Monday, November 24, 2014

The Swashbuckler - A New Base Class

I really like swashbucklers as a class, and I was disappointed with Pathfinder for a while because the closest thing to a swashbuckler they had was a lackluster rogue archetype.  Of course, I made my own homebrewed conversion of the swashbuckler from Complete Warrior for use with Pathfinder rules.  Then, a few months ago, Paizo released the Advanced Class Guide, promising ten new classes based on combining other existing classes, including a swashbuckler!  Well, that's out now, and the swashbuckler is the only one I've looked at, and... I don't really like it.

We've got a problem right off the bat in that the swashbuckler is a combination of the fighter and the gunslinger, and I don't like the gunslinger.  It's not just because of the fact that the feel of the gunslinger is totally wrong for most campaign settings, it's also that I don't like their Grit ability.  I'm okay with the 'pool' mechanic for magical or mystical abilities, like the Magus' Arcane Pool or the Monk's Ki Pool, but not with physical abilities.  If I'm playing a gunslinger and I ever say to myself "Oh, I can't do that cool thing I do with my guns because I haven't scored a critical hit or a killing blow recently," that would take me out of my character.  It's a gamey mechanic and it feels wrong and 4th-edition-y.  Well, the new swashbuckler class uses a similar mechanic called 'panache', which is just terrible.  "Sorry, I can't perform that deed right now, I don't have enough panache," said no swashbuckler ever.  Aside from that, the class is generally pretty boring.

Naturally, I decided I would do a blogpost introducing my homebrewed swashbuckler to the world.  I opened it up to look it over, and immediately changed my mind.  My old swashbuckler was basically a word-for-word copy of the swash from Complete Warrior with a few modifications and the ability to take rogue talents.  So I scrapped it and built a new, original swashbuckler base-class from scratch!

Illustration by Kent Hamilton
The following text in gold and the associated table is available as Open Game Content under the OGL. Open Game Content is (C)2014 Jonah Bomgaars.


Swashbuckler
Swashbucklers are dashing swordsmen who rely not on brute force, but finesse and insight to strike their foes.  The daring exploits of swashbucklers tend to generate stirring stories of adventure and heroism, and the truth is usually not that far from fiction.  Their style of fighting focuses on mobility and improvisation, including a keen awareness of terrain, which makes them excellent and agile combatants aboard ships, inside castles, or within crumbling ruins. 
Role: Swashbucklers are light combatants, better at darting in from the side like a rogue and striking hard than standing in the front lines taking hit after hit. 
Alignment: Any
Hit Die: d8.
Starting Gold: 5d6 x 10 gp (average 175)

Class Skills
The swashbuckler’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier


 Class Features
All of the following are class features of the swashbuckler.

   Weapon and Armour Proficiency: Swashbucklers are proficient with all simple weapons, light martial weapons, rapiers, short bows, and whips. 
   Swashbucklers are proficient with light armor and bucklers.  They lose their class abilities when wearing medium or heavy armor and carrying any shield other than a buckler. 

   Daring (Ex): The swashbuckler is daring and adventurous, always ready for anything.  This manifests as a Daring bonus of +1 which applies to his AC.  As an immediate action the swashbuckler can redesignate his Daring bonus to either his Reflex Saves or Acrobatics skill checks.  This redesignation can only be made once per round (for example, a swashbuckler targeted by a fireball might choose to apply his Daring bonus to his Reflex save, but it would remain there for the rest of the round and not apply to either his AC or Acrobatics checks).  The Daring bonus always applies to wherever it was last designated.  Other class features may allow the swashbuckler to apply it in other ways. 
   The swashbuckler's daring bonus increases to +2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level. 
   The swashbuckler loses the effects of Daring if he wears medium or heavy armor, carries a medium or heavy load, or is flat-footed, immobilized, or helpless. 

   Weapon Finesse (Ex): At 1st level, a swashbuckler gains Weapon Finesse as a bonus feat even if he does not meet the prerequisites. 

   Evasion (Ex): At 2nd level and higher, a swashbuckler can avoid even magical and unusual attacks with great agility.  If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.  Evasion can only be used if the swashbuckler is wearing light or no armor.  A helpless swashbuckler does not gain the benefit of evasion. 

   Favored Weapon (Ex): At 2nd level, a swashbuckler chooses one type of weapon he is proficient with to be his favored weapon.  He can perform disarm, reposition, steal, sunder, and trip combat maneuvers with this weapon without provoking attacks of opportunity.  The swashbuckler can change his favored weapon choice every four levels after 2nd, at 6th, 10th, 14th, and 18th levels. 

   Maneuver Master (Ex): The swashbuckler is a master of combat maneuvers.  He applies his swashbuckler level in place of his Base Attack Bonus when calculating his CMB and CMD. 

