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[4e Class] - The Swashbuckler (Complete to level 15)

Game design for the d20 system

[4e Class] - The Swashbuckler (Complete to level 15)

Postby Shadow Elf » Sun Jan 16, 2011 4:19 pm

Swashbuckler
This article has a related thread on the Giant in the Playground forums that may contain more up-to-date information than what is provided here.

“Your mother was a hamster and your father smelled of elderberries!”

Role: Defender. Your taunts, jabs and witticisms attract
the ire of your enemies, and your flamboyancy distracts
opponents while your allies get into position. Depending
on your choice of build or powers, you could serve as a
Leader or Controller secondarily.
Power Source: Martial. You’ve achieved your talent
through practice, experience and the conditioning of
your body and mind through exercises mental and
physical.
Key Abilities: Charisma, Dexterity, Intelligence

Armor Proficiencies: Cloth, Leather, Hide, Light Shields
Weapon Proficiencies: Simple Melee, Military Melee,
Simple Ranged
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at First Level: 14 + constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 7 + constitution modifier

Trained Skills: Bluff. From the class skills list below,
chose four more trained skills at first level: Acrobatics
(Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha),
History (Int), Insight (Wis), Intimidate (Cha), Perception
(Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex).

Build Options: Dashing Swordsman, Magnificent Bastard
Class Features: Gambit, Parry, Swashbuckler’s Taunt, Weapon Finesse

Swashbucklers come from all walks of life. From pirates on the high seas, to noble heroes saving damsels from dragons, to the scheming villains of the world, the Swashbuckler is present, a taunt on his lips and a sword in his hands. They are masters of agility, swordplay and psychology, getting into their foes’ heads while their blades slip into their foes’ guts. They lure their foes into poor moves, parrying attempts and taking risks. As their gambits pay off and they gain the upper-hand, their taunts begin to sting even more, and their foes often cannot help but fight them to their deaths. As masters of swordplay, they can stop blows no one else can, their proficiency with their weapons outmatching any other. They are quintessential deceivers, using basic swordplay to keep foes off-guard while preparing their coup-de-grace.
Sticks and stones may break your bones, but a swashbuckler’s words will hurt you more than you can know.

Creating a Swashbuckler
Swashbucklers rely on Charisma, Dexterity and Intelligence for their powers. You can take any power you prefer, but its often best to acquire powers that compliment your style of swordplay and method of taunting foes.

Dashing Swordsman
You are quick on your feet and incredibly annoying and slippery. You confound your foes with flashy melee maneuvers and quick bladework. Your attacks and many of your skills use Charisma, so that should be your highest ability score. Second should come Dexterity, which you use as a part of your Swashbuckler’s Taunt and for the secondary effects of some of your powers. You could choose Intelligence as your tertiary score, if you want to pick up some of the more tactical feats and powers of the Magnificent Bastard, but you would probably be better served with Constitution, to shore up your Fortitude defense and give you the extra hit points you need to survive.
Class Feature: Dashing Swordsman’s Dare
Suggested Feat: Hero's Sacrifice (Human Feat: Risky Action)
Suggested At-Will Powers: Slash & Dash, Hamstringing Strike
Suggested Encounter Power: Flanker’s Lament
Suggested Daily Power: Nuisance Strike

Suggested Skills: Bluff, Acrobatics, Perception, Stealth, Thievery

Magnificent Bastard
You are charismatic and quick-witted, and your words and actions orchestrate the battle to the point where all eyes are centered on you - and your allies attack from behind. Like the Dashing Swordsman, you use Charisma for the vast majority of your attack and damage rolls, so that should be your highest ability score. Your second highest ability score should be Intelligence, as it makes your Swashbuckler’s taunt effective and powers the rider effects of many of your most magnificent powers. You could take Dexterity as your tertiary score, to improve your Initiative bonus and benefit from some of the Dashing Swordsman’s powers and feats, but you would also be well-served putting points into Constitution for some much-need health and fortitude defense.
Class Feature: Magnificent Bastard’s Mockery
Suggested Feat: Master’s Mockery (Human Feat: Deflect Arrows)
Suggested At-Will Powers: Staggering Slash, Magnificent Blow
Suggested Encounter Power: Witty Retort
Suggested Daily Power: Majestic Strike
Suggested Skills: Bluff, Diplomacy, History, Intimidate, Streetwise


Class Features:
Gambit
You gain gambit as an encounter power.

Gambit
Luck is a fickle mistress, but often a benevolent one
Encounter * Martial
No Action Personal
Trigger: You make an attack roll, skill check or parry attempt and dislike the result
Effect: Re-roll the triggering d20 roll with a +2 bonus. If the second attempt fails, you are dazed until the end of your next turn.

