Everyman Archetypes: Swashbuckler

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2 Everyman Archetypes: Swashbuckler Author: Alexander Augunas Cover Design: Alexander Augunas Cover Art: Jacob Blackmon Interior Art: Jacob Blackmon Designation of Product Identity All company names, logos, and artwork, images, graphics, illustrations, trade dress, and graphic design elements and proper names are designated as Product Identity. Any rules, mechanics, illustrations, or other items previously designated as Open Game Content elsewhere or which are in the public domain are not included in this declaration Declaration of Open Game Content All content not designated as Product Identity is declared Open Game Content as described in Section 1(d) of the Open Game License Version 1.0a. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See for more information on the compatibility license. Everyman Archetypes, Swashbuckler 2015 by Everyman Gaming, LLC. About the Author Alexander Augunas has been a freelance writer for various Pathfinder Roleplaying Game compatible products since Alex is best known as the writer of Know Direction s tri-weekly blog, Guidance, as well as the Pact Magic Unbound series by Radiance House. In addition to writing for Everyman Gaming, LLC, Know Direction, and Radance House, Alex has worked with companies such as Raging Swan Press, Loius Porter Jr. Design, Amora Game, and Paizo Publishing. Alex is a known kitsune aficionado and hopes to be writing well past his death. Follow Alexander Augunas s exploits as well as upcoming products and previews from Everyman Gaming, LLC on Facebook. 02

3 Author s Preface Thank you for purchasing Everyman Archetypes: Swashbuckler. Although I m likely speaking for myself, no matter how many publishers churn out new archetype-based products, it never seems like there are ever truly enough options for this innovative subsystem. To me, the ability to trade out a number of different options for newer ones is one of the defining charms of the Pathfinder Roleplaying Game, one that I hope never goes out of style in the manner that some have claimed that prestige classes have. Fundamentally, the success and livelihood of a roleplaying game and its community can be measured by the number of new options that are being produced for it. Innovation is life, so to speak. As long as new, innovative material is being produced, the game is successful and thriving. For Everyman Gaming s first archetype-focused product, I thought hard about what class I wanted to dedicate the product to. There are some classes, like the sorcerer or cleric, that simply don t see much content being produced for them because its challenging to do well, which is a very attractive proposition for me as a designer. On the other hand, other classes like the rogue have fallen into a predictable pattern of archetype trades, and shaking up classes like those is also an attractive prospect for me. Ultimately, however, I settled on the swashbuckler for several reasons. First, the class is new. There s a certain thrill in knowing that you are ultimately pioneering concept designs for a class that few other publishers have tinkered with yet. Second, the class is ripe for modification. The swashbuckler fantasy is many things, too many for a single core class to adequately cover. If Everyman Archetypes: Swashbuckler is successful, I d like to go and tackle new, innovative for other classes as well and I ll be looking to my Facebook fans to see what sort of classes they find to be drab and in need of a little innovative design. Until then, however, I hope you enjoy Everyman Archetypes: Swashbuckler and all of the starry-eyed possibilities that await within it. Alexander Augunas, Everyman Gaming, LLC Table of Contents The following sections are presented in Everyman Archetypes: Swashbuckler. Swashbuckler Archetypes (Pg. 4): In this section, six new archetypes for the swashbuckler base class are presented: the daredevil, the dashing commander, the oppugnant duelist, the rapscallion, the two-weapon duelist, and the vainglory swashbuckler. Swashbuckler Feats (Pg. 8.): In this section, a dozen new feats that are suitable for swashbucklers are presented. Each feat either interacts with the swashbuckler s panache class feature, alters an existing swashbuckler deed or class feature, or interacts with the swashbuckler s finesse class feature. The feats presented in this section are: Charmed Panache, Feinting Charge, Graceful Precision, Graceful Recovery, Guileful Striker, Feral Grace, Improved Two-Weapon Panache, Maneuver Bravado, Redirect Force, Shielded Panache, Two-Weapon Panache, Skillful Bravado. Design Goals The following design goals guided the development of Everyman Archetypes: Swashbuckler. 