<color=Gold><b>Swashbuckler</b></color>
The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making her a versatile character indeed.
<color=Gold>Class Features:</color>
- <b>Hit Die:</b> d10
- <b>Base Attack Bonus:</b> High.
- <b>High Saves:</b> Fortitude, Reflex.
- <b>Weapon Proficiencies:</b> Simple and martial weapons.
- <b>Armor Proficiencies:</b> Light armor.
- <b>Skill Points:</b> 4 + Int modifier per level, x4 at first level.
- <b>Class Skills:</b> Bluff, Craft Armor, Craft Weapon, Diplomacy, Intimidate, Lore, Parry, Taunt, and Tumble.
<color=Gold>Class Abilities:</color>
Level 1: Weapon Finesse, Demoralize Opponent
Level 2: Grace +1
Level 3: Insightful Strike
Level 4:
Level 5: Swashbuckler Dodge +1
Level 6: Bleeding Wound 1, Bonus Feat
Level 7: Mobility
Level 8: Improved Flanking
Level 9: Evasion
Level 10: Bonus Feat, Swashbuckler Dodge +2
Level 11: Lucky, Grace +2
Level 12:
Level 13: Acrobatic Skill Mastery
Level 14: Weakening Critical
Level 15: Swashbuckler Dodge +3
Level 16: Improved Evasion
Level 17: Slippery Mind
Level 18: Wounding Critical
Level 19:
Level 20: Grace +3, Swashbuckler Dodge +4
Level 21:
Level 22: Bonus Epic Feat
Level 23:
Level 24:
Level 25: Swashbuckler Dodge +5
Level 26: Bonus Epic Feat
Level 27:
Level 28:
Level 29: Grace +4
Level 30: Bonus Epic Feat, Swashbuckler Dodge +6
- <b>Weapon Finesse:</b> A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
- <b>Demoralize Opponent:</b> You try to intimidate your opponent and demoralize them. Failure to make a Will save (DC equal to d20 + your Intimidate skill) causes the enemy to suffer a 2 point penalty to attack rolls, saving throws, and skill checks. This ability does not affect those immune to fear.
- <b>Grace:</b> 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.
- <b>Insightful Strike:</b> 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. 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.
- <b>Swashbuckler Dodge:</b> A swashbuckler of 5th level 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, +4 at 20th, +5 at 25th, and +6 at 30th). A swashbuckler loses this bonus when wearing medium or heavy armor or when encumbered.
- <b>Bleeding Wound:</b> At 6th level, when a swashbuckler hits with a successful sneak attack, she inflicts a bleeding wound that deals 2 points of damage per round for 3 rounds. This damage stacks with previous damage caused by a Bleeding Wound attack. She must be either unarmed or wielding only light weapons in order to inflict a Bleeding Wound. At 12th level, the damage increases to 4 points per round, and at 18th level, it increases to 6 points per round. Each level of Bleeding Wound counts as one die of sneak attack damage for purposes of class and feat prerequisites.
- <b>Bonus Feats:</b> Swashbucklers gain a bonus feat at 6, 10, 14, 18, 22, 26, and 30. They also gain a bonus epic feat at 23, 26, and 29th level.
- <b>Mobility:</b> At 7th level, a swashbuckler gains Mobility as a bonus feat even if she does not qualify for it.
- <b>Improved Flanking:</b> 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.
- <b>Evasion:</b> At 9th level and higher, a swashbuckler can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage.
- <b>Lucky:</b> At 11th level, a swashbuckler gains Luck of Heroes as a bonus feat.
- <b>Acrobatic Skill Mastery:</b> 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.
- <b>Weakening Critical:</b> 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.
- <b>Improved Evasion:</b> A swashbuckler gains Improved Evasion at level 16. This ability works like evasion, except that while the swashbuckler still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save.
- <b>Slippery Mind:</b> 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.