Parry
You gain Parry as an at-will power

Parry
You deflect a foe’s melee attack with your own weapon
At-Will - Martial, Weapon
Immediate Interrupt Personal
Requirement: You must be wielding a melee weapon. You cannot use parry while in heavy armor or while wielding a heavy shield.
Trigger: An enemy makes a melee attack against you
Effect: Roll an attack with a melee weapon you are wielding, and replace the target defense with the resulting value.

Swashbuckler’s Taunt
Each Swashbuckler has a favoured taunt that they use to attract the attention of their enemies. Featured below are the two types of Swashbuckler’s Taunt; Magnificent Bastard’s Mockery and Dashing Swordsman’s Dare. You cannot use a Swashbuckler’s Taunt against enemies already under the effect of your Swashbuckler’s Taunt.

Magnificent Bastard’s Mockery
Your words cut deep into your foe’s psyche. They find it impossibly hard to ignore your emotional assault
At-Will * Martial
Minor Action Close Burst 10
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subjected to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn’t include you as a target, it takes a -2 penalty to attack rolls. In addition, when your marked target makes an attack that doesn’t include you as a target, you can, as an immediate reaction, invoke your magnificent bastard’s mockery. When you do so, the next ally to hit the target before the end of the target's next turn deals extra damage equal to 6 + your intelligence modifier. This increases to 12 + your intelligence modifier at level 11, and to 18 + your intelligence modifier at level 21.

Dashing Swordsman’s Dare
Your words confuse your foe, allowing you to slip in around it and interrupt its attempted attacks
At-Will * Martial
Minor Action Close Burst 10
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subjected to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn’t include you as a target, it takes a -2 penalty to attack rolls. In addition, when your marked target makes an attack that doesn’t include you as a target, you can, as an immediate interrupt, shift a number of squares equal to your Dexterity modifier, and you must end this movement adjacent to the target of the triggering attack roll. You then use your parry at-will power as a free action to attempt to stop the foe’s attack, regardless of the power's range and attack type.

Weapon Finesse
You can use Charisma instead of Strength for the attack and damage rolls of your melee basic attacks. In addition, whenever you successfully parry an attack with a light blade, you may shift one square as a free action and gain a +1 bonus to attack rolls made with combat advantage until the end of your next turn.


Swashbuckler Powers
As a martial character, your powers are called exploits.

Level 1 At-Will Exploits
Touch & Go
You strike your foe, causing them to stumble past you as you switch places
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage and you can switch spaces with
the target. If the target cannot occupy your current square and be in a legal
position, you do not switch spaces.
Special: Increase damage to 2[W] + charisma modifier at level 21.

Dazzling Strike
Your dazzling display raises the ire of your foe
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage and the target is marked as if by your Swashbuckler's Taunt class feature until the end of your next turn. This does not remove your Swashbuckler's Taunt from its current target.
Special: This power can be used in place of a melee basic attack when making an attack of opportunity. Increase damage to 2[W] + charisma modifier at level 21.

Magnificent Blow
A well placed and dramatic blow hampers your foe’s guard for the next attack.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1[W] damage + charisma modifier damage and the next ally to hit the target with an attack before the end of your next turn deals extra damage equal to your Intelligence modifier.
Special: Increase damage to 2[W] + charisma modifier at level 21.

Slash & Dash
You strike your foe from one side and quickly dart in the other direction
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage and you can shift two squares.
Special: You can use this power in place of a melee basic attack while charging. Increase damage to 2[W] + charisma modifier at level 21.

Hamstringing Blow
Your blade cuts in behind your enemy’s ankle, hampering their movement
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage and the target is slowed until the end of your next turn.
Special: You can use this power in place of a melee basic attack when making an attack of opportunity. Increase damage to 2[W] + charisma modifier at level 21.

Slick Slash
You stagger toward your foe, your slash appearing sloppily but truly unerring
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Effect: Before the attack, you can shift one square. If you shift and have flanking for this attack, you gain a +1 bonus to the attack roll.
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage.
Special: This power can be used in place of a melee basic attack while charging. You still have to end the charge movement within reach of the enemy before making the shift. Increase damage to 2[W] + charisma modifier at level 21.


All-In Strike
Your over-the-top attack inflicts a lot of pain, but leaves you open to attack.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma +2 vs. AC
Hit: 1[W] + charisma modifier + dexterity modifier damage.
Effect: You suffer a -2 penalty to parry attempts and all defenses until the end of your next turn.
Special: Increase damage to 2[W] + charisma modifier + dexterity modifier at level 21.



Level 1 Encounter Exploits
Witty Retort
Your mock your foe’s failures through sword and word, causing them to inadvertently repeat them
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy who has missed with an attack since the start of your last turn
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage and the target takes a -3 penalty to attack rolls until the end of your next turn.
Magnificent Bastard: The penalty to attack rolls equals 1 + your intelligence modifier.

Vexing Flurry
Your quick swordplay mocks your foes and forces them to retaliate in kind
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One, two, or three creatures
Attack: Charisma vs. Reflex
Hit: 1[W] damage and the target is marked until the end of your next turn.