1. Improve Mobility. The panache class feature is designed to replicate the cinematic draw of a nimble hero who darts across the battlefield, making nimble strikes and dodging an enemy s blows by the skin of his teeth. While the swashbuckler class is effective at blocking enemy attacks, it is significantly weaker on the move and has little to no innate mobility. One of the design goals for Everyman Archetypes: Swashbuckler was to give swashbucklers improved mobility. In many cases, this involved allowing swashbucklers to break some of the existing rules surrounding movement and the action economy, for instance, a daredevil swashbuckler is able to use the Vital Strike feat while using her dashing attack deed, which otherwise functions identically to Spring Attack. 2. Add a Touch More of Fighter. As a hybrid class, the swashbuckler was designed to be a blend of the fighter and gunslinger classes. But looking through the swashbuckler s class features, the swashbuckler is very much a child of the gunslinger with very little of the fighter shining through. With this in mind, another design goal of Everyman Archetypes: Swashbuckler was to add a touch more of the fighter s influence to the swashbuckler s toolbox. Typically, this was accomplished by granting deeds and class features that functioned similarly to standard combat feats, but with a panache-driven twist. For example, the vainglory swashbuckler can access a large number of combat feats as personal deeds and the daredevil gains the benefits of the Vital Strike feat chain with light or one-handed piercing melee weapons as her level improves. 3. Expand the Swashbuckler s Combat Style. Although the most iconic swashbucklers use the rapier-and-freehand combat style, this is hardly the only combat style that is represented among the agile warriors of popular fantasy and cinema. As a result, several feats were designed that allows the swashbuckler to mimic popular real-world fencing styles including sword and dagger (via the Two-Weapon Panache feat chain) and sword and shield (via the Shielded Panache feat). In addition, additions such as Feral Grace allow a swashbuckler to expand which weapons she can competently fight with in a brawl while Maneuver Bravado and Skillful Bravado expand the conditions that allow her to regain panache, allowing her to perform such actions without fear of wasting an opportunity to regain her most precious resource. 03

4 Swashbuckler Archetypes Archetypes modify a base class (in this case, the swashbuckler) by replacing its class features. When a player selects the swashbuckler clas, she can choose to use the standard class features in the class s original description or she could choose to adopt an archetype. Each alternate class feature presented in an archetype replaces or alters a specific class feature from its base class. For example, the daredevil archetype replaces the swashbuckler weapon training and swashbuckler weapon mastery class features of the standard swashbuckler class as well as the opportune parry and riposte deed, the swashbuckler initiative deed, and the targeted strike deed. When an archetype includes multiple class features, a character must take all of them. All other class features of the base class that aren t mentioned by the archetype remain unchanged and are acquired normally at the appropriate level. A character with an archetype doesn t count as having the class feature that was replaced for purposes of meeting any requirements or prerequisites. On the other hand, any alternate class features listed as altering an existing class feature otherwise works as the original class feature, and is considered to be that class feature for the purposes of meeting any requirements or prerequisites, even if that feature is renamed to fit a different theme. For example, the oppugnant duelist archetype s daring bravado deed still counts as the derring-do deed for any prerequisites that require that ability. A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as the other alternate feature. For example, a swashbuckler could not be both a daredevil and a dashing commander, because both archetypes replace the swashbuckler s finesse class feature with something else. If an archetype replaces a class feature that s part of a series of improvements or additions to the base ability (such as a swashbuckler s charmed life or swashbuckler weapon training), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For example, if an archetype replaces a swashbuckler s fourth use per day of her charmed life ability at 6th level, her number of charmed life uses per day doesn t jump from 3 to 5 at 10th level it improves to four per day just as if she finally gained the increase from 6th level. This adjustment continues for every level in which her charmed life ability gains additional uses, until at 18th level she has six uses of charmed life per day instead of the seven uses per day of a standard swashbuckler. If an archetype replaces a class feature that has a series of improvements, but it does not list one individual improvement, that class feature replaces the entire class feature and all of its improvements. For example, if a class feature says it replaces swashbuckler