Wuxia Swashbuckler Design Goal: Remake the Swashbuckler, And
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Wuxia Swashbuckler Design Goal: Remake the Swashbuckler, and tune it for: realistic stuff from level 1-7, superhuman shenanigans from 7 to 11, then wuxia shenanigans from then on BaB: Full Good Saves: Reflex, Will 6 Skillpoints per level Same Class Skill List Can now do cool wuxia shit and still fight Level Special 1 Swashbuckler Style, Swashbuckler Finesse, Deeds, Panache, Swashbuckler Technique 2 Charmed Life 1 3 Deeds, Nimble +1/+2, Finesse Technique 4 Bonus Feat 5 Swashbuckler Style +1 6 Charmed Life 2 7 Deeds, Nimble +2/+4 8 Bonus Feat 9 Swashbuckler Style +2 10 Charmed Life 3 11 Deeds, Nimble +3/+6 12 Bonus Feat 13 Swashbuckler Style +3 14 Charmed Life 4 15 Deeds, Nimble +4/+8 16 Bonus Feat 17 Swasbuckler Style +4 18 Charmed Life 5 19 Deeds, Nimble +5/+10 20 Bonus Feat, Swashbuckler Style Mastery Swashbuckler Redone Proficiencies: Light and Medium Armor, all Simple and Martial Weapons + Buckler Panache : More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Style Weapon: Each time the swashbuckler confirms a critical hit with a style weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Style Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a style weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. Performing a Daring Act: When the swashbuckler performs a skill check in combat and rolls a natural 20, she regains one point of Panache. She may only regain one point of Panache per round this way. If she performs a skill check outside of combat that may have severe repercussions if she fail (such as turning a creature hostile, activating an unknown magical item, or performing a stealth check against an unaware creature) she regains one point of panache if she succeeds with a roll of a natural 20. Deeds: Swashbucklers spend panache points to accomplish deeds. At 1st level, the Swashbuckler gains one Style Deed (as determined by their Swashbuckler style), and may select three more from a list of those available to all 1st level Swashbucklers. At 3rd level, and every 4 levels thereafter, they gain one Style Deed and may select two more from any deeds available to Swashbucklers of that level or lower. Unless otherwise noted, he DC of any deed that calls for a saving throw is 10 + 1/2 the Swashbuckler's level + the Swashbuckler's Dexterity modifier (if it is a Reflex or Fortitude save) or the Swashbuckler's Charisma modifier (if it is a Will save). Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed. Deeds can be found at the end of the document. Swashbuckler Finesse: When using a Style Weapon, the Swashbuckler gains the benefits of the Weapon Finesse feat. This ability counts as Weapon Finesse for the purpose of Prerequisites. Swashbuckler Technique: The Swashbuckler may use her Charisma in place of her Intelligence score in order to meet prerequisites for feats and prestige classes. Swashbuckler Style: Beginning at 1st level, a Swashbuckler learns how to use the most of her quickness and agility. In addition, the Swashbuckler selects one fighting style from the list below. Depending on what fighting style she picked, she gains a small boon, proficiency with all weapons listed as a Style Weapon and may select Bonus Feats from the list of bonus feats associated with her Swashbuckler Style without needing to meet their prerequisites. This style becomes her Swashbuckler Style, and she gains style-specific deeds in addition to those she normally selects. Unless otherwise noted, he DC of any deed that calls for a saving throw is 10 + 1/2 the Swashbuckler's level + the Swashbuckler's Dexterity modifier (if it is a Reflex or Fortitude save) or the Swashbuckler's Charisma modifier (if it is a Will save) Ascetic Style Weapons: All weapons in the Monk fighter weapon group, unarmed strikes. Bonus Feats: Catch Off-Guard, Dodge, Deflect Arrows, Throw Anything. At 8th level, she adds Improved Bull Rush, Improved Feint, and Improved Disarm to the list. At 12th level, she adds Snatch Arrows and Spring Attack to the list. To Kill Takes Discipline: At 1st level, the Swashbuckler gains Stunning Fist (DC 10+1/2 the Swashbuckler's Level + CHA modifier) as a bonus feat, and can spend 1 point of Panache in order to use it even if she has no more daily uses left. To Walk Away Unharmed: At 3rd level, the Swashbuckler treats all falling damage she takes as if she chose to deliberately fall. Every 4 swashbuckler levels thereafter, she treats all fall damage as if she had fallen 20 feet shorter, up to a maximum of 80 feet shorter. Only to Win: At 7th level, the Swashbuckler may take an additional 5ft step every round. At 15th level, she may take two additional 5 ft steps each round. Once a around, she can spend 1 point of panache to take an additional 5 ft step. This is a free action that can be taken even when it is not her turn. Disciples Walk on Water: At 11th level, the Swashbuckler's acrobatic moves enable her not just to fly- but to move in the air as if she were born in it. She may spend 1 point of panache in order to treat all Acrobatics and Fly checks she makes as if she had rolled a 20 for a number of rounds equal to her Charisma modifier. During this time, she ignores difficult terrain, can stand on surfaces that would not normally be able to support her weight (such as thin glasses, feathers, small tree branches, and liquids) and gains a fly speed of 30 feet with maneuverability (good). If she already possesses a fly speed, she instead gains a +30 enhancement bonus to her fly speed and increases the maneuverability of her fly speed to (good)- if it is already (good), it becomes (perfect). And Some Have Learned To Fly: At 15th level, once per round even when it is not her turn, the Swashbuckler can spend 1 point of panache to gain the benefits of a freedom of movement spell for one round. In addition, she ignores all difficult terrain when moving: if she provokes an attack of opportunity from movement, enemies must roll twice on the attack roll made against her, taking the worse result. For Better Tomorrows: At 19th level, the Swashbuckler's ascetic training coms to a head. Her attacks with style weapons overcome any DR or Hardness, and she reduces all miss chances she suffers to half what they normally would be. If she deals any additional energy damage with her style weapons, this energy damage bypasses all immunity. She gains a constant true seeing and freedom of movement effect: she may spend 1 point of panache to have these effects be treated as (Ex) abilities instead of (Su) abilities. Buccaneer: Style Weapons: Boarding Axe, Cutlass, Blade Boots, One-handed Firearms, Rapier, Scimitar, Whip Bonus Feats: Deadly Aim, Point Blank Shot, Rapid Reload, Snap Shot, Two Weapon Fighting, Weapon Focus. At 8th level, she adds Improved Two Weapon Fighting, Sword and Pistol, and Shot on the Run to the list. At 12th level, she adds Greater Two Weapon Fighting and Signature Deed to the list Deft Hands: At 1st level, so long as the Swashbuckler is using a Style Weapon in their other hand, she may reload a firearm without needing a free hand. If she threatens an enemy with a style weapon wielded in her main hand, she may make attacks with a firearm wielded in her off-hand against that target without provoking attacks of opportunity. Gun Handling: At 3rd level, the Swashbuckler treats all one-handed firearms as light weapons for the purpose of Two-Weapon Fighting. In addition, she may make attacks of opportunity with firearms against opponents she threatens in melee without provoking attacks of opportunity herself. When using her Deft Hands deed, she treats light firearms as light maces, and one-handed firearms as clubs for the purposes of determining their damage. She adds the enhancement bonus of the firearm she uses to melee attacks she makes. Lucky Dog: At 7th level, the swashbuckler may spend 1 point of panache after misfiring with a firearm or rolling a natural 1 when making an attack with a melee style weapon.