Flanker’s Lament
You quickly jab at the foes flanking you and then escape them with a quick dash
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One or two enemies to whom you grant combat advantage
Special: You have combat advantage for this attack
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage. If both attacks hit, you can then shift 3 squares.
Dashing Swordsman: On a hit, you instead shift 2 + your Dexterity modifier squares.


Level 1 Daily Exploits
Nuisance Strike
Your words cut as deep as your sword with every cut you make
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage. Make a secondary attack against the target.
Secondary Attack: Charisma vs. Will
Hit: 1[W] damage and the target takes a -2 penalty to all attack rolls (save ends)
Effect: Once before the end of the encounter, when you hit the target with an attack, you can make this power's secondary attack against the target as a free action.

Majestic Strike
A blow your foe won’t soon forget
Daily * Martial, Reliable, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage.
Special: This attack can score a critical hit on a natural roll of 16 or higher. You can chose to miss with this attack regardless of the die result.

Parry & Riposte
You use the momentum from a successful parry to send a foe staggering, then advance with an attack of your own.
Daily * Martial, Stance, Weapon
Free Action Melee Weapon
Trigger: You successfully parry a melee attack
Target: The enemy that made the triggering attack
Attack: Charisma vs. Reflex
Hit: 1[W] + charisma modifier damage, and you slide the target into any square adjacent to you.
Effect: Until the stance ends, you can make a melee basic attack against an attacker who you parry as a free action, provided they are within reach.


Level 2 Utility Exploits
Daring Rescue
You rush to aid an ally, easily tumbling through and past your enemies
Prerequisite: You must be trained in Acrobatics
Encounter * Martial
Move Action Personal
Effect: Shift a number of squares equal to 2 + your dexterity modifier. During this movement you can move through enemies spaces, but you must end the movement in an unoccupied square adjacent to an ally. You gain combat advantage against and grant combat advantage to any enemy whose square you shifted through.

Piquing Feint
Your quick movement causes a moment of indecision that you can take advantage of
Prerequisite: You must be trained in Bluff
Encounter * Martial
Minor Action Melee 1
Target: One creature
Effect: Make a Bluff check opposed by the target’s passive insight. On a success, you slide the target 1 square and the target grants combat advantage to you for your next attack against it before the end of your turn. If the bluff check fails, the target is marked until the end of your next turn.

Boring Lecture
You pull up some stupidly and agonizingly boring historical anecdote to distract your foes while your allies prepare their next move
Prerequisite: You must be trained in History
Daily * Martial
Standard Action Close Burst 10
Target: Each enemy in burst
Effect: The target grants combat advantage to all attackers and is marked until the end of your next turn.
Sustain Minor: Reduce the burst size by one. The target is marked until the end of your next turn. This power can no longer be sustained when the burst size equals 1.


Level 3 Encounter Exploits
Pinning Strike
Your words yank your foe inexorably closer to your blade
Encounter * Martial, Weapon
Standard Action Melee Weapon +1 reach
Target: One enemy
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage, you pull the target to a square adjacent to you and the target is immobilized until the end of your next turn.

Impetuous Blow
You deliver a cheap strike that brings down the ire of your foe as you duck away
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage and the target is marked.
Effect: After the attack is resolved, shift 3 squares.
Dashing Swordsman: You can instead shift a number of squares equal to 1 + your dexterity modifier.

Orchestrated Assault
You attack one foe, catch their attention, withdraw the attack and then feint to attack a second.
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma + 2 vs. Reflex
Hit: The target is marked until the end of your next turn.
Effect: Make a secondary attack.
Secondary Target: One enemy other than the primary target
Secondary Attack: Charisma vs. Reflex
Hit: 1[W] + charisma modifier damage.
Magnificent Bastard: The attack bonus on the primary attack equal 1 + your intelligence modifier.


Level 5 Daily Exploits
Daring Strike
Your flamboyant attack dares your opponent to try an equally flashy maneuver, doomed to fail
Daily * Charm, Martial, Reliable, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. Will
Hit: 3[W] + charisma modifier damage and the target is marked until the end of your next turn and takes a penalty to its next attack roll equal to your charisma modifier.

Triple Tap
You dance around your foe mockingly, stringing together several jabs of your weapon
Daily * Martial, Stance, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC
Hit: 1[W] + charisma modifier damage.
Effect: Shift one square and repeat the attack against the same target, then shift one square and repeat the attack again. If two attacks hit, the target is also knocked prone. If all three attacks hit, the target is also dazed until the end of your next turn.

Mockery of Sword
Your swordwork fancifully mocks that of your foe, and you draw it in and around you with a poignant stab
Daily * Martial, Weapon
Standard Action Melee Weapon +2 reach
Target: One enemy
Attack: Charisma vs. AC
Hit: 3[W] + charisma modifier damage and you can pull the target two squares and knock it prone.


