swashbuckler

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Weapon Finesse
2nd +2 +3 +0 +0 Grace +1
3rd +3 +3 +1 +1 Insightful strike
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Dodge bonus +1
6th +6/ +1 +5 +2 +2
7th +7/ +2 +5 +2 +2 Acrobatic charge
8th +8/ +3 +6 +2 +2 Improved flanking, bonus feat
9th +9/ +4 +6 +3 +3 Evasion
10th +10/ +5 +7 +3 +3 Dodge bonus +2
11th +11/ +6/ +1 +7 +3 +3 Grace +2, lucky
12th +12/ +7/ +2 +8 +4 +4 Bonus feat
13th +13/ +8/ +3 +8 +4 +4 Acrobatic skill mastery
14th +14/ +9/ +4 +9 +4 +4 Weakening critical
15th +15/ +10/ +5 +9 +5 +5 Dodge bonus +3
16th +16/ +11/ +6/ +1 +10 +5 +5 Bonus feat
17th +17/ +12/ +7/ +2 +10 +5 +5 Slippery mind
18th +18/ +13/ +8/ +3 +11 +6 +6 Improved evasion
19th +19/ +14/ +9/ +4 +11 +6 +6 Wounding critical
20th +20/ +15/ +10/ +5 +12 +6 +6 Dodge bonus +4, grace +3, bonus feat
  • Alignment: Any.
  • Hit Die: d10.
  • 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), Escape Artist (Dex), Jump (Str), Profession (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
  • Skill Points at 1st Level: (4 + Int modifier) × 4.
  • Skill Points at Each Additional Level: 4 + Int modifier.
  • Class Features
    All of the following are class features of the swashbuckler.
  • Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, and with light armor. Some of the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored and unencumbered.
  • Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
  • Grace (Ex): A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
  • Insightful Strike (Ex): At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
  • Bonus feat: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a swashbuckler gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Brachiation†, Combat Expertise, Danger Sense†, Dodge, Endurance, Great Fortitude, Improved Initiative, Improved Swimming†, Iron Will, Lightning Reflexes, Mobility, Quick Draw, Skill Focus, Spring Attack, Two-Weapon Fighting, Weapon Focus and Whirlwind Attack. She must meet all the prerequisites for the feat.
    †New feat described in complete adventurer.
  • Dodge Bonus (Ex): A swashbuckler is trained at focusing her defenses on a single opponent in melee. During her action, she may designate an opponent and receive a + 1 dodge bonus to Armor Class against melee attacks from that opponent. She can select a new opponent on any action. This bonus increases by + 1 at every five levels after 5th (+2 at 10th level, +3 at 15th, and +4 at 20th). A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load. If the swashbuckler also has the Dodge feat, she need not designate the same target for this ability as for the Dodge feat. (If she designates the same target, the bonuses stack.)
  • Acrobatic Charge (Ex): A swashbuckler of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
  • Improved Flanking (Ex): A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don’t gain this increased bonus.)
  • Evasion (Ex): At 9th level or higher 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. Evasion can be used only if a swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of evasion.
  • Lucky (Ex): Many swashbucklers live by the credo “Better lucky than good.” Once per day, a swashbuckler of 11th level or higher may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll.
  • Acrobatic Skill Mastery (Ex): At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.
  • Weakening Critical (Ex): A swashbuckler of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.
  • Slippery Mind (Ex): When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.
  • Improved Evasion (Ex): At 18th level, a swashbuckler’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless swashbuckler does not gain the benefit of improved evasion.
  • Wounding Critical (Ex): A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the swashbuckler’s weakening critical class feature.) Creatures immune to critical hits are immune to this effect.

swashbuckler

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