weapon training without mentioning a specific bonus, it replaces all of swashbuckler weapon training. Daredevil A master of mobility, a daredevil gracefully darts her way across the battlefield, weaving between her opponents in order to gain the perfect vantage point from which to strike. Deeds: The daredevil gains the following deeds, each of which replaces an existing swashbuckler deed. Reactive Tumble (Ex): At 1st level, when an opponent makes a melee attack against the daredevil, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to avoid the attack. The daredevil makes an Acrobatics check. If her result is greater than the result of the attacking creature s attack roll, the creature s attack automatically misses. The daredevil must declare the use of this ability after the creature s attack is announced, but before its attack is made. Upon performing a successful reactive tumble and if she has at least 1 panache point, the daredevil can as an immediate action move up to her speed without provoking attacks of opportunity. She must end her movement within the threatened area of the creature whose attack she dodged. This deed replaces opportune parry and riposte. High Jump (Ex): At 3rd level, while the daredevil has at least 1 panache point, she adds her level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, she always counts as having a running start when making jump checks using Acrobatics. This deed replaces swashbuckler initiative. Dashing Attack (Ex): At 7th level, a daredevil can spend 1 panache point as a full-round action in order to move up to her speed and use the attack action without provoking any attacks of opportunity from the target of her attack. She can move both before and after the attack, but she must move at least 10 feet before the attack and the total distance the daredevil moves cannot be greater than her speed. A daredevil cannot use this ability to attack a foe that is adjacent to her at the start of her turn. The daredevil can combine the attack granted by this deed with any feat or ability that is used in conjunction with the attack action, such as the Vital Strike feat. This deed replaces targeted strike. Daredevil Strike (Ex): At 5th level, a daredevil can strike her opponents most vulnerable points for extra damage while using the attack action. When doing so, the daredevil gains the benefits of the Vital Strike feat when attacking with any light or one-handed piercing melee weapon. She also gains a +1 bonus on attack rolls and damage rolls made with such weapons when 04

5 using the attack action. At 9th level, the daredevil also gains the benefits of the Improved Vital Strike feat when using daredevil s strike and her bonus on attack rolls and damage rolls increases to +2. At 13th level, the daredevil gains the benefits of the Greater Vital Strike feat when using daredevil s strike and her bonus on attack rolls and damage rolls increases to +3. At 17th level, the daredevil s bonus on attack rolls and damage rolls increases to +4. This ability counts as having the Vital Strike feat for the purpose of meeting feat prerequisites, as well as Improved Vital Strike at 9th level and Greater Vital Strike at 13th level. This ability replaces swashbuckler weapon training. Daredevil Weapon Mastery (Ex): At 20th level, when a daredevil threatens a critical hit with a light or one-handed piercing melee weapon while using the attack action, that critical hit is automatically confirmed. Furthermore, the weapon s critical threat range increases by 1 (this increase to the critical threat range stacks with the increases from the keen weapon special ability and similar effects), and the critical modifier of the weapon increases by 1 (x2 becomes x3, for example). This ability replaces swashbuckler weapon mastery. Dashing Commander An inspiration on the battlefield, a dashing commander uses his potent battle cries to inspire his allies and lead them to victory. Dashing Finesse (Ex): At 1st level, a dashing commander gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites). In addition, a dashing commander can use her Charisma score in place of Intelligence as a prerequisite for combat feats and she gains Battle Cry acg as a bonus feat, ignoring its prerequisites. This ability replaces swashbuckler s finesse. Deeds: The dashing commander gains the following deeds, each of which replaces an existing deed. Inspiring Swordplay (Ex): At 3rd level, while a dashing commander has at least 1 panache point, her Battle Cry feat s range improves to 60 feet and its effects don t end for an ally when that ally uses Battle Cry to reroll a saving throw. When an ally uses this reroll, a dashing commander can spend 1 panache point as an immediate action as well as one use of her charmed life ability to grant the ally a bonus on its reroll equal to her Charisma modifier. This deed replaces menacing swordplay. Unshakable Panache (Ex): At 3rd level, a dashing commander is immune to fear effects while a she has