Level 6 Utility Powers
Doomwaltz
Your dancing gait belies the bladework soon to come
Daily * Martial, Stance
Minor Action Personal
Effect: Until the the stance ends, whenever you are subject to forced movement you can chose to shift an equal number of squares. Additionally, when you shift, you gain a +1 bonus to your next attack roll before the end of your next turn.

Unsettling Laughter
Your knowing laugh unsettles your foes
Encounter * Martial, Fear
Minor Action Close Burst 5
Target: Each enemy in burst
Effect: The target takes a -2 penalty to saving throws until the end of your next turn. If the target fails a saving throw by two or less before the end of your next turn, it is marked (save ends).

Take the Bullet
You dive in front of an incoming projectile to save a friend in need
Daily * Martial
Immediate Interrupt Close Burst 5
Trigger: An ally in the burst is hit by a ranged attack.
Effect: Shift to a square adjacent to the triggering ally that would provide cover to the triggering ally against the triggering attack. The attack hits you instead.


Level 7 Encounter Powers
Baffling Blow
Your blade sinks into one enemy as you call on its ally to outdo its predecessor
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier + dexterity modifier damage, and one enemy within 5 squares of you is marked until the end of your next turn.
Dashing Swordsman: The enemy you mark is marked instead by your dashing swordsman’s dare. If your taunt is already on another enemy, that mark does not go away.

Fumbling Retort
Though the blade slips past your guard, you are ready to counterattack all the more quickly
Encounter * Martial, Weapon
Free Action Melee Weapon
Trigger: You make a parry attempt and an enemy’s attack still hits
Target: The triggering enemy
Attack: Charisma vs. Reflex
Hit: 2[W] + charisma modifier damage.
Magnificent Bastard: The target take a penalty to its next attack roll before the end of its next turn equal to your intelligence modifier.

Confidence Booster
You take a quick jab at your foe, physically and verbally, and a nearby ally is inspired with laughter
Encounter * Martial, Healing, Weapon
Standard Action Melee Weapon
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage and an ally within 5 squares of you gains temporary hit points equal to your level.


Level 9 Daily Powers
Soaring Blade
I am a leaf on the wind. Watch how I soar.
Daily * Martial, Weapon
Standard Action Melee Weapon
Effect: Before the attack you can shift 2 squares
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + charisma modifier damage.
Effect: After the attack, you can shift a number of squares equal to your speed - 2. Until the end of the encounter, your speed increases by 2

Stinging Signature
A pair of initials in the seat of your foe’s pants leaves a mark none can ignore
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One creature granting you combat advantage
Attack: Charisma vs. Reflex
Hit: 1[W] + charisma modifier damage, and the target is marked until the end of the encounter. While marked, the penalty to attack rolls the target suffers when disobeying your mark becomes -6 instead of -2.
Miss: Half damage, and the target is marked (save ends). While marked, the penalty to attack rolls the target suffers when disobeying your mark becomes -4 instead of -2

Bounding Backstab
A flip over your foe and a reverse stab leaves it reeling
Daily * Martial, Weapon
Prerequisite: You must be trained in Acrobatics
Standard Action Melee Weapon
Target: One creature
Effect: Shift through the target’s space into a square that would provide flanking to the square you started in
Attack: Charisma vs. AC. You have combat advantage for this attack.
Hit: 3[W] + charisma modifier + dexterity modifier damage.


Level 10 Utility Powers
Predator’s Mockery
That one’s trouble. Dispatching it may need a... special touch.
Daily * Martial
Minor Action Close burst 5
Target: One creature in the burst
Effect: You gain a +2 power bonus to attack rolls against the target until the end of the encounter

Too Damn Pretty to Die
To lose a face like this would be a loss the world could not bear
Daily * Martial, Healing
Free Action Personal
Trigger: You drop below 0 hit points
Effect: You can spend a healing surge, and regain additional hit points equal to your charisma modifier. If you are prone, you stand up.

Dive, Dip and Dodge
You roll and bound through your foes to reach the thick of the fight... or get out of it
Encounter * Martial
Prerequisite: You must be trained in Acrobatics
Move Action Personal
Effect: Shift a number of squares up to your speed. During this movement, you may pass through enemies’ spaces. Any enemy who's space you shift though is marked until the end of your next turn.


Level 13 Encounter Powers:
Tensions Unearthed
You lie and slander as your blade sings, turning your foe against its compatriots
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage and the next time the target makes a melee or ranged attack against you or an ally of yours before the end of your next turn, it also makes the attack against one of its own allies within range. In addition, the targets close and area attacks that only target enemies or omit specific targets instead target all creatures until the end of your next turn.
Magnificent Bastard: The target gains a bonus to attack rolls against its allies equal to your intelligence modifier.

