Arcane Swashbuckler"I just love to fly in the face of tradition!"- Excasard the Brilliant, Human Arcane Swashbuckler
Text
Making An Arcane SwashbucklerText
Abilities: Charisma is the ability that the Arcane Swashbuckler uses to give him extra spells. Equally at home in combat as in spellcasting, the Arcane Swashbuckler does well to have strong physical statistics.
Races: Arcane Swashbuckler appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.
Alignment: Arcane Swashbuckler can be of any alignment, and there is no bias in any one direction.
Table 1: The Arcane SwashbucklerLevel BAB Ref Fort Will Abilities 0 1st 2nd 3rd 4th
------------------------------------------------------------------------------------------
1 +1 +2 +0 +2 Sneak Attack +1d6, Trapfinding — — — — —
2 +2 +3 +1 +3 Combat Style — — — — —
3 +3 +3 +1 +3 Evasion, Trap Sense 2 — — — —
4 +4 +4 +2 +4 Sneak Attack +2d6 3 0 — — —
5 +5 +4 +2 +4 3 1 — — —
6 +6 +5 +3 +5 Improved Combat Style 3 2 0 — —
7 +7 +5 +3 +5 Sneak Attack +3d6 3 3 1 — —
8 +8 +6 +2 +6 Improved Uncanny Dodge 3 3 2 — —
9 +9 +6 +3 +6 Special Ability 3 3 2 0 —
10 +10 +7 +3 +7 Sneak Attack +4d6 3 3 3 1 —
11 +11 +7 +3 +7 Combat Style Mastery 3 3 3 2 —
12 +12 +8 +4 +8 Special Ability 3 3 3 2 0
13 +13 +8 +4 +8 Sneak Attack +5d6 3 3 3 3 1
14 +14 +9 +4 +9 3 3 3 3 2
15 +15 +9 +5 +9 Special Ability 3 3 3 3 2
16 +16 +10 +5 +10 Sneak Attack +6d6 4 3 3 3 3
17 +17 +10 +5 +10 Improved Legerdemain 4 4 3 3 3
18 +18 +11 +6 +11 Special Ability 4 4 4 3 3
19 +19 +11 +6 +11 Sneak Attack +7d6 4 4 4 4 3
20 +20 +12 +6 +12 Adjust Probability 4 4 4 4 4 Table 2: Spells Known Level 0 1st 2nd 3rd 4th
------------------------------
1 4 — — — —
2 5 2 — — —
3 4 — — — —
4 5 2 — — —
5 6 3 — — —
6 6 3 2 — —
7 6 4 3 — —
8 6 4 3 — —
9 6 4 4 2 —
10 6 5 4 3 —
11 6 5 4 3 —
12 6 5 5 4 2
13 6 6 5 4 3
14 6 6 5 4 3
15 6 6 6 5 4
16 6 6 6 5 4
17 6 6 6 5 4
18 6 6 6 6 5
19 6 6 6 6 5
20 6 6 6 6 5 Game Rule InformationArcane Swashbucklers have the following game statistics.
Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)
Class skillsAppraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Class FeaturesText
- Weapon and Armour Proficiency: Arcane Swashbuckler are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields. Armor above light interferes with An Arcane Swashbuckler’s movements, which can cause her spells with somatic components to fail.
- Sneak Attack: At level 1, the Arcane Swashbuckler gains 1d6 sneak attack. This increases by +1d6 at levels 4, 8, 12, 16, and 20.
- Spells: An Arcane Swashbuckler casts arcane spells, which are drawn from the sorcerer spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, An Arcane Swashbuckler must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against An Arcane Swashbuckler’s spell is 10 + the spell level + the Arcane Swashbuckler’s Charisma modifier. Like other spellcasters, An Arcane Swashbuckler can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Arcane Swashbuckler. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Arcane Swashbuckler Spells Known indicates that the Arcane Swashbuckler gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. Upon reaching 5th level, and at every third Arcane Swashbuckler level after that (8th, 11th, and so on), An Arcane Swashbuckler can choose to learn a new spell in place of one he already knows. In effect, the Arcane Swashbuckler “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An Arcane Swashbuckler may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. As noted above, An Arcane Swashbuckler need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. He does not suffer from arcane spell failure when wearing light armour.