at least 1 panache point and is under the effect of her Battle Cry feat. This deed replaces kip-up. Inspiring Presence (Ex): At 5th level, the dashing commander gains one additional daily use of her Battle Cry feat and her battle cry gives her allies a +1 morale bonus on damage rolls in addition to its other effects. The number of times per day that the dashing commander can use her Battle Cry feat as well as her feat s morale bonus on attack and damage rolls increases by 1 for every four levels beyond 5th (to a maximum of four additional uses and a +4 morale bonus at 17th level). This ability replaces swashbuckler weapon training. Inspirational Mastery (Ex): At 20th level, the dashing commander gains the benefits of her inspiring swordplay deed regardless of the number of panache points she has remaining, although she must spend panache points and a use of charmed life in order to grant an ally a bonus on its reroll, as normal. In addition, while a dashing commander has at least 1 panache point, her allies can use her Battle Cry feat to reroll a number of saving throws per use of the feat equal to her Charisma modifier (minimum 1). An ally may not reroll more than one saving throw per round in this manner. This ability replaces swashbuckler weapon mastery. Oppugnant Duelist Boisterous to a fault, an oppugnant duelist relies on her swagger to demoralize and antagonize her opponents while she sets up the perfect assault. This archetype utilizes rules found in Psychological Combat, by Everyman Gaming, LLC. Deeds: The oppugnant duelist gains the following deeds, each of which replaces an existing deed. Daring Bravado (Ex): At 1st level, an oppugnant duelist can spend 1 panache point when she makes a Bluff, Diplomacy, Handle Animal, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. She can do this after she makes the check, but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Charisma modifier (minimum 1). This deed alters derring-do. Psyche Out (Ex): At 3rd level, while she has at least 1 panache point, when an oppugnant duelist hits an opponent with a light or one-handed piercing melee weapon, she can choose to use one of the following psychological maneuvers as a swift action instead of a standard action: antagonize, demoralize, or feint. This deed replaces menacing swordplay. Manipulate Movement (Ex): At 7th level, while she has at least 1 panache point, an oppugnant duelist does not provoke attacks of opportunity with the following combat maneuvers when targeting a creature that is antagonized, demoralized, or denied its Dexterity bonus to AC: dirty trick, disarm, reposition, steal, or trip. If the swashbuckler has the Improved combat maneuver feat of one of these maneuvers, she may spend 1 panache point before attempting the combat maneuver as a swift action to roll her check for that maneuver twice and use the better result. This deed replaces targeted strike. Rapscallion Though no less a braggart compared to other swashbucklers, a rapscallion forgoes any semblance of honor in favor of dastardly tricks and surprise assaults against unprepared foes. Class Skills: A rapscallion gains 6 skill ranks + a number of skill ranks equal to her Intelligence modifier at each level, 05

6 instead of the normal 4 skill ranks + Intelligence modifier at each level. Furthermore, Stealth (Dex) is a class skill for the rapscallion. This ability alters the rapscallion s list of class skills. Weapon and Armor Proficiency: A rapscallion is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. She is proficient with light armor, but not with shields. This ability replaces the swashbuckler s weapon and armor proficiencies. Panache (Ex): Beginning at 3rd level, a rapscallion regains 1 panache point whenever she rolls a 6 on a sneak attack damage dice. She cannot regain more than one panache point per round in this way. This ability alters panache. Deeds: The rapscallion gains the following deeds, each of which replaces an existing swashbuckler deed. Dastardly Swordplay (Ex): At 3rd level, while she has at least 1 panache point, a rapscallion doesn t provoke attacks of opportunity when making a dirty trick combat maneuver with a light or one-handed melee piercing weapon. When she makes a full attack, a rapscallion can spend 1 panache point in order to make one additional dirty trick maneuver at her highest base attack bonus. This deed replaces menacing swordplay. Sneak Attack (Ex): At 3rd level, the rapscallion can make a sneak attack as long as she has at least 1 point of panache. This is as the rogue ability of the same name. At 3rd level, her sneak attack damage is +1d6. This increases by 1d6 at 6th level and every three levels thereafter. If she gets a sneak attack bonus from another source, the bonuses on damage stack. This deed replaces precise strike. Masterful Feint (Ex): At 7th level, while she has at least 1 panache point, a rapscallion can feint as a swift action instead of a standard action. Additionally, when a rapscallion