Sly Slip
You deek around your foe, then drive your weapon into its spine
Encounter * Martial, Weapon
Standard Action Melee Weapon
Effect: Before you make the attack, you shift through the target's space to a square from which you could flank the target with your original square. You gain combat advantage for this attack if you perform this shift.
Target: One creature
Attack: Charisma vs. AC
Hit: Charisma modifier damage and the target is stunned until the end of your next turn.

Deadly Mistake
Ignoring your endless sarcasm was a mistake far more dire than your enemy assumed
Encounter * Martial, Weapon
Immediate Interrupt Melee Weapon
Trigger: A marked enemy within 6 squares of you makes an attack that does not include you as a target.
Target: The triggering enemy
Effect: You jump to a square adjacent to the target. You do not provoke attacks of opportunity for performing this jump. Makes the following attack against the target.
Attack: Charisma +2 vs. AC
Hit: 2[W] + charisma modifier damage and the target takes a -4 penalty to the triggering attack roll.
Dashing Swordsman: The penalty equals 3+ your dexterity modifier.


Level 15 Daily Powers
Implausible Fencing Prowess
What, so I am not allowed to be this much faster than you?
Daily * Martial, Stance, Weapon
Minor Action Personal
Effect: When an enemy starts its turn adjacent to you and moves or shifts away, it takes 1[W] damage and you shift 1 square as a free action. In addition, your opportunity attacks slow the target until the end of their current turn on a successful hit.

Endless Tirade
Your swordsmanship sucks! Kiai! Your mother was a troll! Kiai! I could do this all day!
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy under the influence of your swashbuckler’s taunt
Attack: Charisma vs. AC; three attacks
Hit: 1[W] + charisma modifier damage.
Miss: Half damage
Effect: Your swashbuckler’s taunt lasts until the end of the encounter on the target, even if you use your taunt again on a different target. While it is marked by your swashbuckler’s taunt, the target takes an additional penalty to attacks that do not include you as a target equal to the number of attacks with this power that hit.

School of Hard Knocks
Maybe if I acquaint my mace with your forehead enough, you’ll learn a little!
Daily * Martial, Reliable, Weapon
Standard Action Melee Weapon
Attack: Charisma vs. Fortitude
Hit: 3[W] + charisma modifier damage and the target takes a -3 penalty to attack rolls (save ends). Each time the target succeeds on a saving throw against this power’s effect, it lowers the attack penalty by 1 instead of eliminating the effect. Each time the target fails a saving throw against this power’s effect, increase the attack penalty by 1 (maximum 4).


Feats:
Heroic Tier Feats:
Accurate Parry [Swashbuckler, Elf]
Prerequisites: Swashbuckler, Elf, Parry class feature
Benefit: You can use your Elven Accuracy racial power to re-roll a failed parry attempt. If the new parry attempt still fails, you do not expend the use of Elven Accuracy.

Break the Conflict [Swashbuckler]
Prerequisites: Swashbuckler, Dashing Swordsman’s Dare class feature, Dex 15
Benefit: When you use your Dashing Swordsman’s Dare immediate interrupt, and the resulting parry attempt succeeds, you can slide the triggering enemy and the triggering ally one square each.

Defensive Posture [Swashbuckler]
Prerequisites: Swashbuckler, Parry
Benefit: When you take the total defense or second wind action, the bonus to defenses you gain as a result also applies to parry attempts you make until the end of your next turn.

Deflect Arrows [Swashbuckler]
Prerequisites: Swashbuckler, Parry class feature
Benefit: You can use your Parry class feature to attempt to stop ranged attacks, as well as melee attacks.

Fey Step Parry [Swashbuckler, Eladrin]
Prerequisites: Swashbuckler, Eladrin, Parry class feature, Fey Step racial power
Benefit: You may expend the use of your Fey Step racial power as an immediate interrupt to make any attack automatically miss you, rather than gain Fey Step’s normal effect. Miss effects from powers cancelled in this manner are also cancelled.

Hero's Sacrifice [Swashbuckler]
Prerequisites: Swashbuckler, Dashing Swordsman's Dare class feature
Benefit: When you make a parry attempt as part of your Dashing Swordsman's Dare class feature and the parry attempt fails, you can make the attack hit you instead of the targeted ally.

Little Body, Big Mouth [Swashbuckler]
Prerequisites: Swashbuckler, Small size, Swashbuckler’s Taunt class feature
Benefit: Large and larger targets marked by your Swashbuckler’s Taunt class feature take an additional -2 penalty to attacks that do not include you as a target.

Master’s Mockery [Swashbuckler]
Prerequisites: Swashbuckler, Magnificent Bastard’s Mockery class feature
Benefit: When you invoke your magnificent bastard's mockery class feature, the next ally to attack the target before the end of the target's next turn gains a +2 power bonus to the attack roll.

