The swashbuckler combines skill and finesse with sheer combat prowess. Though swashbucklers can’t dish out quiet as much damage as a typical fighter or barbarian, they tend to be more agile and mobile then most melee combatants. When she can pick her battles carefully, a swashbuckler becomes a very deadly opponent (not to mention hard to pin down). Swashbucklers also hold their own in social situations, unlike most fighters.
Most swashbucklers come from affluent backgrounds, but anyone valuing finesse over force can become a swashbuckler, regardless of background. A common element among swashbucklers’ backgrounds is life in an urban environment, whether the back alleys of a slum or the cultured halls of royalty.
Hit die: d10
Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Jump, Profession, Sense Motive, Speak Language, Swim, Tumble, Use Rope
Skills at first level (4 + Int) x4
Skills at each level after 4 + Int
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 1 2 3 4 5 6/7/8/9/10/11/1 12/2 13/3 14/4 15/5 +12 +6 +6 Dodge bonus +4, grace +3
Weapon and Armor Proficiency
Swashbucklers are proficient with all simple and martial weapons, and with light armor. Some o the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored and unencumbered.
A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
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.
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 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.)
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 circumstances, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus to attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don’t gain this increased bonus.)
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 Skills Mastery
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.
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.
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.
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 but the swashbuckler’s weakening critical class feature.) Creatures immune to critical hits are immune to this effect.