successfully feints an opponent while she has at least 1 panache point, that opponent is denied its Dexterity bonus to AC against all attacks that she makes until the start of her next turn. This deed replaces superior feint. Rapscallion Talent: Beginning at 4th level, a rapscallion can select one of the following rogue talents in place of a bonus feat: befuddling strike*, bleeding attack*, camouflage, charmer, coax information, convincing lie, deft palm, distracting attack*, expert leaper, false friend, fast stealth, follow clues, guileful polyglot, hold breath, honeyed words, iron guts, ledge walker, nimble climber, obfuscate story, offensive defensive*, peerless maneuver, positioning attack, quick disguise, resiliency, rogue crawl, rope master, slow reactions*, sniper s eye, steal the story, and surprise attack. The rapscallion must meet all of the talent s prerequisites, if any. This ability alters bonus feats. Two-Weapon Duelist Although most swashbucklers fight using the free-hand style, a two-weapon warrior favors wielding two weapons at once. Two-Weapon Finesse (Ex): At 1st level, a two-weapon duelist gains the benefit of the Weapon Finesse and Two-Weapon Fighting feats with light or one-handed melee piercing weapons. This ability counts as having the Weapon Finesse and Two-Weapon Fighting feats for the purpose of meeting feat prerequisites. This ability replaces swashbuckler s finesse. Deeds: The two-weapon duelist gains the following deeds, each of which replaces an existing swashbuckler deed. Precise Rend (Ex): At 3rd level, when a two-weapon duelist hits an opponent with both her primary hand and her off-hand weapon during a round, she deals additional precision damage to that opponent equal to her swashbuckler level. She can only deal this damage once per round. This deed alters precise strike. Two-Weapon Mobility (Ex): At 3rd level, when a two-weapon duelist uses the attack action and hits a target with her primary hand weapon, she can spend 1 panache point as a free action to make an attack of opportunity with her off-hand weapon against the target of her attack, incurring the usual penalties for two-weapon fighting on her off-hand weapon s attack while doing so. A two-weapon duelist may only use this deed once per round. This deed replaces menacing swordplay. Two-Weapon Balance (Ex): At 11th level, while the two-weapon duelist has at least 1 panache point, she reduces the attack penalties for fighting with two weapons by 1. Alternatively, she may use a one-handed piercing melee weapon in her off-hand, treating it as if it were a light weapon while incurring the normal penalties for two-weapon fighting with a light weapon in her off-hand. This deed replaces bleeding wound. Two-Weapon Counterstrike (Ex): At 15th level, a two-weapon duelist can spend 1 panache point when she makes an attack of opportunity to attack once with both her primary and off-hand weapons, taking the usual penalties for fighting with two weapons while doing so. A two-weapon duelist cannot use this deed in conjunction with the attack of opportunity provoked by her two-weapon mobility deed. This deed replaces perfect thrust. Vainglory Swashbuckler The vainglory swashbuckler is a master of her panache, using it to perform superhuman stunts at a moment s notice. Personal Deed: A vainglory swashbuckler can select a personal deed (see below) for which she qualifies in place of any swashbuckler class deed. This replaces the swashbuckler deed the vainglory swashbuckler gives up for this personal deed. Personal Deeds Personal deeds are abilities that draw on the swashbuckler s panache. All of the standard swashbuckler s deeds count as personal deeds. A vainglory swashbuckler can learn additional personal deeds, which replace an existing deed, such as riposte parry and dodge. Personal deeds are divided into two categories: feats and swashbuckler deeds. Feats: These personal deeds duplicate the effects of specific feats. A swashbuckler does not need to qualify for a feat to select it as a personal deed. For example, a vainglory swashbuckler can select Power Attack as a personal deed even if she doesn t meet the prerequisites for selecting Power Attack as a feat. A personal deed that duplicates the effects of a feat counts 06