   Duel (Ex): As a swift action, a swashbuckler may challenge a single creature to a duel.  The swashbuckler deals extra damage equal to half his class level whenever he hits his dueling opponent.  The swashbuckler can use this ability twice per day at third level, plus one additional time per day for every three levels beyond third. 
   While in a duel, the swashbuckler's Daring bonus only applies against the target of the duel.  He can still apply his Daring bonus to Acrobatics checks, so long as those checks are made in aid of fighting his opponent. 
   The duel remains in effect until the target is dead or unconscious, or until combat ends.  Only one creature may be the target of the swashbuckler's duel at any time. 

   Cunning Strike (Ex): A swashbuckler always knows how best to hit his opponent with his favored weapon.  This can manifest in one of two ways:
      Charisma bonus to attack rolls: The swashbuckler studies his opponents well and knows exactly how to feint, bluff, and otherwise put them off their guard.  He adds his Charisma bonus (minimum +0) to attack rolls made with his favored weapon.  This ability does not function against creatures with no Intelligence score. 
      Intelligence bonus to damage rolls: The swashbuckler has studied the way of the sword and knows precisely where to aim his strikes to cause the most damage.  He adds his Intelligence bonus (minimum +0) to damage when attacking with his favored weapon.  This counts as precision damage, and does not affect creatures immune to precision damage.
   The swashbuckler makes this decision upon attaining 4th level, and it cannot be changed. 

   Improvised Defense (Ex): At 5th level, the swashbuckler is adept at improvising a defense with the objects he has at hand.  Whenever a swashbuckler is wielding a small, mundane object defensively in one hand, such as a candelabra, cloak, or mug, it counts as a buckler and provides a +1 shield bonus to AC.  Wielding a larger object with two hands, such as a barstool or wagon wheel, provides a +2 shield bonus to AC. 
   The swashbuckler can also, as a move action, throw or kick a small object within reach at an opponent, granting him a +2 circumstance bonus to his AC against any attacks of opportunity that opponent makes for the rest of the swashbuckler's turn.  Employing a larger object, as by kicking over a table or cutting down a tapestry, increases the bonus to +4. 

   Daring Charge (Ex): At 7th level, the swashbuckler can charge over difficult terrain and through the spaces of allies, so long as he still moves directly toward his opponent and charges at least 10 ft.  He may also leap over or otherwise avoid interposing obstacles in the course of the charge if he succeeds on any necessary Acrobatics checks.  This ability allows him to, as part of a charge, run up or down staircases, leap down from heights, vault over tables, or perform any number of other unorthodox methods of movement.  (The rules already allow [as of the release of Pathfinder Player Companion: People of the River] a charge made by swinging on a rope or vine so long as the charging character starts at a point even with or above the target, and swings for at least 20 feet.  With a daring charge, a swashbuckler reduces that minimum distance to 10 ft.  Swinging from a point below the target, if feasible, is also permitted [for example, if the swashbuckler cuts a rope supporting a chandelier and rides the rope up as the chandelier comes crashing down].)   A failure on an acrobatics check ends the swashbuckler's movement; if he had not yet moved more than his move speed, he may still take a standard action. 
   While performing a daring charge, the swashbuckler's Daring bonus applies to his Acrobatics skill checks, and reverts to whatever it was last applied to at the end of the swashbuckler's turn.  The swashbuckler cannot make a daring charge if he is wearing medium or heavy armor, carrying a medium or heavy load, or is flat-footed, immobilized, or helpless. 

   Great Renown (Ex): At 8th level, the swashbuckler becomes a swordsman of great renown.  He gains a +2 circumstance bonus to Diplomacy and Intimidate skill checks.  He also gains a +2 modifier to his leadership score for the purpose of the Leadership feat.  The swashbuckler's great renown brings him the attentions of adoring fans and admirers, but it is also likely to attract enemies.  In addition, swashbucklers of a comparable level often feel compelled to challenge him to a duel. 
   At 16th level, the bonus to Diplomacy and Intimidate checks becomes +4. 

   Uncanny Dodge (Ex): Beginning at 4th level, a swashbuckler can react to danger before his senses would normally allow him to do so.  He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible.  He still loses his Dexterity bonus to AC if immobilized.  A swashbuckler with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. 
   If a swashbuckler already has uncanny dodge from a different class, he automatically gains improved uncanny dodge. 

   Improved Evasion (Ex): At 11th level, the swashbuckler gains improved evasion.  This works like evasion, except that while the swashbuckler still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless swashbuckler does not gain the benefit of improved evasion.

   Dueling Master (Ex): At 13th level, the swashbuckler becomes a master duelist.  He can choose to be an offensive or defensive master.  Once made, the choice is permanent.
      Offensive Master: A master of offense doubles the bonus granted by his cunning strike against the target of his duel ability. 
      Defensive Master: A master of defense doubles his Daring bonus against the target of his duel ability. 

   Vendetta (Ex): At 14th level, the swashbuckler can declare a single individual to be his nemesis.  He always gains all the benefits of the duel ability against his nemesis, but it does not count against his total number of duels per day, nor does the presence of his nemesis prevent him from declaring a duel against a new opponent or continuing an ongoing duel. 
   The effects of the vendetta last until the nemesis is killed or otherwise wholly and satisfyingly defeated.  The swashbuckler can only have one ongoing vendetta at a time. 

