societal norms, for they are naught but a drawback of our true capabilities. Galavant around the world, witness culture, and it’s wealth, at its finest.”
—Hikari, Kitsune Swashbuckler

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

Daily Life: A Swashbuckler can usually be found either dueling his crew mates, counting his coin, or doing both at the same time.

Organizations: Swashbucklers are usually a high ranking crew member aboard a ship.

NPC Reactions: Depends on the alignment of said NPC. Many Lawful NPCs will look down on them, but others regard them with awe.

Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!