7 as having that feat for the purpose of meeting feat prerequisites. Activating one of these personal deeds is a free action on the swashbuckler s turn; until the start of her next turn, the swashbuckler is treated as if she had that feat. Some of these personal deeds that duplicate feats may also be activated as an immediate action; these deeds are noted in the personal deeds list. Swashbuckler Deeds: Some personal deeds are standard swashbuckler deeds. Even if a swashbuckler selects a different personal deed in place of a standard swashbuckler deed, she can select that deed later as one of her personal deeds. Swashbuckler deeds do not list their panache costs; this information is located in the deed s description in Pathfinder Roleplaying Game Advanced Class Guide. Requirements: All personal deeds have a minimum swashbuckler level requirement to select them. A swashbuckler who does not meet this requirement cannot select that personal deed. Activation: Most personal deeds require the swashbuckler to spend panache points; the exact amount is listed after the personal deed. Personal deeds that cost 0 panache require that the swashbuckler have at least 1 panache point in order to use the deed. 3rd-Level Deeds Bodyguard (1 panache point) Combat Expertise (1 panache point) Dazzling Display (1 panache point) derring-do (swashbuckler deed) dodging panache (swashbuckler deed) Flanking Foil UC (1 panache point) Kick Up ACG (1 panache point) opportune parry and riposte (swashbuckler deed) Performance Weapon Mastery UC (0 panache points) Power Attack (1 panache point) Precise Shot (1 panache point) Quick Draw (0 panache points) Stand Still (1 panache point) 7th-Level Deeds Acrobatic Steps (1 panache point) Canny Tumble ACG (1 panache point) Combat Patrol APG (1 panache point) Death or Glory UC (0 panache points) Greater Dirty Trick (1 panache point) Greater Disarm (1 panache point) Greater Feint (1 panache point) Greater Sunder (1 panache point) Heroic Recovery APG (1 panache point) kip-up (swashbuckler deed) Lunge (1 panache point) menacing swordplay (swashbuckler deed) precise strike (swashbuckler deed) Spring Attack (1 panache point) swashbuckler initiative (swashbuckler deed) Vainglory Swashbuckler and Archetypes A vainglory swashbuckler can take any archetype that she qualifies for, but a vainglory swashbuckler cannot select a personal deed in place of a standard swashbuckler deed that one of her other archetypes replaces; in effect, modifications made by other archetypes take priority over modifications made by the vainglory swashbuckler archetype. Additionally, a character cannot select a standard swashbuckler deed as a personal deed if she has replaced it with an ability from another archetype. For instance, a vainglory swashbuckler with the two-weapon duelist archetype can never select precise strike as a personal deed because her two-weapon duelist archetype already replaced it. In effect, the character has already selected precise strike as a personal deed at 3rd level and immediately replaced it with the precise rend deed, and therefore the deed is unavailable to the vainglory swashbuckler. 11th-Level Deeds Bleeding Critical (1 panache point) Disarming StrikeUC (1 panache point) Improved Vital Strike (1 panache point) Lightning Stance (1 panache point) Penetrating Strike (1 panache point) Sickening Critical (1 panache point) Step Up and Strike (1 panache point) superior feint (swashbuckler deed) swashbuckler s grace (swashbuckler deed) targeted strike (swashbuckler deed) Whirlwind Attack (1 panache point) 15th-Level Deeds bleeding wound (swashbuckler deed) Blinding Critical (1 panache point) Crippling Critical APG (1 panache point) Deafening Critical (1 panache point) Deflect Arrows * (1 panache point) dizzying defense (swashbuckler deed) evasive (swashbuckler deed) subtle blade (swashbuckler deed) Tiring Critical (1 panache point) 19th-Level Deeds Deadly Finish (1 panache point) dizzying defense (swashbuckler deed) Exhausting Critical (1 panache point) perfect thrust (swashbuckler deed) Stunning Critical (1 panache point) swashbuckler s edge (swashbuckler deed) * A vainglory swashbuckler doesn t require a free hand in order to benefit from this personal deed. 07

8 Swashbuckler Feats Feats represent special tricks and tactics that characters have acquired through training, luck, or a quirk of birth. They grant specific abilities and benefits in certain situations. Although most feats belong to no specific category, most of the feats listed below belong to one or two specific types (or categories) based on special shared rules. The types that a feat belongs to appear in parentheses after the feat s name. Everyman Archetypes: Swashbucklers features the following types of feats. Combat Feats: Brawlers, fighters, gunslingers, swashbucklers, and warpriests can select combat feats as bonus feats. Members of other classes can take combat feats provided that they meet the prerequisites. Panache Feats: Panache feats interact with the swashbuckler s panache class ability or the panache granted by the Amateur Swashbuckler feat (see Chapter 3 in Pathfinder Roleplaying Game Advanced Class Guide). Swashbucklers can take panache feats as bonus feats. Charmed Panache (Panache) Your forceful personality protects you from additional harm. feature, charmed life class feature, Cha 15. Benefit: While you have 1 point in your panache pool, your charmed life class feature allows you to add your Charisma modifier to the result of all saving throws that you make until the end of the turn. If you fail a saving throw after using charmed life, its benefits immediately end. Feinting Charge (Combat, Panache) You combine a daring assault with a cunning