   Weapon Master (Ex): At 17th level, the swashbuckler treats all weapons with which he is proficient as his favored weapons. 

   Expanded Vendetta (Ex): At 19th level, the swashbuckler can now expand the effects of his vendetta ability to include every member of a particular confederacy, clan, cult, family, guild, syndicate, or other similar organization, per the GM's discretion.  The effects of the vendetta last until the nemesis organization is destroyed or otherwise wholly and satisfyingly defeated.  The Swashbuckler may still have only one ongoing vendetta at a time. 

   Fearsome Reputation (Ex): By 20th level, the swashbuckler’s reputation as a great swordsman has grown to such heights that his mere presence is enough to send his foes cowering in fear.  Whenever the swashbuckler drops an opponent to 0 hp or lower, he may activate this ability as a free action.  For the next 5d6 rounds, all opponents who come within 30 feet of him must make a Will save vs. fear (DC 10 + 1/2 swashbuckler level + the swashbuckler’s Cha modifier).  On a failed save, the opponent is shaken, or panicked if it has 4 Hit Dice or fewer, until the duration of the swashbuckler’s Fearsome Reputation expires or the swashbuckler is dropped to 0 hp or lower.  An opponent that succeeds on the saving throw is immune to that same swashbuckler’s fearsome reputation for 24 hours. Fearsome reputation is a mind-affecting fear effect. This ability affects only opponents with fewer Hit Dice than the swashbuckler has. 

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Alright, I've been teasing this one for a while now.  I included a swashbuckler in my Halloween adventure, I played a swashbuckler in my friend's conquistador campaign, and a PDF of the swashbuckler class has been available on my Patreon page for $1+ patrons since September.  Additionally, wouldn't a swashbuckler be a great class for some naval combat?

I decided not to go the 'rogue talent' route and create a bunch of mini-options to choose from; that's a pretty cool way to go, and it allows for a lot of character customization, but I really wanted to differentiate the swash from the rogue.  Instead, I gave it a lot of individual swashbucklery abilities that you can either choose how to use depending on your needs (like the Daring ability) or that you get to choose one of two options for your character to be able to perform (like the Cunning Strike ability).  It would be pretty simple to modify these or add new options for new swashbuckler archetypes.  

My goals in creating the swashbuckler were that it should be the best class for using finessable weapons and that it should encourage movement and improvisation.  The Cunning Strike ability lets the swashbuckler pack an extra punch with his favored weapon.  Maneuver Master and Improvised Defense encourage the player to use combat maneuvers and to improvise with items at hand, two things that feel very swashbucklery to me.  Imagine a dashing swordsman being driven back into a table by his opponent, then grabbing a candelabra off the table and using it to parry his enemy's sword.  

The Duel ability is based on the cavalier's Challenge ability, and it also provides some roleplaying fodder.*  Mechanically, it forces the swashbuckler to focus on one enemy in particular once he uses it.  Later, Great Renown encourages the DM to have other swashbucklers seek out the player to duel them, trying to capture some of the spirit of the 2nd edition swashbuckler ("When there's another Swashbuckler around—thief or warrior—intent on proving that he is the finest swordsman in the world, it's the PC Swashbuckler he seeks out and challenges (often in the middle of some illicit activities). When there is a lovely lady (or handsome young man, as appropriate) in distress, she or he will naturally cross the Swashbuckler's path, and pull him into the tangle... Life conspires to make things difficult for the Swashbuckler, and the DM should always throw just a little more good-natured bad luck at this thief type than at any other." - Complete Thief's Handbook).  Vendetta and Expanded Vendetta carry this theme further.  

*"But d20 Despot! Dueling is limited to a number of times per day! Didn't you just say that you didn't like mechanics that artificially limited physical abilities like that?"  Yes, I am a hypocrite.  Sadly, I can't figure out a way to make a balanced dueling mechanic like this that does not have an artificial limit set on it.  We all must make sacrifices.  Still, it somehow doesn't feel as bad to me as a grit or panache pool.  

As always, I look forward to reading your comments and suggestions about my swashbuckler.  Many minds looking over my work might catch something that is potentially problematic - perhaps a rules loophole that, combined with the abilities of another class, makes swashbucklers too powerful, or perhaps an ability that is just not on par with the power of an ability that a character of that level would be expected to have.  And if you like what I've done here and want to see more original open game content by me and more original artwork by Kent Hamilton, please consider giving d20 Despot your support on Patreon.  

-your daring d20 despot

2 comments:

  1. This is much better than the Pathfinder Swashbuckler. I do believe I may have to use it in my own game.

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    1. Thanks! If you do use it, be sure to leave a comment here about how it worked out and any suggestions you might have. The swashbuckler is my first real attempt at writing a new class from scratch, so I'm always looking for ways to improve it.

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