Mocking Faerie Fire [Swashbuckler, Drow]
Prerequisites: Swashbuckler, Drow, Darkfire racial power, Swashbuckler’s Taunt class feature
Benefit: The target of your Darkfire racial power is also affected by your Swashbuckler’s Taunt until the end of your next turn on a hit. If another target is already marked by your Swashbuckler’s Taunt class feature, that mark is not removed.

Raise the Stakes [Swashbuckler]
Prerequisites: Swashbuckler, Gambit class feature
Benefit: When you use your Gambit class feature, before making the second roll, you can chose to gain a +2 bonus to the re-roll. If you do so and the re-roll fails, you are stunned until the end of your next turn instead of dazed.

Risky Action [Swashbuckler, Human]
Prerequisites: Swashbuckler, Human, Gambit class feature
Benefit: When you spend an action point for any reason, you also regain the use of your Gambit class feature if you have already used it.

Improved Parry [Swashbuckler]
Prerequisites: Swashbuckler, Parry class feature
Benefit: You gain a +2 bonus to parry attempts.


Paragon Tier Feats:
Cunning Ploy [Swashbuckler]
Prerequisites:
Level 11, Magnificent Bastard's Mockery class feature
Benefit: Increase the damage bonus granted by your Magnificent Bastard's Mockery feature by 6.

Lay It On Thick [Swashbuckler]
Prerequisites: Level 11, Dashing Swordsman's Dare class feature
Benefit: When you place your dashing swordsman's dare upon an enemy, you can choose to gain the benefit of this feat. If you do, as long as the target is marked, you gain a +2 bonus to parry attempts against its attacks, and it gains a +6 bonus to damage rolls against you.

Parry Failsafe[Swashbuckler]
Prerequisites: Swashbuckler, Parry class feature
Benefit: When you wield a defensive weapon or a light shield in your off hand, once per turn you can reroll a parry result that is lower than your AC. The triggering attack of the parry must target your AC or Reflex.

Swashbuckler’s Guard [Swashbuckler]
Prerequisites: Swashbuckler, Parry class feature, Defensive posture
Benefit: When you take the total defense or second wind action, you can make parry attempts as an opportunity action (with the same trigger), rather than an immediate interrupt, until the start of your next turn.

Spellswath [Swashbuckler]
Prerequisites: Swashbuckler, Parry class feature, Deflect Arrows
Benefit: You can use your parry class feature to attempt to stop close and area attacks, in addition to ranged and melee attacks.


Epic Tier Feats:
Improved Spellswath [Swashbuckler]
Prerequisites: Swashbuckler, Parry class feature, Spellswath
Benefit: When you successfully parry a close or area attack, you can choose to have creatures in squares adjacent to you also protected from the attack (as if they had all successfully used parry).
Last edited by Shadow Elf on Sun Jan 16, 2011 4:35 pm, edited 3 times in total.
Shadow Elf
 
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Re: [4e Class] - The Swashbuckler

Postby Shadow Elf » Sun Jan 16, 2011 4:23 pm

Big Damn Hero

“Looks like we got here just in the nick of time!”
Prerequisites: Swashbuckler, dashing swordsman’s dare class feature

Just in time to save the day, the Big Damn Hero comes crashing through the gates. No maiden in a dragon’s castle, nor slaves being sacrificed on the altar of a dread god need fear. For just as it seems all hope is lost, you appear, ready to dramatically save the innocent and defenseless from the clutches of an evil villain. Your heroic entrance causes foes to stop what they’re doing and focus on you, and you are always backed by an imaginary army, one you convince your foes is all too real.

Big Damn Hero Features:
Big Damn Bluff (Level 11): When you place your dashing swordsman’s dare on an enemy, you can also make a bluff check as a free action. If your bluff check exceeds the target’s passive insight, the target grants combat advantage to you until the end of your next turn.
Nick of Time Action (Level 11): When you spend an action point to take an extra action, you can also make a saving throw against each effect on you that a save can end, or you can take an extra move action as a free action.
Heroic Entrance (level 16): When you act during the first round of combat, all enemies within 10 squares of you that have not acted yet are marked until they attack you.

Big Damn Hero Attacks:

Thrilling Heroics
“You swoop in to save the day, and your allies are inspired to greater heights”
Encounter * Martial, Weapon, Healing
Standard Action Melee Weapon
Requirement: You must charge and use this power in place of a basic attack
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage and each ally within 5 squares of you gains temporary hit points equal to your charisma modifier or can make a saving throw against an effect on them that a save can end.

Fast Like a Freak
“You dodge your foes with comical finesse and smack them as they run past”
Daily * Martial, Stance
Minor Action Personal
Effect: Until the stance ends, when you succeed on a parry attempt against a melee attack, you can, as a free action, shift two squares to a square adjacent to the triggering enemy and make a melee basic attack against that enemy.