bluff to throw your enemies off-guard. feature, Combat Expertise, Improved Feint, Int 13. Benefit: While you have at least 1 panache point, when you use the charge action you may make a Bluff check to feint the target of your charge as a free action. You gain a +2 circumstance bonus on this Bluff check. Graceful Precision (Combat) Your dexterity and speed allows you to deal additional damage with lighter weapons. Prerequisites: Weapon Finesse, Weapon Focus with the chosen weapon. Benefit: Choose one light melee weapon. When wielding your chosen weapon one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon s damage. The weapon must be one appropriate for your size. In addition, if you have the panache class feature, you gain a +2 bonus on attack rolls made to confirm critical hits with the chosen weapon while you have at least 1 panache point. Graceful Recovery (Panache) You can quickly recover thrown weapons that have struck nearby foes. feature, Quick Draw. Benefit: You can pick up any thrown weapon that you have made a ranged attack with that is within your space or in an adjacent space as a free action. Doing so provokes attacks of opportunities unless you succeed on a successful Acrobatics check (DC equals your opponent s CMD, or 5 + your opponent s CMD if the thrown weapon is within your opponent s space). Guileful Striker (Combat, Panache) Your unpredictable tactics leave no gaps in defense. feature, Bluff 4 ranks. Benefit: While you have at least 1 panache point, any time you take a penalty to your AC from a feat or action that you take (such as Cleave, Lunge, or the charge action), roll a Bluff check. The first time that a creature attacks you, it makes an opposed Sense Motive check against your Bluff check. If it fails its check, you ignore the feat or action s AC penalty against attacks made by that opponent. You cannot use this feat if you would be unable to make a Bluff check, such as while you are under the effects of a skald s raging song. Feral Grace (Combat) You are able to wield your natural gifts with bestial grace. Prerequisites: Dex 13, Weapon Finesse, Weapon Focus with the chosen natural attack. Benefit: Choose one natural attack type. You treat your chosen natural weapon as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a swashbuckler s or a duelist s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to the weapon s damage roll. If you would be permitted to add 1-1/2 times your Strength bonus on damage rolls with the chosen weapon, you may add 1-1/2 times your Dexterity bonus on damage rolls with the chosen weapon instead. Additionally, if you attack with the chosen natural weapon as a secondary natural attack, you only add 1/2 your Dexterity bonus on damage rolls with the chosen weapon. Special: If you are a swashbuckler, you can use the chosen natural weapon with your precise strike deed class feature. Improved Two-Weapon Panache (Combat, Panache) Your off-hand attacks are as precise as your main hand attacks. feature, Improved Two-Weapon Fighting, Two-Weapon Fighting, 08

9 Two-Weapon Panache, precise strike deed. Benefit: Your precise strike deed applies its benefits to all offhand attacks that you make with light or one-handed piercing melee weapons. Maneuver Bravado (Combat, Panache) Success with combat maneuvers that you have trained yourself in helps you to regain your confidence and bravado. feature, Improved combat maneuver feat with the chosen combat maneuver. Benefit: Choose one combat maneuver. Whenever you roll a natural 20 on a combat maneuver check with the chosen combat maneuver, you regain 1 panache point. By spending 1 panache point as a swift action, you can roll a combat maneuver check with the chosen combat maneuver twice and use the better result. This ability must be used before the combat maneuver check is made. Special: You can select this feat multiple times. Its effects don t stack. Each time you select this feat, choose a different combat maneuver to apply its benefits to. feature, Two-Weapon Fighting, precise strike deed. Benefit: You can attack with a light or one-handed piercing melee weapon held in your offhand while using the precise strike deed. Offhand attacks do not deal the extra precision damage granted by the precise strike deed. Skillful Bravado (Grit, Panache) Success with your favored skills helps you to regain your bravado. Prerequisites: Amateur Gunslinger, Amateur Swashbuckler, grit class feature, luck class feature, or panache class feature; Skill Focus with the chosen skill. Benefit: Select one skill. The chosen skill becomes a class skill for you. In addition, you regain 1 panache point when you roll a natural 20 on a skill check with the chosen skill. Special: You can select this feat multiple times. Its effects don t stack. Each time you select this feat, choose a different skill to apply its benefits to. Special: A sleuth investigator ACG can select Skillful Bravado with any skill that he can use his inspiration on, even if he hasn t