Swashbuckler

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The swashbuckler is one that favors agility, intelligence and style over brute force. They usually favor small and light weapons, as it allows them to control their strikes with speed and grace. They are skillful in the art of dodging, and for that they favour a minimalist's approach to armour, allowing for the greatest ease of movement. Cunning, they often have a strong mind, shrugging off most attacks against their thoughts.

Swashbucklers are common amongst seafarers due to both their combat prowess, and the ability to dodge blows with little protection from armour in a place where the weight of heavy armor is fatal should they found themselves in the water. They also find a place at shore, where their intelligence and cunning often proves useful as public speakers, diplomats and politicians. Whichever path the swashbuckler chooses, they will find the ability to move quickly in both thought and body extremely useful to them.

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Hit Die: d10

Base Attack Bonus: High

High Saves: Fortitude

Weapon Proficiencies: Simple and martial weapons

Armor Proficiencies: Light armor at level 1

Skill Points: 4 + Int modifier per level, x4 at first level

Class Skills: Acrobatics, Bluff, Diplomacy, Parry, Taunt, Escape Artist, Sense Motive, and Survival.

Weapon Finesse: A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.

Grace: A swashbuckler gains a +1 bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level, to +3 at 20th level and to +4 at 29th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when encumbered.

Insightful Strike: 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 that can be used with Weapon Finesse, such as a rapier. 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 encumbered.

Swashbuckler Dodge: A swashbuckler is trained at focusing her defense on a single opponent in melee. She gains a +1 dodge bonus to AC against melee attacks from her current target or last attacker. This bonus increases by +1 at every five levels after 5th (+2 at 10th level, +3 at 15th level, +4 at 20th level, +5 at 25th level and +6 at 30th level). A swashbuckler loses this bonus when wearing medium or heavy armor or when encumbered.

Mobility: At 7th level, a swashbuckler gains Mobility as a bonus feat even if she does not qualify for it.

Improved Flanking: 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.

Lucky: At 11th level a swashbuckler gains Luck of Heroes as a bonus feat.

Acrobatic Skill 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 Tumble check, a swashbuckler cannot roll less than 5, even if in combat.

Weakening Critical: 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: 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 automatically gets one reroll. She gets only this one extra chance to succeed at a certain saving throw.

Wounding Critical: 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.

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