Coup De Humiliation
“Mercy is the mark of a great man. I’m just a good man. Well, I’m alright.”
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One prone enemy
Attack: Charisma vs. Reflex, three attacks
Hit: 2[W] + charisma modifier damage per hit, and the target takes a penalty to attack rolls equal to 2 times the total number of hits until the end of the encounter.
Effect: The target is marked by your dashing swordsman’s dare until the end of the encounter. This mark does not count towards the limit of swashbuckler’s taunts you can normally have in effect at once.
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Re: [4e Class] - The Swashbuckler

Postby Shadow Elf » Sun Jan 16, 2011 4:24 pm

Chessmaster

“Oh, you killed the dragon? Why do you think I told you to stand there?”
Prerequisites: Swashbuckler, magnificent bastard’s mockery class feature

Your words sting your foes, but you are not mocking them for laughs. Each carefully constructed insult carries layers of suggestion, allowing you to manipulate your enemies with your words as you position your allies around them. The enemy cannot help but attack you, designated a target by your commanding presence and cutting words. But as they rush to meet your challenge, the trap is sprung - allies surge from behind, or flank the target, and you nimbly parry their ill-conceived move. Life is like a chess game, and you always play to win.

Chessmaster Features:
Manipulating Words (Level 11): When you use your magnificent bastard’s mockery you can also slide the target a number of squares equal to your Intelligence modifier. you cannot put the target in dangerous terrain or in the path of a hazard or trap the target is aware of.
Knight’s Move (Level 11): When you spend an action point to take an extra action, all allies within 5 squares of you can shift 2 squares and gain a +2 power bonus to AC and Will defenses
Xanatos Speed Chess (level 16): Once per round, when you push, pull or slide an enemy, one ally within 5 squares of you can shift an equal number of squares.

Chessmaster Attacks:

Queen’s Gambit
“You rush out to the front, to allow an ally to pass by into the heart of the fray”
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC.
Hit: 2[W] + charisma modifier damage.
Effect: One ally within 5 squares of you can shift a number of squares equal to your Intelligence modifier. If they end in a square flanking the target, they gain a +2 bonus to all defenses against the target until the end of your next turn.

Strategy on the Fly
“A losing battle is never lost”
Daily * Martial
Minor Action Personal
Effect: Until the end of the encounter, bloodied allies within 5 squares of you gain a +2 bonus to speed and cannot be dazed or stunned.

Checkmate
“Game Over.”
Daily * Martial
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + charisma modifier damage and all allies within 5 squares gain a +2 bonus to all defenses while flanking any enemy until the end of the encounter.
Effect: Allies within 5 squares of you can shift a number of square equal to your Intelligence modifier. You can also slide enemies within 5 squares of you a number of squares equal to your Intelligence modifier.
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Re: [4e Class] - The Swashbuckler

Postby Shadow Elf » Sun Jan 16, 2011 4:24 pm

Fey Fencer

“The races of the feywild have perfected bladework. I have perfected perfection”
Prerequisites: Swashbuckler, parry class feature

Your blade sings with the magical speed of the Feywild, and your tongue beguiles your foes with the charm and wit of its denizens. You are the martial embodiement of the Feywild - you leave your foes confused, disoriented and ineffectual before you clear their minds forever. None can match your almost arcane rapidity, nor the charming wit you have enhanced through your training.

Fey Fencer Features:
Fey Wit (Level 11): When you spend an action point to take an extra action, enemies marked by you take a penalty to attack rolls equal to your charisma modifier until the end of your next turn.
Shimmering Parry (Level 11): You gain a +2 bonus to all parry attempts while wielding a one-handed light or heavy blade.
Dancing Follow-Up (level 16): Whenever you make a successful parry attempt with a one-handed light or heavy blade, you can also teleport two squares as a free action.

Fey Fencer Attacks:

Baffling Flurry
“A whirlwind of swordwork leaves a foe dazed and confused”
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC. Make four attack rolls, and if any of them hit, resolve them as a single hit.
Hit: 1[W] damage per hit. If any of the attacks hit, you deal damage equal to your charisma modifier. If two or more attacks hit, the target is also dazed until the end of your next turn.

Fey Stride
“Your step carries the speed of the Feywild”
Daily * Martial, Teleportation, Stance
Minor Action Personal
Effect: Until the stance ends, you can teleport 3 squares as a minor action once per round.

Fey Duel
“You use your fey powers to sequester a foe, leaving the two of you to duel alone”
Daily * Martial
Standard Action Melee Weapon
Target: One creature marked by you
Attack: Charisma vs. AC
Hit: 2[W] + charisma modifier damage, and ongoing 10 psychic damage (save ends).
Effect: You enter a fey duel with the target until the end of your next turn. While in a fey duel, the target is immune to all attacks but those you make, and you are immune to all attacks except those made by the target. You do not have line of effect to any target but each other.
Sustain Minor: The fey duel continues until the end of your next turn.
Last edited by Shadow Elf on Sun Jan 16, 2011 4:30 pm, edited 1 time in total.
Shadow Elf
 
Posts: 11
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Re: [4e Class] - The Swashbuckler

Postby Shadow Elf » Sun Jan 16, 2011 4:25 pm

Lucknight
“Lady Luck is quite enamored of my good looks, obviously”
Prerequisite: Swashbuckler

You are uncannily lucky. From sharks to collapsing buildings, you’ve survived it all with a smile on your face and a witty remark on your lips. Your ability to escape losing battles unscathed, to perform daring acrobatic stunts without fail and to make impossibly accurate guesses at solutions to problems you barely know anything about amaze friend and foe alike. In public, you probably chalk it all up to skill and nothing more, but you spend every night in quiet prayer to Lady Luck that your good fortune never runs out.