chosen that skill with Skill Focus. Redirect Force (Combat, Panache) You turn your opponent s size into his greatest weakness. feature, opportune parry and riposte deed. Benefit: When an opponent makes a melee attack against you and you attempt to parry the attack with the opportune parry and riposte deed, you take a 1 penalty on the attack roll for each size category larger than you that the attacking creature is. If your parry is successful and you make an attack against the attacking creature using opportune parry and riposte, you gain a +1 bonus on your attack roll for each size category larger than you your target is. Normal: You take a 2 penalty on parry attempts for each size category larger than you that the attacking creature is. Shielded Panache (Combat) You have incorporated a proper shield into your combat style. Prerequisites: Amateur Swashbuckler or panache class feature, Shield Focus with the chosen shield. Benefit: Choose either light shields or heavy shields. When using your chosen shield, you treat it as if it were a buckler when determining if you can use your swashbuckler deeds (such as the precise strike deed). In addition, if you also possess Weapon Focus with your chosen shield you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler s or duelist s precise strike). Two-Weapon Panache (Combat, Panache) You are able to strike precisely while wielding two weapons at once. 09

10 Open Game License Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ( Wizards ). All Rights Reserved. 1. Definitions: (a) Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b) Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; C Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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(h) You or Your means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. 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You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE: Open Game License v 1.0a 2000, Wizards of the Coast, Inc. System Reference Document. 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Anger of Angels. 2003, Sean K Reynolds. The Book of Experimental Might. 2008, Monte J. Cook. All rights reserved. Book of Fiends. 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. The Book of Hallowed Might. 2002, Monte J. Cook. Monte Cook s Arcana Unearthed. 2003, Monte J. Cook. Path of the Magi Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds. Pathfinder Roleplaying Game Advanced Class Guide. 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner,Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor Pathfinder Roleplaying Game Advanced Player s Guide. 2009, Paizo Publishing, LLC; Author: Jason Bulhman. Pathfinder Roleplaying Game Ultimate Combat. 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Skreyn s Register: The Bonds of Magic. 2002, Sean K Reynolds. Tome of Horrors. 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR Ice Golem from the Tome of Horrors. 2002, Necromancer Games, Inc.; Author: Scott Greene. Iron Cobra from the Tome of Horrors. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Philip Masters. Shadow Demon from the Tome of Horrors. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Neville White. Wood Golem from the Tome of Horrors. 2002, Necromancer Games, Inc.; Authors: Scott Greene and Patrick Lawinger. Demodand, Slime from the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Forlarren from the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Hangman Tree from the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Rot Grub from the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Troll, Ice from the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Troll, Rock from the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Yellow Musk Creeper from the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Angel, Monadic Deva from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Angel, Movanic Deva from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Brownie from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Derghodaemon from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Hydrodaemon from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Piscodaemon from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Froghemoth from the Tome of Horrors. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Marid from the Tome of Horrors III. 2005, Necromancer Games, Inc.; Author: Scott Greene. Mihstu from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Nabasu Demon from the Tome of Horrors. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Necrophidius from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook. Sandman from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Scarecrow from the Tome of Horrors, Revised. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Psychological Combat. 2014, Everyman Gaming, LLC.; Author: Alexander Augunas. 10

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