- Trapfinding: Arcane Swashbuckler can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Arcane Swashbuckler can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An Arcane Swashbuckler who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
- Combat Style (Ex): At 2nd level, An Arcane Swashbuckler must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the Arcane Swashbuckler selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Arcane Swashbuckler selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Arcane Swashbuckler’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
- Evasion (Ex): An Arcane 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, she instead takes no damage. Evasion can be used only if the Arcane Swashbuckler is wearing light armor or no armor. A helpless Arcane Swashbuckler does not gain the benefit of evasion.
- Trap Sense (Ex): An Arcane Swashbuckler gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Arcane Swashbuckler reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
- Uncanny Dodge (Ex):An Arcane Swashbuckler can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If An Arcane Swashbuckler already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
- Improved Combat Style (Ex): At 6th level, An Arcane Swashbuckler’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Arcane Swashbuckler selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Arcane Swashbuckler’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
- Improved Uncanny Dodge (Ex): An Arcane Swashbuckler of 8th level or higher can no longer be flanked. This defense denies another Arcane Swashbuckler the ability to sneak attack the character by flanking her, unless the attacker has at least four more Arcane Swashbuckler levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Arcane Swashbuckler level required to flank the character.
- Combat Style Mastery (Ex): At 11th level, An Arcane Swashbuckler’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Arcane Swashbuckler selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Arcane Swashbuckler’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
- Special Abilities: On attaining 9th level, and at every three levels thereafter (12th, 15th, and 18th), An Arcane Swashbuckler gains a special ability of her choice from among the following options.
- Crippling Strike (Ex): An Arcane Swashbuckler with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
- Defensive Roll (Ex): The Arcane Swashbuckler can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Arcane Swashbuckler can attempt to roll with the damage. To use this ability, the Arcane Swashbuckler must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Arcane Swashbuckler’s evasion ability does not apply to the defensive roll.
- Improved Evasion (Ex): This ability works like evasion, except that while the Arcane Swashbuckler still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Arcane Swashbuckler does not gain the benefit of improved evasion.
- Opportunist (Ex): Once per round, the Arcane Swashbuckler can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Arcane Swashbuckler’s attack of opportunity for that round. Even An Arcane Swashbuckler with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
- Skill Mastery: The Arcane Swashbuckler becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. An Arcane Swashbuckler may gain this special ability multiple times, selecting additional skills for it to apply to each time.
- Slippery Mind (Ex): This ability represents the Arcane Swashbuckler’s ability to wriggle free from magical effects that would otherwise control or compel her. If An Arcane Swashbuckler with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
- Improved Legerdemain (Su): An Arcane Swashbuckler can perform the following class skills at a range of 30 feet: Disable Device, Open Lock, Sleight Of Hand, and Search. If desired, the Arcane Swashbuckler can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. Alternatively, the Arcane Swashbuckler can use improved legerdemain to make one melee sneak attack against any creature within 30 feet. The Arcane Swashbuckler executes the sneak attack (or death attack, if applicable) as if attacking from a flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack damage despite the fact that the Arcane Swashbuckler and his or her weapon do not physically cross the intervening distance. An Arcane Swashbuckler can use improved legerdemain once per day.
- Adjust Probability (Su): The Arcane Swashbuckler gains the ability to affect probability twice per day. The Arcane Swashbuckler can force a reroll of one attack roll, check, or saving throw that it just made. The Arcane Swashbuckler can find out whether the attack roll, check, or save would have succeeded before using this ability. She must take the second roll, whether it’s better or worse than the original roll. The use of this ability takes place outside the normal initiative order, but the Arcane Swashbuckler can’t use it if he or she is flat-footed or unable to see the situation resulting in the roll. The Arcane Swashbuckler must decide whether to reroll as soon as the result of the attack roll, check, or save is known.