Lucknight Path Features
Luck of All Trades (11th level): Once per round, when you roll a d20 for a skill check and the unmodified result is less than your charisma modifier, you can roll the skill check again. You can then use whichever result you prefer.
Chancy Action (11th level): When you spend an action point for any reason, the next time you roll a natural 1 in the current encounter you can treat it as a natural 20 instead. If you choose not to, the benefit is wasted.
Fortune of Fortune (16th level): Whenever you would be allowed to re-roll a die, you can re-roll that die twice and take the higher result.

Lucknight Powers

Gambler’s Blade
“If I were a betting man, which I am, I’d bet that you’ll be dead in no time!”
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Charisma vs. AC. You can re-roll the attack roll once on a miss.
Hit: 2[W] + charisma modifier damage and the target gains vulnerable 5 all until the end
of your next turn.

Gambler’s Wager
“I’ll bet my life that my sword pierces your heart!”
At-Will * Martial
Free Action Personal
Trigger: You use your gambit class feature
Effect: You gain a bonus to the re-roll equal to one half your charisma modifier, rounded
down. If the new roll fails, you take damage equal to three times your charisma modifier.

Gambler’s Endgame
“As your enemy tries to ignore your jeers, you strike where they least expect it, forcing them to show their hand.”
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy you have marked
Attack: Charisma vs. AC. You can re-roll the attack roll once on a miss.
Hit: 3[W] + charisma modifier damage and the target is bleeding their hand (save ends). While bleeding their hand, whenever the target takes a move action, you can shift to a square adjacent to them as a free action and whenever the creature makes an attack that does not include you as a target, you can make a melee basic attack against the target as an opportunity action.
Last edited by Shadow Elf on Sun Jan 16, 2011 4:29 pm, edited 1 time in total.
Shadow Elf
 
Posts: 11
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Re: [4e Class] - The Swashbuckler

Postby Shadow Elf » Sun Jan 16, 2011 4:25 pm

Peerless Pirate

“He who touches the rum dies by my blade”
Prerequisites: Swashbuckler

You are an experienced seafarer, a veteran of the seven seas and the beneficiary of much phat loot. Whether its fencing on the main mast or repelling borders with axe or spear, you are the epitome of everything a pirate is capable of. A boozy tune on your lips and a thicket of scurvy dogs before you, you are never more at home than in the thick of a fight.

Peerless Pirate Features:
Boozy Balance (Level 11): When you are subject to forced movement, you can shift 3 squares as a free action after the forced movement. You gain a +5 bonus to saving throws to avoid falling off an edge.
Drunken Clarity (Level 11): You can spend action points while stunned. When you spend an action point to take an extra action, you can end one charm, dazed or stunned effect on you, regardless of the effect’s listed duration. You do not suffer any aftereffects of effects ended in this manner.
Ramming Speed (level 16): Whenever you charge an enemy marked by you, you do not provoke opportunity attacks for doing so, and the charge does not have to be the last action on your turn.


Peerless Pirate Attacks:

Boarding Slash
“As if launched from a swinging rope, you tackle your foe”
Encounter * Martial, Weapon
Standard Action Melee Weapon
Requirement: you must charge and use this power in place of a melee basic attack. You can fly during this charge, and if you do not land on a solid surface, you fall without taking falling damage after the attack is resolved.
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + charisma modifier damage. You push the target up to 3 squares and shift into the square the target vacated.

Unshakable Heading
“You carefully navigate the battlefield, your progress undeterred”
Daily * Martial, Stance
Minor Action Personal
Effect: Until the stance ends, you cannot be slowed, immobilized, restrained or dazed.

Walk the Plank
“Have fun swimming with the fishes”
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + charisma modifier damage and you push the target a number of squares equal to your charisma modifier. As the target is pushed, it provokes opportunity attacks from your allies as if it had moved past them.
Miss: Half damage, and you push the target 4 squares. As the target is pushed, it provokes opportunity attacks from your allies as if it had moved past them.
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Re: [4e Class] - The Swashbuckler

Postby Shadow Elf » Sun Jan 16, 2011 4:26 pm

* Reserved For Randomness I am not currently working on that may need its own post later *

Okay, posts can be made now. PEACH and enjoy!
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